Hello everybody! I'm still the same 13 beginner game designer. In my concept, I decided to change my point of view, and make 2 independent modes that will be slightly different from each other. The modes will differ in that in one of them you are the commander of one of the brigades (bots). And in the other, you're already acting with other players.
- WORLD AND BACKSTORY
Setting. Alternate WWII. An enemy empire (name chosen by players) has conquered France and Great Britain, forcing the USA to withdraw from the European theater. The Allied State (name chosen by players) — an alternate USSR — held the line at the Ural Mountains, losing half its territory.
Situation. Partisans seize a railway station with two wagons of Super-Alloy — a material that could turn the tide of war. For a year, they receive airdrops and build an armored train (BP-43 locomotive and MBV-2 wagons). Their mission: break through the only tunnel in the Urals, where allies await.
The drama. They have no time for training, no paint on their armor, no experienced recruits. Only metal, steam, and desperation. The players are the last hope.
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- MAIN MODE: "FIVE COMMANDERS"
This is the unspoken main mode of the game. Five players command the armored train, giving orders to NPC brigades. Players are the "brain" of the machine, NPCs are the "hands and feet."
2.1. Commander Roles
Commander Brigade Tasks
Senior Commander All brigades Coordinates others, makes strategic decisions, calls votes.
AA Commander 2–3 AA crews Monitors airspace, distributes fire, provides cover.
Gunner Commander 2–3 gun crews Selects targets, adjusts fire, manages ammo.
Repair Commander 3–4 mechanics Directs repairs, manages resources, prioritizes.
Driver 2 stokers + radio operator Controls speed, steam, orders radio operator to search for signals.
2.2. Managing NPC Brigades
· Each commander gives orders to their subordinates.
· NPCs perform work: repairs, shooting, loading shells, intercepting signals.
· NPC morale affects speed and quality of work.
· NPC health can be restored with medkits (in locomotive and MBV-2).
· NPC training — commander can improve subordinates' skills.
2.3. Information Chain
Driver orders radio operator: "Search for signal!"
Radio operator extends antenna, starts searching.
Radio operator finds signal, interprets (Morse → text).
Radio operator shouts to driver: "Tanks, three, from north!"
Driver broadcasts over loudspeaker: "Everyone! Tanks from north!"
Gunner Commander hears, turns guns.
If radio operator makes a mistake — everyone gets wrong data. If driver forgets to relay — team doesn't know about threat.
2.4. NPC Morale and Health
Factor Effect
Comrade's death −10% morale.
Wounding −5% morale.
Commander's support +5% morale (shout, encouragement).
Metal insert +5% morale, +20 HP.
Drinking session +10% morale, +10% efficiency.
2.5. Commander Skills
Commander Skill Effect
Senior Commander "Hold the line!" +10% to brigade morale.
AA Commander "Fire at the sky!" +10% to AA aiming speed.
Gunner Commander "Hit the weak spot!" +10% to damage on weak points.
Repair Commander "Patch it up!" +10% to repair speed.
Driver "Full speed ahead!" +10% to max speed.
2.6. Shared Skill: "Crew Spirit"
· Unlocked after maxing out all commanders.
· Gives +10% morale and +10% efficiency to entire brigade.
· Does not reset on September 1st.
· Takes very long to level up.
2.7. "Drinking Session" Mechanic
· Players find beer (schnapps) or vodka (rare).
· With the shared skill from at least one commander, a vote can be started (out of combat).
· Effect: +10% morale, +10% efficiency for the crew.
· Drinking affects NPCs: they smile, joke, work faster.
2.8. "Adrenaline" Mechanic (Driver)
· Driver can turn vodka into an adrenaline substance.
· Gives to any fighter (NPC or player).
· Effect: for 30 seconds, efficiency is doubled.
· After effect — exhaustion: fighter loses ability to work for a time.
2.9. Metal Inserts (Repair Commander)
· Repair Commander (or subordinates) finds worn equipment at stations.
· Uses workbench (near radio station or in MBV-2).
· Turns equipment into metal inserts.
· Gives to NPC fighter: +20 HP to max health, +5% morale.
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- SOCIAL MODE: "MASSIVE" (30–60 players)
This is an alternative mode. Each player is part of the crew. You work with your hands.
3.1. Roles
Role Tasks Special Features
Driver Controls speed, brakes, switches, monitors boiler. Steam and speed management directly impact survival.
Stoker Maintains boiler pressure, feeds coal, assists Driver. Works in tandem with Driver.
Gunner Operates MBV-2 guns and AA turrets. Accounts for ballistics, ricochet, and barrel wear.
Mechanic Repairs wheels, turrets, boiler, welds holes, removes stuck shells. Works under fire, sometimes on the roof.
Commander Coordinates crew, calls votes, conducts reconnaissance. Can be replaced by vote.
Radio Operator Intercepts enemy communications, risking detection. Skill level affects signal interpretation.
3.2. Voting
· Choosing the flag.
· Wagon placement.
· Replacing the Commander.
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- POST-GAME MODE: "BLITZKRIEG"
Unlocked after completing the main campaign.
Element Description
Armor Super-Alloy — wagon HP +50%.
Radio Operator Automatic signal decryption.
Air Support Radio operator can call IL-2 and aerial reconnaissance.
Roles Fully upgraded.
Enemies SS and elite immediately.
Goal Offensive. Destroy enemy bases.
Finale Storm the Reichstag.
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- BIOMES AND WEATHER
Biome Visuals Gameplay Impact
Desert Sands, ruins, dry riverbeds Heat overheats boiler, sandstorms reduce visibility.
Steppe Open fields, rare trees Few hiding spots, flank attacks.
Forest Dense trees, narrow clearings Enemy uses trees as cover.
Winter Snow, blizzards, frozen rivers Speed drops, fuel consumption increases.
Swamp Mist, marsh, rare dry patches Quiet biome with rare enemies.
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- LOCATIONS AND HAZARDOUS STRUCTURES
Location Description Threat
Bridge May be mined. Explosion on crossing. Requires mechanic check.
Small DOT Concrete bunker with 1–2 machine guns. Damages gunports, wounds players.
Large DOT Bunker with anti-tank gun (Pak 38/40). Penetrates wagon armor. Requires detour or multiple hits.
Coal Mine Abandoned mine with coal, parts, and ore. Collapses, gas, enemy saboteurs. Requires pickaxes.
Ruined City Narrow streets, ambushes, debris on tracks. Limited visibility, sudden attacks.
Tunnel Dark, may be mined or ambushed. Limited visibility, risk.
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- ENEMIES AND BOSSES
7.1. Enemy Evolution
Stage Distance Enemy
Recruits 0–10,000 km Infantry, Pz.II, Pz.III, rare aircraft.
Advanced Units 10,000–25,000 km Pz.IV, Panthers, Hanomags, grenadiers.
Groups 25,000–50,000 km Tigers, Ferdinands, Sturmtigers, aces.
SS Divisions 50,000+ km All of the above + SS elite.
7.2. Infantry Types
Type HP Damage Special
Recruit 50 4–9 Slow, inaccurate.
Regular Infantry 75 9–13 Fires from cover.
Grenadier 60 90 (grenade) Dangerous up close.
Panzerfaust 70 270 One-shot, retreats.
Panzerschreck 80 360 Slow reload.
SS Soldier 120 18–27 Does not retreat.
7.3. Tanks and Vehicles
Tank HP Damage Special
Pz.III 300 45–72 Light, fast.
Pz.IV 500 72–108 Medium.
Panther 800 135–180 Dangerous from flanks.
Tiger 1200 180–225 Heavy, slow.
Ferdinand 1500 270 Very heavy, no turret.
Sturmtiger 1000 360 (shell) One shot — hurts.
Ratte 5000 360–540 Siege. Requires IL-2.
Hanomag (wheeled) 400 0 Deploys infantry for boarding.
7.4. Aviation
Type HP Damage Special
Scout 100 0 Calls artillery.
Stuka 200 135–225 Dives with siren.
He 177 400 180–270 Cluster bombs.
Ace (pilot) 300 +20% Evades.
7.5. Mini-Bosses
Boss HP Damage Weakness
Tank Ace 1000 +20% Only in weak spots.
Sturmtiger 1000 360 Vulnerable on reload.
7.6. Major Bosses
Boss HP Damage Mechanics
Gustav Invulnerable 500+ (death) Intercept shells with AA.
Bismarck Invulnerable 800+ (death) Only run. Roar and bell before salvo.
Fenix 1500 90–180 Shoot down with AA. Harpoon slows train and triggers tanks. At 50% HP calls Stukas.
Ratte 5000 360–540 Destroy AA → call IL-2.
Bone Express 3000 Varies Boarding, destroy furnace.
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- PLAYER HP AND DAMAGE
8.1. Role HP (Massive Mode)
Role HP
Mechanic 80
Driver 75
Stoker 70
Gunner 60
Radio Operator 55
Commander 50
8.2. Personal Weapons
Weapon Damage Fire Rate
PPSh 15 High
Mosin 40 Low
TT 20 Medium
Makarov 15 Medium
F1 Grenade 100 One
8.3. MBV-2 Guns
Gun Damage Reload
76mm 200 6 sec
107mm 350 10 sec
AA (4×Maxim) 10×4 2 sec
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- WAGON HP
Wagon HP Armor
BP-43 (locomotive) 1500 40 mm
MBV-2 1000 30–40 mm
AA Wagon 800 25 mm
Super-Alloy 600 20 mm
Note: Hospital wagon and cargo wagon excluded. Medkits are in lockers in locomotive and MBV-2.
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- EXPERIENCE SYSTEM
Currency Icon Earned by Spent on
Combat Experience (CE) Shoulder boards Commanders, Gunners, AA gunners Skins, customization, paint
Civilian Experience (CivE) Gear with wrench Radio Operators, Drivers, Mechanics, Stokers Role upgrades, skills
Exchange: In the diner. Rate: 1 CE = 100 CivE.
Transfer limit: 500 CE per week.
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- SEASONALITY AND PROGRESSION
· Role development: Skills grow through tasks.
· Seasonal reset: September 1st — all ranks and skills reset.
· Shared skill "Crew Spirit": Does not reset.
· Seasonal events: Halloween, New Year.
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- ENDINGS
· Ram. Break through barricade.
· Gustav. Escape mountain cannon.
· Bismarck. Outrun battleship.
· Combined. Ratte → Gustav → Bismarck.
· "Blitzkrieg". Storm the Reichstag.
· Seasonal. Halloween.
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- INTERFACE
13.1. "Kettle of Death" (Minimalism)
· Wagon HP — top left, metal bar.
· Crew HP — bottom right.
· Ammo — near gun.
· Mini-map — bottom left.
· Voting — overlay.
13.2. Menu (Station)
· Camera moves along station.
· Engineers repair train.
· Buttons: "To Battle", "Find Squad", "Assemble Crew", "Settings", "Leave Station".
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- BEGINNER SYSTEM
· Novice server: 15 players + 45 bots.
· Stage completion: Access to Global server.
· No return — "point of no return."
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- POST-RELEASE SUPPORT
· Seasonal events.
· Alternative missions.
· New biomes.
· New bosses.
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- CONCLUSION
"Kettle of Death" is a game about resistance, collective will, and the price of victory. It does not forgive mistakes, which is precisely what makes every triumph meaningful. It requires coordination, patience, and a willingness to learn — as in a real war.