Unity of Command II is the sequel to one of the most critically acclaimed strategy games of all time; a game critics called 'the perfect gateway' into computer war games.
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Release Date:
Q3 2019

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Available: Q3 2019


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February 28

Developer Diary 20 – Unity of Command II Announced

Better believe it! The announcement will go through “proper” PR channels as well, but here goes the blog version. The game is scheduled for release later this year (Q3 2019) and all of the rest you basically already know if you’ve been reading this blog.

You've probably noticed there are no preorders, because we’re nice indies, and the only thing you can really do right now on this page is wishlist the game.

So, um… do wishlist the game (hard!), and also tell all your friends. And that’s it, that will do actually. While we’re here though, I’ll do a short development update, so here goes…

Steam Page
The info on the Steam page will not be news if you’d been following UoCII dev diaries on our web. It mentions the campaign [Dev Diary 8], headquarters [Dev Diary 4], bonus objectives [Dev Diary 2], fog of war [Dev Diary 14] etc. Actually most of what’s on this page has already been mentioned multiple times.

In the screenshots, you can spy the HQ Selector in lower right, which is a quick UI method to reach your HQs. Right above that you can sometimes see the re-designed messages: a lot of the work lately has gone into various transient UI messages and “dings”.

There are many new units in the screenshots too. For my money, the Gebirgsjäger and Indian infantry stand out. Bonus points for whomever spots the New Zealand infantry with their “Lemon Squeezer” hats first.

The trailer has been put together with an emphasis on game footage. I hope you like it, I think it gives a good idea of what the game is (and will be) like. It was super interesting to be involved in making it, even though I’m not a big consumer of trailers personally. Normally I have them disabled in Steam and jump straight to the screenshots.

General Progress
While the main game loop of select-move-attack has been solid for a year, the game allows for several dozen HQ actions and theater assets, each of which needs its own workflow and animations. We’ve been going through that list for some time now, but there are 36 more items still left to do. I’m not even kidding.

Low level campaign work has mainly been completed as well. The editor supports scenario variants and branching, and is able to manage units which are persistent in the campaign. We also found a good solution for unit name localization, that should hold up for community content. For example, if you use “101st Airborne” in your scenario, it will automatically be translated in all supported languages.

The work on the special Normandy map also progresses well. The landings scenario would barely fit in our default scale, so we decided to zoom-in and it’s looking good so far. We should be using this approach as necessary, wherever we encounter high unit densities (final Soviet offensive on Berlin comes to mind).

You may have noted that the Steam page lists Croteam, the makers of Serious Sam and Talos Principle, as our co-developers. Croteam are our cross-town brethren, and as the bigger studio, have been super helpful for years already. We’ve now made things slightly more official, with Unity of Command II formally listed as a co-production.

This is a good thing and not bad. The game gets to be even better, and I totally promise we’re not adding headless kamikaze anywhere.

Feel free to AMA in the comments. This is usually the case here, but now even more so because it’s a bit of a special occasion 😀


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February 28

Unity of Command II Development Diaries recap

Hello and welcome to Unity of Command II Development Diaries!

We’ll be posting a brand new Development Diary #20 shortly, here on Steam’s announcement section, but here’s a short recap in case you missed any of the previous entries.

While it’s true that Unity of Command II hasn’t been properly announced until today, it’s no secret that we’ve been working on the game and, in fact, have been at it for quite some time.

The sequel is on its way, we confirmed that much in this Anniversary post in the Blogs section on Unity of Command web quite some time ago.

The very first Development Diary (‘No More Wipeouts!') was published just a couple of months later and can give you an idea of what to expect from the upgraded mechanics, while the second diary entry (Objectives) weights the pros and cons of timed objectives in the game (spoiler alert: it looks like we’re keeping those).

Excellent reads, both of those, but Tom, our Project Lead on UoC2, has set a high standard for himself and decided to start from scratch. “I’m restarting the dev diary series” announced Tom and then proceeded to explain the envisioned changes to the losses management system in both a scenario and a campaign. The third diary entry (Are You Experienced?) also hints at tweaks to the familiar veterancy levels and mentions upgrades between scenarios for the very first time!

A brand new feature, headquarters, was announced and explained in Report to HQ, ASAP!, while The Supply Network and Move it, Soldier! shed some light on the refining process of the defining mechanics in Unity of Command; planned changes to supply logistics, fighting and maneuvering are detailed in Dev Diaries 5 to 7.

Campaign drops the bomb with the first ever Art Preview, but the excitement doesn’t stop there as Tom announces the switch to a brand new in-house 3D engine built on Python while staying recognizably Unity of Command. Developer Diary 9 (Map Making) takes the next logical step and explains the process of map building, apparently a tedious task with a very limited room for automation. We use the word ‘shader’ for the very first time, marking a new chapter in the development of Development Diaries.

Performance diary answers the age-old question - will this game run on my age-old PC? - with a resounding ‘probably yes!’ but please don’t tell that to anyone just yet as we’re still tweaking things in hopes of making the game look even better and running on lower spec hardware. Oh, and if you read the comments section in Dev Diary 10, there’s also a brief mention of planned additional content for the game which is a politically correct way of saying yes, there will be DLCs!

A rather novel game development technique was introduced last year in the Summer of Systems: the team decided to ditch any low-level system that wasn’t implemented by the end of August. Good news: team crunched and ended up implementing most of the planned systems. Steam release is casually confirmed.

An open invitation to modders was sent out in So over with Under-The-Hood, a Dev Diary 13 that also publishes a new screenshot, describing an interesting problem: the units were drowning in the terrain, which is kind of a point of military uniforms, but apparently not really good for gameplay. The solution? You’ll have to read to blog, unfortunately.

Alternatively, you could start browsing through Dev Diaries 14 -17 that discuss new features like The Fog of War, Intel system or the weather modifiers, but truth be told these are just excuses for the team to show off a bunch of new visuals. While the subtleties of screen space ambient occlusion are hard to notice, the Unity of Command II is starting to look just plain gorgeous! Case in point - this Trick or Treat screenshot.

And that was all before we officially announced the game! If you read between the lines, we’ve spilled the beans on pretty much all major improvements to the game and explained the reasoning behind most new features. But not all of them - stay tuned, there's plenty more to talk about and show you here before the game is out in Q3 2019. The work continues!
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About This Game

Built on a brand new bespoke 3D engine, the game retains Unity of Command’s signature art style and delivers highly polished fluid gameplay. Easily accessible yet hard to master, Unity of Command II is the highly anticipated sequel to the cult classic that’s been turning novice players into battle-hardened grognards since 2011.

Unity of Command II lets you take command of Western Allies for the first time in the series. You will manage your army’s divisions as well as their supply and logistics. For the first time in Unity of Command you will face Fog of War. Reveal the unknown by capturing enemy soldiers and launching recon to gather intel on enemy troop positions. The enemy will seek to capture your units’ stragglers — regroup and strike back!

Key Features

  • Dynamic Campaign — Rewrite the history of the Second World War with a branching campaign where no two playthroughs are alike.
  • Headquarters — This new feature places army headquarters on the map, from which you will direct unit reorganization, bridging and resupply. Headquarters are not only essential to reinforcing and recovering lost unit strength, but are also able to deploy special abilities such as Emergency supply, redeploying units using HQ trucks, and many more.
  • Theater Assets — This feature from the original game is greatly expanded in Unity of Command II. Wreak havoc behind enemy lines by sabotaging infrastructure. Order your aircraft to provide aerial recon, contest air superiority, or deliver devastating bombing runs. Sustain units behind enemy lines with an air supply bridge.
  • Bonus Objectives — Participate in optional history-altering “what-if” objectives — lead the Western Allied charge to beat the Soviets to Berlin, or cancel Operation Market Garden to reinforce Patton’s army.
  • Fog of War - Deal with your enemies — but you’ll have to find them first. Reveal enemy positions by capturing stragglers, upgrading the HQ and using its special abilities such as Short Range Recon.
  • Deep Operations — Unity of Command changed the world of turn-based strategy games forever by introducing its signature feature, supply lines. Keep a watchful eye on your logistics while planning to strike deep beyond enemy lines, sever supply lines and encircle enemy units.
  • Accessible Scenario Editor — Unity of Command II features a full-fledged Allied campaign, with the addition of several defining battles of WWII that can be experienced from the Axis side. The game comes with a built-in scenario editor, allowing players to create and share new battlefields using the integrated Steam Workshop support.

System Requirements

    • OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit / Windows® 10 64-bit
    • Processor: Dual core processor
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3+ supporting GPU with 1GB VRAM
    • Storage: 5 GB available space
    • Additional Notes: Optimized for Low settings / 30FPS @ 720p
    • OS: Windows® 10 64-bit
    • Processor: 6th Generation Intel® Core™ i5 Processor or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA® GeForce® GTX 970 or AMD equivalent
    • Storage: 5 GB available space
    • Additional Notes: Optimized for High settings / 60FPS @ 1080p

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