TO4: Tactical Operations is a round based fast-action first person shooter with classic controls. Built using the Unreal Engine 4 – Welcome to TO4!
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Early Access Game

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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 chose to make this game Early Access due to the fact we are not a big studio. We are a small group of enthusiastic gamers who like those old, easy-to-learn-hard-to-master online shooter games. Let's call them "Arcade Shooters", for old times' sakes.
We decided to lay the foundations of the game we love before we released on Steam's Early Access, this means that we are releasing a stable version of the game, but it's not complete by all means, it still requires a lot of work mainly visuals and content.
Early Access will enable us to build a player base and an enthusiastic community for the game, as a byproduct we can potentially find more talented individuals to get involved in the development of the game.
The main thing we would like to communicate: We are going to make this game with the active player base involved, we will be developing the game while we play. This is how we have been doing it in the closed alpha stage and we intend to keep to that during the Early Access stage.”

Approximately how long will this game be in Early Access?

“Early Access of a game is not a punishment. It's a fully playable fun game. With features and elements that will make the game stand out from the rest. It just needs more content and polish (work on changing the current placeholders for unique content). Early Access lets the community play the game and give feedback, it also gives the development team a good advertorial to get new talented developers who can contribute to the project.

Our Early Access is the follow up to our Closed Alpha phase which ran for 4 months. We are aiming for at least a twice that period of time in Early Access. Our aim is to release the game somewhere as soon as possible. We will have various closed/open alpha sessions.”

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

“When talking about leaving Early Access, it's best to talk about additions, features, and the overall vision for the game. The full version of the game will contain much more content. More maps, extra characters, more weapons, etc. But the most important difference will be that we are currently working (while in Early Access) with placeholders for animations, sounds, environment models, etc. We plan on replacing those with unique content and further polishing the game during development.

So the full version (not the final!) will be more about quality and quantity as the foundations are already in place. After this full version, we do intend to keep working on the game and bring more content to it.”

What is the current state of the Early Access version?

“Currently, the game has most of its basic gameplay functionality and is fully playable.

The Early Access version contains
  • Seven competitive maps with various themes and objectives
  • A variation of 14 buyable guns, divided between the two teams
  • Two teams both with 1 or 2 playable characters
  • Fully working settings menu, in-game server browser, chat functionality, hit stats during gameplay.

The Game modes for Early Access
  • Hostages rescue (both teams possible)
  • Bombing and defusing scenario
  • (Team) Escape scenario
  • Terminal or other objective hacking
  • Team Deathmatch

The things you need to know about this Early Access version
  • The game is multiplayer focused. There will be no single player experience in the Early Access version.
  • Some menu’s and overviews are still rough. They work, but they might lack that intuitive feeling and attractive look that you might expect.
  • Some features are implemented but might need tweaking (weapon balancing, economy balancing, map layouts, etc.). Feel free to give us feedback on that!
  • The maps are currently built with content that is not unique to the game, we did try our best to make unique environments on every map. We hope to enhance that unique feeling more in the future.
  • As developers, we also play the game, feel free to say hi when you see the TO4 tag in-game.

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

“This game in its current state and for the foreseeable future is free to play.”

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

“It's easy for you to give us your feedback about the game, we are open to suggestions, criticism, bug reporting and your support via our discord community hub and our website (with a forum and bug tracker). On our Discord Hub we will keep you up to date with development news and discuss the road ahead of us as well as building a healthy community around the game.”
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Planned Release Date: Expected soon!

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Recent updates View all (24)

June 8

TO4 Music Composer Livestream + 5 Key Giveaway

Hey! We are going live later today with a music composer stream at 8:30 CEST + 5 Keys giveaway for our alpha. See you there!
7 comments Read more

April 30

Devblog #14

We are close!

Hello and welcome to our Devblog #14. As you might know, we expanded our testing to include the First100 Discord group, so let's talk about the impressions the players had and what we have changed as a result of your feedback. Furthermore, we can introduce some new weapons, a new map, some gameplay changes, and a new voice chat. So let's dig in.

The First100 Playtest

When we invited "thefirst100" to be testers, we also created a Feedback channel in our Discord, this channel is still open and anyone can read the feedback there. If you are part of the First100 and have not given feedback please think about giving the game another try and giving us your honest review, we really wanted to make the reviews public so the community could discuss what changes might be best for TO4.

So what have we learned from the feedback?

Let's go into some detail, one of the main concerns was the audio, for example, weapons are too loud, it's too hard to track footsteps, etc. The good part of this is that we are totally aware of this issue and it was already on our todo list. Why was it like that? The simple answer is, right before we increased the test group we added Fmod Studio (an audio plugin for the unreal engine) to our game and it still needs a lot of work. For now, we have re-balanced the audio and changed mixing levels so the game should sound a lot better, Feedback from those changes have been very positive.

Player damage feedback was also mentioned, an example of this is, if you get damaged it could be difficult to pinpoint where the shot had come from, are they behind me or left? Our game is all about being able to react quickly when someone is shooting you, but this is difficult when you don´t know where they are shooting you from. However, with the better audio balance and changes to TO4's damage indicator you see now clearly from which direction you got shot. With these changes, we have also added hit sounds that indicate you have hit your target and also visual confirmation of a hit via a hit marker on your target. Both are optional but this will give those that want it even more feedback about what´s happening around them in the game. So the way TO4 gives players feedback has improved a lot but we know the audio is something that will need more work in the future to be at a standard we will all be happy with.

The buy menu, options menu, and the UI design was another issue, they are not exactly what we envisioned either and don't look as good as they should. But we wanted to focus on the functionality of the menus first. We are planning a complete UI overhaul sometime in the future, also, we found out our buy menu is not as self-explanatory as it should be, so maybe that will change sooner, rather than later.

Damage and armor balancing was another topic you raised, we will be working on this continuously during development until every weapon feels correct for its use. We appreciate all the feedback about it, we have already made some adjustments.

Some people disliked the speed of the game, others disliked the visuals, to those people we thank you for your candor. The majority of players enjoyed the game. If you did dislike the game hang around, the game is not finished yet and hopefully, you will like it in the future when it is in a more finished state. Thank you to everyone who has tested the game and left feedback, we really appreciate it.

So what's next?

Big closed Alpha with Discord Members

We announced in Discord and in our recent live stream, that we will be inviting everyone in our Discord group to play the game and join in testing TO4. We haven't announced a solid date yet but if everything goes to plan we want to do this before July 2019, currently we are still on track to achieve this. As always we will communicate in Discord if we encounter any issues that could change our ETA. We do have one hurdle on the horizon, it is an upcoming Unreal Engine update that is especially important for our project. The reason why this update is important is we had to implement a limit to the client side FPS due to a problem when the client FPS got over 144 FPS there are some strange glitches and stuttery gameplay, the next update should solve this issue, so cross your fingers for us, we hope that the update will work flawlessly but you never know. If everything works as intended we will have potentially about 1000 Players from our Discord group with access to the next round of TO4 testing but, that could be a lot more if some of the 5000~ Steam users that have our game on their Steam Wishlist also join our Discord before the next round of testing starts. You can still join our Discord group to secure a place in the next round of testing. Discord is working really well for us on this project, it gives us that direct and instant communication to the community, enabling us to give you feedback and information about our current progress. This should be the last round of testing before we release TO4 on Steam's Early Access platform fully.

New Map

Ssswing has been working on a new map called Fueled, Inspired by community requests, this map will be bigger than other maps and will be a Bomb Scenario map. It is still only a work in progress but has been added to the game to test layout and gameplay. Check out the recent Screenshots he has supplied us.

Please visit our Website for the pictures.

FOV Slider, Voice Chat, Sniper Overlay and Character Speeches
DarkSoe & TH120

We have implemented an ingame Voice chat currently limited to your own Team, with this feature we also added some dropdown menus to the scoreboard screen to mute players, you can also mute the text chat. Furthermore, you can check their Steam profile. Our first sniper reticle had a crosshair with a red dot in the center, players disliked it so we removed the dot and now you just have the crosshair. We have also started to add voices to the characters, both male and female characters will have their own unique voices.

New Weapons

Slayer5530 has prepared new animation sets for some of the new weapons in TO4. We have added a FAMAS, MAC10 and a Vector to the arsenal, audio still needs some work but the animations are done and implemented to our game. Whether these weapons will be in the main loadout or if they will be optional for our TO4ST weapons has not been decided yet, but for now, they are included in the main game for testing purposes. You can see them in action in our latest Livestream. Furthermore, he is close to finishing the M40, you will love it!


Our grenades are deadly and can instantly kill you, so we decided to limit each player to one grenade for now. We want to add more explosives types, so you maybe can have a grenade and another explosive Item in the future, this is not a final decision. Furthermore, the grenades should now be flying smoother in the air and look less jittery.

Building Changes

Macfrog has once again changed our game file building process, this change allows us to publish updates faster and helps to speed up the bug fixing process, instead of building the Windows client, Windows server, Linux client, and Linux server all at once, we can now exclude components from the build process. For example, we can exclude both the Linux server and client builds, this means we are now just building the Windows versions of the game cutting the build time in half, as most of the work on TO4 is done in windows we can then test the windows versions in-house before pushing the update or fixes to all the branches, then releasing the new files to the test group for further testing, if the build fails for whatever reason we've not wasted too much time. This lowers our iteration time by a good 50% or more, this will be vital once we are live on Steam for fixing bugs and getting Hotfix patches out as soon as we can.

Latest Livestream

Here is a link to our last Livestream on Twitch, which features most of the thing we have written about here in this Blog, including the new weapons and their animations and more. So why not click the link and take a look?

Final Words

So that's it for now, we will keep you updated. If you wish you can join our Discord by clicking this link.

Thank You


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About This Game

TO4: Tactical Operations brings back those nostalgic feelings you know from the early days of online shooters. We love that sheer easy-to-learn-hard-to-master attitude. The fun of playing with friends in a game where you need tactics, ammo clips, bravery and perhaps a bit of luck.

Game Modes
TO4: Tactical Operations brings the game modes that we all know. Team play on every map with bombing (and/or defusing) scenario’s, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.

Playing the game
The game is a classic round based game. At the beginning of the (timed) round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.

Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.

TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay

Mature Content Description

The developers describe the content like this:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content

System Requirements

    • OS: Windows 7
    • Processor: Intel® Core™ i3-4340 @ 2 x 3.6GHz
    • Memory: 6 GB RAM
    • Graphics: AMD RX 550 or Geforce GTX 660
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • OS: Windows 10
    • Processor: Intel® Core™ i5-2500K @ 4 x 3.7GHz
    • Memory: 12 GB RAM
    • Graphics: AMD RX 480 or Geforce GTX 1060
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
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