
Acceptable Losses is a short, replayable WWI command and management game. Lead squads through a brutal 20 day campaign, balancing morale, fatigue, cohesion, and the paperwork of war. Perform well enough and you may be ordered Over the Top, where success leads to a second act holding captured ground.
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About
You are not the hero. You are in charge.
In Acceptable Losses, you are the officer behind the line. You make the calls. You assign the missions. You sign the forms while your men bleed for inches of mud.
Each day brings new orders. Send squads on patrols, trench repairs, wiring parties, or assaults.
At night, face the paperwork. Read incident reports. Review medical updates. Scan intelligence briefings. Hope reinforcements arrive on time.
Balance your duty to HQ with the lives of the men under your command. Survive twenty days. That is all they ask. Perform well and gain influence to tilt conditions to your favor. Perform poorly and they take them back.
Deliver acceptable results and you may be ordered Over the Top. Survive the assault and you will be tasked with holding the captured trenches until replacements arrive. Fail, and you will be held responsible.
Over 60 missions ranging from routine trench duty to full assaults
Every Mission has at least 6 Outcomes
Over 120 mid mission events that shift outcomes in real time
Over 30 night events affecting squads, supplies, and trench conditions
Over 15 modifiers including morale, fatigue, weather, and enemy readiness
Randomly generated soldiers with unique names and birthplaces
Permanent death within your squads
Join missions personally for a leadership boost, but risk injury
HQ evaluations that determine your standing and whether you earn the chance to go Over the Top
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 128 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Acceptable Losses is a great idea and an excellent framework, that is absolutely killed by the lack of content and player choices. My favorite concept the game has is that, even if you make the right decisions, you can and will still lose. The issue is the game gives you very little in terms of ways to REACT to that randomness. As it stands, it feels less like I'm actually making important decisions and more like I'm just watching whatever happens. Effectively, there are 3 things you do in this game - Use Influence for Citations/Missions - Assign Troops to squads - Decide which squad does what That's it, that's the three things you do in this game, minus picking incident results (Which are ALSO largely RNG based, so... yknow, hell of a choice that is.) Influence is, at least during my playthroughs, damn near worthless. Citations take time, have a chance to fail if you overshoot, and barely increase Morale. It seems that only the individual who RECEIVED the award actually gets any benefit, meaning the the other 6/8 members of the squad get no benefit- and remember, influence is rare and capped at +2 a week, so you can't compensate for this with en masse influence use. Selecting missions is also an option, but it gives you a *chance* of receiving the mission, and you still have to dedicate men to it and hope it succeeds. Sure, it's nice, but given how much the game throws at you it'll barely make a dent. You can also only use it after day 5, further limiting it's use. I'm seriously convinced that you could just remove it from the game and barely notice. If influence could be used for more significant benefits, like reinforcements, coffee and cigarettes, veteran training, they'd actually have a sizeable impact and justify their rarity and inconsistency. Assigning troops is... a thing you can do. a squad varies from 5-10 men, with 8 being full strength and 5 being the minimum to operate. The only real choice here is if you want to poach from squads to get another to full strength. This can result in not having enough men to operate, but that's pretty rare. Realistically, you'll fall into having a Fighting Squad or two for high difficulty missions and the rest as easy duty squads that perform the simpler, easier tasks in the line. You're also discouraged from moving troops around to even out things like morale because it penalizes your cohesion (Which is also part of how they decide whether to give you a citation or not btw). Because of how global and squad effects work, every member of a squad will have virtually identical conditions barring being killed or wounded, and since there's nothing you can really DO about it, you kinda just have to sit on your hands and hope you get lucky. Or maybe you'll get bad events 7 days in a row so the morale of every man, citation or not, is in tatters. If ANY troop stat gets too low, they are no longer operational, but realistically you will only have to worry about Morale, Wounded, and KIAs. In my playtime I never saw a unit be too tired or disorganized to operate, it was only ever about numbers and morale, which further simplifies the game- Fatigue is such a non-issue that I wish it could be used as a resource somehow to help compensate for morale or inoperable squads. Maybe make it so you can hold events at night that cost your men Fatigue. Of course, as it stands there is no such system in the game. And the moment of truth, deciding which squad does what! Every card has modifiers depending on things like weather, defense level, trench status, and multipliers depending on your mens Fatigue, Squad Size, and organization. Of course, given that Fatigue and Organization are mostly non-factors, this narrows it down to squad size. There's no realistic way to impact what cards you get, and you receive 4-5 a day. Remember, influence gives you a CHANCE to receive ONE available card, so there's no real way to handle this. Some things simply cannot be ignored- I mean that literally and figuratively. Some cards are Mandatory, and you'll ahve to take them on no matter what. Some simply have such debilitating penalties that you just *effectively* don't have any actual choice. Even if you have every squad available (Which isn't necessarily common, ESPECIALLY if you're poaching), you're likely to, realistically, be able to choose between only a couple extra cards- and no, you can't give your men a rest day, if a unit is available, they MUST participate in a task no matter what. I sure hope you got some good cards... I love the concept, presentation, framework, but at it's core, Acceptable Losses ends up closer to a slot machine then a game. You get to choose what machine to play on, but it still has majority odds of leaving you Broken, Exhausted and Loose. Sure, you might hit that Jackpot, but was that a result of YOUR strategy? Maybe a little, but not as much as I wish. With a few additions and tweaks allowing players to properly compensate for the roulette wheel that is this game, and make it so it doesn't always end up in the same situation every game, it would be one of my favorites. I sincerely hope the development of this game is not finished, I believe it would be a shame to lose this concept; there is no way I can sincerely recommend the game as is. Definitely a good Wishlist option for a few updates in though. I really hope I can return to this game after a few weeks/months and recommend it.
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Languages: English
Hours played at review time, across 128 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wish the game had a never ending mode where you have to try and keep taking trenches and then repairing those trenches and surviving a massive counterattack before having to take the next trench until you lose
While I enjoyed the demo of this game, the pittance of offers it provides regarding player's 'choice' I cannot recommend purchasing the final product There is abosulely no point in playing when RNG controls over 50% of the player's 'choice'. You can learn the different requirements and what's important to progress but even through you allocate the best teams available there's still a stupid HIGH CHANCE THAT YOU LOSE - I'm talking a 1/2 star (should be easy) that you fail miserably (there a 1-4 star metric for dififculty) Just a FYI for anyone trying this game - keep the morale as high as you can, it's the biggest thing that will cause you trouble, also focus on trench maintenance - it's a fun game but I think the demo is enough rather than wasting your money on a 2 hour run due to RNG Cannot reccomend, unforuntately - I hope the dev takes a look at whatever bull**** modifiers he's integrated for the end game - maybe fix the way 'dificulty' is calcualted in the modifers for the cards
Refund Pending. The RNG is absolutely terrible, none of your decisions matter. Influence doesnt matter and as others have said could honestly be removed as the citations and missions are still pure chance that they get approved. All you can do is hope and pray your squads are successful and dont have a catastrophic ♥♥♥♥ up when they inevitably fail a mission and 6 people in your platoon are wounded. Its a battle against random events wounding your men and then trying to shuffle people around to maintain full squads until you fail the game on the last day because you dont have the man power to keep your squads at the bare minimum of 5. I really wanted to like this game as I enjoy games like this but it's quite literally a gamble on how far you make it everytime unless you get massively lucky and have VERY minimal casualties.
I enjoy this. People are complaining about RNG but I think It`s part of this game charm. Currently > You TRY to influence the events into the most favorable scenario but things are always RANDOM (It`s like 60 seconds you can only hope) but it`s not a problem! My first game only took me 2 hours (to die) so I just try again maybe with some other strategy. What the people want > A card game, where you put your strongest squad to the appropiate slot and BUMM magic happens and you win. Your trenches bad > You send the magic team to repair tranches you are low on supplies > You send the magic team to get food the enemy strong > you send the magic team to kill the enemy I think this would be boring despite most people (inc me) still doing the same but the fact that you can still be XCOMed makes you think twice to send them in there at all. I think this game is fine as is. give me 5-6 hours more fun easily. For this price it`s perfectly fine
Played through it in 30 minutes. By the 20th day I skipped through days in as little as 20 seconds. There is just nothing to do. You assign a squad to a task, and there's a random chance of success or failure. There is no flavour beyond like 2 letters from your wife you get, nothing about the lives of the soldiers you sacrifice, nothing mechanically, nothing interesting visually. Unless you are a turbo ww1 nerd, get this when its like 1$.
Not bad for the price. A decent way to get lost for a couple hours. Currently feels like too much RNG though.
Eh, it's a pretty basic resource management with randomness. They don't seem to have preferences to who they are with. Take a bonded soldier and put him into a different squad, still bonded. Bonded with what you ask? Unclear. No stories of individual heroism. They are just little cards. I don't really feel any impact when someone dies because there was nothing that made me interested in the names. Overall I think it's a miss.
Really ecstatic when i saw this came out, and i'm gonna be real with yall. It could use a lot more content, and a lot less...RNG. While i did enjoy my time playing, it gets really stressful towards the halfway point in the game. Almost every squad runs the risk of being executed or wounded because you prioritized something else that was important to keep everybody alive, only for THAT MISSION to fail horribly, and you lose half your squad. I think the game's promising, it just needs to feel like your choices actually matter, because right now, no matter what you choose, you run the risk of losing most of your platoon. But the price for the game is nice for what you get, so i'm happy to wait for some updates and changes. Much love to the devs!
I really liked the concept of Acceptable Losses and enjoyed the demo, which is why I bought the full game. Unfortunately, I was pretty disappointed to find that there doesn't seem to be much gameplay beyond what was already available in the demo. The game has a lot of potential, but right now it feels like it needs more depth. One of the biggest issues for me is reinforcements. There simply aren't enough. I understand that managing casualties and deciding what losses are "acceptable" is the entire point of the game, but there should be more ways to manage your personnel rather than simply watching everyone slowly become ineffective. I'd really like to see an R&R system. If I have a soldier getting close to being broken, I should be able to pull that soldier from combat and send them away for rest and recovery. The whole "inactive" system is confusing. I should also be able to send someone to medical when I believe they need it rather than waiting for the game to decide they're bad enough. The game could also use some kind of rank and leadership structure. Corporals, Sergeants, squad leaders, etc. would add another reason to care about individual soldiers. Since the game takes place over such a short period, I don't necessarily think soldiers should be rapidly gaining ranks, but having an actual chain of command within the platoon would add a lot. The relationship system could use some work as well. Coming from a military background, I don't think moving soldiers between squads within the same platoon should destroy or drastically reduce their closeness. Everyone in a platoon works, trains, lives, and goes through the same experiences together. Obviously people within an individual squad may become especially close, but moving someone from one squad to another shouldn't suddenly make them strangers. I'd also love to see an actual training system. Let me decide how I want to build my platoon. Maybe I want one squad filled with my best veterans that becomes my elite squad. Maybe another squad is mostly fresh replacements with one experienced veteran assigned to help train them up. Give experienced soldiers a purpose beyond simply being another body who eventually gets thrown back into the grinder. There's a really good game underneath all of this. I like the concept and want to see it succeed, but right now the full game feels too close to the demo and some of the personnel management mechanics feel unnecessarily restrictive. More reinforcements, R&R/medical options, ranks and leadership, platoon-wide relationships, and training would add a tremendous amount of depth and give me a reason to become invested in individual soldiers rather than treating everyone as another acceptable loss.
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