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 (65)

July 28

Devblog #71 - Tikhvin


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Hi everyone, here we are with a development update! The last update was quite general; this time we want to present something really specific. In fact, what we want to show you is a historical scenario we’ve been working on: the battle of Tikhvin.

The Battle of Tikhvin

In October 1941, the defenses of Leningrad appear to be impenetrable to the German attackers. Instead of attacking frontally, German high command decides to concentrate its efforts against the city’s supply lines. The focal point is the railway line linking Leningrad to the eastern regions supplying the Road of Life, and the offensive will target it’s largest railway node: the town of Tikhvin. After a devastating aerial bombardment, disabling most of the infrastructure, the German forces advance on the Volkhov sector to conquer the town and cut the supply line to Leningrad.

When the Germans reach the outskirts of the town on the 8th of November a blinding snowstorm starts, slowing the attackers and concealing the enemy positions. The few Soviet guns still present in the area fire at the panzers at point blank range, and the Germans have a hard time breaking through the Soviet lines. The fighting stops when Soviet troops retreat. Afterwards, Soviet High Command organises a counter offensive with fresh reinforcements and latest version T-34s.

Because this battle was unique at the time, we felt it deserves a place in Gates of Hell. For this scenario we even built a very special vehicle; completely historical of course.

The mission



The mission starts after the German attack on Tikhvin. Soviet aero sleds are commanded to recon the area in preparation for the Soviet counterattack. The Germans are establishing logistics and defenses of their own, which makes the perfect scene for sabotage and observation operations.


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The player [soviet] will have to fight his way through the German rear and jeopardise the supply columns and other vital strategic assets. There is room for plenty of secondary tactics to be employed, from sabotaging communication lines to denying the enemy a chance to call for reinforcements and preventing partisan executions. We have modelled the logistics and communication setups as accurately as possible.


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The player will have to micro-control his small squad and keep key members alive - resembling the classic gameplay of the original games of the series. Despite the numerical inferiority, two factors are strongly in favor of the player: the element of surprise and the crucial use of NKL-26s. While the Germans struggle to cross the deep snow, your aerosleds will be speeding on the surface, and the Germans won’t know what hit them.
With this setup, we want to bring something new to the table and ensure each mission is unique and has something special and new.


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The Soviets eventually took back the town on December 8th, making Tikhvin the first place where a Soviet counteroffensive actually repelled the Germans. In doing so, they reopened the supply line to Leningrad, albeit for a very short period of time. The Leningrad blockade was one of the most cruel events of WWII. Through our game, we wish to pay tribute to the soldiers and civilians who endured the brutal struggle. In the future we plan to develop new scenarios depicting the ‘Road of Life’ and other key events where the Soviets faced Army Group North.


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That’s the battle of Tikhvin for now. In the background we are working on a lot more scenarios such as Mount Elbrus (check the screenshots on Facebook and VK) and the battle of Tula (around Kondrovo), and we will make sure there is a good score of scenarios when we announce the EA later this year.
Do you like what you see? Let us know!

Did you know?
  • A few days after the Germans captured Tikhvin, the temperature fell off to -40°c. At this temperature, any contact with metallic objects immediately burns the skin. Because of this, both armies were forced to halt operations as men were dying of cold and most equipment was frozen.
  • From the end of 1941 to February 1942 the only food available in Leningrad was a ration of 125 grams of bread per day, which contained more than 50% sawdust and other inedible materials.
  • In 1942, the Soviet army tried to break the Leningrad siege for the third time. The plan was called the Sinyavino Offensive and for the first time involved major forces. The Germans had also been preparing an offensive in the same month and the same region, called Operation Nordlicht (Northern Light). They were both unaware of the enemy’s plans. This offensive also saw the first involvement of Tiger tanks, although technical failures and swampy terrain prevented them from actively taking part in the fights.
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July 16

Are you a Level Designer?

Hello everybody, today's news is one of our job ads, which we wanted to share with you! Please spread it to those who might be interested! Our next content dev blog will follow shortly in the next 2 weeks! See you in the comments!

LOCATION: REMOTE WORK
LEVEL: EXPERIENCED
DEPARTMENT: LEVEL DESIGN
PAYMENT: AFTER RELEASE

As a Level Designer at BWS, you are responsible for providing immersive, high quality maps:


Your role:
  • You will recreate the battlefields of WWII with stunning historical accuracy and immersion, based on research and verified sources, including correct map sizes/scales, extracting hightmaps and being able to pinpoint locations of different objects/environments such as houses, landscape elements, flora, etc. While said work is planned, you will also take care of producing project documents to note down important information before you go hands-on.
  • You will be coordinating your work with the mapping team as well as your team lead to increase your skills, to develop new mapping techniques and to share innovative ideas with everybody, in a continued ongoing process.
  • You will regularly developing test areas in the GEM editor to find the best mapping and design techniques before you adapt the result into the final project.
  • The process of creation of a map is long: You will be an active member of our team, driven by passion and willing to run the required miles to fulfill our self set targets and standards.
We expect that:
  • You are skilled in level design and you understand basic art principles.
  • You got solid experiences with the GEM Editor and you are able to work with all its tools (highmapping, colour tool, polygon edit etc.).
  • You are committed to learn and use Discord (communication means), Git (version controlling & every mapper can see everybody's work) and Trello (organisation).
  • You are open minded (also for feedback/critics), willing to work in an international team.
  • You are fluent in english so you are able to communicate with us.

About us:

We are an international, innovative and homegrown team born out of dedicated enthusiasts - our target? We strive to build an RTS that unlike all others, puts both historical value and atmosphere upfront to deliver a product that both an immersive game and a loyal portrayal of WWII. Thus, we are looking for people who share our passion. We grew up watching the classic war films, reading the books and travelling to the places where modern history was forever shaped. Is this your cup of tea? Then please get in touch with us now, right here.

Note: When sending us your application, please make sure to attach your CV and references from your mentioned work, as pictures or Steam Workshop/Youtube Links. (References are required to evaluate your skills in level design).

We look forward to receive your application!
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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!

Features:

  • 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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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