World War II Online recreates the brutal war in Western Europe in a zone-less 300,000 SQ KM game world! A MMOFPS that has true combined arms action, with over 100 historically accurate weapons and vehicles, 10 personas, and much more! Do you think you have what it takes? Enlist Now!
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Release Date: Jun 6, 2001

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“WWII Online has a long history of development and over the years, the game has changed and progressed with the help of our community. As we approach a release on Steam, Early Access will allow us to be able to introduce the Steam Community to our game and allow us to solicit important feedback from this new group of players before a full release.

Our development team has been committed to very transparent communication throughout the development process and are excited to solicit feedback from not only our team members and veteran players, but also the Steam Community to help create a unique and immersive combined arms experience for all of our players!”

Approximately how long will this game be in Early Access?

“We anticipate that we will be in Early Access for at least 6 months as we make changes and improvements to game play and infrastructure”

How is the full version planned to differ from the Early Access version?

“We have laid out an ambitious roadmap for development that includes additional weapons, infantry characters, vehicles, integrated voice communication, and an expansion on how many users can be online in the game world at one time.”

What is the current state of the Early Access version?

“Currently the game is stable and playable. There is plenty of content available. The game is also actively being developed and updates are being prepared that will add more playable content for users as well as bug fixes when they are necessary. The development team is actively engaging the community to help set priorities and solicit suggestions for new content and tweaks to game play.”

Will the game be priced differently during and after Early Access?

“No. The pricing will be the same both during and after the Early Access period.”

How are you planning on involving the Community in your development process?

“The WWII Online community has always been a large part of the game. The current development team is made up almost exclusively of people who started out as community members and players. This fact has led our team to highly value communication and transparency between the development team and the community. Everyone on our development team, from the top to the bottom of our organization, is both involved with and a part of the community. We already have a track record of involving the community in decisions regarding game play and vehicle sets, and we intend for this to continue as we release on Steam.”
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Available: Summer of 2017


Recent updates View all (12)

July 21

Update from RAT HQ

Hey everyone, time again for another update!

Steam Release Candidate in Testing

So... some big news on the Steam front! This week, our Development team has been hard at work building release clients for testing! Even as I'm typing this, we have a big group of our team testing the latest alpha build!

Our testing has been going well and we're progressing to have a full release client in the near future! This is exciting since this is the major hurdle we have keeping us from releasing the game on Steam!

Squads & Recruiting

One of the other things we've been working on this week is a way for new users joining the game to be able to choose a squad that is recruiting and be automatically placed in that squad and put in contact with the recriting player! We think this will be a great opportunity for both new players and squads to come together and take the fight to the enemy! This is a feature that is going to be evolving as we get feedback on how it's working, but we think that participation in squad game play can really enhance your experience in game, so we want to encourage folks to find one that fits their play style!

Some clarification on the Free Play Account/Subscription

We've been seeing a lot of discussion here on the Steam forums, as well as on our own game forums about the Free Play Account offering that we'll be bringing to Steam and I want to talk about this for a minute. We'll start with a quote from XOOM in his latest development update:

World War II Online is and always has been a subscription based game. Our new players coming through Steam need to know that there's a fundamental difference in what we're offering as compared to today's typical "Free to Play (F2P)" type model.

To get right to it, we do not offer micro-transactions; in-game currency system, and you won't be nickel or dime'd to death just to select your weapon and play.

What we do offer is fair game play with no item buys that gives you an advantage over another player; massive game play battle zones with hundreds of players interacting on the land / air / sea together in a single battle, advanced historically accurate damage modeling, a mature and helpful community, a pathway to try the game absolutely risk / money free and a whole lot more.

For your first two weeks you can play the game like a premium subscriber and be introduced to the entire game in the best possible way, for no commitment or money down. And if you decide you never want to subscribe, there's an option for you to play an integral part in the capturing of territory, and movement of supplies or equipment. You will still be able to join squads and participate in missions, communicate on the forums and in-game chat, we'll track your statistics and you'll continue to be able to play the game endlessly with the equipment set we've provided.

WWII Online is a massively multiplayer online game, with a lot of supporting infrastructure / services, and our staff is from all across the world that we have to take care of. As we are the definition of an indie studio we've made very careful considerations about how we're deploying on Steam, and we're consistently evaluating feedback to make sure we're still on par.

We hope that you'll enlist and see why WWII Online has been around for over 16 years, and hopefully fall in love with the game as we have.

We welcome questions or feedback, please be as constructive as you can and we'll take all matters into consideration.

Hopefully this helps clarify what the Free Play account will allow if you should choose to not subscribe to a different subscription package.

That's about it for now. We're getting excited as we're getting closer to launching on Steam!

Until next time...

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July 14

Friday Development Update from Xoom!

Today's Development Update comes from XOOM!

Today we'll talk about the things we're doing to make our game more realistic; our equipment balancing strategy, and Steam's deployment status. Within Steam we'll cover how subscriptions for those users will be handled, cell hosts (what they are and why they're important), training tutorials now being a requirement and other preparations underway as launch day approaches.

We've been having some awfully long internal discussions about the current state of the game and the things that we are working on. Particularly with the inclusion of some upcoming content that we have on the shelf and getting their deployment plan all sorted out. One of the major topics that has come up as a very important reminder for us, is the requirement to have our game be as realistic as possible.

You can see our Production team already employing a higher sense of realism through their High-Explosive audit which is not far away from being employed into the game (first content release after Steam). Next up on the list is all other projectiles (kinetic energy, non-explosive). And following that will be a complete review of all armor plating types and their thickness. As a reminder, we can model armor thickness down to the millimeter (and to even greater fractions, but that's a bit overkill ~ still cool though).

A discussion to reaffirm our position as being as realistic as possible and finding ways to balance our content standing by was very important to have. In the real war, there was not a 1 to 1 match for equipment. Two weapons standing out spurring that discussion currently includes the M1A1 Carbine and the STG44. There is a well known fact that the STG44 is a pretty amazing weapon, but we also know it was available later in the war with limited numbers, where as the M1A1 was pretty well mass produced. So how do we balance that?

Well we can't very well hand off the STG44 to the Allied forces, or the M1A1 to the German forces. But we can reflect the total supply availability for equipment in their spawn lists as a means to provide a balance.

We think it's really important to employ this strategy as we move forward so our content pipeline doesn't get bottlenecked and we get stuck into a position with equipment sitting on the shelf for awhile, as in the case of these two weapons.

Fortunately, you will be seeing these two weapons in the near future. All content is being prepared for post-Steam deployment, as a means to maintain focus on the deployment of Steam itself, as well as provide some new content to maintain the interest and continued growth of those users, as well as our organic customer base.



Things are looking very good here at the moment. Our Starter and Premium subscriptions are being setup as DLC's per how Steam's platform actually works, but they will be pretty visible for folks to see. Every Steam user will start out as a FREE PLAYER with a 2 week trial followed by a perpetually free (but limited) account (Rifleman, Trucks and Haulers only). As always they'll be able to subscribe right away at any time.


We have successfully tested two cell hosts (which manage players in the campaign) and per cell host we have been able to push 1200 bots on them, so effectively at this moment we can run 2400 concurrent players. As we have been saying we are expanding that limitation and theoretically with multi-cell repaired (the process that allows multiple cell hosts to be used) should work by default for cell host 3 & 4. The development and operations team are working closely on this particular item right now. Our mission is to deploy 4 cell hosts by Steam's release to hold the maximum number of users as possible.


Training Tutorials will not be able to be bypassed anymore for our new incoming users. This is an incredibly important period of time for the new users to be successful. With the complexity of WWII Online, if a user does not go through the basic tutorials they will have a much lesser percentage of knowing what to do or how to interact with other users / get into the game world.

Users will launch the game, and before proceeding beyond the persona selection screen they will be prompted to take a non-optional (mandatory) training session of the first 5 basic training tutorials, which include:

  • Movement
  • Rifle / weapons usage
  • Chat
  • Map / using map tools
  • HUD (Heads up Display)

Once these tutorials are completed, which will take up to 15 minutes roughly depending on the speed of the user, they will be entered into the regular Campaign and officially start their career in WWII Online. Our team has invested some important time into making sure the tutorials were functioning and there were no road blocks that would cause an issue with users being stuck / unable to proceed.

We think this is such an important development to ensure the highest levels of success not just for the user but for the game. This will get users into battle faster with more understanding, it is something that really should never be bypassed.


Our new Game Manager "OHM" is preparing for the influx of users and is deep in understanding his new toolset and responsibilities. There will need to be an increase in supply and he'll be at the ready to carefully push numbers upwards as needed. He's also trying to get a new maintenance cycle established, with the hope of making it a bit less frequent and intrusive on Campaign operations. One thing is for sure: the Campaign server must continued to be reset, at a minimum of once per week. With the Campaign coming to new hardware shortly, there may be some changes that are unforeseen, so we'll keep you guys posted as this develops.

OHM is also considering how we can improve the landscape of intermissions and making them a bit more vibrant and interesting. If special events are something you are interested in, you should really connect with him, you can do so by sending him a forum PM.


KMS has been getting his mind blown with all of the stuff required for the Community Manager to do but he's a quick learner and embracing the responsibility. He's also processing a new Assistant Community Manager that will help him with the Axis High Command / Community, filling his recently held position. We'll be announcing who that is in the near future but we think he'll do a great job and the Axis community will be getting an awesome rep.

Keeping the community healthy is paramount for our CM team, so they are strategizing together about expectations and what to prepare for as Steam comes.


We're going to need an influx of High Command officers to support game operations around the clock for both AHC and GHC. If you can devote a minimum of 3 months service right before Steam's release the Rats would be very grateful. As you know we are deploying on Steam with the brigade system and need as many capable hands in there to help things out and make sure the game stays healthy. Please see the community management team or your HC office for greater details.


Thousands of new players are learning about our game everyday, and that's really exciting for us. Steam is continuing to show its power in terms of traffic as it is generating an impressive number of impressions, clicks, Steam group joins and folks adding the game to their Steam wishlist.

The Rats are equally working hard to make sure that this gets done right. We're getting our Staff prepared to be all-hands-on-deck for Steam's release for a period of 48 hours. On the first day of Steam we suspect the technical team will be busy correcting things that come up suddenly (it always happens in the software development world). On the second day we suspect the dust will settle and it will be all about supporting the users and making sure everything is firing accordingly.

Our primary focus for the first few weeks upon Steam's deployment is to iron out any kinks that may have been unforeseen. That does not however, affect the timeline of development of new content via the Production team.

All in all, we're ready to get onto Steam mentally (chomping at the bit if you will) but the new server configuration and getting that all firing right, and doing some final testing are some of the last bits remaining. WE ARE ALMOST READY. We'll keep you apprised of our progress as always and ask you to get folks engaged and involved on this matter. Bring back your friends and get them ready, LAUNCH DAY IS COMING SOON. (Seriously)

That's all for now, thanks for reading, and all of us RATS thank you for your support!

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“The battles that follow aren’t typical of most first-person action games.”
Warfare History Network

“an incredibly fun and long lasting game for any war gamer or history buff. ... you’ll still be playing this months, or even years, from now.”
8.4/10 – Game Chronicles

“it’s remarkably compulsive. The concept and the individual challenges are unique, and the sheer difficulty of it makes riding a tank for 20 miles peculiarly rewarding. ... there’s nothing else quite like it.”
4/5 – Games Radar

About This Game

World War II Online is a Massively Multiplayer FPS, simulation game set in the Western Front of WWII. The game offers a strategic and persistent winnable Campaign that is completely player-driven, both in the strategic planning and players fighting to control territory.
The Virtual Battlefield Does Exist!


Its scale is a massive 300,000 SQ KM that is an interconnected and zone-less game world offering total freedom for players. This scale allows for truly immersive combined arms pvp combat. Communication between the Army, Air Force, and Naval units that are engaged will help determine the outcome! There are no limitations to how many players can interact in a battle space.


All weapons, vehicles, munitions and ordinance perform according to realistic values. We have achieved this through direct access to historical archives, a network of military experts and our advanced proprietary game engine that goes in depth like never before. Armor on tanks and aircraft, as well as their internal components, are modeled down to the millimeter.


Our damage models go into extreme detail with each component being destroyable in vehicles including crew, weapon storage, gas tanks and more! You don’t just shoot a hitbox? NO! With every shot fired, multiple calculations take place that determine the round impact consequences. Some of these include; angle of obliquity, speed of round at impact, thickness of the armor, internal spall, armor penetration, parts of tank damaged, etc.


Just like in real life, the outcome of each engagement will be determined by strategy, tactics, teamwork, and your weapon handling skills! In WWII Online there are no special power ups or item buys giving someone a special advantage against other players. Every rifle is just as lethal whether you are a premium subscriber or a free player.


Since our original release in 2001, our community and game has provided memorable and challenging game play experiences. WWII Online’s game play is unmatched in terms of scale, realism and replay ability. (Expand for more game details below)

Do you think you’re hardcore enough to play with and against some of the most battle-hardened WWII FPS gamers around?

Sign up today and find out!


Here on Steam, all users that sign up receive the base game package which includes 2 full weeks of PREMIUM subscriber access. After this time, if you do not select one either our Starter or Premium DLC option, you will be limited to the equipment that is available for Free Play Subscribers. Free Play users have access to ALL countries and are limited to Rank 3. You will be able to spawn the standard Rifleman class as well as the Airborne Rifleman. Free Players can support the battle's logistical needs by operating Trucks and heavy towing vehicles (Haulers) to bring in soldiers and towed guns.

In order to gain access to higher ranks and more equipment, soldiers MUST select from one of our *subscription* options available on Steam as DLC.

The STARTER subscription will include all Free Play Subscription access, equipment and vehicles. In addition, as a Starter Subscriber, you will also be eligible to gain more rank and become a NCO (Sergeant). This will open up more in game access to weapons and vehicles to spawn.

The PREMIUM subscription includes all of the access that is available to Free Play and STARTER subscribers. However, as a Premium subscriber, you will be eligible to gain maximum rank and be able to join the strategic High Command on either side. You can create and command Squads and (within restrictions of your current in game rank) have access to all of the equipment and vehicles available in WWII Online.

Please note, there are no micro-transactions in WWII Online. We believe in a fair and balanced game and our subscription model allows us to achieve that while continuing to provide the infrastructure for our massively multiplayer game.

System Requirements

Mac OS X
    • OS: Windows 7 / Windows 8
    • Processor: Pentium 4 3.2 GHz or Athlon 64 3500+ (2.2 GHz) or better with SSE 2.0 support
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8600 series or ATI Radeon HD 2600 Pro
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: on-board or better
    • OS: Windows 8.1 / Windows 10
    • Processor: 3 GHz Dual Core or 2.66 GHz Quad Core
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 250 or Radeon HD 4850 or better
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: on-board or better
    • OS: OS X 10.10 +
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8600 series or ATI Radeon HD 2600 Pro
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: on-board or better
    • OS: OS Sierra 10.12.2+
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 250 or Radeon HD 4850 or better
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: on-board or better
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