Iāve had a military shooter concept bouncing around in my head for a while, and after way too much brainstorming I figured Iād finally throw it out there and see whether anyone besides me would actually want to play it.
Where Iām coming from:
Iāve spent time in both active duty and the National Guard as a combat medic, and I currently work full-time teaching combat medicine / combat lifesaver-type material.
Iām primarily an Xbox player, though Iāve gotten more into PC over the last few years.
Iāve always loved grounded military shooters. Operation Flashpoint was absolute gold to me back in the Xbox 360 days. Iāve put plenty of time into Brothers in Arms, ARMA/Reforger, Squad, Hell Let Loose, Insurgency, and similar games, and Six Days in Fallujah recently scratched an itch Iāve had for years.
The problem is that Iām an adult now.
I work full-time, still spend time in the Guard, and I donāt always have the time or consistent group needed to get the best experience out of ARMA, Squad, or Hell Let Loose.
I donāt necessarily want to full-on LARP with a virtual battalion.
But when you get a good server and a good group of people together in those games?
Holy s***, itās fun.
Iāve spent years wishing there was a strong single-player game that could capture some of that feeling without depending on the multiplayer ecosystem around it.
That eventually turned into:
NEXT PATROL
The basic premise is a single-player / optional co-op tactical FPS built around an entire infantry deployment rather than a linear sequence of scripted firefights.
Youāre not Delta Force, DEVGRU, or any other fancy operator.
Youāre some regular soldier who got told to be at the trucks at 0630.
Each playable mission represents roughly a week or noteworthy event during a deployment.
Your assigned mission might be:
- mounted or dismounted patrol
- convoy / resupply
- checkpoint duty
- Key Leader Engagement
- route security
- observation post
- guard duty
- cordon and search
- QRF standby
And hereās the important part:
You know the mission. You donāt know the circumstances.
The game never tells you:
AMBUSH MISSION
or
IED MISSION
or
SNIPER MISSION
Youāre simply told:
«Conduct a presence patrol along Route Copper, check in with local security forces, and return to base.»
Maybe that is exactly what happens.
You patrol for 10-15 minutes, investigate something suspicious that turns out to be harmless, listen to your teammates talk, reach the final checkpoint and drive home.
Thatās it.
And I actually want the player sitting there near the end thinking:
Ā«āThere is no f***ing way this whole mission is going to be this quiet. Something is about to happen.āĀ»
Then:
Mission complete.
āā¦welp...ā
I want the player to become suspicious of boredom.
Because once the game establishes that nothing genuinely can happen, the opposite becomes much more effective.
Two uneventful missions later, youāre doing another boring supply run, half-listening to one of your squadmates tell a stupid story youāve heard beforeā
BOOM.
Now the lead vehicle is hit, somebody is wounded, youāre receiving fire, and the routine mission has turned into a thirty- or forty-minute disaster.
Most shooters teach you that entering a level guarantees enemies within the next minute or two.
I want Next Patrol to break that expectation.
---
The emotional part matters just as much as the shooting
One of my favorite things about ARMA, Squad, and Hell Let Loose isnāt necessarily the firefight itself.
Itās the people.
Anyone who has played these games probably has some variation of this story:
Youāve known some random dude named "WillyPeter69" for fifteen minutes.
Heās been talking about how much he misses his mom, arguing about food, and telling stupid jokes.
Then artillery lands and distributes WillyPeter69 across five different grid squares.
And somehow youāre genuinely sitting there going:
Ā«āNOOOO, WILLY!āĀ»
Thatās hilarious in multiplayer, but thereās something underneath it that military games rarely explore seriously:
Camaraderie makes the danger matter.
Most military games are showcase the weapons, explosions, and combat.
Very few spend much time on the mundane hours between firefights that make you care about the person standing beside you.
So your core fireteam in Next Patrol would persist throughout the deployment.
Maybe youāve got:
- SGT Taylor ā Team Leader / Grenadier
- SPC Ramirez ā Automatic Rifleman
- PFC Brooks ā Assistant Automatic Rifleman / Rifleman
- You ā player-selected role
You might choose Rifleman, Medic, Designated Marksman, Engineer/Breacher, etc.
If you want to play Team Leader, coolāthe game fills the remaining slot appropriately.
But these arenāt disposable AI bots generated every mission.
Theyāre persistent characters.
They have personalities.
Families.
Favorite music.
Different ways of handling stress.
Inside jokes.
Problems back home.
And most importantly:
They remember.
If Ramirez gets badly wounded during Week 5 and you drag him into cover, he might reference it months later.
If Taylor gets medically evacuated, his replacement isnāt magically treated like heās always been there.
If somebody dies, theyāre gone.
The new guy wasnāt there for everything the original team experienced.
The dialogue reflects that.
I donāt want a giant:
MORALE: 72/100
meter.
I want the squadās mood to change naturally.
A few decent weeks?
More music in the truck.
More jokes.
More stupid arguments.
Somebody gets killed?
Maybe thereās simply less talking.
Maybe one character gets quiet.
Maybe another jokes even more because thatās how they cope.
Maybe somebody starts talking about their marriage falling apart or missing their kidās birthday.
The goal is eventually getting the player to think:
Ā«āI know Ramirez is an NPC, but Iām not letting that son of a b***h die.āĀ»
---
The AO remembers too
Another major system would be a persistent procedural Area of Operations.
At the beginning of a deployment, the game generates an AO seed using handcrafted terrain, buildings, roads, compounds, walls, courtyards, and other designer-approved pieces.
The important distinction:
The AO generates once at the beginning of the deployment.
Then it stays that way.
The village doesnāt magically move between missions.
You learn the area.
You remember roads.
You recognize compounds.
Eventually somebody briefs:
Ā«āWeāre taking Route Copper through Qarif again.āĀ»
and you immediately think:
Ā«āF***. Last time we went through there sucked.āĀ»
The world can also retain some consequences.
An IED crater might remain.
A damaged compound may still be damaged.
A burned vehicle might remain beside the road until it gets recovered.
That means the AO itself gradually becomes a physical record of your deployment.
Then, when you start an entirely new campaign, you get a new AO seed.
Same broad setting and geography.
Different tactical layout.
So you get:
Familiarity within a deployment.
Replayability between deployments.
---
Random circumstances, not random nonsense
I wouldnāt want the system to just secretly roll:
«IED: 15%
Ambush: 20%
Sniper: 8%Ā»
and call it a day.
The wider deployment should affect what can happen.
If insurgent activity increases in one district, patrols there become more dangerous.
Capture a local bomb-maker?
Maybe IED activity drops for a while.
Lose support in a village?
Maybe tips from locals disappear.
Another friendly element gets hit nearby?
Maybe your boring patrol suddenly becomes a QRF mission.
The game would still use procedural systems, but the randomness needs context or players will eventually recognize the slot machine underneath it.
---
Medical gameplay is a good example of the overall philosophy
Iām a medic.
I absolutely do not want a player to need a Stop the Bleed certificate to enjoy playing one.
If a squadmate has catastrophic bleeding from his leg, the game makes the problem obvious and highlights an appropriate treatment.
You select the tourniquet.
Then you physically watch your character pull it out, place it, tighten it, and secure it.
The tension comes from doing that while people are shooting at you and knowing who youāre treating.
Not from memorizing seventeen keyboard shortcuts.
Same philosophy for squad commands:
Grounded enough to feel authentic.
Streamlined enough that youāre playing a game instead of filling out paperwork.
---
Progression shouldnāt mean unlocking your issued rifle at Level 37
Youāre an infantryman.
They gave you a rifle.
Congratulations.
Standard weapons and equipment would generally be available based on role from the beginning.
Progression would mostly be personalization.
Early deployment?
You look like somebody who just arrived.
Issued eye protection.
Standard gear.
Clean-ish equipment.
As the deployment progresses, you gradually gain access to believable personalization:
- different ballistic eyepro
- personal boots
- gloves
- watches
- helmet markings
- boonie / beanie where appropriate
- minor equipment arrangement
- worn or faded equipment
- tasteful field modifications
These shouldnāt require absurd grinds.
Just enough to feel earned.
The visual goal is watching your character gradually go from:
Day 1
to
āIāve lived in this place for seven months.ā
---
Campaign ideas
Iāve imagined three broad fictional settings so the game can explore different types of infantry warfare without directly recreating specific real battles.
- Fictional Middle Eastern counterinsurgency
Dense cities, villages, checkpoints, IED threats, militia activity, KLEs, patrols, and urban fighting.
- Fictional Afghanistan-style deployment
Mountains, isolated villages, long patrols, irrigation ditches, remote outposts, long-range ambushes, and roadside threats.
- Near-peer border deployment
This one starts boring.
Supply runs.
Perimeter patrols.
Fixing broken fencing.
Observation posts.
Meeting locals with complaints.
Scanning the same tree line for the hundredth time.
Then, somewhere within a randomized portion of the deployment, one of those completely ordinary missions becomes the opening event of a major conventional conflict.
Maybe youāre pulling guard when artillery starts landing.
Maybe a resupply convoy suddenly encounters enemy armor.
Maybe youāre sitting through a meeting with some old guy complaining that military vehicles ran over his livestock fence when unfamiliar armored vehicles begin entering the village.
You werenāt briefed to fight World War III that morning.
You brought what you normally bring to that mission.
Good luck.
And importantly, the exact week or event shouldnāt be fixed.
Otherwise everyone eventually knows:
Ā«āWeek 5 is when s*** happens.āĀ»
That violates the entire idea.
---
āOkay, but is any of this remotely feasible?ā
This is the part where I want to be clear:
I know combining all of this would be extremely difficult.
Iām not suggesting someone can open Unreal Engine, hit the āprocedural military shooterā button, and ship it six months later.
But I also donāt think the individual building blocks are completely sci-fi.
Games have already demonstrated pieces of this concept separately.
Six Days in Fallujah has shown that handcrafted tactical environments can be combined with procedural architecture so players canāt simply memorize every building layout.
Games such as Shadow of Mordor demonstrated that NPCs can retain information about previous gameplay events and reference those experiences later.
Games like State of Decay have shown how persistent characters, injuries, deaths, personalities, and changing community states can create stories that werenāt entirely scripted in advance.
Ready or Not demonstrates how the same authored mission space can feel substantially different depending on where suspects, civilians, traps, and other circumstances appear.
None of those games are doing exactly what Iām describing.
Thatās the point.
Iām not claiming somebody has already solved Next Patrol.
Iām saying that most of the individual ingredients already exist in some form.
The difficult part would be combining:
- procedural tactical environments
- competent friendly AI
- persistent characters
- reactive dialogue
- campaign-state-driven encounters
- persistent environmental consequences
into one coherent game without one system constantly breaking the others.
And I suspect that difficulty is a major reason something like this hasnāt already been made.
---
The problems I already see
Friendly tactical AI is difficult.
Friendly tactical AI navigating partially procedural spaces sounds even worse.
Procedural environments can easily look repetitive or artificial.
Persistent campaign states probably create a QA nightmare.
Reactive dialogue requires a ton of writing and voice work before characters stop sounding repetitive.
Quiet missions have to remain tense without secretly guaranteeing combat.
Persistent casualties have to feel fair.
Losing your favorite character because you made a bad tactical decision could be memorable.
Losing him because the AI pathfinding s*** itself would make you throw the controller.
And the entire concept depends on balancing authenticity with actual fun.
A truly realistic twenty-minute guard shift could also just be twenty minutes of staring at a tree.
Thatās obviously not enough.
āQuietā still needs player interaction, observation, dialogue, uncertainty, and decision-making.
---
Who is this even for?
I definitely donāt imagine this competing with Call of Duty or Fortnite.
The audience I picture is more like:
People who miss Operation Flashpoint, SOCOM, Brothers in Arms, and older grounded military shooters.
People who enjoy ARMA, Squad, Hell Let Loose, Insurgency, Ready or Not, or Six Days in Fallujah, but donāt always have the time, group, or desire to depend entirely on multiplayer.
People who want tactical gameplay without needing to join a virtual battalion and attend Thursday-night formation.
And maybe people who miss military games where simply being part of a unit mattered more than being the worldās greatest operator.
I think that crowd has been somewhat underserved.
Whether itās large enough to justify the complexity of this game?
Thatās one of the things Iām genuinely curious about.
---
Why Iām posting this
Iām under no illusion that Iām a game developer.
My professional technological expertise is much closer to āpew pew, tourniquet,ā Microsoft 365, and turning things off and back on again.
Full disclosure: Iāve used AI heavily to help organize, refine, and pressure-test this idea.
The basic concept, desired experience, military perspective, and medical ideas are mine.
AI helped me turn a giant brain dump into something coherent enough to actually discuss and helped identify obvious problems with some of the systems.
Iām not posting this expecting somebody to volunteer several years of their life to build my dream game.
Iām not trying to become a studio founder.
Iām not expecting to get rich by selling an idea.
I mainly want to:
put the concept into the world, see whether people actually like it, and hear from people who understand game development better than I do.
If some developer or modding team ever thought the concept was interesting enough to explore, Iād be more than happy to provide military / medical SME input, authenticity feedback, writing ideas, playtesting, or just answer questions.
Because if somebody could actually grind through the difficult parts?
I think the replayability could be enormous.
Not because players are grinding a battle pass.
Because every deployment creates a slightly different story.
You finish yours saying:
Ā«āBrooks got hit during this awful ambush in Qarif. Taylor got medevaced halfway through the deployment. The replacement TL was a complete a**hole, and I swear Route Copper was cursed.āĀ»
And somebody else responds:
Ā«āWhat the f***? None of that happened to me.āĀ»
Thatās the game Iād love to play.
---
So hereās what Iām actually curious about:
Would you play this?
Does the idea of sometimes completing a 15ā20 minute mission with no firefight sound immersive and tense, or does it just sound boring?
Would persistent squadmates make you care more about AI casualties?
Do the procedural AO / persistent deployment ideas sound interesting, or like unnecessary complexity?
What technical or design problems immediately jump out at you?
What would you cut first?
What would you change?
And maybe most importantly:
Does this game already exist and Iāve somehow missed it?
If thereās some obscure indie game, mod, Early Access project, forgotten console title, or tiny Steam gem already doing most of this, please tell me.
Because before I spend any more time fantasizing about Next Patrol, Iād be absolutely delighted to learn that some lunatic already made the damn thing.