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 (70)

November 2

Devblog #74: Animations

HD link

Hello everyone, here we are with a fresh update.
This time we want to tell you about something completely different, something very important in every game: animations.

As suggested by the community, we need to do something about the animations, as they are extremely important for immersion.
That is how we see the subject. It’s the reason why we are developing all- new animations for human models. We don’t want to keep animations for humans from the older game; everything has to go! We will make a start with this for EA and complete it in the full version development cycle and beyond.

The translation of “we want better animations” is that we want to
  • Make soldiers look organic in their motion.
  • Make animations fluent so they don’t break up or look buggy, eg. moving their hands about at Mach 3 when they loop or switch animations,
  • Prevent soldiers from starting oscillations of animation strings that makes them look like they are ‘dancing the samba’.
  • Make soldiers look realistic when they are idle - they will squat down to get some rest, switch their weapon from one hand to the other, look around every now and again (facing forward ALL the time is not how a soldier is instructed to behave, situational awareness for the AI will now be better).
  • Give humans realistic movement limitations. In previous games released for ‘Gem2’ game engine, soldiers INSTANTLY rotate and shoot at the enemy without aiming.
    In GoH, the swivelling of head/ hip/ arm/ legs takes time, soldiers are no longer instant turn- and- shoot machines.
  • Introduce AI reaction time (current setup is 0.2-0.5 seconds for the soldiers to analyze and “react” to sudden events).
  • Make soldiers have custom animations for boarding or unloading of vehicles, so they move around the vehicle much more naturally.
It’s obviously nice to know what you want, but let’s complete this thought with what we really do not want to see:
  • Robotic-looking animations and weird postures
  • Soldiers that look like statues pointing their rifles in general directions all the time
  • The cliché that for a strategy game ‘a basic set of animations will do’
  • Soldiers disappearing in the middle of nowhere as they enter vehicles because they use a generic boarding animation that does not match the hatch/ door positions of the vehicle, so the animation finishes halfway outside the tank as the soldiers vanish.
We’re quite sure you will have seen these odd things in some games; in due time we will make them become a thing of the past….


Animations and behaviour have quite an impact on gameplay; besides the fact that we will make sure the animations look better, obviously, gameplay will improve considerably on a number of counts.

For vehicles we have strong improvements in the pipeline, too.
We are working to have custom animations for every individual vehicle (in the full version, not in EA), something that has rarely been done in any game before. This is a very long process, which will take years to complete, so a lot of animation work will be done post-release. We want to make soldiers synchronize seamlessly with the motion of vehicle doors/hatches and avoid “floating” soldiers or the like. One cosmetic feature we are working on are animations for boarding vehicles. Soldiers will holster/ unholster their weapons, ready to go for a drive when they board a vehicle, or ready go into action immediately after getting out.

For soldiers we will have a more natural reaction to changes in every situation; players will need to adjust to different reaction times. Your troops need to react + turn + aim at the target before shooting. Having one soldier taking care of your flank might not be enough to stop a sneaking raid. You will be able to discover a sneaking raid earlier than before, due to soldiers looking around every now and again to observe the surroundings will make it much harder for you to sneak past them.

These are very ambitious plans, and we want to become even more ambitious if we have the resources for it from our publisher; however, it takes a lot of time to make animations look good and we have to do a lot of them, so we won’t be finished any time soon.

Note that the less aimbot-like characteristics, swivelling times for human rotations, and other features spoken previously in devblogs, such as progressive aiming (zeroing), all knit together to create a slower-paced but more realistic gameplay style. In this slower environment there is more time for the player to emphasize the use of the features of our game engine that make it so unique: Scavenging inventories, resupplying your guns, having a look around; And in the case of Gates of Hell: Completing secret objectives.

So here is a small collection of animations we’re working on. NOTE: all of this is work in progress in alpha/ beta stage and will be subject of improvement:
With this video there are 2 footnotes:
1) Weapon animations for infantry do not move weapon mechanisms as of now. We will very soon address this problem and come back to you in the next blog with the results of our work.

2) The bayonet attack features a voice callout, re-used from old resources. We are looking for Russian voice actors to re- record the remaining 33% of the Soviet faction. Interested? Apply here:

Future animation plans (After Early Access):

We intend to include quite a number of new infantry animations in the EA package, and a fair number of fully-finished vehicle infantry animations. After EA it evolves into the full release (6-12 months after day one of EA), and we will continue to produce new sets of animations.

One possible extension of our plans would be weapon-based animations for each individual firearm, or a group of them; for instance, reloading the Sten gun with the sideways-facing magazine should not play the same animation as reloading an MP40; likewise, reloading a belt-fed MG-42 shouldn’t look the same as replacing a DP-27 pan-shaped magazine. Whether we manage to complete this or not depends on how well received the changes are, and we would be achieving these features with joint efforts with our publisher Best Way.

As you can see, the ambition is there; we are pushing like hell! Which brings us to the question: are you the animator which can help us speed up the process? Check out the vacancy on our website.

Did you know?

  • The Sten gun was prone to clip the little finger of the soldier firing it, if the firing action made the top of the little finger slip into the slot on the side of the body where the cocking knob ran.
  • The magazine of the Sten gun was a direct copy of the German Erma MP38 magazine.
  • Soviet troops, especially behind enemy lines, enjoyed utilising german ‘Schmeissers’ for their low weight and controllable bursts. On the other hand, German frontline soldiers often looked for Soviet PPsH submachine guns, which very rarely jammed.
That is it for the moment. Tell us what you think; are we on the right track?
38 comments Read more

October 12

Devbog #73 - “It’s not rocket science, Part 1”

New objects & big news!

Hi everyone, here we are with some new stuff we want to show you, and also we have an announcement to make. Things are getting closer and closer to being finished and the excitement is going up slowly but surely.

First, let’s have a look at a specific piece of weaponry: the Nebelwerfer 41. Let’s start with a bit of history.
“Nebelwerfer” is the generic German name for this type of weapon. Some sources state that the name was given to it because it’s rockets created dense smoke trails that could be seen for miles. This is not true; it’s because of the original (main) task of laying smoke screens that these specialist units had. In the campaign in France for instance, successful Nebelwerfer smokescreens blinded enemy artillery observers on several occasions when German troops were crossing rivers or attacking sections of the Maginot Line.

Before 1941, the “Werfertruppe” had two models of the 10 cm Nebelwerfer at their disposal (the 35 and the 40). The collection was expanded by a new model in the summer of 1941, which was not a 10cm but a 15cm “Werfer”, which was named Nebelwerfer 41 in accordance with the then current naming convention in the German army.
It was intended for firing 2 types of rockets; smoke and HE. Eventually, the units were used almost exclusively to fire HE rockets.
There were 5 regiments of rocket artillery when operation Barbarossa started, “Werferregiment” 51, 52, 53 and 54 and the “Werfer- Lehr- Regiment”. These served in close support, right at the front line. They provided a dense bombardment and were quite effective; German army commanders liked the weapon very much. Notable battles where the Nebelwerfer played a role were the battle at the Stalin line and the Perekop isthmus, both in 1941. Its characteristic loud noise made British & American soldiers call it “Moaning Minnie” when they opposed them in Africa and Italy.
The Nebelwerfer 41 stayed in production until the war’s end.

In Gates of Hell we will have a completely new Nebelwerfer 41 for you.
What’s new about this one?
Well, as you know by now, the rockets used for this weapon left dense smoke trails that could be seen far beyond the normal line of sight. This will also be true in GoH.
Also, it will feature a support at the front to stabilize the Werfer before it can be fired.
It’s crew will duck & cover their ears when the weapon is being fired, to avoid going deaf with the astonishingly loud noise.

This is how it looks (by the way, everything you see in our blogs and on facebook & VK is work in progress):

HD Link

HD Link

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HD Link

Note: WiP alert! The flame effects and the animations are due to GIF limitations and do not represent the actual in- game effects.

For historically correct game design purposes we researched how the rockets (Wurfgranate 41) were designed and manufactured.
Two features of this design are different compared to the soviet rocket equivalent - the Katyusha’s M-13. Having found that stabilization fins were no option, the rockets were designed with tilted nozzles that made the rocket spin as it travelled, offering gyroscopic stability, similar to the rifling in gun barrels. Another difference is that the explosive was at the back of the (31,8 Kg/ 70 Lb.) rocket, whereas Soviet rockets had the explosive load at the front.
The result was that the Nebelwerfer rocket was more accurate and had a more effective shockwave. However, the BM-13 fired way more rockets (16 vs. 6) per salvo.

I aim for the stars, but sometimes I hit London. ~ Wernher Von Braun.

One remark about development balance; what we see here is a German piece of artillery. But this rocket science series of blogs is not over yet! Our Studebaker-mounted Katyusha rocket systems are moving to texturing stage. We plan to have them suited up for the next rocket artillery update.
Having said that, you can see we are busy putting these rocket launchers in the game. So how can we be sure that will they work? By testing, of course.

It’s not rocket science! We are looking for testers who will test this equipment in- game.

We are gearing up for the beta and so we need testers.
Since we are a small studio, it would be very unwise to take hundreds of testers on board; we would simply be overwhelmed by the sheer amount of feedback.
We think the beta can be successful if we have a very strict selection of about 15 testers.
Probably the most important asset for a tester is the ability to explain issues to the devs, and our internal communications are always in English. We’re really sorry for those who come from many countries and who do not speak English, but we must prioritise efficiency at work.

Overall, this is what we look for in our beta testers:
  • You speak English
  • You are at least 18 years old
  • You will be available for testing at least 5 hours per week
  • You have a Steam account
  • You are able to attend discord meetings at Central European times
    (This does not mean you have to live in the CET zone)
  • You are prepared to sign a non- disclosure agreement prior to the test
We kindly request that if you can not comply with all the above, you do not apply.
If you can tick the boxes, go to the application page on our website:

Well, that’s all for now. We hope you like the fact that we are getting closer to a releasable game & we hope you like what you see! If you do, please let us know. Meanwhile, we will brace ourselves for the beta and go back to work. If you have any suggestions to make, tell us in the Forums:

Did you know?
  • The Nebelwerfer 41 was of larger calibre than the weapon it succeeded, but it was much cheaper to build: they were 3350 Rm. each.
  • Nebelwerfer production peaked in 1944, with 2336 new units being built. When production ended, 5769 had been built.
  • Range for the Nebelwerfer could be set anywhere between 200m and 6900m
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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!


  • 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

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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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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