The First World War: Progress Report #2

The First World War: Progress Report #2

December 11, 2018

The combat system for The First World War has expanded features that allow us greater control over battle results. All units now possess hit points. This makes it easier to balance unit effectiveness leading to more expected combat outcomes. Units are auto-reinforced or repaired giving them greater sustainability in the field. Pacing is also key to the creating the WW1 grinding manpower losses and territorial stalemates. 

Read More


IJN Models Update

IJN Models Update

October 15, 2018

Factus Games announces the release of a new content expansion for Making History: The Second World War featuring the foremost vessels of the Imperial Japanese Navy. 

Read More


The First World War: Progress Report #1

The First World War: Progress Report #1

October 14, 2018 2 Comments

Factus Games announces the development of a new game about the First World War called Making History: The Great War Gold Edition.

Read More


The Second World War Update #3

The Second World War Update #3

August 03, 2018 2 Comments

A new version of The Second World War is now available. In this release we’ve implemented a Difficulty system to provide a greater challenge to players who are finding the game too easy. As with any new system, we expect there might be further adjustments needed to get the difficulty levels balanced.

Read More


The Second World War Game Update

The Second World War Game Update

June 04, 2018 4 Comments

A minor post-release update is now active. This one resolves a few bugs and user requests like balancing suggestions and UI improvements. We will continue to make updates to the game when new issues arise. New features and content changes are being evaluated for future releases.

Read More


Early Access Game Update #10

Early Access Game Update #10

March 18, 2018 2 Comments

Submarine detection behavior has been significantly improved. Now ships and aircraft with sub detection capability only have a % chance to see a sub on a given turn. This allows us to give higher level units improved sub sighting ability and expand the stealth gameplay of the submarine units.

Read More


Early Access Game Update #9

Early Access Game Update #9

February 16, 2018

There are many other new fixes and additions with pre-release #9, but this memory solution is just such a big deal, I felt I needed to focus my update on that. Much of the work we’ve done beside optimization has been targeted at finishing the task list and responding to user requests and bug reports. 

Read More


Early Access Game Update #8

Early Access Game Update #8

January 30, 2018

Bombing your enemy’s cities has become more consequential with the new factory hitpoint system we’ve added in Update #8. When your air units target city industries, the attacks can damage factories and potentially wipe out the buildings.

Read More


Early Access Game Update #7

Early Access Game Update #7

January 14, 2018

In this release we are introducing a new scenario called Last Days of Peace. It begins a few weeks before the Invasion of Poland. This allows players to skip the buildup years and get right into the war.

Read More


Early Access Game Update #6

Early Access Game Update #6

December 15, 2017 1 Comment

The latest version of The Second World War is now live. There's a lot of new AI improvements, fixes and some new content additions. To begin with, we’ve about finished our comprehensive rewrite of the Land Offensive/Defensive AI.

Read More


Early Access Game Update #5

Early Access Game Update #5

November 28, 2017

The biggest feature improvement in this release is the inclusion of Hit Points on all military units. We moved away from a single hit system that resulted in too much randomness to something that relies more on unit combat properties. 

Read More


Early Access Game Update #4

Early Access Game Update #4

November 10, 2017 2 Comments

We’ve finished rewriting the Military Defense AI. This work covered several areas important to making the AI nations tougher opponents. Nations will use their Sphere of Interests combined with the AI Character property Militarism Policy to influence the core the defensive decisions.

Read More



1 2 3 Next »