Author Archives: Paul Wang

May Update

Another relatively uneventful month over here, although I did have a little hiccup earlier this week when half of my apartment’s power (namely, the half my router is plugged into) went out for two days. I decided to make the most of it by writing without distractions while I waited for my property manager to call an electrician to fix the wiring.

Which is to say, that’s how I managed to write 12 500 words in 48 hours.

Anyway, if you want some of my writing which isn’t still stuck behind an NDA, check out this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, which includes some more details on the project which… I’m probably going to work on after this one..


April Update

Needless to say, it’s been a busy few weeks out here. In between the customary anxiety/worry/fear over Burden of Command‘s release and my normal workload, I’ve had little time to do much else.

Speaking of which, today’s the last day to get Burden of Command at its discounted launch sale price. Based on the reviews, it’s pretty clear that it’s not everyone’s cup of tea, but we’ve gotten some really rave reviews from some specialised wargaming sites, so it’s clear that it is absolutely someone’s cup of tea – perhaps even yours.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding are all up.

As for me, I’m going to try to get some more work done. Hopefully, I’ll be able to announce what it is I’m working on sometime soon…


Out Now: Burden of Command

It’s finally out.

After a decade in development, the genre-defying WW2 tactical RPG/leadership simulator/war game/historical interactive fiction game Burden of Command has finally been released.

I spent a lot of time and effort writing for this game, contributing maybe 40% of its 500 000 words of descriptive text, dialogue, and narrative choices over the course of seven years of work. It includes some of my best writing.

It has been a fantastic experience working with the team at Green Tree Games, including with fellow writers, artists, veterans, and one of the best dev leads I’ve ever worked with (unfortunately this is a very narrow category – I usually run my own show). It has also been a genuine honour to contribute to a game which not only tries to break new ground in the simulation of combat psychology and small unit combat, but also endeavours mightily to present the most authentic historical experience possible.

If you’re at all interested in how you’d fare leading a rifle company through the Second World War, then Burden of Command is probably going to be the closest you’re going to be able to get to the real thing without either a time machine, or a couple hundred re-enactors firing live ammunition.

Get it for 20% off on Steam here. Tell your friends, tell your family. Tell random people you meet on the bus.


Burden of Command Releasing Soon

Some fantastic news coming down the pipeline: Burden of Command – a genre-defying WW2 tactical RPG/leadership simulator/wargame which I spent much of the past decade as a writer on – is coming out on April 8th. It launches with a meticulously researched (I would know, I did quite a bit of it) release campaign following a (fictional) rifle company of the (very real) US 7th Infantry Regiment from the landings in North Africa through Sicily, Italy, France, and Germany, to the very end of the war.

I did a lot of writing for this game. There’s roughly 500k words of interactive fiction in that first campaign, and I’ve written probably anywhere from a third to half of those words. There’s a lot of work that I’m really proud of in there, and a lot of characters which I (and senior writer Allen Gies) tried to make as interesting, nuanced, and worth your time as possible. We worked with veterans, historians, combat psychologists and some really experienced scenario designers to try to create the closest thing we could to the experience of leading an infantry company on and off the battlefield with our limited budget and resources.

If you’re interested World War Two history or tactical RPGs or any of my writing, definitely consider picking this up on Steam, where it’ll be about $30 CAD (or whatever the equivalent to $20 USD will be) when it launches next month.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, and Adventurer’s Guide to the Fledgling Realms are both up – as are some initial notes on my next project in Creator’s Guide to Writing and Worldbuilding.


February Update

I’m back in the saddle this month, working on that main project I can’t talk about. What I probably can say is that it’ll probably be done primary writing work sometime in late summer – which means a release late in the year, assuming conditions are favourable.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, and Adventurer’s Guide to the Fledgling Realms are both up.

In addition, you may have noticed that this month’s Creator’s Guide to Writing and Worldbuilding is a bit different. Instead of focusing on a specific concept of narrative design or worldbuilding, the Patrons have voted to have me walk through the creation of a (relatively) small narrative game. This will be something I work on in my free time and something I’ll work on in the time I normally allot to Patreon content at the end of every month, so you don’t have to worry about it slowing down my normal writing pace. That being said, if I end up getting some gaps in my schedule (say, if I have a project in the publishing queue and therefore have a lighter workload for a month), I might pile in some more work on it.

Eventually, once this project takes shape, I’ll be uploading development demos and additional content for it onto my Patreon. If it really grows, then I might spin off a separate account for it. However, until then, you can support it – and all my other regular Patreon content, as always, through here.


Why I’m Not Working on Wars of Infinity (Yet)

A lot of people have been asking me about Wars of Infinity: When it’s going to be out, what its status is, why I’m working on this unrelated other project I can’t talk about instead of it. The answer to the first two questions is that I have no idea when it’s going to be out because I’ve only done the most basic preliminary outlining on it so far. The reason why I haven’t gotten to work on it is similarly simple:

I can’t afford to.

I don’t like talking about money, especially in public – I guess that makes me kind of like a Tierran aristocrat – but I can give you all at least some basic facts:

First of all: on a typical month, the sales from my entire catalogue gives me enough royalties to pay maybe 80-90% of my rent. For obvious reasons, that’s not enough to live off of. The fact that I already live in a one-bedroom rent-controlled apartment also means that finding a cheaper place is out of the question too – there aren’t exactly any cheaper places to be had. That means the remainder of my rent, as well as the cost of utilities, clothing, essential services, and food (because I like not starving to death) is left as a gaping hole in my finances.

My Patreon usually covers most of this – but not all of it. I understand that some other Choicescript authors have Patreons that bring in a lot more money than mine do, but they manage that by doing things like gating their WIP builds and Q&As and general fan interaction behind paywalls, while I prefer to keep these things free. Since I don’t want to enshittify the experience of being in my fanbase by monetising those things, I don’t make as much off my Patreon as I probably could, which also means that at the end of a typical month, I’m usually still a couple hundred dollars in the red.

That shortfall is then made up for by dipping into my savings. Lords of Infinity made me more money from a single title than anything else I’ve ever written – but it also took me four years to write. By the end of that process, I was almost broke despite cutting back on basically every expense I had. That’s not an experience I want to repeat again. If Wars of Infinity takes another four years to write (and it might), then that’s exactly the kind of problem I’ll be facing again.

This is why I’ve been working on an unrelated project this past year, instead of Wars of Infinity – because while it is unrelated to anything in the Dragoon Saga or the Infinite Sea setting, it does come with an advance big enough to tide me through the time I’ll have to spend writing it, as well as the likelihood that it’ll sell well enough to give me the financial reserve I’d need to spend the next few years after that working on Wars of Infinity, which will come with no advance, and no promise of sales big enough to recoup those costs.

I don’t like the fact that I have to interrupt work on my passion project (which the Dragoon Saga is) to make ends meet. While I am very proud of what I’m working on now, and I’d like to be remembered for it when it comes out, it’s very much outside of a lot of my zones of expertise and comfort. That being said, the reality is that I need money to live, and until the day that I can be guaranteed enough money either in the bank, or coming in every month to write whatever I want, whenever I want, I’m subject to the whims of the market, the publishing industry, and the general experience of actually being a responsible adult – and those forces mean that I can’t afford to commit nearly half a decade to a passion project when it means I will be essentially living on something around 90% of minimum wage for that whole time.

So how much money would I need to be able to write whatever I want, whenever I wanted? That’s a tough question to answer – because if nothing else, there’s a lot of things I’d like to be able to afford which I can’t right now – but at the bare minimum, I’d have to have either my sales income or my Patreon income double before I would even be comfortable committing to a project like Wars of Infinity. The project I’m working on now might help me get to that income level, as might some of the side projects I’m still working on – but until I actually get those projects released, I won’t know for sure.

Until then, I am still toeing the precipice which looms over the pit of the “starving artist”, and Wars of Infinity remains an outline.


January Update

First of all, Happy New Year. Last year I wrote about 700 000 words, of which 10% or so were for my Patreon articles. I’d like to say that I’m taking the month off to rest and recover after a year like that, but I’d be lying. Instead, I’m working on responding to feedback from closed playtesting for my yet-unannounced project, and working on some other stuff, which I can hopefully announce sooner rather than later.

There’s also some other stuff I’m planning on working on – just general housekeeping things like making a new portrait for myself (the one I have now is a decade old), just to take advantage of the extra time. I’ll be back to full-speed writing in February.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms and Creator’s Guide to Writing and Worldbuilding are all up, thanks to the support from my Patrons. If you wanna see more supplementary content like this, then feel free to support me here.


December Update

I will not lie, it’s been an interesting experience working on a project I can’t talk about for this long. Usually, by this point, I’d have some kind of public announcement, with a way to get open feedback, and I’d be able to talk – if not freely – then at least extensively about what I’m working on. Even Burden of Command was earlier along when it was openly announced.

That being said, what this does mean is that when it does get announced, release won’t be that much further off.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms and Creator’s Guide to Writing and Worldbuilding are all up, thanks to the support from my Patrons. If you wanna see more supplementary content like this, then feel free to support me here.


November Update

Another quick update this time. I’ve been real busy writing this month, and I think I’m getting closer to the point when I can announce this project – but I’m not quite there yet.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms and Creator’s Guide to Writing and Worldbuilding are all up now, thanks to the support from my Patreon. If you’d like to see more of my extended worldbuilding and commentary on writing and worldbuilding, then feel free to support me here.


Burden of Command has a Demo at Steam NextFest

Some exciting news today.

In anticipation of its full release in a few months, Burden of Command now has a demo out for Steam NextFest. The demo includes the tutorial, as well as two standalone scenarios (including one I did most of the writing work on), which should give you some idea of the innovative combat model the entire game is built around.

It’s quite a bit different from what most people are used to, and more importantly, it represents the actual combat of the Second World War a lot more authentically. Once you’ve gotten a hang of that, the two standalone scenarios will put your new skills to the test – and maybe give you a taste of some of the narrative elements, giving you the chance to make some hard decisions at the head of an American rifle company as it helps liberate Western Europe from the Nazis.

Check out the demo from the Steam store page here.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms and Creator’s Guide to Writing and Worldbuilding are all up now as well.