12 Months: Vietnam CD Key
Current Lowest Price
Release Date
Publisher/Developer
Reviews
12 Months: Vietnam Steam Price History Chart
Lowest Steam price ever: 1.99$ — 2026-09-01
12 Months: Vietnam description
12 Months: Vietnam – Description
1965, Vietnam. You join an Airborne Brigade not as a frontline fighter, but as the administrative officer whose records decide who stays alive on paper. Every choice you make shapes who deploys, who rests, who gets promoted, who goes home, and who remains forever in 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 on paper—survive your Tour of Duty while keeping your unit combat-ready. In reality, nothing about it is easy.
Controls: Use the mouse for interaction, the mouse wheel to zoom in and out on the table, and WASD to move when zoomed in.
Key Features
- Tour of Duty Simulation (12-Month Cycle) — Every soldier serves a year, with optional extensions up to 3 tours if morale permits. You manage arrivals, rotations, injuries, recoveries, and the grim arithmetic of departures.
- Morale System That Truly Matters — Morale is the engine of survival. Every medal, rest period, casualty, promotion, or deployment shifts the balance. Low morale can collapse the unit; high morale improves odds, but no one is invincible.
- Injuries and Consequences — Wounds shape fate: three wounds mean automatic discharge; severe injuries permanently remove a soldier from duty. Each death drags morale down and tightens the screws on your decisions.
- Promotions & Qualifications — Wartime ethics trump procedure. A needed leader may be promoted instantly, even if new to the role. The machine must keep turning.
- Paper-Based Presentation — The entire game unfolds in dossiers, reports, assignment boards, personnel files, wounded and casualty logs. No combat, no cinematics—just the quiet horror of administrative war.
- Chain-Reaction System — Every choice ripples outward: bad decisions breed injuries, morale declines, deployments falter, and your unit becomes undeployable—or you are relieved of duty.
- Infinite Replayability, Finite Men — Each campaign differs in casualties and outcomes, offering endless variation within a bounded stock of personnel.
- Finality — No reloads, no undo, no alternate saves. Every choice is final. You can send them out, but you can’t bring them back.
Thematic Scope
This is not an action game, shooter, or power fantasy. It centers on responsibility, morale, and the unseen burden of wartime administration—the decisions that determine who comes home and who does not. Content avoids graphic violence and civilian casualties, focusing on stress, moral decline, and administrative pressure within fictionalized military structures.
About the Developer
Created by a solo indie developer with a background in law enforcement, the title aims to reveal the unseen side of war—where paperwork decides who returns home and who stays in a file. The mission is clear: serve your Tour of Duty, keep the platoon alive, and try to preserve your conscience.