
Review score
5
Positive reviews
8
Negative reviews
5
Strategy
1965, Vietnam. You arrive at an Airborne Brigade not as a frontline fighter, but as the administrative officer responsible for keeping a platoon alive on paper. Your decisions determine everything: – who deploys, – who rests, – who gets promoted, – who goes home, – and who will remain forever inside a personnel file. 12 Months:...
1965, Vietnam. You arrive at an Airborne Brigade not as a frontline fighter, but as the administrative officer responsible for keeping a platoon alive on paper. Your decisions determine everything: – who deploys, – who rests, – who gets promoted, – who goes home, – and who will remain forever inside a personnel file. 12 Months: Vietnam is a minimalist yet emotionally heavy, paper-based military simulation inspired by historical statistics, period-accurate organization, and real wartime casualty patterns. Your task is simple only on paper — survive your Tour of Duty while keeping your unit combat-ready. In reality… nothing about it is simple. Controls.: Mouse for interaction, Mouse Wheel to zoom in and out on the table, and WASD for movement when zoomed in. Key Features Tour of Duty Simulation (12-Month Cycle) Every soldier serves a 12-month tour, with optional extensions up to 3 tours — if morale allows it. Soldiers constantly: – arrive – rotate out – get wounded – recover – die – change roles – or extend their service You must maintain a deployable platoon at all costs. Morale System That Truly Matters Every decision affects morale: – medals – rest – casualties – promotions – injuries – deployments Low morale collapses the entire unit. High morale boosts survival — but nobody is bulletproof. Injuries and Consequences – Three wounds = automatic discharge – Severe wounds = permanent removal from duty – Every death lowers morale and adds pressure on you Promotions & Qualifications Wartime cares nothing for protocol. If a leader is needed, even a fresh replacement may be promoted instantly. The machine must keep turning. Paper-Based Presentation The entire game takes place inside the administrative reality of the platoon: – dossiers – reports – assignment boards – personnel files – wounded and casualty logs No combat. No cinematics. Just the quiet horror of paperwork in war. A System Built on Chain Reactions Every choice ripples outward: → bad choises → more injuries → morale collapse → an undeployable unit → you are relieved from duty Every campaign is different: – different casualties – different outcomes Infinite replayability — with a finite number of men. You Can Send Them Out — But You Can’t Bring Them Back The game offers: no reload no undo no alternate saves Every choice is final. This Is Not… Not an action game Not a shooter Not a power fantasy This is a responsibility–morale–decision simulator, depicting the most invisible yet most brutal side of war: the administrative burden of keeping a unit alive. The game does not depict: – civilian casualties – graphic violence – real historical tragedies – war crimes Everything occurs within fictionalized military structures. Content Warning Themes include: – war and military loss – stress and moral decline – administrative pressure – failure and monotony No blood or graphic violence. Flashing effects can be disabled. About the Developer 12 Months: Vietnam was created by a solo indie developer with a background in law enforcement. The goal is not to glorify war, but to reveal its unseen side — where paperwork decides who goes home and who does not. Your Mission – Serve your Tour of Duty – Keep the platoon alive – And try to keep your conscience intact