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Watch trailer on Steam ↗Decision Point: Battlegroup Operational Simulator
NCED Wargames · Published by Matrix Games Ltd.
Last updated 28 Sept 2026
Plans meet friction in Decision Point, a wargame where you issue NATO-standard orders, observe AI execution in real time, and adapt as the battlefield evolves. At key Decision Points, the action pauses—giving you time to reassess, redirect your forces, and outmanoeuvre the enemy.
Simulation, Strategy · 2027 · More free games
Command NATO forces through critical Decision Points in this 2027 simulation and strategy game. Your choices impact the battlefield's evolving tide of war.
About this game

Decision Point: Battlegroup Operational Simulator is a tactical wargame about intent, action, and reaction.
Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking clear objectives and operational guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting dynamically to terrain, threats, and evolving battlefield conditions.
At its core, Decision Point simulates the full operational planning cycle—where players apply doctrinal intent to orders, observe autonomous execution, and react to unfolding enemy plans through dynamic adaptation. When contact occurs, operations pause—giving commanders a critical moment to reassess, adapt, and issue updated orders.
Decision Point models the friction of warfare, challenging commanders to continually reshape their plans in response to enemy actions, terrain constraints, and operational uncertainty.
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Core Features
Command Through Intent
Issue doctrinally grounded orders using AAP-6C terminology. Define operational objectives directly on the map, communicating mission purpose. Orders flow through the chain of command—from broad company-level guidance to detailed tasking at platoon and section level.
AI-Executed Plans
Once orders are given, subordinate AI elements interpret and carry them out autonomously. Units manoeuvre, coordinate, and adapt based on terrain, threat, and mission context. Plans unfold in real time, allowing players to observe their intent executed across the battlespace and plan their next response to changing situations.
Dynamic Decision Points
No plan survives first contact. When enemy contact occurs, the simulation pauses at a Decision Point. These pauses give commanders the opportunity to reassess their plan and respond before execution resumes—creating a natural rhythm of planning, action, and adaptation.
Real-World Terrain
Every map is built using real-world geographic data, including road networks, elevation, rivers, forests, and urban structures. These terrain features directly influence visibility, movement, positioning, and firing positions—mirroring the real-world tactical and operational constraints of the environment.
Operational Objectives: Main Supply Routes (MSRs)
Main Supply Routes and junctions are treated as critical terrain. Attackers must secure and sustain MSRs to maintain operational momentum. Defenders can contest key corridors to disrupt logistics and collapse offensive plans. Success is measured not only by ground held, but by whether operations can be sustained through it.
Powerful Scenario Editor
Design tightly focused engagements or large-scale operations. Define the area of operations, assign forces and roles, and build layered AI-driven battleplans with timed manoeuvres and reactive logic. Scenarios can be played solo against advanced AI or online in competitive player-versus-player matches. Combined with real-world maps and flexible mission design, this offers extensive replayability and strategic challenge.
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Release Information
Decision Point: Battlegroup Operational Simulator is scheduled for release in Q1 2026.
Wishlist and follow the game to stay informed with regular dev diaries, feature updates, and launch news as Q1 2026 approaches.

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 version 21H1 (build 19043) or newer
- Processor: x86, x64 architecture with SSE2 instruction set support, Arm64
- Graphics: DX10, DX11, DX12 or Vulkan capable GPUs
- DirectX: Version 10
- Network: Broadband Internet connection
- Storage: 15 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
AnnouncementsOfficial
Dev Diary #3 — Command and Control
Welcome back to Decision Point. This is the first in a new series of development diaries looking more closely at the core mechanics of the game. In the previous diaries, I introduced the overall direction of Decision Point: a tactical wargame built around NATO doctrine, real-world terrain, AI subordinate commanders, and Decision Points that allow the player to react when the situation changes. This diary focuses on the central gameplay loop: issuing orders watching those orders being executed reaching a Decision Point adapting the plan.At its core, Decision Point is intended to provide a realistic portrayal of modern command and control. The player issues intent to subordinate formations using NATO-style task verbs and control measures. Those subordinates then execute the plan within the constraints they have been given. The player’s role is therefore to command through the chain of command, deciding how much detail is appropriate for the situation. A player can issue broad orders to a company or battlegroup and allow subordinate commanders to work out the details, or they can drill down to platoons, sections, and even individual squads, refining routes, waypoints, and tasks as required. The key distinction is not the amount of planning detail. It is that once orders are issued and execution begins, formations carry them out independently until the next opportunity to intervene. Intent, Task Verbs, and Control MeasuresModern command and control is based on communicating intent. A commander does not simply give every subordinate a sequence of movement instructions. They define what needs to be achieved, why it matters, and the framework within which subordinate commanders should act.In Decision Point, this is represented through orders built around NATO-style task verbs.When the player selects an intent, they are choosing the purpose of the order through a doctrinal task such as:Destroy — remove the enemy’s combat capability.Secure — take and hold a position.Screen —...Read full article on Community Announcements (FremboT3)Patch NotesOfficial
Screenshots Update
We’ve officially refreshed our Steam Store page with a brand-new set of screenshots. These new captures give you a much better look at the current state of the game, its evolving atmosphere, and a taste of the intense moments. We wanted to highlight 5 of our favorite new shots and give you a little context on what makes them special:A British Challenger 3 troop conducts a coordinated assault, with one vehicle pair bounding forward while the other establishes a support-by-fire position.Ajax reconnaissance vehicles advance to contact and engage Russian BRM-1K scouts, with the battle balance showing a clear British overmatch.Mechanised infantry dismount to assault an enemy-held woodline while their vehicles suppress the position.British Challenger 3s launch a direct assault against dug-in Russian T-80s in the woodline, with the battle balance predicting a difficult fight for the attackers.The BLUFOR player completes their planning phase, with manoeuvre routes, objectives, and support tasks set before execution begins.This is just a taste of the visual updates we've rolled out. Head over to our main Steam Store Page to scroll through the full gallery and see how the game is evolving.Read full article on Community Announcements (FremboT3)AnnouncementsOfficial
Dev Diary #2 — Welcome Back to Decision Point
Welcome back to Decision Point.It has been some time since the first development diary. Shortly after that post, the project received a publishing offer, and much of the period since has been spent in discussions and negotiations about its future.Those discussions have now been concluded, and I’m happy to say that Decision Point is being published by Matrix Games.This allows the project to be developed with the level of time and support that wouldn’t have been possible otherwise. As a result, the release window has moved to Q1 2027, giving more time to properly develop the systems and improve the overall presentation.Core DirectionDecision Point continues to be built around intent-based orders using NATO doctrine, AI subordinates that execute those orders in real time, and Decision Points that allow the player to react when combat or disruption changes the situation.Real-world terrain, operational objectives, Main Supply Routes, scenario creation, and multiplayer remain central parts of the experience. For a fuller introduction to these systems, readers can look back at the first development diary.Setting and ScopeDecision Point will feature near-future ORBATs for the US, British, Ukrainian, and Polish Armies against those of the Russian and Belarusian Armies, across battlefields in Eastern Ukraine and the Suwałki Gap area of Poland.The aim remains the same: to create a tactical wargame built around intent, execution, and adaptation on an evolving battlefield.What the Upcoming Dev Diaries Will CoverDevelopment has continued throughout this period, and the next series of dev diaries will begin to show much more of the game in detail.These diaries will cover:The Graphical Style of Decision Point In particular, the use of NATO symbology to create the feeling of commanding forces from a real command post or C2 station.The Order Creation Process How players issue intent to the AI, plan operations, and respond when enemy contact changes the situation.Battlegroup Organisat...Read full article on Community Announcements (FremboT3)AnnouncementsOfficial
Announcement Trailer and 1st Dev Diary
Welcome to the announcement trailer and 1st development diary for Decision Point: Battlegroup Operational Simulator, a tactical wargame about intent, action, and reaction.Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking objectives and guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting to terrain, threats, and evolving conditions. When contact occurs or the tactical situation shifts, operations pause at a Decision Point—allowing commanders to reassess, adapt, and issue updated orders.Decision Point simulates the friction of warfare, challenging commanders to reshape plans in response to enemy actions, environmental constraints, and uncertainty.Read the 1st Dev Diary giving an overview of the game systems hereWatch the Announcement Trailer here:Read full article on Community Announcements (NickEd90)






