Community Announcements - M2H_Mike

We've just just launched another big update, which addresses quite some wishes of the community. First of all, we added an in-game tutorial which will help new players to discover our unique features.

Another important improvement is the matchmaking: since the squads decide where people can join they were the major hurdle in evening up matches. This has been solved by allowing "play now" to create in-game squads right away.

On the community forums the topic of an adjustable FOV had been coming up more often. Especially since some players experience health issues on lower FOVs we decided to add this new setting to the game.

Last but not least: even more requested then the FOV setting was an Oceanic based server, since these players could not properly play on any existing server. We have now added an Australian based server! If you're the first squad to feet on on this new promised land, stay put for a while, it'll fill up :).

Thank you for playing Verdun and helping us shape the game!


  • Added an Australian server, replacing Asia/Japan for now. We now offer: EU, US, Australia.
  • We added a short&simple tutorial for the first time opening the game. After that, any further help can be found in the options menu. We'll be adding more help/tooltips in the future.
  • FOV can now be changed in the graphics options
  • "PLAY NOW" will now automatically create a new squad in an existing game. This should help improve the matckmaking a lot.
  • Squads will reserve the slots for all squadmates, preventing a kick if someone is joining on a slot while a previous squadmate was still loading.
  • Improved picardie trench line boundaries: Will no longer say you're deserting while still defending inside your trench.
  • Rifles now have more visual recoil
  • Accidentally moving outside of the map while retreating is now 'fair', does not set timer to low
  • Slightly adjusted the cover in the last sectors on Argonne
  • Buffed melee: bash max. 2 hits to kill instead of 3
  • Improved rendering performance in Flanders and Vosges
  • Squad inventory display bug (after switching) fixed
  • Added distance based retreat time (It is no longer impossible to retreat with just 10 seconds)
  • Added a "Show game tips" option (enabled by default).
  • Ping kick improved: it was too strict and will now wait and see if your ping recovers.
  • Score list ping updates better (was displaying 100 incorrectly for too long)
  • Sniper scopes improved
  • Empty squad bug fixed, will now properly be removed.
  • Fixed: Sometimes there was no loading screen while loading the next map
  • Fixed one specific peaceful barbed wire, made it angry.
  • Wattle model graphics improved
  • Fixed greyscale effect, no longer pixelated.

The full up to date changelog can be found here:
Community Announcements - M2H_Mike
It's been a month since the last big announcement in September, a good moment to look back at how we're doing and summarizing recent improvements to the game.
Our strategy since the last big content update is to focus on polishing the game in a very broad sense: Performance, bugs and game balancing/tweaking.


Performance has improved greatly, you should be able to see a higher frame rate and the game should feel a lot smoother. Furthermore we've verified that the reduced memory usage has solved (almost) all memory crashes. These were very important topics to address.
Next to the technical stuff, we have made various game tweaks and we'll keep on doing so.
While we're happy with the recent changes, we're not satisfied yet! We still have enough to do: An in-game tutorial is in the making, squad matchmaking&balancing needs to be addressed ASAP, medals (and achievements) are missing, we want to support clan matches...and besides a lot of more stuff on our list there are still enough requests from the community that we're also adding (A FOV setting being a recent one).
Please keep letting us know about your problems/wishes.


One topic that has been neglected for too long is documentation/guides. We finally have guides available! In this game we are inventing some new FPS mechanics (such as our unique squad co-op xp) but since we're doing stuff that has not been done before an explanation was very much missing. So for those who were never aware of the co-op XP, check out the squad guide!

Find the guides here:


Got any questions, want to discuss the latest update? I'm streaming Verdun on twitch this night, join me on: (20:00 GMT+1)

Once again, thank you for participating in our beta, we're dedicated to making this a polished game before release.

Hereby a complete list of all fixes since the last announcement:

V169: Role specialization & performance

October 23th 2014

  • Clarified role specializations (Role weapon unlocking). Now referred to as role specialization I, II, III and sometimes IV. Unlocking new weapon specializations is now quicker, as intended. Typically 1 - 2 matches to unlock a full role, as was announced in: Your role XP has not changed.
  • Performance: Further improved camera culling, 5% to 30% gain.
  • Voice commands (E menu) are now also shown in the chat (squad members only)
  • Tweaked graphicsettings for best graphics vs performance (Mostly terrain detail higher, LOD distance lower)
  • Removed career and weapon levelling popup (as they have no function)
  • Ladder climbing is now smoother
  • Spectating someone who is using binocs has been fixed.
  • Main menu squad lobby will no longer automatically set to ready after a minute.
  • No more black spots on the terrain on lower settings


October 20th 2014 (168.1 was also released this day)

  • Fixed lag spike when changing camera (most noticable at death)
  • Fixed rendering issues on certain characters&sleeves in 168
  • (Un)Mute command is no longer case sensitive.
  • Gas buff: 25% more deadly, 75% bigger area. Gas visual doesn't pop up out of nowhere anymore
  • Wire nerf: 40% less damage, bit more slowing
  • Fix for weapon bugs introduced in v168
  • Main menu server selection fix


October 20th 2014

  • Rendering performance improved (Better FPS?)
  • Memory usage optimized (20% less or better): Crash fixes and faster loading times.
  • Artois tree fix
  • Possible fix for double listed players
  • HUD bottom-left: removed the unused "(0)"
  • Localization update
  • /mute and /unmute chat command added (you will be able to mute players via the scoreboard later as well)
  • Voice command menu will now auto close after 15 seconds
  • Display friends-only matches on the map per default if any friends are online
  • Never show more then 5 matches per location on the map (browser window shows all)
  • Mainmenu welcome screen (sugested squads) will ony show friends
  • Friend names marked green in all squad preview windows
  • Friend window is now always visible (used to hide when opening the map view)
  • Possible fix for match getting stuck (no one able to do damage)
  • Water fix in Flanders
  • Ladders can be climbed more easily
  • Implemented anti cheating measurements.


October 9th 2014

  • Stutter fix, finally -really- fixed. This big lag spike happened every few seconds or so.


October 8th 2014

  • In-game support for controllers (options -> controls page redo)
  • Optimized network traffic some more when players spawn
  • Removed ghost bug message, this was fixed months ago. Instead, IF you experience an error you will get a much clearer error message
  • Added ability to reset ALL data (mainmenu -> Account). When used, a timestamp will be shown with the last reset date.
  • Fixed level 100 bug
  • Fixed gas teamdamage causing players to get stuck in a black screen
  • Fixed weapon audio volume (sometimes not hearable when the general volume slider is low)
  • Game version and network version are now split: a game version update will no longer split the playerbase as long as we didn't change any network features.


October 4th 2014

  • Spawning beneath level in Artois is fixed
  • Fixed deployed MG sight(Lewis Fix)
  • Fixed smoke exploit on the tank in Argonne
  • Grenade smoke will no longer shrink running through it
  • Spawn anthems of Stosstruppen, Canadians and British are working properly


October 3rd 2014

  • playertags will be shown immediately when aiming at any friendlies, this should help clarify who to shoot at.
  • artois improvements
  • stone pebbles re-added on all terrains
  • gas choke
  • smoke particle performance improved
  • fixed random game crash while playing
  • mouse acceleration off per default (matters for new players only)
  • the minimap will only show an icon for the current goal (defend or attack). The other trench line icons have been removed for clarification.
  • rotated rock fix
Community Announcements - BlackMill | Leo
First off the team wants to thank all players participating in the early access. Your dedication and willingness to give feedback have been pivotal in the development of the beta since our early access launch 1 year ago.

Today's update features a lot of improvements based on valuable feedback from the huge group of players that dove into the tactical trench warfare of Verdun this summer. (Thank you!)

Sneaking up on a German Stormtrooper with a trench club

New Squads

The gameplay of Verdun is has received a massive update with no less than 3 new squads taking the field adding 2 historically important nations. Next to the existing French and German squads (2 riflemen and 2 reconnaissance) there will be a new type of squad: Assault. The Central powers will be reinforced with the German "Stosstruppen" squad, the "Entente" (allies) will get its equivalent: The Canadian Assault Squad.
As each squad type has its own unique gameplay experience, the assault squads will focus on close quarters combat and specialist weaponry, including the fearsome mp18, trench clubs, shovels and revolvers. Aside from this fearsome reputation the Stosstruppen and Canadians will be able to call in a dreadful new weapon: Gas.

Claustrophobic gas mask experience

Chemical Warfare

Gas was one of the most iconic elements of the first world war. With Verdun we want to do justice to how this weapon was used in combat, and how it effected the experience of the soldiers. As the war progressed there were several different types of gas developed; from simple tear gas to the horrific mustard gas. These will be used in the game and linked to Verdun's unique squad leveling system. Gas was mainly used a harassment weapon and protection was generally very effective so in Verdun gas warfare is about protecting yourself using an immersive 3D gasmask experience. Players will find themselves having to quickly put on their "gas helmets" when a gas cloud is approaching having only seconds to put on the mask.

Putting on the mask (or gas "helmet" as they called it back then

British Forces

Last but not least, with the mayor role the British "Tommies" played on the western front, players will be able to choose to fight as British Rifle squad, with a range of new weaponry available to them. This includes the famous Lee-Enfield (SMLE) rifle and the iconic Lewis light machine gun.

British Tommy in 1914 outfit

Verdun's gameplay is also undergoing major improvements. With the recent inclusion of the bullet physics, netcode and performance optimizations. Bullet ballistics add a new challenges to the game as players have to lead targets and adjust sighting on the longer ranges to make an accurate shot.

In the past few months we have taken an enormous amount of community ideas and feedback. We have worked actively with the community to improve the game taking full advantage of the early access beta program. We will continue to do so up until the moment we can the game 'dun.


With the addition of the new assault squads we were looking for iconic and distinguishable units that fought on the western front. As we did with the light recon units such as the French "Chasseurs" which were traditionally the light units and visually very distinct we also sought these in the Assault units. For the Germans the infamous stormtroopers instantly made the most sense. On the other side of the front we had to find an historically equivalent unit on the side of the "entente powers".

Here the choice fell on the Canadian corps. They were regarded as the shock troops of the British Empire and supposedly even nicknamed stormtroopers by the Germans themselves. They saw action in most areas, but are famous for the capture of several hard points on the western front including the Vimy Ridge in Artois sector, and Passchendaele village in Flanders. As the game covers the entire western front they will see action on these important battlefields.

They were also one of the first units to experience gas warfare during the second battle of Ypres in 1915. They are equipped similarly to the British, but have several unique elements, such as different Canadian cap badges and tunics. Like the other squads, the change of uniforms and equipment they underwent during the war is also reflected by Verdun's unique squad leveling system. For instance the early war soft caps and obsolete leather ammo pouches as used by light units which the Canadians represent were replaced by steal helmets and modern webbing pouches and backpacks.

Late war canadian infantry

Fighting in Artois

Exciting news for WW1 history fans, Verdun has another new realistic WW1 map inspired by the battles of Vimy Ridge, Loos and Neuve Chapelle which took place in the Artois sector of the Western Front. The map named Artois features a massive German "redoubt", which was a mine quarry turned fortress. The grim soil landscape is reflected visually, with slag heaps towering over the battlefield and endless rows of barbed entanglements dominating the scenery. Harsh conditions for the soldiers to live and fight in. It's main inspiration was drawn from the infamous battle of Loos, which took place a few days short of 99 years ago: the 25th of september 1915. Which also saw the first time the British used gas on a massive scale.

Impression of the new Artois map

New weapons

A whole range of new weaponry is available, spread out over several squads.

  • Machine Gun Model 1914 "Lewis"
  • Webley Mk VI Revolver
  • Mk I No. 5 "Mills Bomb"
  • Lee Enfield Mark III*
  • Maschinenpistole 18/I
  • Gas: { Xylyl Bromide gas (White Cross), Chlorine gas (Green Cross) ,Phosgene gas ,Mustard gas (Yellow Cross) }

  • Trench Club
  • M1887 Feldspaten
  • Boker M1915 Trench Knife
  • Trench Knife Mle 1916 "Le Vengeur"


  • Pattern 1907 Bayonet for the Lee Enfield Mark III*
  • Pritchard Bayonet for the Webley Mk VI Revolver

Lee Enfield ingame

The extremely rare Maschinenpistole 18/I ingame


Should you be visiting EGX in London between 25th – 28th of September, be sure to visit us at stand 85E, where you can have a chat with the developers and play the latest version of Verdun!

Sep 16
Community Announcements - M2H_Matt

September 16th 2014

  • Fixed Linux resolution with 2 screens
  • Network lag greatly reduced in distance(Picadie, Flanders)
  • Flanders perfomance improvement
  • Removed fade out effect
  • Fixed sniper scope
  • Removed white blocks in Argonne
  • Possible micro stutter fix
  • Update localizations FR and RU
  • Fixed white LOD objects popping up
  • Fixed Pistol going through ammo box in main menu
  • Fixed a leaderboard error
  • Reduced character collider height a bit for less bumps

A big content update is coming up really soon, stay tuned!
Community Announcements - M2H_Mike

September 11th 2014

  • Improved Performance(15% increase)
  • Improved memory usage, reducing crashes
  • New Scoreboard
  • Added Aiming sensivity slider
  • Fixed the 'Sorry' Voice
  • New Voice command hud screen
  • Changed France vs Germany to Entente Powers vs Central powers
  • Fixed bullet rechambermessage
  • Default first time startup graphics on High instead of medium
  • New Steam API intergration
  • Users played with in-game will now be visible on 'Recently played with'
  • Other crash fixes and improvements
Sep 8
Community Announcements - M2H_Mike
We need your feedback about reforming the levelling systems in the game, see:


September 8th 2014

  • Removed Forward rendering mode, Deferred per default
  • Better default graphics (Medium instead of Low)
  • Slight CPU performance improvement
  • Dry MG sounds
  • Small muzzlefash nerf


September 4th 2014

  • Improved gun flares
  • Removed player name coloring
  • Reduced shadow flickering in Picardie
  • Fixed disappearing MG
  • Fixed strange hand animation while spectating


August 29th 2014

  • 64bit Windows player (more memory available, possible performance improvement)
  • Rifle weapon fixes: when interrupting the reload by sprinting it will not continue after sprinting
  • Rifle weapon fixes: pressing the reload button during a reload will no longer restart the reload action
  • Rifle weapon fixes: It is now possible to interrupt a single button reload by pressing fire once. Pressing the reload button twice will no longer interrupt the reload.
  • New first person hands and uniforms
Community Announcements - M2H_Matt
Update V159 improved a lot of existing features but we also added new features: An advanced ballistics system. This systems removes the old gun lasers and bullets now act like real life bullets. This means the bullet will drop based on distance and that it takes the bullet time to travel to it's destination. Also bullets will now penetrate the body; arms in front of a head will no longer block a bullet but will kill as intended. We also improved some of the networking issues and reduced memory to prevent crashes. For more details please see the changelog below. Now get to the frontline soldier!


August 26th 2014

  • Bullet Drop
  • Bullet Body Penetration
  • Bullet Leading
  • Improved Scope sighting, better recticle and
  • Upgraded networking system
  • Lowered character height when sighting to prevent getting killed in coover
  • Slightly improved 3P animations
  • Fixed a lot of culling issues(Seeing through level)
  • Fixed a bullet accuracy bug
  • Smooth Crouch/Prone switching
  • Fixed trees colliders
  • Fixed a lot of bumps in the maps where players can get stuck, please report if you see one.
  • Removed line artifacts in grass objects
  • Reduced pixelated skyboxes
  • Updated localization
  • Overall memory usage reducal
  • Engine Update: Unity 4.5.3 + 4.5.3p2 fixes
  • Minor bugfixes
Community Announcements - M2H_Matt
In this update we improved the damage system and weapon handling. Adding bullet drop will be the next step. The tag system got an overhaul, still not completely done but atleast there is no more clutter in your screen. This update also should fix some memory crashes and slightly increases performance. A lot of other smaller things have changed please see the changelog.

V157 Changelog

August 10nd 2014

  • Rebalanced Weapon Damage
  • Improved tag system with less clutter
  • Better Ragdoll and Ragdoll force impact(bullet, explosions)
  • Weapon sighting system improved
  • Fixed the show of enemy tags when switching team
  • Fixed dissapearing ragdolls
  • Extended mortar cooldown, from 30s to 45s
  • Chat text doesn't get faction color if you press space anymore
  • Localized every text in the game
  • Cyrillic Support, Russian translation is back
  • Ragdoll camera does not go through the terrain anymore
  • Added 3 Minimap zooming stages, better overview
  • Killfeed displayers longer
  • Removed battlescream on 'Z'
  • Lowered voices command screen so it is not in the chat
  • Loading screen soldier fixed and no more edge on Verdun logo
Community Announcements - BlackMill | Leo
Verdun players!

UPDATE: V156 - Additional Hotfix

Hotfix now live, fixing the performance issues and hiding corpses introduced in v156

Today we update the game with some fixes, mainly a memory leak that was causing frequent crashes on machines of players with limited RAM. Read the changes below.

Our work continues, with the top priority being the optimization of netcode and graphics, the debugging of the damage system and upgrading the weapon handling/bullet physics.

V156 Changelog

August 2nd 2014

  • Fixed memory leak issue that caused some people to crash out
  • Fixed options menu not showing and squad menu popping up in free for all
  • Added more strict regulations on ping
  • Added VAC banning
  • Voice command rose now no longer displayed during chat
  • Fixed issues with grass on picardie
  • Recon plane now no longer called in on outside deserter area causing glitches
  • Temporarily disabled Russian because of font issues
  • Fixed soldier images in main menu
  • Fixed longer loading times
  • Retreat timers on the bigger maps now significantly longer
  • Removed 'shiny' cloth materials
  • Added Chasseur adrian helmet with alpine horn symbol for latewar chasseur squads
  • Fixed Ruby pointing downwards
  • Added Crouch fire recharge animations
  • Rifle draw animation now debugged
  • Updated transitional animations for going to prone

Some gameplay images shot while playing live multiplayer:

Community Announcements - Blazy013

Verdun just released a new patch with renewing characters and animations!! More is yet to come, but we hope this update will answer some of your prays ;).
The countdown towards today, must have hinted that developers M2H and BlackMill Games have come up with a way to reflect back to the 100year anniversary of WW1. With an exclusive WW1 newspaper from July 28 until August 4 2014; Daily War Journal - , we hope to give you some insight in the WW1 and Verdun update. We made sure to add a giveaway event in the newspaper, which gives you the opportunity to win WW1 retail such as Trench Whistle’s, booklets, banners, medals, maps, etc. and Verdun Steam keys. You have a chance to win something every day, so you better bookmark;

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