The time has come to experience the combat you've always desired, realistically recreated, no detail ignored. Authentic campaigns and massive online battles portray staggering war-torn ambient and devastation. Offering unrivaled immersion to give the most heart-rending portrayal of WW2 to date.
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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?

“Early Access is a fantastic stage of game development where the early adopters, which in our case are mainly composed of seasonal players of the saga and genre, will be able to experience our game and give us their feedback. This way we can have a gradual curve of incoming suggestions and the corresponding improvements to the product, in order to make Gates of Hell offer the warmest welcome to the player base further on when the full version arises.”

Approximately how long will this game be in Early Access?

“For 6 months, approximately.”

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

“Early Access will end up containing a bootcamp campaign, the Russian campaign, German campaign and 2 multiplayer factions.

The Full version will add more content into the game, in the shape of features, maps, units, etc.

In addition , the Full version will have a modular system for purchasing each campaign and multiplayer nation separately, including a Season Pass to obtain all modules.”

What is the current state of the Early Access version?

“With the start of the Early Access, the game will debut with a bootcamp campaign, the Russian campaign and 2 multiplayer factions. During the EA, we will add an additional campaign (Germany), gradually expand the Multiplayer units (as of feedback) and add further maps and features. Further nations/campaigns will be available after the full release as DLCs.”

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

“The Full version will add more content into the game, in the shape of features, maps, units, etc.

Thus it will be slightly more expensive.”

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

“The game has been already built in part around many seasonal veterans' suggestions. During GREENLIGHT and During the EA phase we have been and will be listening to what the community want to see, we strive to make the game an awesome experience for our customers.”
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Available: To be Announced

 

Recent updates View all (50)

September 15

Developer Blog #59 - Summer is over.



Hello chaps. It has been a long time since our last devblog, for which we apologise, but the reality is that work has been going on everywhere and there’s not been any focus of interest for us to write about. But today we have a long-awaited topic.

Aircraft

In Gates of Hell we have rather large maps. This opens the door to several possibilities, and one of which we wanted to do since the beginning of the project was the more relevant presence of aircraft. Air supremacy in WWII was one of the biggest deciding factors on the outcome of the war and changed military tactics forever. Until now in the “Men of War” series, aircraft have been present as background elements or off-map support, and to a limited extent. It is true that aircraft will continue to be an important off-map support element, but we’d also like to offer the players the possibility of manually controlling aircraft in the missions. This adds a new dimension of possibilities to make missions varied! Maybe in the future we test this in multiplayer, but our current development focus is on the single-player.


“Hitler has built a fortress around Europe… But he forgot to put a roof on it”.
~Franklin Roosevelt



Making new models for aircraft is just the tip of the iceberg. A lot of work over time has been invested in making changes to raise the stakes, since aircraft not only have to be usable and enjoyable, but in our case also accurate and historical. So on the one side, we started to fill the game resources with files for new weapon types, ordnance and equipment. You won’t be expecting a Soviet bomber to carry the same bomb as a Stuka?! And likewise, pilots did not have time or availability to reload different ammo types on-board airplanes. As a result, aircraft often used ammo belts with sequences of different rounds - So our modelling of the weapon parameters needs to include a bit of everything, explosiveness and piercing...


Houston, we have a problem!
That is a SC-250 bomb (Sprengbombe Cylindrisch 250kg). Apparently, in german the right grammar would be “Zylindrisch". Why was it spelled like that by the Luftwaffe? You tell us!



… But, in the search of authenticity, we come to a rather impressive obstacle - Can we afford aircraft flying 400km/h on an attack run overhead? In Men of War terms, this means an aircraft would dash over a map in 3 seconds. In Gates of Hell, still less than 10 seconds, and in any case, the radius of turning would envelope the entire map itself. This is an absurd, and compromises need to be taken.

For every aircraft we input the real characteristics into the game - Speed, power, weight, etc. But when this information is processed in-game, we reduced the speed of aircraft to “usable” levels, but of course with our special recipe, which allows for individual planes to conserve their speed differences to a very noticeable level - You won’t be escaping from a fighter aboard a bomber. In a similar nature, the turning radius, acceleration, roll rates etc are all brought to suitable levels.

Another famous problem with implementing planes into RTS is the altitude that aircraft fly at - airplanes either fly too low - in which case they crash into the trees and buildings, or they fly too high - in which case they are not visible in the camera angle. So our solution was straightforward - increase the maximum zoom-out distance, which in addition also opens the field of view for better situational awareness. Nobody forces you to zoom out this much in a regular land battle - but it could be useful in certain cases.







We can talk in detail about all the changes - but it would exceed the amount of words we usually post in 5 devblogs. So let us summarise:

  • Whole new soundbank! Lots of effort needs to be invested, now and in the future, in processing the audio we try to collect from the real aircraft. If you try, you’ll be able to spot one of us on Duxford or Biggin Hill air shows.
  • New manoeuvring speeds, aircraft are generally more maneuverable but also more inertia-based
  • much longer take-off/landing runs
  • Airplanes smoke when they start to receive damage. Take extra care when you are smoking
  • Different airplanes take more damage to take down in the different components
  • Rear defensive turrets are now operational
  • Dropping of torpedoes implemented for deep water scenarios
  • Sounds for undercarriage retraction/deployment, canopy opening/closing, engine starting, and different sounds for engine settings (accelerating, slowing down, etc)





Make no mistake - developing new aircraft is like making a whole new bunch of vehicles, something that nobody before has prioritised too much. Now lies a very long journey for the 3D department to make all the new aircraft models in the same quality as our other assets.

You can help us by sending us clear references of different camos/aircraft that we can make. Unfortunately our 3D modellers are also overloaded with other models to make - so we will post renders and pictures gradually in the future.

We’d like to make many more changes to aircraft to make them even more enjoyable and but this depends on the programming capacities later down the road and how people react to its implementation.


“Air mastery is today the supreme expression of military power”.
~Winston Churchill


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July 21

Developer Blog #58 - Tales of the Assault Gun



To diversify our blogs, we'd like to start off this series of war facts and narratives. At the end of the day, we're making a game that portrays the strategy, realism and authenticity of WWII, so we hope our readers enjoy our posts in the same way as we love finding out all the surprising bits and pieces that you are often miss.

The Assault Gun

When a design of a vehicle or weapon concept is proposed to high command, it is usually because a terribly desperate need for it is required and often a replacement for an older existing military concept or role.

Did you know?
The formidable M26 Pershing was delayed in its production and deployment (until the very end of the war) because the army chiefs were not completely sure there was a "terribly desperate need" for it.


However, the Assault Gun was neither a replacement/improvement of an existing concept nor proposed by a team of acknowledged military figureheads. In fact, it was the bright proposal of Erich Von Manstein in 1935. He thought that for the coming conflicts a new vehicle was needed, one that was supposed to work alongside infantry and:
  • Provide direct infantry support, it needed a gun capable of causing substantial damage and not rely on indirect artillery support.
  • It needs adequate speed to accompany motorised infantry and be able to relocate to subsequent enemy strong points.
  • It does not need any unnecessary equipment. It needs no turret, because it will exclusively shoot in the direction of frontal enemy forts. It needs no secondary armament because it will be surrounded by infantry.
  • The vehicle should be substantially protected to soak up damage and get close to enemy fortifications unharmed.
  • From the simplicity and straightforward design scheme, it should hence be cheap and easy to produce.
Thanks to Manstein's extraordinaire performance in the start of the war, plus his constant pressuring, his proposal was accepted. On the chassis of the Panzer III, the first Sturmgeschütz III (Assault Gun III) arrived to breach the Stalin line on Operation Barbarossa in 1941.

Did you know?
Erich von Manstein is often considered the most capable and respected Axis Field Marshall of WWII.


The first StuGs to see combat were armed with 50mm of armour and the short-barreled 75mm StuK 37 L/24 (derived from the standard kwk 37). Not only were they very effective in their role of supporting infantry, but thanks to their added protection (compared to other german tanks of the time) and due to their loadout of multiple HEAT shells, they proved to be extremely useful against the superior soviet T-34 and KV tanks.

Following the success of the Anti-tank role, after 1942 the StuGs shifted their focus as tank destroyers, with the StuG III Ausf F presenting the fearsome long-barreled StuK 40 L/42 (derived from the kwk 40). Aware that these new variants were no longer as effective in the infantry support role, German High Command ordered the design of a variant for an improved iteration of its original role. As a result, the Sturmhaubitze 42 Ausf G (Assault howitzer or StuH 42; Ausf G) was developed, this time, using a powerful 105mm howitzer instead of a 75mm.



Like many german vehicles, the design principles and technical specifications allowed continuous improvement of the design without too radical changes to the original scheme. The Ausf G, which is being modelled for Gates of Hell in both it's early and late production variants, raised the armour to 80mm and gave the vehicle secondary armament to be able to engage enemy infantry. The late production variant included a streamlined mantlet, known as the "Pig-head", and a remotely controlled roof MG, similar to that of the Hetzer.

Did you know?
The rotatory MG developed for the Hetzer and StuG was in some ways derived from the remotely actioned defensive MG's used on the Messerschmitt 210 and 410. The USA later reverse engineered the mechanisms to develop an improved MG defense system for the B-29 Superfortress, which not only was it remote-controlled, but computer-assisted.


Until the end of the war, while Hitler proposed massive tank projects that were barely feasible, Manstein and Guderian (amongst others) pressured the industry to keep producing reliable and cheap fighting vehicles like the StuG. As a result, this became the most common tracked vehicle of the Wehrmacht from 1943 onwards.

Pictures of all the mentioned variants which we have not yet showcased, coming soon.

Worth mentioning are the Soviet Assault Guns developed during WWII as well, namely the SU-76, SU 122, SU/ISU 152, and to an extent, the KV-2. More detail about each one on our specific vehicle blogs in the future.
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About This Game

From the creators of Men of War, Gates of Hell arrives with unmatched immersion, hard boiled historical campaigns and massive dynamic multiplayer battles. GoH offers revamped infantry dynamics, accurate reworked ballistics and much more, including community requested features like redesigned flight model, combat improvements and expanded factions in its upgraded engine. Shift between RTS and Top-down Third person direct control modes and use the total destructibility of landscapes to revive the most intense portrayal of World War II.

Gates of Hell is a historical/realism action-based RTS based on the powerful GEM2 game engine by Best Way.

Gates of Hell aims to attract all fans of previous Men of War games. In addition, GoH has a much more comfortable learning curve, aiming to target newcomers to RTS games and also players from other RTS which seek a new experience. The time has come to experience the combat you've always desired, tantalisingly recreated, no detail ignored. Passionately reinvented to give the most heart-rending portrayal of warfare to date. It will be bloody, it will be gritty, it will be war in the raw. You will experience the sensations you felt when watching and reading war films and books. Join us as we attempt to retell the stories of the Second World War, from both perspectives, of the victors and the vanquished. Now, only one question remains... Where does your loyalty lie?

In Gates of Hell, the player will fight throughout WW2 battles, from the sands of North Africa to the snow covered peaks of Russia. In Early Access and until full release the action will be packed on the Eastern Front as the HD content for the game piles up. The player must use his skill plus the situation to defeat his enemy or complete mission objectives in spite of all odds that will arise. Weather the task is to snipe out an enemy officer, to destroy a tank column or fight against human rivals in the multiplayer game-modes, players must analyse the battle with their situational awareness and use the advantages of the nation they are playing, the terrain and their strategy. Whereas some players will prefer direct confrontation if they afford superior firepower, others might choose coordinated sabotage tactics. It is up to you to use historical warfare techniques to outsmart and outmanoeuvre the enemy!

Features:

  • Singleplayer and multiplayer support, including cooperative missions and PvP gamemodes.
  • Historical battles with overhauled and optimised multiplayer: Versatile & dynamic system to allow year setting option, extensive infantry types, and new vision ranges to create historical and tactical games.
  • Modular Faction/Campaign system
  • Integrated Steamworks
  • Includes editor for modding, mission making and sandbox gameplay
  • Highly accurate human models, headgear, and weapons for an ultimate detail standard.
  • Heavily revamped infantry dynamics to allow for intense infantry combat as well as offering historical tools for trench/foxhole/pit/mine building depending on infantry proficiency.
  • Smart terrain, plus additional aerial and naval flight/sea models for vehicles of all sorts.
  • Enhanced graphics and colour palette for unparalleled atmosphere.
  • Astounding audio system with in depth live-recorded sounds, reverbs and echoes
  • Overhauled ballistics for each individual weapon to calculate penetration & explosive values for different shell types, including composite rounds; as well as bullet drop and speed: A complete ballistics system.
  • Atmospheric 3D engine with smart, optimised AI and completely animated game objects.
  • Full destructibility of ground layer and objects, including burning parameters for flammable materials, flora, etc.
  • Realistic damage system for human objects and damage/repair system for vehicles' components (No healthbars on vehicles!).
  • Mod-friendly engine platform
  • High definition scenery including accurate soldier and vehicle models, spectacular FX, and detailed landscapes.
  • RTS and Third person top-down (direct control) shooter interchangeable gameplay modes for any unit, including vehicles and human entities.
  • Fully modelled physics, including acceleration due to gravity, effects on ballistics, collision systems, penetration behaviour/normalisation for different shells, etc.
  • Over 250 vehicles, more than 100 weapons and 200 human model types to play with. (Roster plan for full release)
  • Complex AI which can assess the battle situation and unless ordered to hold ground, will advance or retreat depending on their morale

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows Vista SP1, Windows 7, Windows 8
    • Processor: Intel Pentium G-2.5Ghz
    • Memory: 2 GB RAM
    • Graphics: NVidia GT720 or AMD R7-240
    • DirectX: Version 9.0c
    • Storage: 8 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    • Additional Notes: Notebook: Intel i3-2Ghz or i5-1.4Ghz, Intel HD Graphics 4000 or NVidia GT820M
    Recommended:
    • OS: Windows 7 or Windows 8
    • Processor: Intel Core i3-3Ghz+ or i5-2.5Ghz+
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX750 or AMD R7-260X
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 12 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    • Additional Notes: Notebook: Intel i5-2.6Ghz+ or i7-2.2Ghz+, Intel Iris Pro Graphics or NVidia GTX950M
    Minimum:
    • OS: Intel Mac, OS X version 10.9 (Mavericks)
    • Processor: Intel Core i5-1.4GHz
    • Memory: 4 GB RAM
    • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatible
    • Storage: 8 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    Recommended:
    • OS: Intel Mac, OS X version 10.11 (El Capitan)
    • Processor: Intel Core i7-2.2GHz
    • Memory: 8 GB RAM
    • Graphics: Intel Iris Pro or NVidia GeForce GTX 750M
    • Network: Broadband Internet connection
    • Storage: 12 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    Minimum:
    • OS: Ubuntu 12.04
    • Processor: 2 GHz Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatible
    • Storage: 8 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    Recommended:
    • OS: Ubuntu 15.04
    • Processor: Intel Core i5-2.5GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or better
    • Network: Broadband Internet connection
    • Storage: 12 GB available space
    • Sound Card: OpenAL Compatible Sound Card
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