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 (111)

January 29

DevDiaries #76: Extinguishing and igniting


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Hi, friends.

Today we’ll talk ... a little. And, perhaps, discuss in the comments ... a lot. The concept of approximate numbers, the melting point and preview gameplay video of Soldiers: Arena.

The world was full of burning of all types and sizes. Now the guild of the asbestos-weaver must open shop very soon. ©
Here and after all quotes from “Fahrenheit 451”

As Ray Bradbury reasonably remarked, it was very hot in the discussions and comments under the previous diary. This is partly our guilt, because of the delay ... and yet here comes another one. But you made it worth your while too, right? You’ve decided not to balance evil with good this time. Okay, let's count the draw and move on. In this diary we explained in detail the reasons for all the delays and hoped that now we would be on the same wavelength as the community. Obviously, we still understand the phrase “approximate dates” in different ways. And it’s a time to do something about this.

At least you were a fool about the right things… ©

When the moles of “Releasedates?!” reaches a critical mass, it is difficult to restrain and not to announce the approximate one. And we did not restrain. When we knew that we couldn’t keep up with the schedule, we changed the date. You were burning out from delays, and we were equally burnt out of comments and hurries. Now the temperature has risen to supercritical values ​​and it needs to be brought down. Therefore, today we will provide the hot tea and a gameplay video, and in return it would be jolly handy if you were to provide a dose of kindness, how about that?


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The release is still scheduled for the near future, but in order to reduce the amount of sadness from the postponements, let's set it “To be announced” for now. We don’t really want (again) to walk down the Internet under constant “Shame!” screams through the path of atonement, simply because we are making the game better. Next time, we shall change the date to a specific one. The same applies to the price. At least two weeks before the release, they will be listed on the store page.

And I thought about books. And for the first time I realized that a man was behind each one of the books. A man had to think them up. A man had to take a long time to put them down on paper. And I’d never even thought that thought before. ©

Despite the fact that the new icons just appeared in the game last week, we, as promised, we shall publish the first gameplay video of Soldiers: Arena now in January. It comes without edits, exclusively showing the rough, angry and loud howitzer battalion gameplay. So we’ll add another “Check!” on the board of fulfilled promises and will continue to work on the full version of the video. We remind you that the pace and style of gameplay differs greatly for different battalions, and animation bugs and old models are still present. More will be to come. You can watch the video now. By the way, do tell in the comments if you were eager enough to watch the video before reading the text :)

https://www.youtube.com/watch?v=Mp2srn9B-pw&feature=youtu.be

Thanks again to everyone who believed in us all this time and continues to support us so far. You are the best. Soon!

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January 12

DevDiaries #75: Kursk fields and Bazerville


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Hi, friends.

In today's diary we will talk about two new multiplayer maps: the Kursk fields and Bazerville. Here you can read about the features of each of them, the importance of gameplay diversity, the differences of maps in Soldiers: Arena and in other RTS games, and add to your collection a new render with Yemelya (ML-20) on it. Unlike its fairy-tale namesake, the Soviet howitzer doesn’t ride on a Russian stove, but still manages to create some magic in the game even without the help of a magical pike, but with the help of its own 152-mm shells.

Disclaimer: On some maps there are buildings of the era of MoW-antiquity, due to the fact that not all permits for demolition and modernization have been obtained yet.


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We won't repeat ourselves and speak again about the main principles of creating maps for Soldiers: Arena. If you need to refresh your memory, here are the links to the diaries about Polesie and Village. In today’s issue you can find the distinctive features of the maps in relation to each other and to other strategic games. Let's start from the end:
  • Interactivity of environment. We always wanted the world to be as lively as possible and give the player a lot of opportunities to interact with it. In most strategic games, you can at best use the terrain as a platform to gather resources or shelter from the fire. In the games of the series it was always different, and in Soldiers: Arena the number of such interaction mechanics became even bigger than in any other GEM-game. You can dig up the whole map with trenches, barricade buildings, hide your artillery behind a camouflage net and hide infantry in already growing bushes, use hills and cavities to your advantage, use burnt wrecks of enemy tanks to hide your own tanks, demine minefield and have fun in general.
  • Front line. To win, it is not necessary to destroy all enemy bases or units, and the struggle for territory is not limited to points of interest. Although the priorities or places of increased interest remain, in each session you can see some non-standard solutions. Someone manages to dig in the middle of the field and hold a position throughout the battle, and someone loses well-fortified buildings, discouraged by armored cars rush or artillery advance. The non-standard approach in Soldiers: Arena work well and you don’t need to repeat the same actions each game. Build the fort — capture the mine — build the barracks — upgrade the fort…. Naaaah.
  • Role component is reflected not only in the selection and use of units, but also in map design. Each kind of troops has a landscape more comfy to play on. Depending on which map you are playing on and which units, the priority points of attack or defense can and will differ greatly.
  • New experience on each map. The above mechanics make it possible to significantly change the gameplay, top units and battalions, even with a simple rearrangement of buildings. But we are not limited to this, and we want each multiplayer map to have its own individual gameplay features. Maps that differ only in weather conditions, a season of the year, or a visual style of buildings, is not our option.


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Let us turn to the differences of maps in relation to each other. The village, as the very first map created specifically for Soldiers: Arena, is one of the most balanced, and provides opportunities for the implementation of any specialty. There will always be a spot to hide howitzers, buildings for capturing by infantry, narrow streets for tank maneuvering, etc. At the same time, this is the map with a lot of dense buildings locations in it, and, for example, it is the most convenient for the Infantry Assault Battalion.

Polesie has a swamp in which it is impossible to dig trenches, and only certain islands of solid soil can be strengthened. Two hills with easily overlapped passages that will protect units from direct fire. And there is a mill on the hill, which gives a good overview, which is especially difficult to attack and convenient to defend.


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Last week we added a Bazerville map modified to version 3.0. It will be familiar and unrecognizable at the same time for most of the MoW fans. We had to seriously change the location of the buildings, make the ravines a little less deep, remove some buildings and add others so that the position of the sides in relation to the front line became balanced. Bazerville is most similar to the Village map, but is an even smoother version in terms of landscape and location of buildings. So you mustn’t adapt to the landscape most of the time. Lonely buildings are scattered along the entire front line, as are small open and well-sweep spaces. It can be said that Bazerville is the most measured and homogeneous of maps at the moment.


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One of the features of the Kursk fields is a large amount of open space, which makes the station and a small group of buildings to the right even more interesting to hold. The rest of the map may seem like a dead zone for infantry. Large open spaces without elevation changes enable machine guns, tanks and cannons to shoot through half of the map without changing positions. The first tests on this one were really unusual. The infantry seemed too weak. Tankmen were afraid to go forward towards the fortified positions of AT-artillery. Mortars and howitzers died as soon as they become visible, and their main advantage in indirect shooting from behind cover was not evident.


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Some time passed and a new meta was formed. And then we finally convinced that the Arena formula works. Battalions, who initially seemed less interesting, opened from a new side. The speed advantage of the Motorized Rifle Battalion in relation to other infantry seemed previously insufficient or even insignificant. Due to the large number of buildings and uneven terrain on other maps, armored vehicles did not always excel. In open spaces, their advantage makes the difference, while the Assault Battalion, deprived of the opportunity to move by dashes from building to building, loses its light flare of imbalanceness. A full-length infantry attack often leads to losing, and a cautious game with snipers or strengthening positions leads to victory. Therefore, the Sapper battalion with its additional AT-hedgehogs, barricades and quick digging of trenches becomes more attractive. At the same time, the bias in the direction of howitzers decreased and AT-artillery became stronger due to the possibility of firing at half of the map, taking the place in the center. No buildings and trees cover the view anymore. You just put the battery and wait for the victim.


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Nonlinear balance, to which we so sought, is working, and at different levels. And this is a great reason for joy and a little pride. Each map differs not only visually, but also in the gameplay sense, and these differences are more obvious and deeper than in other parts of the series. Also we have a bit more maps before the Early Access than we initially planned. So, where we don’t meet deadlines, we catch up with content, you know. Friends, write in the comments what maps you would like to see in the Arena and which mechanics of interaction with the outside world you lack. 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.

Features:

  • 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

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

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