Hell Let Loose är en realistisk shooter i första person som utspelar sig under andra världskriget. Öppen strid ger 100 spelare möjlighet att slåss med infanteri, pansar och artilleri på en ständigt skiftande front. I grunden är det ett unikt resursbaserat strategi-metaspel som är lätt att lära sig, men svårt att bemästra.
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Mestadels positiva (2,797) - 76% av 2,797 användarrecensioner för det här spelet är positiva.
6 jun, 2019

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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför Early Access?

“We have big plans for Hell Let Loose with a list of proposed features that we've carried over from our original vision for the game. We plan to use Early Access as a time to work with our community to better refine the title, test and introduce new features, and work towards a finished product. Being able to support ourselves as a studio is also critical in this time, so the money we make during Early Access is vital to helping us achieve our goals.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“We estimate that it will take a year or more to complete the feature list we've laid out for our first full version of the game.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“The full version will have several more features, maps, and quality of life changes. We plan to use Early Access as a time to better refine how the title should perform.”

Hur är det nuvarande läget i versionen med Early Access?

“Playable and Stable.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“While the increasing size and scope of Hell Let Loose may in future alter the price, players who join us during the Early Access period will have access to the full version of the game, regardless of the amount of new content added.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“We already have an extremely active Discord and forum made up of our original crowdfunding backers, newer playtesters, and others who follow the development of the title. We have in-game bug reporting and feedback forms, feedback forums, and regularly talk to our community - including leaders of Clans and other community groups. After each release, we plan around the feedback received and prioritise the most important features, bugs and issues in order to show real progress in development to our community.”
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19 juli

Update 1 Hotfix Available Now

Hi everyone!

We've released a small hotfix to address a couple of server and VoIP issues.

Changes listed below:
  • Fix to improve current voice chat problems being experienced by users
  • Fix to problem where some users were unable to use RCon to connect to rented servers

See you on the frontline!
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18 juli

Update 1: Utah Beach - Live Now!

A Message from Max – Lead Developer

Hi everyone!

We’re excited to introduce our first ever Update! U1 contains the all-new Utah Beach map, light tanks, resource nodes and many more smaller changes and fixes. Each Update will mix totally new content and features with continued improvements and fixes to every aspect of the game.

We don’t consider the Hell Let Loose experience finished. Every day we look at Discord, Steam discussions, the official forums and the subreddit to see what you’re enjoying and to see where the community think the game could be improved. The challenge of developing an Early Access title is that it’s imperative that we balance the workload of the team so that we’re able to address existing issues without compromising our ability to introduce new features and content.

We’ve been very fortunate in the success of our launch as it’s enabled us to bring on new team members to both take existing content to a much higher quality level, as well as work on totally new content.

Finally, we wanted to thank you - the community - for such a great launch. It’s amazing to see the great way you’re introducing new players to the game and helping them get involved. We’re really excited to see players who’ve never considered this genre begin to dip their toes into the pool, as well as offer something a bit different to veterans of the genre.

Below you can find the list of changes contained in this update. We’re excited to get your feedback on them - good and bad - as we continue to develop and push the title forward.

Check out our new Utah Beach trailer:


Major Additions

Utah Beach map

This map has been hugely fun to develop. It mixes the Atlantic Wall defensive network with beach terrain, with sunken countryside, urban fights, and lots of new challenges - including navigating drainage ditches and bodies of water. We’re also excited to see how it plays out in the soon to be implemented second gamemode, Invasion.

“Luchs” German Light Tank

This thing is an infantry death machine. The name of the game of the Luchs is hit and run. Firing an explosive auto-cannon - it’ll rip apart infantry and lighter armored vehicles with ease.

Stuart American Light Tank

Similar to a more lightly armored Sherman, the Stuart relies on its speed to quickly flank and strike. Using speed to strike will be crucial to survivability.

Resource Nodes

Fuel, Munitions and Manpower Resource Nodes added to the Engineer role list of deployables. You’ll be able to see their modifier for resource generation on the HUD and on the map screen.

Starting resources for teams have been reduced to 500 from 1000 in order to better balance out resource quantity and encourage resource node placement.

Make a splash with water!

Water now functions in game to slow players down as it gets deeper. Submerging yourself will also cause you to drown.

Gameplay and Performance

  • Reworked tracers for better performance, visual quality, depth and light. They are now 3D.
  • Fix for known config file exploits (fog removal etc.)
  • Improved visibility of bullet hit effects at 50m, 75m, 100m, and 125m distances.
  • Optimised Smoke Grenade FX
  • Continued radical optimisations for both texture streaming and poly count across every map and prop.
  • Added FOV slider (with first-person FOV compensation). Currently boosting the FOV to 120 offsets the muzzle flash FX in FPP. We’re going to introduce a fix for this.
  • Server browser now displays better in lower resolutions.
  • Fixed sector capture cool-down UI issue where map icon could appear in the wrong state.
  • Changed nameplate settings options so that these should be clearer to users.
  • Compass HUD element has been upgraded.
  • Loadout HUD element has been upgraded.
  • Scoreboard and end of round screens have been upgraded to better show all information.
  • Made VoIP chat name colours better visible on deployment screen.
  • Allowed players to disable all icons in HUD.
  • All in-game URLs now launched through Steambrowser.
  • Adjustment for Depth of Field when bandaging.
  • If leaning when deploying a LMG the player no longer remains in a lean.
  • Dismembering critically wounded friendlies no longer counts as a TK.
  • Added option to allow you to hard toggle chat box visibility.
  • Updated medic revive icon.
  • Tank UIs have been updated and will continue updates.
  • Tanks have a new reticle for the Hull MG.
  • Artillery sounds re-worked in order to create a less muddy dynamic range with increased modular debris fall-off.
  • Close bullet fly-by sounds have been reworked.
  • Hearing an impact sound when giving up has been fixed.
Hurtgen Forest
  • Overhaul of central SP’s to introduce stronger fortifications and more solid cover.
  • Fixed small clipping issues.
  • Fixed locations players could become stuck on level geometry.
  • Added fog to better help with longer range depth perception.

  • Altered layout of hedges to better allow tank access.
  • Lowered total sun brightness to reduce clipping on highlights.
  • Fixed locations players could become stuck on level geometry.

  • Fixed tank collision issues on small props
  • Added select cover and trenches in locations that caused meat-grinder pushes through open ground.
  • Fixed locations players could become stuck on level geometry.

Visual Improvements
  • Tweaked vehicle main cannon fire shake so that it doesn’t roll so excessively
  • Added Depth of Field effects added to weapons for hipfire and ADS
  • Post-processing effect has been added to all UI screens to give them added vibrancy and visual quality.
  • Fix for explosion FX playing on the wrong axis - causing majority of the explosion to occur in the wrong direction.
  • Starting to overhaul the main menu screen in preparation for cosmetic/progression systems.
  • Artillery explosions have increased debris (now matching the audio).
  • Fixed delay on BAR ADS animation if user had reloaded immediately before ADS
  • Luger magazine now present in TPP for reload animations
Bug Fixes
  • Improved network/server optimisation to help improve situations where users would see other players moving in a stuttering/’teleporting’ fashion depending on object relevancy and priority
  • Fix issue where tank shells could delay 1-2 seconds after impact before detonating
  • Fix for issue where tracers may not be correctly aligned with the direction of fire for LMGs and Tank MGs
  • Increased character limit on scoreboard from 16 to 20
  • Fixed issue where engineers could dismantle pre-placed tank resupply stations
  • Fixed issue where hit indicator did not correctly work with sniper rounds
  • Fixed issue where garrisons did not consume commander airdrop supplies
  • Fixed issue where player could be listed as ‘no platoon’ on the scoreboard after team switch
  • Fixed issue where users could see the other teams resource values on their map after team switch
  • Fixed some instances of overly aggressive grass LODing
  • Fixed issue where users could join an enemy unit based on timing specific actions
  • ‘Change Map’ window can no longer be stuck on screen if active when a game ends by victory
  • Fixed problem where users could hear smoke grenade audio from a previous life
  • Fixed the issue with the player remaining in the idle animation if he sprints whilst crouched as seen from the FPP
  • Fixed the issue with reviving a player who was crouched before he shot as he would appear to jitter in TPP after having been revived
  • Fixed the issue with driving over the scorched craters causing the effect to appear in/on the driver's viewport
  • Fixed the issue with scorched earth effect visible over wrecked tanks
  • Fixed cases where it was difficult to determine speaking players in the UI.
Known Issues
  • Sometimes (1/10 chance) when deploying a resource node, the node will be invisible and cannot be deconstructed although it still provides resources to the deploying team. This will be hotfixed.
  • Firing into water produces a bullet hit from the surface beneath the water in addition to a water particle.
Currently Working On
  • Unit management features such as locking and kicking.
  • Continued overhaul of stock UI and HUD features to make them better looking and better functioning - including pinging, marks, Commander screen, role selection screens, vehicle HUDs, artillery HUDs, heavy weapons HUDs.
  • Continued digging of server browser display issue.
  • Flamethrower FPP setup.
  • Continued logging and bugging of VOIP channels
  • Progression system.
  • Stats system.
  • Cosmetic system.
  • Polishing FPP experience to make it more fluid
  • Smoothing out mantling and vaulting from FPP perspective.
  • Re-assessing MG deployment mechanic in order to increase functionality and fluidity.
  • Replacing current fat FPP hands with photoreal hands and integrating new sleeves to reflect new uniforms.
  • Currently beginning work on full mocap overhaul of all TPP animations.
  • Working on Western Front backer map #1 (a very iconic map).
  • Working on Western Front urban map (also an iconic location).
  • Setting up a new tank.
  • Doing testing on wheeled vehicles (this is complicated by the final polish/overhaul we’re doing to both FPP and TPP animations).
  • Scoping out scope polish and visual enhancements.
  • Addition of ambient audio to all maps in line with Utah Beach.
  • Continued audio work in investigating new audio engine implementation.
  • Continued overhaul of audio assets within the game.
  • New US victory song coming.
  • Re-assessing supply boxes and ammo boxes to remove ugly “redeploy” gameplay loop.
  • Continued visual upgrades and optimisations on all maps and fx.
  • Continued bug fixes across the entire spectrum.
  • Various community reported bug fixes, including – Servers not appearing on browser and Proximity VoIP instability. If you believe servers are not appearing for you / the game looks empty when it shouldn’t be, please try the workaround listed here.

    Thanks - we’ll see you on the battlefield!

    P.S. We’ll be streaming live from the Hell Let Loose Steam Store page today at 2pm BST / 3pm CEST for a few hours. Stop by and see Update 1 in action, chat to us and join our unit on the frontline!
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Early Access Roadmap

Om detta spel

Det är så här ett spel i andra världskriget ska spelas ... med mullrande stridsvagnar som dominerar slagfältet, livsnödvändiga underhållslinjer för fronten, att vara en del av den kolossala krigsmaskinen. Hell Let Loose låter dig uppleva krigets kaos, komplett med detaljrika spelarkontrollerade fordon, en dynamiskt engagerande front och enhetsfokuserad spelmekanik som är avgörande för stridens utgång.

Med kolossala kartor som utformats efter äkta rekognoseringsbilder och satelitdata har hela slagfältet delats upp i stora erövringssektorer. Detta ger en förnyad och ständigt unik spelmekanik där två styrkor med femtio spelare ställs mot varandra. De kommer att slåss till döden på fält, broar, skogar och städer på en front som ständigt förändras. När en sektor har erövrats kommer den att generera en av tre resurser åt ditt lag. På så sätt skapas ett komplext metaspel som inverkar på ditt lags väg mot seger.

En episk krigsskådeplats
Ge dig ut på slagfältet i flerspelarspel 50 mot 50 på enorma kartor. Välj en av 12 spelbara roller inom infanteri, spaning och pansar. Var och en utrustad med särskilda vapen, fordon och utrustning. Spela som officer, spanare, kulspruteskytt, sjukvårdare, ingenjörssoldat, stridsvagnsbefäl med flera och upplev alla aspekter av strid under andra världskriget.

Realism utan motsvarighet
Hell Let Loose låter dig uppleva hjärtat av ikoniska slagfält från andra världskriget i verklighetstrogna detaljer. Historiska fordon, vapen och uniformer är detaljrikt återskapade och striden är lika brutal och blodig som den var på riktigt. Striderna tar plats på enorma realistiska kartor från äkta stridsskådeplatser. De har återskapats med hjälp av arkiverade flygfoton och satelitbilder med fantastiska detaljrikedom genom Unreal Engine 4.

Slåss tillsammans – vinn tillsammans
Hell Let Loose handlar inte om antal dödade och upplåsningar – lagarbete är nyckeln till framgångsrikt spel. Kommunikation är livsviktigt. Spelarna arbetar tillsammans under ledningen av officerare och deras befälhavare för att ta strategiska mål på slagfältet och dominera motståndet. Hell Let Loose är ett spel som fodrar lagarbete och kommunikation, inte bara för att vinna, utan för att överleva.

Unikt metaspel
Slåss för seger genom att bryta igenom fiendens linjer på ett enormt ombytligt slagfält. Metaspelets unika sektorserövring kräver att laget ständigt måste fatta storskaliga taktiska beslut för både attack och försvar. Sköt resurser och förnödenheter för att kalla in understöd, förstärka försvarspositioner eller anfalla fiendens flanker. Strategi är nyckeln till framgång.

Beskrivning av vuxet innehåll

Utvecklarna beskriver innehållet så här:

This game features mature content not appropriate for all ages, or may not be appropriate for viewing at work.

Realistic depictions of War, Frequent Violence or Gore, General Mature Content.


    • Kräver en 64-bitars processor samt operativsystem
    • OS: Win7 64bit
    • Processor: i3-4130 @ 3.3GHz / AMD FX-8350 @ 4.0GHz (or equivalent)
    • Minne: 8 GB RAM
    • Grafik: GTX1050ti / R9 280 (or equivalent with minimum 2GB VRAM)
    • DirectX: Version 11
    • Nätverk: Bredbandsanslutning
    • Lagring: 20 GB ledigt utrymme
    • Ytterligare anmärkningar: System Requirements subject to change as development continues
    • Kräver en 64-bitars processor samt operativsystem
    • OS: Win7 64bit
    • Processor: i5-7600 @ 3.5GHz or Ryzen 5 1600 @ 3.2GHz
    • Minne: 16 GB RAM
    • Grafik: Nvidia GTX 1070 or AMD RX Vega 56
    • DirectX: Version 11
    • Nätverk: Bredbandsanslutning
    • Lagring: 20 GB ledigt utrymme
    • Ytterligare anmärkningar: System Requirements subject to change as development continues

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