Unite and fight your way to victory! Divided we Fall is a strategic close-combat multiplayer game that emphasizes the importance of building an effective cohesive squad and executing well thought-out tactics on the battlefield.
User reviews:
Overall:
Mixed (72 reviews) - 69% of the 72 user reviews for this game are positive.
Release Date: Sep 7, 2016

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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?

“The game is already totally playable, all the core gameplay and the basic multiplayer mechanics are functional and enjoyable, moreover, our unique community and teamplay features are also being used, tested and enjoyed.

That said we feel there is a lot we can do to increase the level of quality of the game, the experience is still a bit rough around the edges.

During Early Access, we are dead set on gradually improving the quality of life and the overall experience with the help of everybody's feedback, opinions and ideas. We are reachable, we listen to everyone, and we bring out updates weekly.”

Approximately how long will this game be in Early Access?

“We expect to remain in Early Access for 6 months to 9 months, until the game meets the expectations of the community.

Before and after release, updates and improvements will keep coming regularly.”

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

“At the moment, we have no single player mode to train on, the current version can be harsh for new players who are expecting a completely smooth introduction, there is a lot to learn and to understand but we are committed on improving this part of the experience during the Early Access period.

On top of it we are also planning to work on:
- Improved current weapons
- More weapons (e.g. melee, mortar, handguns)
- More tactical equipment (e.g. smoke grenades)
- Fine tuned gameplay balance
- More achievements
- Complete tutorial
- Map editor embedded in Steam Workshop
- Optimized graphic performance
- Anti-cheat system

We would also really like to bring:
- More world conflict locations
- More nations to choose from (e.g. British, Soviets)”

What is the current state of the Early Access version?

“In spite of the rough edges, the game is already very satisfying for those who are looking an online competitive game with great focus on teamplay, cooperation and an amazing community.

More in detail, here is what is currently available in the current game:
- Fully playable multiplayer experience
- All core gameplay elements
- Leveling, statistics
- Competition tracking system
- Clan system (aka regiments)”

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

“As the game will get more features and content, the price will gradually increase to reflect those improvements”

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

“Direct communication with everyone in the community.
- We are often present in the game
- We are available for suggestions, bugs and ideas for improvement on the Steam Community Hub: http://steamcommunity.com/app/495580
- We are very active on our Discord server: https://discord.gg/0hADRmF7Pw1nWCRO


We're open to all discussions, and we're looking forward to hearing from you”
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Recent updates View all (12)

June 22

Major Update Inbound

Biggest update since Early Access
This will be our biggest update in the Early Access period. Listening to all player feedback (both Call of Combat veterans and new players), we have brought a series of improvements both to tactical fights and to strategic planning.


Controlled gunfights
In this new update, gunfights have been made a lot more dynamic. During this Early Access, you gave us a lot of feedback about the balance between guns and grenades. So we decided to make guns better and easier to use efficiently.

Quick fire: We have added the possibility to quickly override how soldiers aim and make them fire instantly as soon as you double click on an enemy. This makes close quarter combat a lot more dynamic and adds options during intense grenade fights.

Hold aim: Now, you can also hold your soldiers' aim by holding the left mouse button in order to time your shots perfectly. This is useful if, for instance, you are waiting for the right moment when your target goes out of cover and becomes vulnerable even for a split second.

Grenades dynamic
We have also brought some cool changes to the grenade mechanics, all accessible by holding down the right mouse button.


Increased range: You can throw grenades a little bit further than normal range. Just start the throw at maximum range and see the range increase.

More accurate throw: Grenade throwing can now be inaccurate, especially under suppression. Holding the button will give you a more accurate aim though!

Grenade cooking: You can also cook the grenade and make it blow up quicker after the throw. Be careful, because it can blow up in your hand if you wait too long.

Weapons total revamp
We have revamped all extra weapons in order to bring more variety in combat and tactics.

SMG: It is now more reliable in short range under suppression, and we added the ability to fire while running for more close range devastation. The instant fire override is also quicker than with other weapons.


LMG: The ultimate suppressing weapon. The LMG will not be the most lethal weapon, nor the quickest, but it will allow you to create a wide kill zone that the enemy will not want to go through. It needs a bit of time to deploy though, so don't use it for close quarters combat.



SNIPER: Now a lot easier to use, especially with the new holding aim feature. It will now require less micro-management.



Both the sniper and the LMG have a new "area sweep" mode, where you can set a sweep angle and let your soldier cover that area automatically.

Suppression and pinning
Watch out, because too much suppressive fire will pin your soldiers down. Being pinned means that your soldier will have greatly reduced firing and grenading abilities, plus he will refuse to stand up when moving. The LMG will be the main weapon that can easily pin down multiple enemies, but enough concentrated fire from other weapons can achieve the same effect.

Strategic and planning
Last week we pushed an update with major changes to battle planning and briefing, you can read more details here.

Orders and strategic view
- Commander can now deliver multiple orders to each player.
- Commander can also draw red arrows to indicate what might be the enemy's battle plan.
- Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders.
- Commander can finally select multiple players for the same order!


Weapon distribution easier
- You can now give weapons to anyone, including your superiors
- Subordinates can also request weapons simply by clicking on the weapon name on the left screen
- If some weapons are left unassigned by any player, they will appear near the deployment zone when the game starts

Other major improvements since Early Access
Reinforcement game mode: After death your soldiers will respawn for some fun continuous action. Don't die too often though, as the time between respawns will increase quickly!

Map editor: Anyone can now try to create the next most popular map!

Tutorial: We have created a training ground for new players to get the main concepts of Divided We Fall. You can load it directly from the lobby.

New lobby: the first Early Access release was using a modified version of the Call of Combat lobby. Then Scowen came in and created a very nice looking modern lobby.

Major optimization pass: With some shader magic, and newer Unity versions, we managed to get over 100% framerate improvement on modest hardware.

What is the plan before release, you ask?
- Leveling, medals (like in CoCv1) and improved point system (losing pps, anyone?)
- General UI polish and improvements (feedback wanted)
- Improved regiment system
- We are also working on a couple of features that we are currently keeping as a surprise

5 comments Read more

June 15

New strategic features

Soldiers and commanders, rejoice as we've just pushed a beta update (0.86) with a lot of improvements on the strategic and briefing screens. Commanders can now draw multiple orders for each players, weapon distribution has been revamped for better accessibility, and everyone can now move their soldiers in the strategic view!

More explanations below:

Multiple orders
Commander can now deliver multiple orders to each player. They can also select multiple players (by holding the ctrl key) and give orders to a group of players. We have also added a small label to indicate which player is associated with which order.


Enemy orders
Commander can also draw red arrows to indicate what might be the enemy's battle plan.

Suggesting orders
Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders.

Requesting weapons
Subordinates can also request weapons simply by clicking on the weapon name on the left screen.


Changing maps
For now, the highest ranking player can still change maps, but a voting system is coming.

Changing game mode (start another room)
We've removed the ability to change game modes in rooms in order to make game modes more clearly separated.

Changes to how to start a game (pregame and briefing timers)
Pre-game lobby: Players ready up by chosing a team, or spectator. Game starts after 2 minutes of each having at least one players or right away when ~80% of the players in the room have made a choice (team or spectator)
Briefing: Players ready up by pressing the ready button. Game starts when everybody is ready or when the timer reaches 0.


Beta room reminder
These changes are only available in the beta rooms. To access them, you need to start a new room, and set the "type" to Beta (v0.86-beta).

1 comments Read more
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Reviews

“..the core mission of Divided We Fall (née Call of Combat) is a solid and worthy one..”
Wargamer

“.. offers incredibly friendly, agreeably action-packed real-time WW2 team tactics tussles ...”
Rock, Paper, Shotgun

About This Game

Divided We Fall is a close-combat multiplayer game with team-driven strategy at its core set in various battlefields of the Second World War.

Command your squad through WW2, form well thought-out battlefield tactics and execute them effectively to ensure your path to victory.

Hone your skills in fast paced 1 vs 1 real-time battles, or join battles with up to 15 soldiers per side (bringing 120 soldiers in total), each will require a great amount of planning, co-operation and teamwork.

Become a commander by being the highest ranked player of a team, devise an overall battle plan for your team and assign weapons to your soldiers through an in-game board interface.

To achieve victory as a commander on the battlefield, you must make effective use of terrain to provide cover for your troops, create deadly kill zones and ambush the enemy. Success hinges on the tactics formed during the planning phase, the effective teamwork between each other and the individual execution of the chosen tactics during combat.

Forge strong bonds of brotherhood in this intense multiplayer combat, for Divided We Fall…

Key Features:
● Intense real-time battles where teamwork is the key to victory
● Close quarter combat with tactical manoeuvring and ambushes
● Squad-based action combined with team play that has a clear military chain of command
● Compete with your clan via ranking systems, leaderboards and competitions
● Command your fire team successfully and strive to become a general
● Use the World War II terrain to your advantage; provide cover for your troops and create deadly kill zones and ambushes.

Make sure to follow us on Twitter @Kava_GameStudio and talk with us via Discord

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows Vista, or more recent
    • Processor: Dual Core
    • Memory: 1 GB RAM
    • Graphics: GTX8800 or Intel 4000
    • DirectX: Version 10
    • Storage: 1 GB available space
    • Sound Card: Not required
    Recommended:
    • OS: Windows Vista, or more recent
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • Graphics: GTX260
    • DirectX: Version 10
    • Storage: 1 GB available space
    • Sound Card: Yes
    Minimum:
    • OS: OSX 10.7
    • Processor: Dual Core
    • Memory: 2 GB RAM
    • Graphics: GTX8800 or Intel 4000
    • Storage: 1 GB available space
    • Sound Card: Not required
    Recommended:
    • OS: OSX 10.7
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • Graphics: GTX260
    • Storage: 1 GB available space
    • Sound Card: Yes
    Minimum:
    • OS: Linux 64-bit
    • Processor: Dual Core
    • Memory: 4 GB RAM
    • Graphics: GTX8800 or Intel 4000
    • Storage: 1 GB available space
    • Sound Card: Not required
    Recommended:
    • OS: Linux 64-bit
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • Graphics: GTX260
    • Storage: 1 GB available space
    • Sound Card: Yes

What Curators Say

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Customer reviews Learn More
Overall:
Mixed (72 reviews)
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