The Second Battle for Fallujah began in 2004 after Al Qaeda seized control of one of Iraq’s major cities. The battle proved to be the toughest military conflict for Western forces since 1968.
Lead a fireteam through accurately recreated encounters from the real battle. Each mission is played through the eyes of a real person who narrates what really happened.
Featuring four co-operative, four-player missions, Six Days in Fallujah’s urban maps are generated procedurally, simulating the uncertainty of combat, and offering unlimited replayability.
Over 100 Marines, Soldiers, and Iraqi civilians who were present during the Second Battle for Fallujah have shared their personal stories, photographs, and video recordings with the development team. The game gives these stories voice through gameplay and first-person accounts captured in original documentary interview footage. Six Days in Fallujah aims to be the most authentic military shooter to date and to tell these military and civilian stories with the integrity they deserve.
Working in partnership with frontline Marines and Soldiers who fought in the Battle for Fallujah, Victura and Highwire have spent more than three years building unique technologies and game mechanics that bring players closer to the uncertainty and tactics of modern combat than other video games have explored.
Victura and Highwire’s Six Days in Fallujah received its first new Steam Early Access content today, with the release of the Wargame update.
With an all-new new game mode: Wargame, as well as weather and time-of-day cycles, night-time flares, sandstorms, FUBAR (Hard) Mode and more control over every mission through procedural sliders, Six Days in Fallujah is the ultimate simulation of the uncertainty of combat.
The latest update features some game-changing additions, including:
- New Mode: Wargame: Wargame gives players extensive control over mission parameters before loading into the AO. Not only can players now choose specific missions and roles, they can also customize a multitude of battlefield conditions, like time of day, weather, building density, AI posture, and more.
- Flares: A new rhythmic cycle of darkness and light during missions as bundles of flares are launched into the sky and illuminate the area of operations before slowly fizzling away. Be careful! Flashlights and muzzle flashes alert insurgents to maneuver against you in the darkness.
- SandStorm: Your biggest threat is no longer enemy AI, but reduced visibility that comes with sand particles, dust and debris, and heavy wind – all of which also messes with your comms. The Intensity of the sandstorm depends on the procedural roll, and it may even roll through the AO halfway through the mission. Just like Flares, the next mission is unlike any other.
- Hard Difficulty (FUBAR): The most adverse conditions are now available as an option for each mission, dialing up the intensity of the battle. AI enemies implement complex strategies and behaviors. ‘Survival Rules’ mean no re-spawning from the AAV and ‘No KIA Allowed’ ends the mission when any of your fireteam is killed.
- Procedural Sliders: Players can now control timer length, or remove it entirely, as well as increase or decrease building population both internally and externally, change the dynamic of missions from an internal hunt to a sparsely populated shoot-out.
Key Features:
- Procedural Architecture re-shapes the inside and outside of every building each time the game is played. Just like the real battle, players never know what to expect.
- Block-scale AI is a dramatic new approach to AI based on insurgent tactics from the battle. Unlike games in which AI is constrained to move in very small areas, AI enemies in Six Days can go anywhere on the battlefield, and they will stalk, flank, and ambush players while coordinating their attacks with each other and luring players into difficult situations.
- Global Dynamic Lighting simulates real weather and lighting effects dynamically, so visibility shapes gameplay, especially as players move between blindingly bright outdoors and terrifyingly dark indoors. Realistic smoke, dust, and weather effects complicate visibility in unpredictable ways.
- Tactical Indoor/Outdoor Sandbox. Players -- and their AI enemies -- are free to approach challenges from any direction in Six Days in Fallujah. Rather than breaching a house through a front door, for example, players might choose to climb to a rooftop, or cross rooftops on wooden planks, to attack from the top down.
Six Days in Fallujah is coming to PS5, Xbox Series X|S and PC (Steam) in 2024.
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