Slowmarch

About

History is slow. That is the point.

Why we make games that refuse to hurry.

The great moments of history did not happen in a cut scene. A general waited all night for a messenger who never came. An order took two hours to cross a battlefield. A rumour of victory turned out to be a burning boat.

Slowmarch tries to give you that feeling. Instead of minutes of play, you get days of it, in small moments: a message when someone needs you, a decision before a deadline, and the long wait to see what your order did.

How we treat history

The places, the people and the main events are real, and we try hard to get them right. What the characters say to you is written for the game. When we fill a gap the sources leave open, the game says so.

You choose without knowing what really happened. After each choice, the game shows which way you went:

  • Historical – what really happened.
  • Plausible – not what happened, but it could have.
  • Daring – a real departure from history.
  • Free – history left far behind.
  • Unknown – a moment history is silent about.

Every episode ends with what happened next, and an archive of real stories about the people you met: who they were and what became of them.

What we promise

  • No advertising and no tracking cookies.
  • No pay-to-win: money will never buy a better outcome.
  • No password to leak: you log in with a code by email.
  • Your data is yours: download it or delete your account at any time.

Who makes it

Slowmarch is made by [YOUR NAME OR COMPANY], [CITY], [COUNTRY]. Ideas, corrections and complaints are welcome at hello@slowmarch.com.

Start with Toulon, 1793

A stormy night, a fort on a hill and a 24-year-old commander.

Open Campaigns