
Game intel
Rising Front
A single-player, large scale WW1 game centered around trench warfare. It is a mix of FPS, Battle Sim and Strategy, making for epic battles with hundreds of uni…
This caught my attention because Rising Front tries something a lot of developers half-promise: the chaotic spectacle of Battlefield-sized conflicts combined with the goofy, moddable simulation freedom of TABS. Now that the WW1-focused sandbox has left early access with a massive 1.0 update, the project finally feels like the designer’s vision arriving in full – player tanks, functioning cavalry, remade scenarios, Steam Deck support and Steam Workshop integration all bundled together. At $11.99 on sale, it’s a low-risk experiment for anyone who likes massive, emergent battles or making history messy on purpose.
Sandstorm Studios’ lead dev Jack spent almost a year on this release, and the patch notes show it. The headline features are the introduction of player-controlled tanks and cavalry alongside AI variants, which is more than a cosmetic change: the list includes historical pieces like the British Mark IV, Renault FT17, German Sturmpanzerwagen A7V (plus a flamethrower variant), and even the Char 2C. For cavalry fans the game adds dragoons, lancers, carabiniers and historical oddities like Pulaski’s Legion for the Revolutionary War scenarios.
Beyond toys, the update remakes every official scenario, adds seven new maps and upgrades weapons and buildables. Bots can now use grenades, weather variety was expanded, and several weapons received balance and functional improvements. Crucially for the mod scene, full Steam Workshop integration means community-made maps and units should start pouring in – and Rising Front already has an 89% positive rating from players during early access, which tracks with a healthy modder base.

Rising Front’s pitch – engagements with 1,000-plus units — is the kind of number that grabs attention, but it also raises pragmatic concerns. Massive unit counts are fun in screenshots and trailers, yet they hinge entirely on optimization. The inclusion of Steam Deck and full controller support is welcome; that said, running hundreds or thousands of entities will tax any handheld. Expect desktop rigs to have an easier time than a Deck, and plan settings accordingly. The developer’s hands-on stance in Steam forums and Discord is a good sign for ongoing performance tuning.
Another practical takeaway is the game’s eclectic timeline choices. Including post-WWI hardware like the Char 2C and Revolutionary War units in the same sandbox will annoy purists who want strict historical accuracy. For everyone else it’s a strength: this mash-up ethos turns Rising Front into a playground for “what-if” battles where formality gives way to player creativity.

Players who like to build scenarios, test tactics and watch emergent chaos will find a lot to love. The remade scenarios alone make revisiting the game worthwhile, while Workshop support keeps the long game alive. The price point makes it an easy impulse buy for sandbox fans. The risk is performance and polish: AI behavior, pathfinding with cavalry, tank balance and stability under heavy load are the usual pain points for ambitious sandboxes, and they’ll determine whether Rising Front becomes a long-running mod darling or a niche curiosity.
Jack says several more updates are almost finished, and the developer’s direct engagement suggests the project will keep iterating. If optimization arrives alongside more content and community tools, Rising Front could settle into the same space as creative military sandboxes that thrive on mods and ephemeral player stories. If not, the game risks being remembered for its ambition rather than its execution.

Rising Front 1.0 is an ambitious WW1 sandbox that finally puts tanks, cavalry and full controller/Steam Deck support into the hands of players. The price and Workshop support make it an easy buy for sandbox and mod fans, but performance with very large battles and polish on AI and balance will be the deciding factors for long-term appeal.
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