
Experience the Vietnam War through the eyes of an administrative officer who observes the first few missions but never sees combat again — only the paperwork of war. Lives, morale, service time, and survival depend on your choices. Everyone is replaceable... including you.
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Media

About
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.
Mouse for interaction, Mouse Wheel to zoom in and out on the table, and WASD for movement when zoomed in.

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.
Every decision affects morale:
– medals
– rest
– casualties
– promotions
– injuries
– deployments
Low morale collapses the entire unit.
High morale boosts survival — but nobody is bulletproof.
– Three wounds = automatic discharge
– Severe wounds = permanent removal from duty
– Every death lowers morale and adds pressure on you
Wartime cares nothing for protocol.
If a leader is needed, even a fresh replacement may be promoted instantly.
The machine must keep turning.
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.
The game offers:
no reload
no undo
no alternate saves
Every choice is final.
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.
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.
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
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Adding some other army units would be cool or Adding marines Good Game though
I really liked it. I'd like more challenging quests and a more flexible rank system. Platoon Leader fought for three years as a 2nd Lieutenant and never got promoted.
Close to yes, but no, with the possibility of great improvements. OK, you know it's a simple excel management game if you read the description, so no surprises, and it's fairly good in creating an atmosphere to keep you in go "just one more mission". But it could do better with details, to be a bit mor informative and entertaining. Awards affect morale, yet you don't even know what awards your soldiers get. Buggy when it comes to click on info panels (KIA and wounded), Repetitive missions, and it really is predictible after a while - it is no joke what it says in the intro - keep it safe, keep your boys alive, no heroics. But sometimes taking risks should be rewarding, like a frontal assault - either wipes your people out, or gives them a huge morale boost if succeds. And maybe smoe balancing tweaks should be done. I took my platoon up until the end of 67, but not getting any replacements for 3 full months had sealed my fate. Good idea, good base, needs a lot more work to refine.
NEEDS WORK
I don't know. Man does the premise of the game sound awesome. But I get no FNG at all when my unit gets down to around 23-20 due to KIA about 6 months in, and the game ends because I can't keep combat power up. If I can't keep combat power up you get relieved of duty. This seems unfair due to high casualty rates of the war. FNG getting delivered by birthdate/ draft numbers makes sense. But battalions would resupply troops before this. Me losing 20% of my company gets me relieved of duty?? Units in Vietnam were lucky if half the original guys came back. This has happened multiple times and is very game breaking. Why is my unit not getting resupplied with fresh troops? New guys were coming in and out at all times in Vietnam due to high casualty rates. Choosing different options over four games and nothing. No sound control, it's either on or off. Creator has responded to feedback where they have said issues others have seen can't be fixed. Personally I didn't have an issue with font size, but just like the developer I'm playing on a 32 inch monitor. I'm gonna keep playing, and I like what's here. But it needs just a little more. Yes for now, gonna play a bit more. If I can't get past month four or five without new FNG. Well that just breaks the game. So, no. I'll keep doing games, but I make it too October and get relived of duty. Why would my company not get FNG if I'm sending home my wounded. 1 kia, 4 sent home. Then a mission KIA 3 and it's game over. It just doesn't make sense. So back to yes, got to finesse until FNG show up in late October. So back to no, if you are going to say three and out with purple hearts. How about one operation not leading into three purple hearts. Just get rid of three and out.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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