Six operational campaigns. Real road routing. Enemy AI that adapts. Weather that matters. Finite vehicles. Every convoy decision has consequences. Built by a veteran who actually ran theater logistics.
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Each campaign has its own geography, enemy doctrine, weather patterns, and supply chain challenges. No two play the same.
Every system in Log Actual is grounded in actual military logistics doctrine. Two-echelon supply push. Finite vehicle pools. CL IX maintenance. This isn't a game about moving icons · it's about understanding what actually breaks a supply chain.
| Level | Start Readiness | RCT Threshold | Enemy Multiplier | Vehicle Pool |
|---|---|---|---|---|
Easy |
+10% | 56 hours | ×0.4 | ×1.5 |
Standard |
Base | 48 hours | ×1.0 | ×1.0 |
Hard |
−15% | 36 hours | ×1.5 | ×0.75 |
SFC |
−30% | 28 hours | ×2.0 | ×0.5 |
SFC difficulty named after the founder. Because if you're going to name a hard mode after yourself, you'd better have actually done the job.
"The supply chain doesn't wait. Neither will you."
Built by SFC Kirk Bucknor · KIBU Global Ventures LLC · Oklahoma LLC
From the theater radar to the cargo manifest. This is what commanding the supply chain looks like.