Hell Let Loose is a realistic World War Two first person shooter with open battles of 100 players with infantry, tanks, artillery, a dynamically shifting front line and a unique resource based strategic meta-game. This is World War Two at a scale you’ve never played before.
All Reviews:
Mostly Positive (2,785) - 77% of the 2,785 user reviews for this game are positive.
Release Date:
Jun 6, 2019
Publisher:

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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?

“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.”

Approximately how long will this game be in 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.”

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

“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.”

What is the current state of the Early Access version?

“Playable and Stable.”

Will the game be priced differently during and after 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.”

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

“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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Recent updates View all (67)

July 18

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:

https://youtu.be/QzLFuaW-ohM


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

General
  • 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.
Performance
  • Optimised Smoke Grenade FX
  • Continued radical optimisations for both texture streaming and poly count across every map and prop.
Functionality
  • 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.
SFX
  • 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.

Sainte-Marie-Du-Mont
  • 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.

Foy
  • 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).
Animation
  • 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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July 17

Developer Briefing #33 – Update 1’s New Content!

Hey everyone,

Welcome to Developer Briefing 33! This week we’re going to be sharing some of the new content that’s coming in tomorrow’s update.

This Developer Briefing isn’t fully comprehensive of what’s coming in Update 1, we’ll be revealing everything in our patch notes tomorrow.

Now onto the content!


Major Additions in Update 1!

Utah Beach Map

As spotlighted in Developer Briefing 31, Utah Beach, our next map, is arriving in Update 1.



From the infamous beach itself to the waterlogged countryside, playing on Utah will be unlike anything you’ve experienced on our existing maps.

Be warned: Water now functions in-game to slow players down as it gets deeper. Fully submerging yourself will also cause you to drown.

From a design perspective, we’re keen that water in Hell Let Loose has a similar function that we’ve read in veteran accounts. Fundamentally, it should slow you down as a natural barrier - causing overladen soldiers to drown should they fall into deep water. Similarly, it’s makes significant noise to wade through - creating a new dynamic that makes it much easier to pinpoint enemy movement and location from audio alone.


From the shoreline...


To the dunes.

Utah Beach will be playable in our existing Warfare mode, as well as Invasion mode when it launches later this year.

Whilst the beach and the fortifications that surround it will be heavily utilised in Warfare mode gameplay, you can expect a dedicated beach assault style experience for the map in Invasion further on in Early Access.


Light Tanks – Luchs and Stuart!

Utah Beach also heralds the arrival of two new vehicles, the Luchs and Stuart Light Tanks!



Available on every map, these will supplement the existing tank offering on each side.

Whilst lacking the raw firepower and armour of their bigger brothers, Light Tanks excel at mobility and utility on the frontline. Infantry harassment, scouting and supporting their Medium Tank counterparts in armour battles is the mainstay of these tanks – they’re also much easier to hide!

The Luchs


Auto-cannon time!

The Stuart


Ready to punch above its weight!


Meta Expansion – Resource Nodes

As covered in our recent Developer Briefing 32, Resource Nodes are further building on the strategic layers of Hell Let Loose.



Players (Engineers) will now be in a position to dynamically create resource nodes - structures that generate a supply line of resources per minute in order to fuel frontline combat. In addition, these act as objectives and points of interest that you’ll either want to defend or attack, depending on who’s side the nodes are on. Bear in mind that the further towards the frontline you place your nodes, the more resources they generate per minute.



Not only does this give players more areas to potentially clash in a match, but successfully utilising nodes will pay dividends to both your Commander’s ability to call in their skills and ensuring your artillery can continue firing through the whole match.

This is the first iteration of Resource Nodes. We’ll be expanding their on-the-ground functionality so that they’ll be immediately useful to ground troops.

For a full breakdown on Resource Nodes, head over here.


Existing Map Additions

Just because we’re bringing in a new map, it doesn’t mean we’re not going to keep giving our existing ones some love and attention!

Sainte-Marie-Du-Mont is getting some quality of life tweaks and hedge layout changes to give tank players a more fluid experience.

Foy is receiving tank collision fixes, as well as the addition of some select cover and trenches in areas that we feel needed some attention.

Then there’s Hurtgen Forest, which is getting a facelift for Update 1!


Perfect for MGs!

Hurtgen’s central Strongpoints are getting overhauled to introduced stronger fortifications and cover options for both attackers and defenders.


The Scar just got even more brutal!


Bunker anyone?


Into the beach!

Tomorrow when Update 1 goes live we’ll be sharing our full Patch Notes which includes bug fixes, optimisation and SFX improvements, quality of life changes (FOV SLIDER!) and more.

We’re incredibly excited to welcome you to Utah Beach tomorrow. To celebrate we’ll be streaming Hell Let Loose live on our Steam Store page from 2pm BST / 3pm CEST for a couple of hours. Feel free to stop by and let us know what you think of the update, as well as dropping us any questions you may have in chat!

See you on the frontline!
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Early Access Roadmap

About This Game

You've never played World War 2 the way it was meant to be played... with lumbering tanks dominating the battlefield, crucial supply chains fuelling the frontlines, being a cog in the machine of colossal combined arms warfare. Hell Let Loose puts you in the chaos of war, complete with deep player-controlled vehicles, a dynamically evolving front line, and crucial unit-focused gameplay that commands the tide of battle.

Featuring sweeping maps modelled on real reconnaissance images and satellite data, the entire battlefield is divided up into large capture sectors - allowing for emergent and constantly unique gameplay that pits two forces of fifty players in a fight to the death across fields, bridges, forests and towns on an ever-evolving front line. When a sector is captured, it will generate one of three resources for your team, creating a complex meta-game that will influence your team’s march to victory.



An Epic Theatre of War

Take to the battlefield in 50 vs 50 multiplayer across huge maps. Choose one of 14 playable roles within infantry, recon and armour unit types, each equipped with different weapons, vehicles and equipment. Play as an Officer, Scout, Machine Gunner, Medic, Engineer, Tank Commander and more to experience every aspect of World War II combat.



Unprecedented Realism

Placing you on real-scale iconic battlefields of World War II is at the heart of the Hell Let Loose experience. Historical vehicles, weapons, uniforms are intricately detailed, and the combat is as brutal and bloody as it was on the day. Combat takes place on huge, to-scale maps from real battle locations, recreated using archival aerial photography and satellite imagery in stunning detail using Unreal Engine 4.



Fight Together - Win Together

Hell Let Loose is not about kill to death ratios and unlocks - teamwork is central to gameplay. Communication is essential. Players work together beneath the leadership of officers and their commander to take strategic targets on the battlefield and dominate the opposition. Hell Let Loose is a game that demands teamwork and communication not only to win, but to survive.



Unique Meta game

Fight for victory by breaking through the enemy lines on a large, evolving battlefield. The unique sector capture metagame require teams to make continual large scale tactical decisions as to where to attack or defend. Manage resources and supplies to call in support, re-inforce strong-points or flank enemies. Strategy is key to success.

Key Features:

• Fight in epic 50 vs 50 multiplayer battles
• Select one of 14 unique roles
• Take control of fearsome tanks - with more vehicles being added during early access
• Bombard and wipe the enemy from the field by taking control of heavy weapons - such as anti-tank guns and artillery
• Build defenses on the battlefield to fortify your position
• Use teamwork to smash through the enemy front line and push through to victory
• Play the game as the Commander and lead your team to victory using different abilities as you orchestrate your forces via the tactical map

Mature Content Description

The developers describe the content like this:

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.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Win7 64bit
    • Processor: i3-4130 @ 3.3GHz / AMD FX-8350 @ 4.0GHz (or equivalent)
    • Memory: 8 GB RAM
    • Graphics: GTX1050ti / R9 280 (or equivalent with minimum 2GB VRAM)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: System Requirements subject to change as development continues
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Win7 64bit
    • Processor: i5-7600 @ 3.5GHz or Ryzen 5 1600 @ 3.2GHz
    • Memory: 16 GB RAM
    • Graphics: Nvidia GTX 1070 or AMD RX Vega 56
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: System Requirements subject to change as development continues

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