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June 20, 2019
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Press Releases
  The General Retreats is Released on Steam
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[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]


June 13, 2018 -- Thom Robertson ( ) is excited to announce the release of his Windows puzzle action game, The General Retreats on Steam and

The General Retreats is a strange little action-puzzle game.  You simply drive a jeep through enemy fire to reach a goal.  But timing is critical.  Every simple turn is the difference between safety and destruction.  Like other puzzle games, each map is the same every time, so you can keep trying until you find the exact path that keeps you safe from artillery, tanks, attack helicopters, and bombing runs.  Once you make it to the goal, you can try again to find a faster path, or try the map with a different vehicle.

There are several tutorials, 10 game maps, and 5 unique vehicles to drive.

"I was building out my new PAX game engine on top of DX11 and XAudio2.  I wanted to make a small game, easy to play, fun to master.  I had some cool military art licensed from  So I put them together with a grid-based puzzle idea I've been kicking around for years.  It was fun to make, and I hope players have fun playing it." - Thom Robertson

"I knew I wanted to make a game out of a grid hanging in space.  Many classic puzzle games like Intelligent Qube, Klax, and Catherine have a playfield inside a skybox.  So I started there, and then got a jeep model to move around on the maze-like terrain I'd created.  The trees and goal were easy.  Then the enemies and their behaviors were all fun to add in.  I had the most fun with the enemy fighters, because they move in a large wheel, like a Ferris wheel.  The enemy tanks were more troublesome.  I spent a lot of time making sure they traveled the path that I wanted them to." - Thom Robertson

"I thought the gameplay was almost too simple for a tutorial.  But my early testing sessions with friends told me I was wrong.  So I went back and added a separate tutorial level for each individual game concept I wanted to teach.  My rule of thumb (for a long time) has been that tutorial text must be terse, useful right now, and positioned in the middle of the screen.  I may have to modify the rule; only one piece of tutorial text per level." - Thom Robertson


About Thom Robertson:

"I'm a veteran game developer, and since leaving my last industry job in 2003, I've been a full-time indie game developer. My game Artemis Spaceship Bridge Simulator has been a big success for me, but I'm always creating games of all kinds." 



Gameplay video:


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