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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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: To be announced


Recent updates View all (113)

March 7

DevDiaries #78: Infantry gameplay


Hi, friends.

We’ll show some infantry gameplay in this diary. Just to make your wait for the release more pleasant, and discussion in the comments will now be more specific. This was shot during the real session with testers - so it is really hard to come up with something more live than that.

Try not to pay attention to the bug in the display of the cursor. They extremely rarely grow to such sizes. We shall fix it soon.

These moments are only a small part of what can and should be shown about infantry gameplay. No matter how badly we want to recreate the whole picture of what is happening ... even having recorded the session from beginning to end, we are unlikely to achieve the goal. Just compare this video with the previous one and notice how much the meditative howitzer gameplay differs from the one of infantry. The picture changes every time the battalion changes: the Bruegel infantry burrows their teeth into the front line, Malevich’s tanks crush resistance along the way, and Bryullov’s artillery depicts the “Last Day of Pompeii”. So we just continue to show interesting and characteristic moments of gameplay, and you would be able to see the whole picture during your first game session.

You most likely noticed that the color scheme, interface and icons have changed a bit since the first video. Work continues and this is not the last change. Do not worry, we realize that the interface should not be overloaded. We also want more realism wherever it does not interfere with the gameplay. And here we have a great solution. In a multiplayer game, the main thing is informativeness and nothing can be done about it. The more you know about the enemy, the faster you get this information - the greater the chances of winning. But in a single-player game, where there is more time to make a decision, we can seriously think about atmosphere and minimalism. Pay attention to the screenshot from the single-player mission, where the interface and icons live by completely different rules. And finally take rest to your nervous system.


Do you like such a format of diaries? Would you like to see more videos and less text or vice versa? What units / battalions / kind of troops would you like to see next time? Wish you all the best.

134 comments Read more

February 15

DevDiaries #77: DevFeedback


Hi, friends.

Thanks for the words of support and feedback on the latest video. Thanks for the constructive (and any other) criticism too. As always, we have read everything and in today's diary we will give feedback on your feedback. Also you’ll read some about the results of the last months, settings, and bugs that were in the video, but already fixed and other.

How naive we were, deciding that the Early Beta footage inscription would save us from kicks into the fps dropdowns, jabs into the work-in-progress interface, and van-dame-like split kicks straight into the T-34-85 dancing on the trench. Okay. Thanks to that we have stuff to discuss today and can show with examples: wherever we can, we keep our promises. We promised that in Soldiers: Arena it will be possible to play on an average PC and even recorded the video on this kind of PC. Promised to show real gameplay without editing, and showed without editing how really slowly Pastorazzi plays with howitzers. We promised to quickly fix bugs and hear your wishes - so we fix and we hear.

Animation bugs. A known problem but we just did not have time to fix it before shooting the video. Notice how smoothly and gently the T-34-85 now rides over the trenches.

Sound. We have already become used to the sounds in the game and, apparently, did not pay attention to how the sounds of small arms brought pain to the ears. German submachine guns and machine guns sounded louder than similar weapons of other nations. Corrected. We customized the models of sound spreading. The main focus is now on big explosions and big guns. Added the whistling of mortar mines and the sound of the semi-automatic AT-rifle EW.141. In general, it has become much more pleasant, but the work must go on.

Interface. Still in work and in some places it will change beyond recognition, Including the icons that we added to the game a couple of days before shooting the video. But you wished to customize the display of interface elements: And we have this already. If information about units and the battlefield is less important to you than realism and cinematic images - you can always turn off almost everything. By the way, opponents of health bars can’t hate us anymore. Cause, technically, these are the health rhombuses, so ... checkmate!

The size of the map seemed too small some of you, guys. The attentive reader knows that the size of the map adjusts to the number of players. This is one of the ways to achieve the perfect balance of epic and realism to deliver maximum impact and read what is happening in the session. Soldiers: Arena is a strategy game about a full-scale ground encounter and fierce battles along the entire front line, and a hidden enemy quest. The width of the optimal map for a 5 vs 5 fight looks like this.

In addition to the usual work on the balance of battalions, fixing bugs, creating new models and special effects, we also did these:
  • Realistic projectile flight paths. When changing the type of shell, the gun changes the angle so that the armor-piercing flew along a flat trajectory, and the HE shells flew along the plunging one. HE were less likely to fly past the target and better get into the trenches and buildings, and AP shells from, for example the ML-20, will not be casting steel hail and throwing your tank into rock bottom.
  • Fine tuning of shells and caliber dependencies. For example, the larger the HE caliber, the greater the effective range of the fragments and the damage they inflict on the vehicles. The seismic effect was increased for large calibers also, so that 155 mm now obliterates a trench with a single hit. And 100+ mm shells now break vehicles modules from one damaging hit.
  • “Arty preparation” mode has been added. This is a variant of firing a position, but without an aiming buff after each shot and accelerated by 33% reload. Good for playing with an artillery battery, when accuracy is less important than an overwhelming and demoralizing effect. Perfect for clearing the territory before allied infantry advance and stopping the offense. It works only for units intended for this. Scare infantry with armor-piercing volleys from ZIS-2 battery isn’t a great idea anyway.
  • We test mechanics related to experience, unlocking new units and balance of the techtrees. We corrected the distortions and adjusted the cost in order to have a more or less working model of the development of the player and the technology tree by the start of the EA. Most of us have already managed to form our favorite decks, and those who want to continue to use them have to farm like an ordinary player. Strange feeling.
  • Usability and general understanding. We’re changing interfaces, icons, tips, hotbars, etc., to simultaneously give the player full information about what is happening on the battlefield and not clutter building up on the screen. This task is not an easy one, given the Arena's hardcore nature and the huge volume of what is happening on the screen, but we have good progress made already.

Fought with bugs. In addition to the units dancing in cyclical animations, there were other fun things. For example, the modified shell trajectories did their deal in providing us with comedy. Armor-piercing shells fired from howitzers continued to apply gravity rules for HE, so they very quickly got tired of fighting the weary air of the ‘International-Standard-Arena’ and fell half-way to the target. Some units after the concussion refused to follow orders and dig up the trenches, believing that they had suffered enough and were too old for this sh... shovel work. But the most tragicomic was not even a bug, but a flaw in the rules, was when the cannon remained attached to the carrier after the death of the driver. When someone tries to steal your carrier - it is even strange ... why did someone need it? But when someone is hijacking your carrier with a cannon attached to it and a full artillery crew - this is the officially recorded peak of shame for the player in Soldiers: Arena. And, fortunately, you won't be able to endure it.


As you can see, the game is constantly changing; and videos, gifs or screenshots show exactly the current state, and not the final one. Therefore, do not despair if something does not please you and keep calm. Wish you all the best.
184 comments Read more
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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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