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 (62)

May 11

Devblog #69: Human models and uniforms

Hi everyone, here we are with the next update!
We have some new stuff we want to show you and get your opinion on.

This time it’s all about human models & uniforms. These go together because we want to show you stuff that is completed; not just human models and not just uniforms but both.

The uniforms we show here are Russian summer uniforms of 1941-42.

As always, we research before we design. In case of the Gates of Hell uniforms, a vast amount of effort went into consulting many different sources such as “Uniforms and insignia of Red Army 1918-1958 (Kharitonov O. V.), “Manual on fitting, assembly... of the marsh equipment of Red Army” (1941), orders of introduction of new items of equipment along the years spanning the war and many others. This was done by Artyom Kazarez who is our in- house historian for this subject.

This photo, said to have been taken in Stalingrad, shows off some accessories nicely (e.g. PPSH drum pouch, spade, shoes with puttee’s), but we can’t trust the colors because they may have been added later.

A number of Soviet uniforms are uniquely shaped. On some, the jacket does not open in the middle from the belt down; the reason for this being unclear. Does anyone of you know?
Anyway, sometimes uniforms seem to have been designed for anywhere but the battlefield. Some Soviet soldiers wore overalls; while these kept out dust and dirt, they must have been a total nuisance in the latrine.

Let’s have a look at a selection of Soviet uniforms and a special rundown of some of the faces:





We will post more screenshots of the soviet models on Facebook in the coming days

As you can (maybe) see, there is much more detail modelled into these than you will find in most games.
The soldier on the close-up belongs to a cadre division of the Red Army from pre-war service. He is fully equipped with Y-straps, bread bag and marsh boots. You may note he is sub-machinegunner, so he has two PPSH drum pouches.
Sadly the image of a Soviet soldier in full gear with all equipment, backpack, marsh boots, etc was only a common sight in 1941. Big losses endured in the first months of war lead to tremendous losses of equipment. So during the Battle of Moscow, the standard soldier’s uniform and gear had many differences, and often most of the equipment was poorer than before. E.g: most bread bags and a substantial amount of Y-straps were lost in the summer & autumn of 1941.
This will be shown in the game - in 1942, soldiers will have other arrangements of equipment.

The more polygons you use in the design process, the better your models look, but a lot of time needs to be spent in optimising the mesh for performance reasons.
The “flipside” is - perhaps obviously - the amount of time it takes to finish and texture them all correctly. This is possibly the main reason why we are not developing at a break- neck pace. We use the “highpoly” method for human modelling, creating a model that contains millions of polygons, accurately simulating different cloth materials and down to the very moles on the soldiers’ skin. Later, the sculpture is broken down to just a couple of thousand polygons, something that the game can handle. The wrinkles of cloth and other tiny details that were once contained in the million-polygon mesh are transferred to the texture, giving a natural appearance to all details.

After the modelling is done we need to add something else to get a sense of realism: we should have a wide cross- section of all the different peoples that made the Soviet army a multicultural place by any standard. We have designed our 3D soldier models to represent just that. Note that the faces of the 3D models here only show a fraction of the total number of different faces, and we have collections of them for different nations.





Besides that, we need to add texture variations that make the uniforms recognizable. Our historical advisors have made a specification catalogue to track the different uniforms that we will make, and all the separate pieces that conform it. We will be producing approximately 30 uniforms per nation for Early Access, which is not only a record for any MoW game, but perhaps for any RTS out there - we would have to check!
All in all we hope you can see that we are not only progressing but always choosing for ways that add to the quality. Do you like the result?

Last but not least, some words on the development cycle in general.

Quality, realism and historical correctness take time to integrate. Since all our devs are developing the game in their spare time, it is only logical that the game is not yet finished; however, we are progressing nicely toward release. At the time we write this, a huge volume of work is already finished and our goal for EA this year is realistic.
In one of our summer dev blogs we will announce the start of beta testing, the logical next step in any game development cycle. Make sure you keep following us and, when the time comes, subscribe as a tester. We are currently setting up the process for it. By the way, beta testers will receive a game key from us; they will not need to buy the game when it’s released.
Would you be interested to be among the first that see these uniforms and models in- game?

On to a couple of facts then; did you know that….

  • Some Soviet items were looted off Soviet soldiers by default; the felted boot, for instance, was much better for cold conditions because it lacked the cold- conducting iron nails the German soldiers had in their boot soles.
  • The “winter lesson” the Wehrmacht had to learn in 1941 was the absolute necessity to wear the uniform trousers over their boots to prevent snow from gathering in them. This could mean the difference between keeping or losing a foot.
  • Many Soviet soldiers on war-photos have one interesting peculiarity: they have the lone belt without pouches, the foxhole spade or other items. It’s usually so, because many photos were staged and not taken in battle conditions. On the other hand, there’s many photos of soldiers in full gear as well.
  • Every soldier should have a gas mask bag with it’s corresponding gas mask. It’s interesting to note that from the beginning of the war many soldiers dropped their gasmask and used the former bag for carrying other items - ammo, food, tobacco, etc. Below is a war-time picture showing the usual cargo of a gas mask bag in 1942.

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April 22

Devblog #68: The sound and voices of hell part 2

Welcome everybody! It's time for a new dev blog (sorry for the week’s delay but we wanted to adjust some last things to deliver you better quality) and as promised, we want to tell you about sounds (voices) of soldiers in GoH and show you some examples of our work. This dev blog will be (beside some recordings) more text like, so please feel free to comment and rate our work below this blog (or vote a thumbs up/down) so we can evaluate your reactions and improve! Let's start!

Why are we doing new voices?
Since our BWS dev team has members from all over the world, we noticed that voices of soldiers or humans in most games often were very childish or stereotyped, which here and there brought a “-_-” to our faces, especially if you are a native speaker of whatever language, taking the historical background and realism into account.

Hence, to change this for our game and to bring realism to a higher level within our capacities, we decided to make completely new recordings of the voices for the German and Russian soldiers. Our target is to innovate and refresh all voices to a point where we create a new atmosphere and intense immersion on the battlefield!

What are the requirements?
To realize good productions, we required good professional equipment and people which are motivated and skilled in doing this job - both of this aspects are very hard to find if you have no budget to pay a third party provider. Even Triple A games often have some problems with this. Fortunately, one of our staff members has an excellent network which helped us to have a large German voice acting team with excellent voice characteristics, acting skills and motivation to do this job.

How did we do this!?
As a first step, our voice team had to prepare the voice room (which is a little music rehearsal room) to make sure our recordings are not disturbed by feedback, which often is the case when edges or flat areas or objects are near the speaker (they also used a lot of improvised and self made material to make sure that this can be guaranteed). As a next step, the team built up all of the equipment required (microphone, monitors etc.) to do some tests afterwards and to make sure about that everything is adjusted and running fine for final recording. Before the first voices were recorded, our actors practices the specific sentences while trying different emotions within this process to make sure that our demands were met.

About our GoH German voice acting team:
Our German voice team is about 16 passionate actors (among them a leader of a theater group, students of a film academy, a sound technician, musicians, a soldier and assistants) who work together. Their average age is ca. 28 years and an interesting fact is that most of them are gamers, so they know about good and bad (German) voice examples from different games and they were able to anticipate what must be done differently to make it better than anything that came before this. Before they started the whole project, they fulfilled some planning processes which included researching work to create texts and sentences that possibly could be heard in battles. They focused on the way of speaking in general, WWII era German words used, discussing all this and a lot more. A very abstract example of this work was looking at old WWII videos, but also at modern war situations, which we analysed to find out how soldiers would talk or scream when being in combat. As one of many examples, we were looking at this: Michael Wittmann interview (used to find out how he speaks and what words he used when doing that):
Since one of our team members was in the German army, we also consulted him when creating visions, concepts and plans for the voices.
While our voice actors were acting, they sometimes were looking at WWII/war media to soak up the impressions and the atmosphere to be able to perform in the most realistic or plausible way possible. When doing this, the most important aspect always was and is about being authentic, in which we think we succeeded - BUT, enough said now, let's hear into some samples!
(If you don't speak German/Russian and you would like us to translate one part of the lines, post the time in the comment section and we will help you out!)

Have you ever tried voice acting? It’s really not as simple as it may seems and it takes a lot of hours (preparing, choosing good files, snipping and editing). As you´ve heard, we currently do have more actors for the German part but this will change in the future so more Russian voices will come!

What you could hear too is that the voices of our actors differ from each other (characteristics), which is very important to serve different roles ingame (young soldiers around 18 aged and older veterans etc.). Here we got some of them again speaking the same sentence to compare their voices. The following spoken line means, translated “Deckung! = Cover!”

Find it here

When recording, we also make more than one version out of one line to chose the bests out of them in the very end and to have some variations ingame.

Find it here

We are extremely proud of our voice team performances and hope you like their work too! If you have any suggestions to add, feel free to post your idea right here in the comments!

Did you know?
  1. A “good” microphone to make acceptable ingame voice recordings costs around 150 Euro (no other equipment included - if you want to seriously work with it you also need a well prepared room, some more supportive equipment and tools and software to achieve usable, final sound files).
  2. It took us more than 2 years to find suitable, motivated persons for the German voice part (we had so much luck to have this great team now!)
  3. For most sounds to be positioned and heard correctly in a 3D space, they must be in a mono format. The game will originate the sound and send the stereo result to your ears. This allows you to triangulate the position of the enemy.
  4. We are still looking for Russian native speakers to apply as voice actors to be heard in GoH. Tell us here or on facebook/vkontakte if you would you like to be one of them:

Last but not least (mostly for German natives), we want to share some outtakes with you!

Find it here

And that's it for today! We hope you enjoyed this dev blog and we are curious about your feedback. See you in the comments!
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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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