Soldiers: Arena is a multiplayer RTT-action game from the creators of "Men of War" series. Three game factions, dozen commanders, two hundred units, and an infinite number of tasks to realize your tactical genius.
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Release Date:
Autumn 2018

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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?

“Obviously, to create a good multiplayer game you need the participation of players who with their wishes and criticism can contribute to make the game better. Early access is an ideal opportunity to constantly be in touch with our customers. Together we can create the great tactical game we strive to.”

Approximately how long will this game be in Early Access?

“Until we are sure that the game is ready.”

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

“In the Early Access version, we plan to include some unique content that will not be available to everyone who starts playing after the release. In such way we want to thank those who take part in the development and testing of the game. What kind of content will it be, we will tell you later.”

What is the current state of the Early Access version?

“Three game factions (Germany, USSR and USA), about ten commanders with their unique bonuses, combat missions and tactics. Most of the game’s features and new unit models. In other words, Soldiers: Arena will not be one of those games that has nothing to offer in the Early Access phase.”

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

“The game will ship in Early Access for money, but will become free after the full release. To test some aspects of the game we need a large number of players, but with too many we can not cope. All the same, we would like to do more development-kind of work at the stage of Early Access and not go away entirely in supporting the game. In addition, the game can be present bugs and work-in-progress elements, so we propose you to buy Soldiers: Arena in early access if you are one of those who above all else wants to support the development and to see the game as an early adopter. The rest of you should wait for the release and play a polished and free version.”

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

“We are planning to develop the project together with the players, discussing all key innovations and changes in our groups. Thus, the community will be maximally involved in the development process.”
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Available: Autumn 2018


Recent updates View all (96)

July 13

DevDiaries #65: DevFeedback


Hi, friends.

While the Best Way programmers take Soldiers: Arena from the darkness of unoptimization into a stable bright future, the rest of us also have something to do. In today's issue of DevFeedback, we'll talk about some of the minor (and not so minor) fixes, changes and settings that Soldiers: Arena has been subjected to in the last few months. Also we’ll tell some about logic and behavior of AI that did not fit into the previous diary. Over the past few months, AI has grown strongly and moved from the phase of children's entertaining to the phase of teenage rude AI, and we just had to send it to military school to correct its behavior.

There he passed the young fighter’s course and learned how to:
  • Choose the right targets. The threat factor of the enemy and the distance to it are both taken into account. For example, an SPG is much more dangerous for a tank than a grenade launcher or another tank. But, what if the SPG is on the other end of the map, and the grenade launcher is ten steps behind and reloading his weapon? Now the units know what to do in this situation. Machine gun crews know that a car moving straight towards you is a bad sign, and anti-aircraft gun crews know that no ordinary bird can cast such a big shadow.
  • Use weapons on the right situation. Against infantry in a shelter or on a hill, anti-infantry grenades are preferable to small arms, a moving car is better to hit with a HE-shell, and the smoke grenade used in time has a positive effect on the survival rate of the entire squad. And of course they know a few things about the importance of a precision lobbing of a sapper’s shovel - If the shovel of death is in the hand, and the enemy has come close enough - the AI ​​knows what to do!
  • Manage units. And not only how to play with the rushing tank, but also how to play guardedly with howitzers, how to support the allied infantry with fire from light cannons, to withstand the balance between sitting in the rear and breakthroughs of the front line with SPG-s. He learned some tricks about the game with situational and complex units. For example, Willys with bazookas will patrol the territory until enemy tanks go on a breakthrough, and only then will he go into a head-on.


While AI learned the tricks of military art, we:
  • Have worked on interfaces. Including updated metagame interface, which we will show in the future. Have made templates for commanders, so that in the tests you can start the game in two clicks.
  • Have set up and deepened shooting mechanics. At medium and long distances, precision was increased for rifles and aiming for mortars. We set up a different radius of auto attacks for cannons and vehicles armed with armor-piercing shells to reduce the amount of random and ineffective shooting and avoid the situation when the AI ​​attacked without even a chance to pierce. For example Pak-35/36 will start shooting only from the distance of guaranteed penetration of the armored car, and BS-3 from the distance with which it will be able to precisely penetrate a medium tank. Fine tuning of each gun in the game continues.
  • Have conducted tests. Including the intensity and duration of the session. Have increased the session time, the number of points needed to win, reduced the limit of units and so on.
  • Have fixed game mechanics. For example, we fixed the ability to dig or not dig trenches on each individual type of terrain to avoid underwater and above-asphalt trenches in the game. With the help of smoke grenades, you can now hide the tank or SPG, but only in the case that it does not create much noise from the shooting and is not spotted on the minimap.
  • Have added new units and replaced the some old models. Amongst which we can find the leFH 18 from the render and Pak 43.


And as always we fought with bugs. The last two months have passed under the sign of a Drifting Stug. Because of the bug in the settings of the new Stug III Ausf. G and StuH 42 Ausf. G, suspension worked incorrectly, so they moved as if they came from a new part of The Fast and the Furious. At the same time the infantry was forced to cross the swamps of the map of Polesie only by swimming, which greatly complicated the infantry battle, especially in combination with the underwater trenches. And you could go inside almost any object on the map using Direct Control. Imagine a floating infantryman in a freshly dug trench in the middle of a swamp. Add a tank hiding inside the stone and decorate this with the drifting Stug. This rare sight is only comparable in it’s madness with the The Last Judgment by Bosch. Fortunately, all this you are not destined to see.


We're part of the same place
We're part of the same time (c)

In the development tree, F-22 and Pak 36 (r) cannons have made a sudden appearance. As you know, these two are essentially the same cannon fought for both sides. F-22 was a successful implementation of an unsuccessful concept of a universal anti-aircraft-divisional gun. Although it was created just fine and with the use of the latest technologies, it did not cope with the tasks set. By 1941-42 more than 1250 guns were captured by the Wehrmacht. After studying being conducted by German engineers, it turned out that the F-22 has a good safety margin and is excellent for upgrading to an anti-tank one. That was very useful, because the existing AT-devices could not cope with the Soviet T-34 and KV-1, and the production of Pak-40 had yet to be adjusted. So Pak 36 (r) appeared on the battlefield, for a penny modernized from the F-22 and became formidable only in battles against the side that created it.


In Soldiers: Arena this sad story is reflected. F-22 is a universal, but in all respects a weak second-level gun in the USSR tree, which has a weak penetration and low rate of fire, and is the predecessor of the ZIS-3 divisional gun. Pak 36 (r) is an anti-tank third-level gun in the German technology tree, successfully coping with Soviet medium tanks and precedes the Pak-40. With such an elegant solution we filled in the gaps in the technology trees, upgraded the Pak-40 level to the fourth (it was too strong for the third one) and saved work on modeling. Isn’t it great?


Friends, what units that fought for the several parties would you like to see in the game? Preferably, not those that were bespoke designs. Write in the comments and we still wish you all the best.
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June 28

DevDiaries #64: May The Bot Be With You

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Hi, friends.

Today we will talk about AI in Soldiers: Arena. In one of the diaries there was some info about work on the behavior of bots. A lot of things have been done since then, and we decided to tell in detail how the bot is struggling to make the PVE fun, the battle competitive, and itself to look like a real person. You probably know that making a decent AI for strategic games is not an easy feat. The point is not in the reaction and the number of clicks unattainable for a person and not in analytical possibilities. The key to success is in creating interesting game situations. After all, this is a game and it should give pleasure: Including and especially so after a defeat. We are not talking about creating a super-brain with the possibility of self-learning and making its own name. At this stage, our plans are not so ambitious, but also not so resource-intensive. We are talking about creating a set of behavioral instructions, following which AI could call plays which are interesting and unpredictable.

A good bot should be able to:
  • Create different game situations using the same set of tools. For example, a moving tank can be stopped by anti-tank mines, another tank, self-propelled guns, artillery, grenade launchers (and simpler tanks even with AT-rifles), an assault of paratroopers dropped on the turret, anti-tank hedgehogs and so on. So, the bot should not only be able to do it all, but also be able to choose the best of options.
  • Use complex and situational mechanics such as digging trenches, capturing buildings, camouflaging positions, reconnaissance, retreat.
  • To be a part of metagame systems and game mode, which means that its decks should be as logical and diverse as the player’s.
  • Correctly act within a certain game mode and respond to player actions: eliminate breakouts, capture points of interest, cooperate with other bots (or players), and so on.
  • Have flexible customization on the level of complexity and sometimes make mistakes, like a living person.
  • Do not try to win by cheating and use only resources and units with the same limitations as the player. When AI sees through the fog of war, has more units and in general it's armor-piercing weapons are rather more armor-piercing than yours, it causes sadness, which eventually gives way to righteous anger. Yes, and fortune should be equally supportive for both the player and the bot. Who among us did not spin the roulette in the naive hope of hitting the target with an insane 95% hit chance?

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A good bot allows to:
  • Create tutorial and training missions in which the player could hone their skills and master even the most complex of game mechanics.
  • Create interesting single and cooperative doctrines and make them as replayable as possible. Since, from the unpredictability of AI’s actions, it will directly depend on whether you want to replay the mission.
  • To play against those who are interested in the game, but not PVP.
  • Replace the player in a multiplayer session after the disconnection or when you just need a +1, and there is no will to wait more. Now the bot is doing quite well at the level of the average player, and the work is far from complete.
  • Configure comfortable difficulty and combat conditions. To justify the bot existence, it does not necessarily have to win. The main thing is for the bot to fight like a lion, driven into a corner, which is crushed by unemployment, a generic curse, a mortgage, the loss of kittens in a plane crash and the affair of his lioness with a tigress.

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How we tune up the bot.

The tuning work can be divided into three levels: creatures, commander and army. At the creature level the characteristics of the unit and its behavior are tuned, so that each of them improves its combat functions in their own way, starting with the detection of the target and ending with its neutralization. Between these two points there are many other processes: the transfer of information about the target to the allies, the selection of the right weapon for its destruction, the decision to move, the choice of route, etc. At the same level, scripts and functions are configured that allow bots to make specific decisions, such as switching to hand-to-hand combat or throwing a smoke grenade.

At the bot-commander level, the systems of managing the deck are being tuned. AI must select units with the same restrictions as the player, but with certain conditions. For example, be balanced for playing in a team and reflect the specifics of the chosen commander. Seems obvious, a heavy tank regiment, spamming machine guns, and light tanks, looks strange. At the same level, we also configure how the bot uses its troops and tracks their number in the session. Here a lot depends on the difficulty level. On a low, for example, the bot can "forget" or be "short of time" to use the entire available limit of units.

At the army level, the bots learn how to interact with each other and to make things right within the game mode. Watch that the enemy does not greatly exceed them in firepower and the presence of a certain kind of troops on the battlefield. Conduct joint operations. For example, bots can arrange a local blitzkrieg, and the infantryman-bot will try to support them by at least a few soldiers to seize the territory.

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We want the bot to be as much like a living person, despite its scripted essence. Not surprisingly, sometimes this creates funny precedents. Once our game designer needed to attach the text to a certain entity. Hints like "Grab this hill" and "Win bad guys" for training missions became more informative. But along the way, he decided that it would be more convenient for the work to display information about the triggering of the condition not in the console, but directly over the unit. The work was on, the bots were learning, nothing was foreshadowing the troubles ... Until one day, in the game, you came across a cheerful but slightly creepy situation where a bot was driving to crush a cannon and a smiley appeared over the tank … The sad artilleryman in a tankmen’s world crying for his life :(

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Friends, what settings would you like to see when creating a game, except for the obvious like a game nation, commander, aggressiveness? In the future, we want the choice of the bot to not only be limited to the basic settings and your wishes will be very helpful. Wish you all the best.
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About This Game

Soldiers: Arena is all about tactics. It is about teamplay and cooperation between armies. Those who are familiar with our games know that they are rather difficult to attribute to any particular genre. It’s always a mix of strategy, tactics and action in the World War II entourage. This game is for those who feel the lack of action in RTS, and lack of immersion in tactical shooters. A unique series with more than ten years of history now receives a worthy multiplayer extension.


  • Direct control. "Direct Control" gives you the opportunity to play almost any unit in your army with the third (or first) person view. At any moment during the game, you can switch to DC and control the unit with WASD, more accurately choosing the trajectory of the shell (grenade) and choose which part of the enemy tank you want to hit. And most importantly - it's easier to feel yourself in the epicenter of the battle.
  • Huge roster of units. In total, about 200 units for the three game factions which have been created as per the real characteristics of World War II units.
  • Realism. Creating commanders and setting up units, we focused on their tasks in real combat, their strengths and weaknesses. Tanks need the infantry support, infantrymen need artillery fire to suppress the location before advancing, and artillery strongly needs help securing their positions.
  • Diversity of gameplay. A large set of tactical capabilities for units. Exploration and sabotage. Capture, repair and hijacking vehicles. Creating protective structures, digging trenches. Setting hedgehogs, minefields. Destruction and neutralization of all of the above. Saving the wounded and destroying the guns. And much more.
  • Total destructibility. During the battle, almost any object of the game space can be destroyed or burned. In addition, all objects, including shell-holes from explosions can be used as cover.
  • Modular realistic damage system. Any vehicle, regardless of its type, consists of a set of components that can be broken or destroyed. When calculating the piercing chance and the damage to each component; the type of ammunition, the characteristics of the gun, the range of fire, the angle and thickness of armor plate and the threshold of its fatigue are taken into account. In addition, the chance of ammunition detonation, engine ignition, damage to wheels or tracks (which leads to immobilization of the unit) are calculated.
  • Coop game. In addition to battles against other players, you can always compete with AI in cooperative gamemodes.
  • Advanced AI. A good AI can create interesting game situations. In Soldiers: Arena, he can spawn paratroopers to the rear, smash artillery and infantry with tanks, use smoke screens, steal vehicles, and prepares many other surprises for the player.

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
    • Network: Broadband Internet connection
    • Storage: 5 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: 5 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
    • Network: Broadband Internet connection
    • Storage: 5 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: 5 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
    • Network: Broadband Internet connection
    • Storage: 5 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: 5 GB available space
    • Sound Card: OpenAL Compatible Sound Card
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