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 USA), 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 (78)

January 11

DevDiaries #54: Say 'Hi' to singleplayer mode!

Hi, friends.

That quarter in which we are going to start the sales of Early Access, has already began and we are looking with hope and anticipation into this near future, but still feeling some anxiety. From the discussions in the Steam forum it is clear that there is a misunderstanding in the community about how the game in Early Access will look like, what will be in it besides multiplayer mode, and why Soldiers: Arena is not similar to our previous games. So let’s clarify some of these.

What to expect in the Early Access.

With the beginning of Early Access sales, the game will be available to everybody, but it's worth to remember that by this time it will not be polished and ready one hundred percent. We would like to add and fix lots of things, but for the correct development of a multiplayer game, more players are needed. And now the player already has something to do in Soldiers: Arena. However, people with a harsh allergy to bugs have a reason to refrain from buying (there should have been a sign "Watch out. Work is in progress. Put on a helmet."). We stick to the original plan to create a game together with the community. Therefore, we did not wait long with the announcement. All in all, we try to quickly respond to your requests and implement features, add units, etc. Therefore, we want to go to Early Access as early as possible.

To meet the deadlines and achieve the desired results we often had to abandon some ideas, and to postpone others. Yes, we would also like more game factions, a full singleplayer, dozens of game maps, but not all at once. We are constantly adding new models, special effects, animations, sounds, but in the Early Access version there will still be some old variants. Factions may have gaps in the development tree, and USA devtree will suffer most, but we’ll fix this issue too. The interface will still be partially on the works, and the caring hands of optimization will most likely not get to some particularly dark corners in which bugs will wait for the player, hoping to catch him by surprise, and drag oneself to the path of darkness and hate, whispering for negative reviews about vile and greedy developers. Be strong, friend, do not despair. We will counter them with fast and powerful patches. Even now Soldiers: Arena is playable and the content in it is enough to organize serious team fights and break into the battle as one of a dozen commanders. Most of the planned features are already ready and we began to optimize the game, work on maps for the cooperative game and solve some old and annoying problems. We did not disclose some aspects of the game in the DevDiaries, so you will get a lot of new things to see, including the very combat organization, without the usual and slightly annoying buying points.


A separate paragraph with explanation deserves a multi-user focus of the game. Having defined the genre, we understood that we would need to change a lot: division into classes, combat organization, the basic gamemode, the approach to creating maps, increase the need for teamwork, to fix old engine problems unacceptable in the competitive game, like musketeer lags and the impossibility of reconnection to the session, etc. Something has already been done, something has yet to be done, and something has to be temporarily abandoned. One of the important aspects of the game that had to be sacrificed until better times was the single-player mode. On your questions about the availability of a full-fledged single-player mode in Soldiers: Arena, we usually answered with a confident 'No'. The degree of this 'No' confidence has changed with the formation of the core gameplay. Over time, 'No' has become more like 'It may well be,' and today we can say that we are seriously thinking about some campaigns. The question of having a singleplayer was always a question of economy and the desire to meet deadlines. Until we were sure, we did not want to give up hopes that we could not realize. Now, when the core of the game is formed, we can think about the historical battles, single-player campaigns (with the possibility of playing some missions with friends) and cooperative game modes that will only complement the multiplayer game. These are still far-reaching, but very realistic plans, and for the start of Early Access three maps should be ready for multiplayer games and skirmishes, and a couple of missions for the cooperative game.

PVP still tires faster than PVE, and can not be paused without provoking the rays of hatred from other players, so we would like to give more content for the cooperative and single-player games. Those who do not like brutal PVP, will be able to open all the branches of any development tree, without even going into it (although this is a little insulting to us, but still ok). And if the campaigns are only in the plans, but cooperative missions and smart bots have been in development for a long time. The style of the game, the number and intensity of the actions of bots in missions is adjusted to the chosen complexity, the level of your commander and the number of players in the team. And it's not about these bots that just beat harder and shoot more accurately, but about those who know how to be unpredictable and create interesting game situations.

By the way, we have begun work on a story mission against bots named "Siege of Argentan" for USA commanders. In this mission, the player will need to search and destroy air defense guns, seize the territory, fight massive enemy counterattacks, stop convoys trying to escape and breakthrough the blockade, and advance without stopping, because the success of this operation will determine whether the ‘Falaise pocket’ will be closed. Of course, without forgetting about saving resources and caution. Well, you know as well as we all about a lone infantryman with a grenade in the enemy rear. And you probably noticed that in this diary we are talking about the US faction, not the Allies. We decided to create more space for new gaming factions in the future. And now there are a couple of spaces in the development tree that are worth filling out. What interesting US units would you like to see in Soldiers: Arena? Write under the post, and, as usual, we wish you all the best!
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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
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • 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
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Sound Card: OpenAL Compatible Sound Card
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