Soldiers: Arena is a multiplayer RTT-action game from the creators of "Men of War" series. Three game factions, dozen commanders, two hundred units, and an infinite number of tasks to realize your tactical genius.
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Release Date:
Q1 2018

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Early Access Game

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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?

“Obviously, to create a good multiplayer game you need the participation of players who with their wishes and criticism can contribute to make the game better. Early access is an ideal opportunity to constantly be in touch with our customers. Together we can create the great tactical game we strive to.”

Approximately how long will this game be in Early Access?

“Until we are sure that the game is ready.”

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

“In the Early Access version, we plan to include some unique content that will not be available to everyone who starts playing after the release. In such way we want to thank those who take part in the development and testing of the game. What kind of content will it be, we will tell you later.”

What is the current state of the Early Access version?

“Three game factions (Germany, USSR and the Allies), about ten commanders with their unique bonuses, combat missions and tactics. Most of the game’s features and new unit models. In other words, Soldiers: Arena will not be one of those games that has nothing to offer in the Early Access phase.”

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

“The game will ship in Early Access for money, but will become free after the full release. To test some aspects of the game we need a large number of players, but with too many we can not cope. All the same, we would like to do more development-kind of work at the stage of Early Access and not go away entirely in supporting the game. In addition, the game can be present bugs and work-in-progress elements, so we propose you to buy Soldiers: Arena in early access if you are one of those who above all else wants to support the development and to see the game as an early adopter. The rest of you should wait for the release and play a polished and free version.”

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

“We are planning to develop the project together with the players, discussing all key innovations and changes in our groups. Thus, the community will be maximally involved in the development process.”
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Available: Q1 2018


Recent updates View all (65)

September 7

DevDiaries #46: independent infantry units

Hello, friends.

When you compare the state of the game mechanics in their first mention in the Diaries with how they currently are, you realize how much time and effort has been invested in the game and how far Soldiers: Arena has advanced. Just remember the trenches. We could write a medium-sized epos about how they were created and how many times they have changed. But we are not tired and we are not going to stop. And today we will tell you about a new type of infantry squad, on which we recently started to work. It’s Difficult and promising. Just as we love it.

What are these squads?

As it was written earlier, in Soldiers: Arena we want to strengthen the role-playing component and make the gameplay unique for each army type. But whoever you play, you can not forget about the infantry. Tanks need intelligence, and artillery constantly needs defense from saboteurs and everybody needs someone to capture and hold their rightful territory. Your team is unlikely to go into battle without an infantry commander, but the allies help those who help themselves. Friends may not have time to help, may not have have free troops or they might simply be engaged in something they deem more important than protecting your positions. If you don’t want to be helpless in a game, it's worthwhile to take not only big guns, but also a couple of infantry squads to cover positions, conduct reconnaissance or assault relatively safe sectors of the front.

Tank and artillery gameplay is very different from the infantry one and have different focuses of attention, goals, requirements for micro-control and the game tempo. The player constantly has to switch focus of interest, which makes the gameplay uneven and complicates the immersion and playing the role. In addition, in Soldiers: Arena the skirmishes go all along the entire front line and often the player needs to be present simultaneously in several places, placing his infantry to protect one sector of the front and attacking in the other, while still using direct control sometimes. So we developed the independent infantry units that can partially relieve you of the hectic affairs and allow you to settle your sight on your centre of interest. The squad leader will command the soldiers and direct their attack, leading the bitter fighting that will relieve the player of constant attention gaps in the front.

What do I need them for?

Independent platoons, companies are used to perform special tasks and do not directly obey the command of the military unit in which they operate. So in the game you can take them to the "deck", spawn in battle, and give the basic order. How to complete the orders is better for the squad leader to consider. Such detachments are more numerous and cheaper than the usual ones, but they have some limitations. You will not be able to select a specific target for them to attack, only a general direction. Such a squad can not be divided or controlled with DC. They carry out only basic orders. Now they are ‘Attack’, ‘Retreat’ and ‘Charge’. For example, receiving the order ‘Attack’, the squad will advance in the given direction until it meets serious resistance of the enemy and begins to incur losses. In this case, the advance will stop, and may turn into a retreat if the losses are too big. If you give the Charge order, then it will advance in spite of the losses, until it completes the task, or falls entirely. In the future, we plan to add orders like Capture the territory / building / trench and Strengthen, according to which the infantry will begin to dig trenches and prepare for the defense. Independent infantry units consist of the same units as the regular ones (recruits, regular army soldiers and vets) and will be both homogeneous (submachine gunners, riflemen) and combined. The inability to fully control them can be both their strength and weakness, depending on your micro-control skills. If you do not have time to be on all sectors of the front at the same time, call such a squad and switch your attention to something else. Yes, most likely they will not capture the Reichstag by themselves, but it will try from all its artificially intelligent capabilities!

How will they help me dominate?

For the first time we tried this mechanics on the orders of sappers and engineers. The player only gives them an order to place mines or dig trenches (put hedgehogs, barricades from bags and so on) and indicate the place, after which the squad spawns, executes the order and fall back all by itself. In the case of independent infantry units, we had to refine the logic of their behavior and prescribe a lot of dependencies on the situation on the battlefield, but we are sure that it's worth it. After all, now you can balance your battalion based on your own capabilities, wishes and chosen tactics even more precisely. And there are enough options for using them in combat. For example, you can give an order to attack and switch to direct control with your tank. Did you see your squad stopped moving? Help them kill the enemy and move on. Do you like to crush with quantity? Send a few independent infantry units forward and, hiding high-level infantry among them, you will get a chance for the direct assault even on well-fortified positions. Do you want to concentrate on the game with artillery, but you are afraid of saboteurs? Summon a pair of such squads and give orders to strengthen your positions. Of course, it is not necessary to use independent infantry units, and if you have enough time for everything and can skip on them - that’s great. However, you still can’t fill all slots with such units, because the number of them will be limited. There is no chance to sin in Soldiers: Arena while watching it with popcorn.

This is all for today. We are grateful for your activity in the comments and we hope that this will continue. What do you think about the new infantry squads? Do you have any questions? We are ready to respond.
108 comments Read more

August 24

DevDiaries #45: You know, what we did this summer

Hi, friends.
This is one of those diaries in which we report on the work done over the last couple of months. What kind of balance changes were made, what was added newly and how we are working on the game, which is worth waiting for. Read below about all these and some more.

We think of you. On these serene summer nights ...

Community required the option to hide healthbars and we are ready to provide it. Now in the game settings you can remove them over your, allied and enemy vehicles, permanently or until selection or aiming. And highlights, markers and almost all the elements of the interface also. So it's more difficult to understand what is happening, but we know that a truly hardcore player with a gentle soul might be scared of healthbars much more than the 1st of September :)

Worked with the trenches, so you could bent them and choose the distance between the shooting cells while building. We taught the infantry to use and treat them as a friend, because at first, units build their way avoiding trenches, preferring to die with proud head and clean boots. After visiting the lecture "Trench - my winding way into a happy tomorrow", the infantry learned to shoot, move, throw grenades, fight hand to hand, but not leave the shelter without unnecessary need. In case when enemy infiltrate the trench, the infantryman knows what to do without player’s orders. If enemy armored vehicles are approaching the trenches, a unit with a AT-rifle will stand for shooting. Same unit that didn’t stick out when his comrades fought with the infantry. Unfortunately, you can’t hide in the foxhole from all the sorrows of the world. The trenches can now be destroyed by drifting on them with your armored monsters, or in the old manner, - sending a land mine. We made a separate seismic wave so that we could set up the damage to the trenches for each projectile. Yeah, yeah, we made this for you!

’Some of this and that and everything else’.

We continue to work on the "Front Line" gamemode to make the fight more interesting, added several factors that affect the victory. Twice during the session there is an order for each team to attack on a certain section of the front line. For the breakthrough and seizure of this territory, the attacking party receives additional points, thereby bringing his victory nearer. Now the victory is also affected by killing enemy units. Even if you have little infantry and have nothing to capture the territory, you can stop the breakthroughs, blow up tanks, put mines. Sometimes it’s more useful to stop the enemy than to mindlessly attack. And we did some more…
  • Set up machine guns, increasing their rate of fire to real indicators, but slightly reducing the damage and suppressing effect to keep their effectiveness at the same level and the infantry did not feel helpless.
  • Changed the rules of armor piercing, so that shells with a caliber much larger than the thickness of the armor have more chances to pierce and less to ricochet.
  • Set up the shell normalization, so now armor piercing projectile change it’s trajectory for 4.5 degrees.
  • Did nonlinear aiming. At close ranges, cannon aiming is at the maximum value after the first shot. At longer ranges, the number of shots to aim and the minimum radius reduction both grow.
  • We set up the noise mechanics, which we talked about earlier for snipers, and the aiming with time for riflemen, so that at long distances they have a clear advantage against the submachine gunners.
  • We created a test polygon in which you can shoot from everything, and a marker that allows you to see the armor rate under the cursor. That helped a lot with finding bugs in models.
  • Added new commanders with their unique style gameplay: light mechanized brigade and reconnaissance-sabotage battalion.
  • Entered into the game new units, such as T-28 from the cover image, lend-lease Valentine to the USSR tree, elite snipers for each of the factions with self-loading rifles and camouflage, and others.

So good that I'm not afraid of death.

As always, fixed bugs, one of which we want to share with you, because it’s ... pretty creepy. We started work on creating bots for coop gamemodes. And we wanted the bot to win not by cheating, but by unpredictability, so that they went through many revisions and iterations, refinements, improvements, and sometimes worsening, disputes, anger and cats hecatombs, until one day the chosen ones rose up, that didn’t want to die. Well, you know that what is dead, may never die. We tested a new adaptive spawn system that adjusts to the situation on the battlefield and calls the units based on what is missing. At the time of the explosion of the gun, the crew sometimes flies up from the blast wave and the health of the infantrymen goes into minus, but they are dead only when they fall to the ground. As you may have guessed, the bot spawned these lucky ones with minus health, so that they took their places by the cannon. Hell, even death did not relieve the artillerymen from suffering! Over time, it turned out one more detail, complementing the picture of the zombie apocalypse - they could be killed only by snap-shooting on the head or by fire, as these actions cause the script to "die" regardless of the amount of current health. So even if you actually were not going to make a game about zombies, you still have no choice!

This is all for today. Maybe a couple of questions more. Do you need other tasks like attack orders in the session? If so, which ones? Wish you the best!
100 comments Read more
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About This Game

Soldiers: Arena is all about tactics. It is about teamplay and cooperation between armies. Those who are familiar with our games know that they are rather difficult to attribute to any particular genre. It’s always a mix of strategy, tactics and action in the World War II entourage. This game is for those who feel the lack of action in RTS, and lack of immersion in tactical shooters. A unique series with more than ten years of history now receives a worthy multiplayer extension.


  • Direct control. "Direct Control" gives you the opportunity to play almost any unit in your army with the third (or first) person view. At any moment during the game, you can switch to DC and control the unit with WASD, more accurately choosing the trajectory of the shell (grenade) and choose which part of the enemy tank you want to hit. And most importantly - it's easier to feel yourself in the epicenter of the battle.
  • Huge roster of units. In total, about 200 units for the three game factions which have been created as per the real characteristics of World War II units.
  • Realism. Creating commanders and setting up units, we focused on their tasks in real combat, their strengths and weaknesses. Tanks need the infantry support, infantrymen need artillery fire to suppress the location before advancing, and artillery strongly needs help securing their positions.
  • Diversity of gameplay. A large set of tactical capabilities for units. Exploration and sabotage. Capture, repair and hijacking vehicles. Creating protective structures, digging trenches. Setting hedgehogs, minefields. Destruction and neutralization of all of the above. Saving the wounded and destroying the guns. And much more.
  • Total destructibility. During the battle, almost any object of the game space can be destroyed or burned. In addition, all objects, including shell-holes from explosions can be used as cover.
  • Modular realistic damage system. Any vehicle, regardless of its type, consists of a set of components that can be broken or destroyed. When calculating the piercing chance and the damage to each component; the type of ammunition, the characteristics of the gun, the range of fire, the angle and thickness of armor plate and the threshold of its fatigue are taken into account. In addition, the chance of ammunition detonation, engine ignition, damage to wheels or tracks (which leads to immobilization of the unit) are calculated.
  • Coop game. In addition to battles against other players, you can always compete with AI in cooperative gamemodes.
  • Advanced AI. A good AI can create interesting game situations. In Soldiers: Arena, he can spawn paratroopers to the rear, smash artillery and infantry with tanks, use smoke screens, steal vehicles, and prepares many other surprises for the player.

System Requirements

Mac OS X
SteamOS + Linux
    • 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
    • Network: Broadband Internet connection
    • Storage: 5 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
    • 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: 5 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
    • 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
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    • 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
    • Sound Card: OpenAL Compatible Sound Card
    • OS: Ubuntu 12.04
    • Processor: 2 GHz Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatible
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Sound Card: OpenAL Compatible Sound Card
    • 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
    • Storage: 5 GB available space
    • Sound Card: OpenAL Compatible Sound Card
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