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Bolt Action Video Game Dev Diary #2: Six Orders, Endless Decisions

Bolt Action has always been about nerve and timing. So, the dev team started by addressing last update backlash.

They say they are not ditching the tabletop DNA. Instead, they want every system to have a clear tabletop equivalent. Moreover, they brought in Alessio Cavatore for an in-office play session.

Reassurance First, Then the Philosophy

Previously, a quote about not making a digital Bolt Action worried people. However, the studio now stresses “spiritual equivalents” for every tabletop system. Furthermore, they say they will be conservative with changes overall. Still, they admit digital has fewer physical limits than tabletop. Therefore, a few rules may be explored in new ways. Crucially, they promise playtesting and community feedback before anything locks.

They also describe why Alessio’s visit mattered. In addition to dice and tape measures, the focus was design intent. Specifically, they highlight balancing historical authenticity with Order Dice flow. Consequently, their digital approach is built around the same pillars.

Six Buttons That Decide Everything

Bolt Action strategy is about committing to one clear action. Therefore, each unit gets one order per turn. Even better, these orders mirror the tabletop ruleset.

Finally, Down is the defensive order. So, you boost survivability and blunt enemy pressure. Better yet, you can retain it next turn without activating. Therefore, it can feel like sneaking in a bonus action.

Summary

This diary is a love letter to Bolt Action’s real engine: the six orders. Moreover, the devs argue that winning is about plans, adaptation, and pin control. Therefore, Fire and Run matter, but Rally and Down can win games. Finally, they tease future diaries on campaign replayability and faction playstyles, and they ask which units people want most.

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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