2026-09-08 21:55 UTC · Community Announcements · JaugerPlays
Been a long day but still making fixes as they arise. Three bugs fixed in this one. When reloading Over the Top after failing, it wasn't possible to succeed When reloading Over the Top, the mini event consequences compounded Speech bubble lead to crash if there were only one soldier in the squad
2026-09-08 13:40 UTC · Community Announcements · JaugerPlays
One bug is fixed in this update Crash to desktop when trying to replace a mission on Day 1
2026-09-08 12:28 UTC · Community Announcements · JaugerPlays
First hotfix up fixing two bugs. Over the Top Success lead to Game Over Mission Outcome text overtaking the screen if too long Thanks to those that found the issues!
2026-08-13 16:18 UTC · Community Announcements · JaugerPlays
Just over 15 months ago, I set out to make a game. It was very different to what it has become.Now Acceptable Losses is set to launch on September 8, 2026!You can now experience the first 10 days of Version 1.0 in the Demo.DemoThe Demo now represents the core experience of the full game. Improvements have been made, the war on balance is ever ongoing, new features have been added, and a few have been cut.Some new features to look out for are the Game Manual, Tutorial, and HQ Influence system.With the help of playtesters, I have also been working to make the game’s mechanics and rules clearer.
2026-05-28 19:56 UTC · Community Announcements · JaugerPlays
For centuries, the better supplied side held the advantage on the field of battle. In Acceptable Losses, it is no different.Supplies affect your platoon every day. Low supply levels make offensive missions more difficult and can negatively impact your men during the Night Phase.Assigning Squads to Supply Patrols is the primary means of gaining supplies. Supplies may also be found on other missions.Every day consumes supplies. Your men must eat, and missions consume ammunition.If your platoon runs completely out of supplies, HQ will authorize emergency reserve stores to prevent total collapse.B
2026-05-14 15:17 UTC · Community Announcements · JaugerPlays
In Acceptable Losses, two things stand between your men and open ground: Defenses Trench ConditionLet either slip, and enemy pressure builds and recovery becomes harder.Defenses Defenses come in many forms, but the most critical is barbed wire. The enemy will probe your perimeter and cut it wherever they can. Gaps widen quickly, and once they do, enemy assaults become more effective.Defenses do not maintain themselves. Squads must be assigned to the appropriate missions to keep the wire intact and ensure your defenses hold.Trenches A good trench keeps your men alive. A bad trench leaves them e
2026-04-22 21:28 UTC · Community Announcements · JaugerPlays
The trench keeps your men out of sight from the enemy. It also confines them in wet, cold, and cramped conditions.Two dangers require your vigilance: Disease Trench FootDiseaseDisease can increase due to missions and nightly events. Even a man in sound health may be laid low without warning. Rats, lice, and poor hygiene all contribute. Personal cleanliness and trench hygiene are therefore of the utmost importance.If left unchecked, disease will spread and weaken your platoon. It may well do the enemy’s work for them.Trench FootTrenches collect water, and constant movement through mud keeps sol
2026-04-15 19:38 UTC · Community Announcements · JaugerPlays
Enemy Systems in Acceptable Losses are reflected in two variables that affect missions and appear in the nightly Intel Reports:Enemy Defenses Enemy ActivityThere is also one hidden variable that simulates the fog of war:Local Manpower PoolEnemy DefensesOnly successful mission outcomes can reduce Enemy Defences, so hit them hard when you can. The enemy doesn't rebuild their fortifications during missions, they wait until dark.During the Night Phase, Enemy Defenses may recover, with the chance of recovery modified by Weather and Enemy Activity.Bad weather makes trench maintenance more difficult,
2026-04-08 17:32 UTC · Community Announcements · JaugerPlays
This update brings more balance to Acceptable Losses, which was sorely needed. Before the update, missions felt a little too close to flipping a coin no matter the difficulty, as many have pointed out. Part of that was that the difficulty bins or bands were too small. These bins (seen as Shields on the Mission Cards) are now a bit wider bringing the easy missions down a bit. The "Easy" missions will be easier to pass but still not impossible to fail. And a Catastrophic Failure for these simple tasks, like Trenchfoot Prevention, will be very rare.Outside of the balancing act, minor, but wanted,
2026-03-26 00:17 UTC · Community Announcements · JaugerPlays
Reinforcements in Acceptable Losses are not guaranteed, nor do they arrive on a fixed schedule. Support depends on your current strength, recent arrivals, and the weather.When Are Reinforcements Considered?Reinforcements are only on the table if your total number of soldiers falls below a certain level. Near capacity? HQ figures you can manage.The system also checks the last few days. Fresh arrivals recently? Don't hold your breath for another batch right away.How the Chance ChangesIf reinforcements fail to arrive, the chance increases slightly the next day. Long dry spells become less likely
2026-03-18 16:28 UTC · Community Announcements · JaugerPlays
Weather in Acceptable Losses operates as a daily system that pressures multiple parts of the campaign at once.There are five states, from worst to best:Storm > Rain > Fog > Overcast > ClearYour first day always begins under Clear skies. After that, conditions shift day to day. They may worsen, improve, or remain the same. Bad weather can last for several days, though long stretches are uncommon. Three to four consecutive days of rain or storms are possible, but become less likely beyond that.System EffectsMission Difficulty Bad weather generally increases mission difficulty. Fog can work both
2026-03-11 17:25 UTC · Community Announcements · JaugerPlays
This minor update includes feedback from those within Discord. There has been a push for more clarity on HQ's intentions. It isn't a major update bringing lots of new features, but it should add to the story a little more while Acceptable Losses is still in demo and being developed. These features will of course be in the full game and more polish is to come! ClarityHQ Mission Banner - Shows what missions would reduce HQ Opinion if skippedHQ Mission Outcome - A mission card and outcome report receivedBugsResting Inactive Squads - An announcement appears showing when an inactive squad rested an
2026-02-03 19:48 UTC · Community Announcements · JaugerPlays
This update deepens the simulation and sharpens the feedback. Enemy forces now recover and react over time, missions and events are more varied and can overlap, and outcomes clearly show their consequences. Weather, audio, visuals, and desk details are more cohesive, while clarity improvements make it easier to understand why things go wrong. The war pushes harder but intuitively.Also, a link to the a new Discord server can be found in game! Join the community to follow and discuss all things Zann Archive and Acceptable Losses: https://discord.gg/TdHAVY3eqhUnder the HoodEnemy Defenses and Acti
2025-11-13 17:15 UTC · Community Announcements · JaugerPlays
Acceptable Losses is getting a major update included in the Demo! This update carries with it some major features like custom names for soldiers, glossary and tooltips and messages for clarity, and ways to make you feel the impact of losing control of Morale, Fatigue, and Cohesion as well as ways to help mitigate that spiral.The update focuses on bringing added Features:Tooltips are now everywhere bringing clarity to all abstract labels/ratingsAbility to enter custom names for SoldiersResolve/End Phase button now shows why it is disabledResolve/End Phase button hotkey is Enter/ReturnSending So
2025-10-15 01:02 UTC · Community Announcements · JaugerPlays
The latest update for Acceptable Losses is now live! This patch focuses on improving the game’s atmosphere and presentation:Overhauled table visualsAdded 2 random props (more to come) that appear at nightMap (not interactable, yet)Removed date from screen and printed it onto the missions envelopeAdded featuresAbility to rest inactive soldiers by sending them to the medical tentCamera slightly follows cursor with ability to turn it offBugs and FixesFixed timing of mission event cards and consequences of missions without event cardsBUG: inactive soldiers sometimes shown as activeBUG: events that
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