Product · 2026-07-24
Campaign nodes — how seasons are wired
Battles, conversations, stores, hubs, splits, and endings — how the Custom Games campaign graph turns maps and armies into a playable season.
Maps are battles. Nodes are the season.
The map editor builds one board. Under Custom Games → Campaigns, the companion canvas builds what happens *between* boards: a graph of nodes connected by paths, so a weekend narrative or club escalation has structure — not just “play again next week.”
If you have already published a map, campaign nodes are how you turn that battlefield into chapter one of something larger.
The node types that matter
| Node | What it’s for | |------|----------------| | Battle | Tie a community map to a fight; route win / lose (or linear complete); set how armies enter (full_roster, roster_slots, or Hub list with points caps) | | Conversation | Exposition and dialogue with campaign characters — story beats between fights | | Mission hub | Let the player pick the next mission from several outgoing paths | | Split | A narrative fork with a prompt and labeled choices | | Store | Spend XP: grant units from the campaign catalog, upgrades, or mortuary buy-backs | | End | Terminal endings with a message and classification |
Edges carry the journey. Choice edges on hubs and splits can also grant army units when a path is taken — so picking the left branch can literally change the roster.
Libraries behind the graph
Campaigns are not empty boxes. Settings hold the libraries nodes draw from:
- Characters for conversation lines
- Unit catalog and store items for shops and grants
- Army constraints (faction lock, max points) and campaign type (escalation Hub pick, persistent embedded army, hybrid)
- Default battle XP, with per-battle overrides on battle nodes
Battle nodes reference maps you already authored or subscribed to — the same layouts from the map editor — so geometry and narrative stay one product surface.
Author, then walk it
Drop nodes on the canvas, connect them, set a start node, and use Test to walk win/lose and player choices before you invite friends. Browse, subscribe, and rate campaigns the same way you share maps.
Why try nodes this week
- Turn a favorite custom map into the opening battle of a named season
- Branch outcomes so victory and defeat feel different next chapter
- Add a store or conversation beat so the night is more than dice
- Validate the path with a test run instead of discovering a dead end mid-session
Open Custom Games → Campaigns, create a campaign, add a Battle node pointed at a map you like, then a Conversation or Split after it. That tiny graph is enough to feel how seasons work in WGS — and why maps and campaigns belong side by side.
Join our Discord for alpha access and to share campaign graphs you are proud of.