Dispatches

Dev Log

Field reports from development, fresh off the sprue. Newest first.

Dispatch No. 00730 July 2026Pre-Alpha

First Ever Gameplay Footage

Recruits, the day is here. For the first time ever, we're pulling back the curtain on Green Brigade — and yeah, it's rough around the edges, it's early, and there's plenty still missing. But it's real, it's playable, and we wanted you to be the first to see it.

Pre-Alpha gameplay — not final quality. Obviously.

What is Green Brigade?

Green Brigade is a story-driven, single-player third-person shooter where you play as Sergeant Rook, a battle-hardened soldier in the Green Army, fighting to break a Tan Army occupation before it's too late.

If you grew up lining up plastic army men on the carpet and imagining full-scale wars across your bedroom floor — this one's for you. Green Brigade is our love letter to the classic Army Men games we all played growing up, rebuilt with modern third-person shooter combat and a story that actually has some teeth to it.

What you're seeing in this footage

This is Pre-Alpha gameplay — think of it as a first look at the bones of the game, not a polished final product. Expect placeholder art in places, rough edges, and missing content. That's normal at this stage, and it's exactly why we're building this in the open with you all.

Planned features

  • Full third-person shooter combat — rifles, sniper rifles, grenades, and more
  • A multi-mission single-player campaign across escalating locations (Garden → House interior → deeper, darker corners of the battlefield)
  • A cast of recurring characters, including a villain who evolves as the story escalates
  • Vehicles, including tanks and armored transports
  • Toy-scale environments — every level takes place inside oversized, everyday household locations
  • A Boot Camp training area to learn the ropes before combat
  • AI systems, objective-based missions, and more
  • Unlocking more characters for character selection

Where we're headed

Right now we're deep in development on the first campaign, Operation Green Dawn — a full story arc across multiple levels, with a real narrative throughline instead of disconnected missions. Our goal is a polished playable demo (first couple of levels) very soon, followed by continued development on the rest of the campaign.

This is just the beginning. We're sharing this early, unpolished look because we want you along for the ride — bugs, rough edges, and all. Your feedback from here on out is going to directly shape how this game turns out.

Thanks for being here for chapter one. Let's build something great together.

— Green Brigade Games

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Dispatch No. 00629 July 2026Field report

Major Molden Gets a Real Voice

Lighter day today, but still made real progress!

Major Molden — real voice actor implemented

Molden's lines have always been voiced, but today marks the shift from placeholder/AI voice to a real voice actor. Recorded and integrated new lines across all levels of the campaign, officially wired into the game for Levels 1 through 4, with the remaining levels to follow. Hearing him fully voiced by an actual person is a big step up for the campaign's atmosphere.

Objective marker system — started

Began building a new objective marker system to help guide players toward their current objective in-mission, making it clearer where to go and what to do next.

Slower day, but Molden finally sounding like a real person is a milestone worth celebrating on its own.

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Dispatch No. 00526 July 2026Systems

New System: Outfit Customization

Big development day — built out an entire new system from scratch: character outfit customization.

Outfit data architecture

Created a new struct (S_OutfitData) to define outfit presets — covering all seven modular body slots (Head, Helmet, Body, Legs, Vest, Boots, Backpack) plus display info and unlock requirements. Built out a Data Table (DT_Outfits) to store outfit presets, starting with two: Recruit and Sniper.

ApplyOutfit function

Added a new function to the player character that swaps all seven modular mesh components at once, letting the character fully change appearance on demand.

Persistent outfit unlocks

Tied outfit unlock tracking directly into the existing save/progress system — outfits unlock permanently as players complete levels, riding along the same save file as level progress, no separate save system needed.

Outfit selection UI

Built two new widgets from the ground up:

  • WBP_OutfitSlot — an individual outfit card showing a thumbnail, name, and locked/unlocked state, with click-to-equip functionality
  • WBP_OutfitSelect — the full selection screen, dynamically populating outfit cards from the Data Table and player's save data

Design pivot: armory crates

Decided against a menu-button approach for outfit selection — instead, outfits will be selected via an interactive armory crate placed at the start of each level, making gear selection feel like part of the mission rather than a menu detour.

Planned: material-based outfit variants

Scoped out support for material-only outfit overrides (reusing existing meshes with different textures/colors) — opening the door for a future exclusive Tan Soldier outfit, letting players wear the enemy's colors as an unlockable reward. Or perhaps something bigger?

In progress

Currently debugging outfit persistence across level loads — working through save/load timing so a player's selected outfit correctly carries over into new missions.

A lot of new systems today — outfit customization is shaping up to be a solid feature for post-launch replayability.

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Dispatch No. 00425 July 2026Milestone

Level 4 First Draft Complete!

Another productive day of development!

Level 4 first draft complete

Big milestone today — Level 4 now has a fully playable first draft from start to finish!

Level 4 mission logic finalized

Wrapped up the final mission logic for Level 4 — all objectives, triggers, and win conditions are locked in.

All enemy encounters programmed

Built out every enemy encounter across the mission, from the initial patrols to the motor pool defense.

New soundtrack added

Added a new track to the game's audio lineup.

New main menu loading screen

Working in a new loading screen for the main menu.

New voice acting for Level 4

Began integrating new voice acting lines for Level 4's mission dialogue.

Pause menu modified

Made updates and improvements to the pause menu.

Four missions in, and the campaign is really taking shape. Onward to Level 5!

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Dispatch No. 00324 July 2026Field report

Under the Bed: The Tan Motor Pool

Another productive day of development!

Continued building Level 4 — under-the-bed Tan motor pool

Kept pushing on the hidden Tan military base scene beneath the bed, along with its lighting pass — getting the balance right between atmosphere and combat readability in a dark, guarded environment.

Level 4 mission logic programmed

Level 4 is now fully winnable! Built out the mission logic covering numerous objectives from start to finish.

Three new destructible objectives added

Introduced three new destroyable targets, including a Tan Army truck, giving players more to hunt down and destroy across the mission.

New stealth/spooky track added

Added a new music track tailored for stealth and tense moments — fits the night infiltration tone we've been building into Level 4.

Fun fact: Level 4 will have the most objectives of any single mission in the game so far.

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Dispatch No. 00221 July 2026Level design

Level 4 Begins: A Night to Remember

Another productive day of development!

Started Level 4 — A Night to Remember

Began building out the Master Bedroom for Level 4. Blocked out the room with a bed, wardrobe, desk, armchairs, crib, and closet, then designed the mission flow across five zones: Curtain Rod (insertion) → Nightstand/Desk (patrol) → Under the Bed (motor pool) → Wardrobe (fuel depot) → Closet (staging area).

Designed the fuel canister objective

Landed on a "find and destroy" objective using a generic Lighter Fluid canister — original design, no real-world branding — to sabotage the Tan fuel depot hidden in the wardrobe.

Night lighting pass

Converted Level 4 from flat daylight to a proper nighttime scene. Adjusted the directional light, exposure settings, and added practical lights (ceiling fixtures, desk lamp) so enemies stay visible in the dark without losing the mood. Also added a mounted flashlight for the player.

New generic loading screen added

Environment set dressing

Added cover geometry and clutter throughout Level 4 — laundry piles, a fan, a wicker basket, shoes, and a foam puzzle mat — plus a chain-link fence perimeter under the bed to sell the hidden Tan Motor Pool reveal.

Campaign progress: 3 of 7 missions complete, Level 4 now underway.

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Dispatch No. 00117 July 2026Field report

Level 3 Complete — and a Spider Problem

Another productive day of development!

New enemy type — Wolf Spider

Introduced the Wolf Spider, a deadly new enemy that is:

  • Extremely fast
  • Highly resilient with a large health pool
  • Capable of dealing heavy damage
  • Explodes upon death, causing emotional trauma to the player

Level 3 complete

Finished building Level 3, making it fully playable from start to finish. Campaign progress: 3 of 7 missions complete.

Level progression bug fixed

Resolved a bug that prevented players from progressing beyond the Level 2 loading screen.

Lighting improvements

Fixed various lighting issues across multiple levels to improve visual quality and consistency.

Every milestone brings Green Brigade one step closer to its first playable demo. Onward to Level 4!

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