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gamedev October 23, 2026 by Machin Games

Tanks drown now — and other things the ground does to you

The crossing looked fine. Ford marked, infantry across, tank starts down the bank — and then it's under, crew bailing into the current while the squad watches. Nobody scripted that. The river just didn't care.

We're building Open Ground's world to matter the way real ground matters. Not as a pretty backdrop for units to slide across, but as a thing that pushes back:

Fuel. Your column isn't magic. Push it past its range and it stops — mid-field, engine off, a steel monument to your impatience. Every advance now has an invisible leash, and you'll feel it the day the armor you were counting on just… isn't moving.

Rivers. They don't politely block you. They ask "are you sure?" — and the wrong answer costs you a vehicle and everyone inside it. Some crossings are worth it. Some are where the screenshot of your disaster gets taken.

Mines. The field you wanted to push through isn't empty. Mines channel you, delay you, or take a leg — and clearing a lane costs time while whoever mined it gets to wait and watch.

Winter. Deep snow isn't a white texture. It's slow boots and shorter breath — except for the men who packed skis. They're suddenly a lot faster than the guys trying to fight them.

Weight. Every man carries a real pack. The guy lugging the machine gun doesn't sprint like the rifleman next to him, and when your squad needs to break contact now, who's carrying what decides who makes it to the treeline.

Now — to be fair — we're not the first game where a tank can drown, or fuel matters, or a soldier's pack slows him down. The good ones (Gates of Hell, Combat Mission, ArmA) did parts of this before us, and credit where it's due. What we're chasing is all of it, in the same fight, decided for every single man on the field — not scripted into a mission, but running underneath everything, so a story like the tank crossing isn't a cutscene. It just happens, and it could have gone differently if you'd chosen differently.

Where this is going: a Vietnam pack is in the works (jungle, dust-off, the mines getting nastier), and the new footage drops on the channel Friday — a night sweep through a hamlet where squads break contact on their own when it goes wrong. If "the ground fights back" sounds like your kind of tactics game, come tell us what the sim should punish next:

→ YouTube — new footage weekly
→ Discord — feature requests actually shape the build
→ Ko-fi — the $100 goal funds the Steam page

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