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You are the High Command. Guide generals as they send soldiers through wartime trenches, make agonizing strategic choices, learn from campaign outcomes, and build a lasting legacy across many fronts.

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About Stuck in a Trench

YOU ARE NOT THE SOLDIER. YOU ARE NOT EVEN THE GENERAL. YOU ARE THE HIGH COMMAND.

From the quiet of the War Room you shape a nation's fate. Appoint generals, fund perishable heroes, and send soldiers into procedurally generated trench networks where every choice matters. When a general falls, their failure becomes your institutional advantage: Lessons of War are awarded at campaign end and spent on a persistent tech tree that changes how every future campaign plays.

Stuck in a Trench is a roguelite autobattler, where you act as the High Command: appoint generals, learn from battlefield outcomes, and turn those hard-earned lessons into institutional upgrades. Each completed campaign grants persistent "Lessons of War" used to unlock technologies, tactics, and doctrines that reshape every future front.

Key features

Triple-layer gameplay: High Command (meta), General (campaign), Soldier (tactical runs).
Procedural battlefields with crossroads, dead ends, and emergent encounters.
Permadeath for soldiers; campaign defeat yields Lessons of War for permanent upgrades.
Deep, data-driven progression: 75+ base stats, 30+ meta-tactical characteristics.
Perishable Hero system: invest Field Intel in a single soldier for huge short-term gains at great risk.
War Room upgrade: Or invest in future soldiers and increase their chance of success
Time runs out: Each mission progresses the war timer, take to long, and the General will fail
Lessons of War: Where one General falls, the next steps up. Transfer your learnings to the new General
Multiple mission types: Extraction, Search & Destroy, Survival, Rescue.
Eternal Front post-campaign endless mode for replaying completed campaigns with no time pressure.

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