Day of Infamy - JBlum


Today we are releasing a new patch which addresses some gameplay issues, bugs, and also some fixes some stats collection issues so we can continue to retrieve important analytics to help us balance and improve the game.

Thank you to everyone who has participated in our survey! We are very pleased with the information you all have provided us with, and are using it to effectively address issues and improve the game in the ways our community wants. For those who have not taken the survey who still wish to, it can be found here.

We're also analyzing a lot of gameplay stats which are helping us determine which maps, game modes, classes and weapons are imbalanced and need improvement. The changes to Offensive being made in this patch, as an example, are a direct response to the win % for the attacking team ranging between 7% and 30% depending on the map. We see this percentage as too low and needing to be addressed. For Offensive mode, we will aim to have every map at around a 35-40% chance for the attacking team to win. We still want there to be a sense of needing to overcome odds in order for the attacking team to achieve victory, utilizing smoke and artillery.

Here is the full changelist:

Gameplay Improvements
  • Offensive game mode changes
    • Attackers now get 5 additional waves at the start of the round.
    • The percentage of a team which must be dead in order for a wave to be triggered has been modified for both the attacking and defending team.
      • Attacking team dead player ratio changed from 20% to 25%.
      • Defending team dead player ratio changed from 20% to 30%.
    • Time it takes to deploy a wave after being triggered has been increased by 5 seconds.
  • Reload speeds for the Lewis and Bren have been decreased by around 10%.
  • Reduced trigger delay on Webley.

Bug Fixes
  • Flamethrowers no longer drop.
  • Fixed a bug where bots weren’t being kicked when they should have.

Cooperative Improvements
  • General
    • German and Commonwealth bot loadouts now include the Panzerfaust and PIAT. Server operators can adjust their accuracy with doi_bot_launcher_bloat.
    • Stronghold allied bots take 50% of incoming damage.
    • Entrenchment allied bots take 25% of incoming damage.
    • Fixed an exploit where players could resupply through walls.
  • Behavior
    • Bots with flamethrowers who are clearing rooms will be more careful not to burn themselves.
    • Bots who take burn damage will only stop attacking once they actually catch on fire.
  • Stronghold
    • Added a radio point that needs to be destroyed to all stronghold maps. This will unlock when all of the points have been captured. Enemies will not respawn once this is unlocked.
    • Dog Red: Added an extra objective to the map.
    • Dog Red: Reduced enemy bot counts once you capture the cliffs from 16 to 12 and increased their respawn time.
    • Sicily: Reduced enemy bot counts once you enter the town from 18 to 12, and increased their respawn time.
  • Entrenchment
    • Added a “Last Stand” mode. When there is 1 point remaining, all players will respawn and regroups will be disabled. Added an extra objective to all entrenchment maps for this.
    • Enemy wave timer increased from 5 seconds to 20 seconds.
    • Dog Red: Reduced round timer from 15 minutes to 12 minutes.
    • Sicily: Reduced round timer from 15 minutes to 12 minutes.
    • Sicily: Increased enemy count from 14 to 16.

Singleplayer Improvements
  • The player now takes 75% of incoming damage.
Day of Infamy - JBlum


Today we are releasing a new patch which addresses some gameplay issues, bugs, and also some fixes some stats collection issues so we can continue to retrieve important analytics to help us balance and improve the game.

Thank you to everyone who has participated in our survey! We are very pleased with the information you all have provided us with, and are using it to effectively address issues and improve the game in the ways our community wants. For those who have not taken the survey who still wish to, it can be found here.

We're also analyzing a lot of gameplay stats which are helping us determine which maps, game modes, classes and weapons are imbalanced and need improvement. The changes to Offensive being made in this patch, as an example, are a direct response to the win % for the attacking team ranging between 7% and 30% depending on the map. We see this percentage as too low and needing to be addressed. For Offensive mode, we will aim to have every map at around a 35-40% chance for the attacking team to win. We still want there to be a sense of needing to overcome odds in order for the attacking team to achieve victory, utilizing smoke and artillery.

Here is the full changelist:

Gameplay Improvements
  • Offensive game mode changes
    • Attackers now get 5 additional waves at the start of the round.
    • The percentage of a team which must be dead in order for a wave to be triggered has been modified for both the attacking and defending team.
      • Attacking team dead player ratio changed from 20% to 25%.
      • Defending team dead player ratio changed from 20% to 30%.
    • Time it takes to deploy a wave after being triggered has been increased by 5 seconds.
  • Reload speeds for the Lewis and Bren have been decreased by around 10%.
  • Reduced trigger delay on Webley.

Bug Fixes
  • Flamethrowers no longer drop.
  • Fixed a bug where bots weren’t being kicked when they should have.

Cooperative Improvements
  • General
    • German and Commonwealth bot loadouts now include the Panzerfaust and PIAT. Server operators can adjust their accuracy with doi_bot_launcher_bloat.
    • Stronghold allied bots take 50% of incoming damage.
    • Entrenchment allied bots take 25% of incoming damage.
    • Fixed an exploit where players could resupply through walls.
  • Behavior
    • Bots with flamethrowers who are clearing rooms will be more careful not to burn themselves.
    • Bots who take burn damage will only stop attacking once they actually catch on fire.
  • Stronghold
    • Added a radio point that needs to be destroyed to all stronghold maps. This will unlock when all of the points have been captured. Enemies will not respawn once this is unlocked.
    • Dog Red: Added an extra objective to the map.
    • Dog Red: Reduced enemy bot counts once you capture the cliffs from 16 to 12 and increased their respawn time.
    • Sicily: Reduced enemy bot counts once you enter the town from 18 to 12, and increased their respawn time.
  • Entrenchment
    • Added a “Last Stand” mode. When there is 1 point remaining, all players will respawn and regroups will be disabled. Added an extra objective to all entrenchment maps for this.
    • Enemy wave timer increased from 5 seconds to 20 seconds.
    • Dog Red: Reduced round timer from 15 minutes to 12 minutes.
    • Sicily: Reduced round timer from 15 minutes to 12 minutes.
    • Sicily: Increased enemy count from 14 to 16.

Singleplayer Improvements
  • The player now takes 75% of incoming damage.
Day of Infamy - Mikee
We are releasing a patch today with some gameplay improvements, map changes, bug fixes, and cooperative improvements.



Full changelist below:

Gameplay Improvements
  • Increased horizontal recoil for Thompson.
  • Larger damage falloff over distance for Thompson.
  • Decreased vertical recoil for BAR.
  • Increased from the hip and non-bipod ironsight recoil for MG34.
  • Increased free aim for MG34 to make hipfire more challenging.
  • Flamethrower burn duration increased from 2 seconds to 3 seconds.

Map Changes
  • New stairway route added to the manor building on Reichswald
  • Added Comacchio and Ortona entrenchment maps to default coop playlist.

Bug Fixes
  • Fixed an issue where too many friendly bots were spawning in coop.
  • Fixed recipient filters for jumping and landing sounds.
  • Voting to play again will increase mp_maxgames instead of increasing round and win limit cvars.
  • Fixed broken thumb on M1911 ads.
  • Custom games section will now correctly default to the “all” playlist.
  • Fixed killer name not appearing on kill feed (for custom/classic servers).

Cooperative Improvements
  • Behavior
    • Bots have slightly worse accuracy over longer ranges (around 10-15%).
    • Bots with automatic weapons will take slightly longer to “zero in” on the player.
    • Bot officers will no longer miss their artillery!
    • Bots are now pyromaniacs and will be much more aggressive burning enemies, and clearing dangerous rooms they are entering
  • Stronghold
    • Increased default enemy respawn delay from 35 seconds to 45 seconds.
    • Defending enemies will teleport into position at the start of the round. This should result in a more prepared defense.
      • Sicily
        • Reduced maxplayer enemy count from 18 to 14 after the initial beach assault.
      • Ortona
        • Reduced maxplayer enemy count from 18 to 16.
      • Dog Red
        • Reduced maxplayer enemy count on last points from 18 to 14.
        • Removed enemy spawn boost on last points (was every 20 seconds, now 45 seconds)
      • Bastogne
        • Reduced maxplayer enemy count from 18 to 16.
      • Comacchio
        • Reduced maxplayer enemy count from 18 to 16.
  • Entrenchment
    • Bastogne
      • Added 1 new objective (destroyed building in front of church)
      • Added enemy flank points for A
      • Increased enemy strength from 18 to 20
      • Reduced round timer from 15 minutes to 12 minutes
    • Comacchio
      • Reduced round timer from 15 minutes to 10 minutes
      • Reduced enemy bot counts
    • Reichswald
      • Added 2 new objectives (bridge and fishing shack).
      • Reduced round timer from 15 minutes to 10 minutes.
      • Enemies now spawn further away from the objectives.
      • Reduced enemy bot counts.
      • Enemies respawn on a longer timer, allowing more time to prepare and fortify. This timer gets quicker as they push through the map.
      • Enemies will take the new staircase to get to anyone camping on the 2nd floor of the last building.
    • Ortona
      • Reduced round timer from 15 minutes to 12 minutes.
      • Reduced enemy bot counts.

    Thanks, have fun!
Day of Infamy - Mikee
We are releasing a patch today with some gameplay improvements, map changes, bug fixes, and cooperative improvements.



Full changelist below:

Gameplay Improvements
  • Increased horizontal recoil for Thompson.
  • Larger damage falloff over distance for Thompson.
  • Decreased vertical recoil for BAR.
  • Increased from the hip and non-bipod ironsight recoil for MG34.
  • Increased free aim for MG34 to make hipfire more challenging.
  • Flamethrower burn duration increased from 2 seconds to 3 seconds.

Map Changes
  • New stairway route added to the manor building on Reichswald
  • Added Comacchio and Ortona entrenchment maps to default coop playlist.

Bug Fixes
  • Fixed an issue where too many friendly bots were spawning in coop.
  • Fixed recipient filters for jumping and landing sounds.
  • Voting to play again will increase mp_maxgames instead of increasing round and win limit cvars.
  • Fixed broken thumb on M1911 ads.
  • Custom games section will now correctly default to the “all” playlist.
  • Fixed killer name not appearing on kill feed (for custom/classic servers).

Cooperative Improvements
  • Behavior
    • Bots have slightly worse accuracy over longer ranges (around 10-15%).
    • Bots with automatic weapons will take slightly longer to “zero in” on the player.
    • Bot officers will no longer miss their artillery!
    • Bots are now pyromaniacs and will be much more aggressive burning enemies, and clearing dangerous rooms they are entering
  • Stronghold
    • Increased default enemy respawn delay from 35 seconds to 45 seconds.
    • Defending enemies will teleport into position at the start of the round. This should result in a more prepared defense.
      • Sicily
        • Reduced maxplayer enemy count from 18 to 14 after the initial beach assault.
      • Ortona
        • Reduced maxplayer enemy count from 18 to 16.
      • Dog Red
        • Reduced maxplayer enemy count on last points from 18 to 14.
        • Removed enemy spawn boost on last points (was every 20 seconds, now 45 seconds)
      • Bastogne
        • Reduced maxplayer enemy count from 18 to 16.
      • Comacchio
        • Reduced maxplayer enemy count from 18 to 16.
  • Entrenchment
    • Bastogne
      • Added 1 new objective (destroyed building in front of church)
      • Added enemy flank points for A
      • Increased enemy strength from 18 to 20
      • Reduced round timer from 15 minutes to 12 minutes
    • Comacchio
      • Reduced round timer from 15 minutes to 10 minutes
      • Reduced enemy bot counts
    • Reichswald
      • Added 2 new objectives (bridge and fishing shack).
      • Reduced round timer from 15 minutes to 10 minutes.
      • Enemies now spawn further away from the objectives.
      • Reduced enemy bot counts.
      • Enemies respawn on a longer timer, allowing more time to prepare and fortify. This timer gets quicker as they push through the map.
      • Enemies will take the new staircase to get to anyone camping on the 2nd floor of the last building.
    • Ortona
      • Reduced round timer from 15 minutes to 12 minutes.
      • Reduced enemy bot counts.

    Thanks, have fun!
Day of Infamy - Mikee


The current update schedule for Day of Infamy consists of major content updates every few months, with smaller updates in between. We will likely do the occasional sale timed with these larger updates, as our total wishlist count on Steam is nearing 100,000 people.

Today’s update would be considered an in between update. It contains weapon / class / artillery / gameplay balance, flamethrower dynamic lighting, a new weapon, and more. It’s nothing substantial, but it makes the game a bit more fun and addresses a lot of grief people have expressed.

We are also releasing a new survey to go along with the update, so we can gather some feedback on the game and improve it going forward. We encourage you all to participate in the survey if you have some spare time. It can be found here: https://www.surveymonkey.com/r/DOI_Early_Access_Survey_Aug_2016

Full changelist below:

New Features
  • New Flamethrower features:
    • Fire lights up darkened areas.
    • Fire damage now reflects and bounces off surfaces to match the visual effect.
  • New white phosphorus barrage option for Commonwealth forces.

New Content
  • New PIAT launcher for Commonwealth forces.
  • New “Pig Sticker” bayonet for Commonwealth forces.
  • New P-08 first person animations.
  • Faction specific flamethrower death VO.
  • Additional US “report status” squad leader VO.

Visual Updates
  • Optimized radios, flamethrower tanks reducing memory footprint.
  • Updated textures for Mk.2 flamethrower.
  • Added visual change to British radio when destroyed.
User Experience Improvements
  • Added “custom games” option to the main menu which allows players to find servers running custom maps and game rules.
  • Added “not full” filter option to the server browser.
  • Refreshing the server list will no longer reset sorting.
  • Pressing F5 on the keyboard will also refresh the server list.
  • Grayed out the buttons for full classes on the outfit selection menu.

Gameplay Improvements
  • Squad changes
    • The second squad can now only be unlocked once a certain amount of players are on the server (6 by default). This has allowed us to better balance class and weapon limitations.
    • Reduced Support classes by 1 per squad.
    • Reduced Machinegunner availability on attacking teams by 1 per squad.
  • Supply / class adjustments
    • StG-44 supply cost increased by 1 for Wehrmacht Support
    • StG-44 supply cost increased by 2 for Wehrmacht Assault
    • Bren Gun supply cost reduced by 1 for Commonwealth Machinegunner.
    • G43 supply cost increased by 2 for Wehrmacht Rifleman
  • Weapon changes
    • Added visual and audio feedback to hitting static world geometry with a melee weapon or bayonet.
    • Flamethrower fire damage radius has been scaled over range making it harder to self damage.
    • Increased total flamethrower fire burn damage over time from 15 to 20.
    • Reduced flamethrower spread from 160 back to 128 to compensate for changes.
    • Reduced time taken to cycle the bolt on the Lee-Enfield.
    • New rapid fire and slow fire modes for BAR which replace current full auto and semi-auto fire modes.
    • Increased MG42 hip fire recoil and free aim area.
    • Increased MG42 recoil when iron sights and not deployed.
    • StG-44 recoil increased slightly.
    • Slightly reduced recoil for Bren Gun.
    • Slightly increased damage for Bren and Lewis Gun.
    • Increased close quarters damage for Ithaca shotgun.
    • Increased close quarters damage for Sten Mk. 2.
    • Decreased long range damage for Sten Mk. 2.
    • Decreased long range damage for MP40.
    • Enlarged aperture on the M1 Carbine, Springfield and M1 Garand.
    • Increased the bolt cycle speed of the Enfield.
    • Increased the speed of the Stielhandgranate prime animations.
  • Ammo changes
    • Added more reserve ammo to bolt-action rifles.
    • You can now obtain an extra bazooka rocket if you have a heavy kit.
    • Heavy kit now gives additional explosives to the first explosive slot instead of the second slot.
  • Artillery changes
    • Added separate artillery cooldown for attackers and defenders in Offensive. Attackers may call artillery every 30 seconds while Defenders may call artillery every 60 seconds.
    • Reduced Liberation artillery cooldown to 30 seconds (from 40), since the gameplay is more scattered and therefore harder to get a direct hit.

Coop Changes
  • General:
    • Removed legacy Insurgency difficulties and replaced them with doi_bot_difficulty (easy, normal, hard)
    • Hard bots now have a faster turning speed and double the accuracy of normal bots.
    • Incendiary grenades block bot visibility for much longer (5 seconds to 14 seconds).
  • Behavior:
    • Officers will now more frequently try to call in artillery, and will be more careful about hitting friendlies.
    • MG enemies have had their accuracy and reaction times reduced substantially.
    • Flamethrower enemies now react instantly and will try to fire over cover.
    • Enemies with a height advantage over their target will fire more accurately.
    • Various minor tweaks/bugfixes to locomotion, behaviors and obstacle avoidance.
  • Entrenchment:
    • Enemies will use flank routes to get around chokepoints.
    • Enemies will split up and attack different objectives, or focus on a single objective depending on the current success of the attack.
  • Stronghold:
    • Enemies will now respawn by default when a point is captured (mp_stronghold_respawn_on_capture).
Bug Fixes
  • Fixed instances where bots would spawn sliding.
  • Fixed shot alignment issues when transitioning to ironsights with the Ithaca or P-08.
  • Fixed blood effect spam when killing a player with a melee weapon.
  • Fixed tactical reload animation being triggered when the Ithaca was loaded but needed pumping.
  • Fixed t-posing when sprinting with an M1 carbine with a bayonet.
  • Fixed shooting a teammates radio/fuel tank causing it to destroy/explode.
  • Artillery cooldown has been reset on round restart

Map Changes
  • Dog Red
    • Added extra Sherman tank on the beach at the center.
    • Removed back entrance at radio bunker to slow down the Axis from reaching C.
    • Fixed an issue at the beach where the player could get stuck behind some walls.
    • Set lamps in the beach bunkers to non-solid.
  • Ortona
    • Completed interior art pass.
    • Continued map optimization.
    • Added additional player clips.
    • Fixed several map flaws and exploits.
  • Sicily
    • Improved performance in several areas of the map.
    • Fixed a nodraw face behind the radio tower.

The Future

For the next major update, in addition to various new content, one of the features we are working on is body dismemberment. It seems that one of the qualities of the game people love is its intense nature and gritty combat, so we expect dismemberment will only push that even further. We hope to have this in before Halloween time.



We’re in the design process for Day of Infamy’s ranking up progression system, as well as its competitive Liberation mode which will allow players to rank up faster. As you ascend through the game’s ranks, you will earn medals and unlock random unit badges/headgear. The unit badges would be visible on your character as an arm patch and special headgear. We are looking into the possibility of making these tradeable through Steam’s inventory system.

Your profile card is essentially a trading card representing your persona. Players will be able to see the profile cards of friends and stack up against one another in leaderboards. On the back side of profile cards will show more detailed statistics of your persona.



We recently started a new official map, which is based on the classic Day of Defeat map Avalanche. The map is in an early block out stage, and will likely be tested on the beta branch at some point in the not too distant future, for those interested. If you would like to get beta branch event updates, we would suggest joining the official game group here.

Community Spotlight

The Day of Infamy Workshop has be buzzing with new content, from updated rifle sights to new maps and sound replacements there is something for everyone. If you're interested in what’s on offer you can check out all the workshop content here.

Here are a few highlights:

Day of Resurgence Alpha
Third-person total conversion mod that explores Day of Infamy from a new perspective.
http://steamcommunity.com/sharedfiles/filedetails/?id=736631377



Propaganda loading screens.
http://steamcommunity.com/sharedfiles/filedetails/?id=737159194



Panzerschlacht
http://steamcommunity.com/sharedfiles/filedetails/?id=748373492

Day of Infamy - Mikee


The current update schedule for Day of Infamy consists of major content updates every few months, with smaller updates in between. We will likely do the occasional sale timed with these larger updates, as our total wishlist count on Steam is nearing 100,000 people.

Today’s update would be considered an in between update. It contains weapon / class / artillery / gameplay balance, flamethrower dynamic lighting, a new weapon, and more. It’s nothing substantial, but it makes the game a bit more fun and addresses a lot of grief people have expressed.

We are also releasing a new survey to go along with the update, so we can gather some feedback on the game and improve it going forward. We encourage you all to participate in the survey if you have some spare time. It can be found here: https://www.surveymonkey.com/r/DOI_Early_Access_Survey_Aug_2016

Full changelist below:

New Features
  • New Flamethrower features:
    • Fire lights up darkened areas.
    • Fire damage now reflects and bounces off surfaces to match the visual effect.
  • New white phosphorus barrage option for Commonwealth forces.

New Content
  • New PIAT launcher for Commonwealth forces.
  • New “Pig Sticker” bayonet for Commonwealth forces.
  • New P-08 first person animations.
  • Faction specific flamethrower death VO.
  • Additional US “report status” squad leader VO.

Visual Updates
  • Optimized radios, flamethrower tanks reducing memory footprint.
  • Updated textures for Mk.2 flamethrower.
  • Added visual change to British radio when destroyed.
User Experience Improvements
  • Added “custom games” option to the main menu which allows players to find servers running custom maps and game rules.
  • Added “not full” filter option to the server browser.
  • Refreshing the server list will no longer reset sorting.
  • Pressing F5 on the keyboard will also refresh the server list.
  • Grayed out the buttons for full classes on the outfit selection menu.

Gameplay Improvements
  • Squad changes
    • The second squad can now only be unlocked once a certain amount of players are on the server (6 by default). This has allowed us to better balance class and weapon limitations.
    • Reduced Support classes by 1 per squad.
    • Reduced Machinegunner availability on attacking teams by 1 per squad.
  • Supply / class adjustments
    • StG-44 supply cost increased by 1 for Wehrmacht Support
    • StG-44 supply cost increased by 2 for Wehrmacht Assault
    • Bren Gun supply cost reduced by 1 for Commonwealth Machinegunner.
    • G43 supply cost increased by 2 for Wehrmacht Rifleman
  • Weapon changes
    • Added visual and audio feedback to hitting static world geometry with a melee weapon or bayonet.
    • Flamethrower fire damage radius has been scaled over range making it harder to self damage.
    • Increased total flamethrower fire burn damage over time from 15 to 20.
    • Reduced flamethrower spread from 160 back to 128 to compensate for changes.
    • Reduced time taken to cycle the bolt on the Lee-Enfield.
    • New rapid fire and slow fire modes for BAR which replace current full auto and semi-auto fire modes.
    • Increased MG42 hip fire recoil and free aim area.
    • Increased MG42 recoil when iron sights and not deployed.
    • StG-44 recoil increased slightly.
    • Slightly reduced recoil for Bren Gun.
    • Slightly increased damage for Bren and Lewis Gun.
    • Increased close quarters damage for Ithaca shotgun.
    • Increased close quarters damage for Sten Mk. 2.
    • Decreased long range damage for Sten Mk. 2.
    • Decreased long range damage for MP40.
    • Enlarged aperture on the M1 Carbine, Springfield and M1 Garand.
    • Increased the bolt cycle speed of the Enfield.
    • Increased the speed of the Stielhandgranate prime animations.
  • Ammo changes
    • Added more reserve ammo to bolt-action rifles.
    • You can now obtain an extra bazooka rocket if you have a heavy kit.
    • Heavy kit now gives additional explosives to the first explosive slot instead of the second slot.
  • Artillery changes
    • Added separate artillery cooldown for attackers and defenders in Offensive. Attackers may call artillery every 30 seconds while Defenders may call artillery every 60 seconds.
    • Reduced Liberation artillery cooldown to 30 seconds (from 40), since the gameplay is more scattered and therefore harder to get a direct hit.

Coop Changes
  • General:
    • Removed legacy Insurgency difficulties and replaced them with doi_bot_difficulty (easy, normal, hard)
    • Hard bots now have a faster turning speed and double the accuracy of normal bots.
    • Incendiary grenades block bot visibility for much longer (5 seconds to 14 seconds).
  • Behavior:
    • Officers will now more frequently try to call in artillery, and will be more careful about hitting friendlies.
    • MG enemies have had their accuracy and reaction times reduced substantially.
    • Flamethrower enemies now react instantly and will try to fire over cover.
    • Enemies with a height advantage over their target will fire more accurately.
    • Various minor tweaks/bugfixes to locomotion, behaviors and obstacle avoidance.
  • Entrenchment:
    • Enemies will use flank routes to get around chokepoints.
    • Enemies will split up and attack different objectives, or focus on a single objective depending on the current success of the attack.
  • Stronghold:
    • Enemies will now respawn by default when a point is captured (mp_stronghold_respawn_on_capture).
Bug Fixes
  • Fixed instances where bots would spawn sliding.
  • Fixed shot alignment issues when transitioning to ironsights with the Ithaca or P-08.
  • Fixed blood effect spam when killing a player with a melee weapon.
  • Fixed tactical reload animation being triggered when the Ithaca was loaded but needed pumping.
  • Fixed t-posing when sprinting with an M1 carbine with a bayonet.
  • Fixed shooting a teammates radio/fuel tank causing it to destroy/explode.
  • Artillery cooldown has been reset on round restart

Map Changes
  • Dog Red
    • Added extra Sherman tank on the beach at the center.
    • Removed back entrance at radio bunker to slow down the Axis from reaching C.
    • Fixed an issue at the beach where the player could get stuck behind some walls.
    • Set lamps in the beach bunkers to non-solid.
  • Ortona
    • Completed interior art pass.
    • Continued map optimization.
    • Added additional player clips.
    • Fixed several map flaws and exploits.
  • Sicily
    • Improved performance in several areas of the map.
    • Fixed a nodraw face behind the radio tower.

The Future

For the next major update, in addition to various new content, one of the features we are working on is body dismemberment. It seems that one of the qualities of the game people love is its intense nature and gritty combat, so we expect dismemberment will only push that even further. We hope to have this in before Halloween time.



We’re in the design process for Day of Infamy’s ranking up progression system, as well as its competitive Liberation mode which will allow players to rank up faster. As you ascend through the game’s ranks, you will earn medals and unlock random unit badges/headgear. The unit badges would be visible on your character as an arm patch and special headgear. We are looking into the possibility of making these tradeable through Steam’s inventory system.

Your profile card is essentially a trading card representing your persona. Players will be able to see the profile cards of friends and stack up against one another in leaderboards. On the back side of profile cards will show more detailed statistics of your persona.



We recently started a new official map, which is based on the classic Day of Defeat map Avalanche. The map is in an early block out stage, and will likely be tested on the beta branch at some point in the not too distant future, for those interested. If you would like to get beta branch event updates, we would suggest joining the official game group here.

Community Spotlight

The Day of Infamy Workshop has be buzzing with new content, from updated rifle sights to new maps and sound replacements there is something for everyone. If you're interested in what’s on offer you can check out all the workshop content here.

Here are a few highlights:

Day of Resurgence Alpha
Third-person total conversion mod that explores Day of Infamy from a new perspective.
http://steamcommunity.com/sharedfiles/filedetails/?id=736631377



Propaganda loading screens.
http://steamcommunity.com/sharedfiles/filedetails/?id=737159194



Panzerschlacht
http://steamcommunity.com/sharedfiles/filedetails/?id=748373492

Day of Infamy - Argyll


Today we are releasing a patch for Day of Infamy that includes optimizations, gameplay adjustments, and art updates.

Stability Improvements
  • Reduced the memory footprint of a lot of character and first person weapon assets to help improve stability on low end systems.
Gameplay Improvements
  • Increased the speed of all fire cycle, reload and grenade launcher equip/unequip animations for bolt actions.
  • Reduced the base cost of all bolt action rifles from 2 to 1.
  • Flamethrower splash radius increased from 128 to 160.
  • Flamethrower burn requirements have been tweaked. Players will catch alight more frequently but burn for less time.
Coop Modes
  • Entrenchment
    • Enemies capturing a point no longer disables the regroup point. It will only change after the point is captured.
  • Stronghold
    • An enemy wave will always spawn when the last point is unlocked.
    • Added a CVar to respawn an enemy bot wave when a point is captured: mp_stronghold_respawn_on_capture (off by default).
  • Behavior
    • Avoidance and navigation has been tweaked to prevent bots getting stuck on world objects.
    • Bots will be more careful when advancing and avoid areas with machinegun fire.
Bug Fixes
  • Fixed Sniper class being cut off on the kit selection screen on low resolution screens.
  • Fixed burned and blown up textures not showing on all character heads.
  • M1 Garand has been set to open bolt so you can’t +1 it by reloading it when it’s full.
  • Fixed flamethrowers not igniting alive players.

Visual Improvements
  • New BAR and Webley first person animations.
  • New empty reloads for the Thompson when you have 20 or 30 round magazines.
  • Improved various third person weapon models.
  • Updated textures for the German gear.
  • Adjusted character materials to improve the shading of character models.
  • New BAR weapon model.
  • Updated textures for Enfield, Lifebuoy, Bren and Springfield.
  • New US Entrenching tool weapon.
  • Added shortsleeve view models for british faction.
  • New world models for STG44, MP40 M1911, MK2, M1A1.
  • Visual improvements on M1911, Mk.2, STG44, MP40, MG42, and MG34.
  • Updated the water shader with a more realistic Fresnel term for reflections.

Map Changes
  • Dog Red
    • Entrenchment: Added an additional objective between the front bunkers and rear bunker.
    • Replaced lights in the beach bunkers with lamps.
    • Clipped the side of a beach bunker.
    • Fixed floating props.
    • Adjusted cover entities.
  • Comacchio
    • Adjusted cover entities.
  • Sicily
    • Adjusted cover entities.
    • Fixed floating bushes.
  • Bastogne
    • Adjusted cover entities and added numerous others.
    • Removed nav grids from under play area.
  • Reichswald
    • Adjusted cover entities.
  • Ortona
    • Started interior art pass.
    • Added/adjusted cover entities.
Day of Infamy - Spearin


Today we are releasing a patch for Day of Infamy that includes optimizations, gameplay adjustments, and art updates.

Stability Improvements
  • Reduced the memory footprint of a lot of character and first person weapon assets to help improve stability on low end systems.
Gameplay Improvements
  • Increased the speed of all fire cycle, reload and grenade launcher equip/unequip animations for bolt actions.
  • Reduced the base cost of all bolt action rifles from 2 to 1.
  • Flamethrower splash radius increased from 128 to 160.
  • Flamethrower burn requirements have been tweaked. Players will catch alight more frequently but burn for less time.
Coop Modes
  • Entrenchment
    • Enemies capturing a point no longer disables the regroup point. It will only change after the point is captured.
  • Stronghold
    • An enemy wave will always spawn when the last point is unlocked.
    • Added a CVar to respawn an enemy bot wave when a point is captured: mp_stronghold_respawn_on_capture (off by default).
  • Behavior
    • Avoidance and navigation has been tweaked to prevent bots getting stuck on world objects.
    • Bots will be more careful when advancing and avoid areas with machinegun fire.
Bug Fixes
  • Fixed Sniper class being cut off on the kit selection screen on low resolution screens.
  • Fixed burned and blown up textures not showing on all character heads.
  • M1 Garand has been set to open bolt so you can’t +1 it by reloading it when it’s full.
  • Fixed flamethrowers not igniting alive players.

Visual Improvements
  • New BAR and Webley first person animations.
  • New empty reloads for the Thompson when you have 20 or 30 round magazines.
  • Improved various third person weapon models.
  • Updated textures for the German gear.
  • Adjusted character materials to improve the shading of character models.
  • New BAR weapon model.
  • Updated textures for Enfield, Lifebuoy, Bren and Springfield.
  • New US Entrenching tool weapon.
  • Added shortsleeve view models for british faction.
  • New world models for STG44, MP40 M1911, MK2, M1A1.
  • Visual improvements on M1911, Mk.2, STG44, MP40, MG42, and MG34.
  • Updated the water shader with a more realistic Fresnel term for reflections.

Map Changes
  • Dog Red
    • Entrenchment: Added an additional objective between the front bunkers and rear bunker.
    • Replaced lights in the beach bunkers with lamps.
    • Clipped the side of a beach bunker.
    • Fixed floating props.
    • Adjusted cover entities.
  • Comacchio
    • Adjusted cover entities.
  • Sicily
    • Adjusted cover entities.
    • Fixed floating bushes.
  • Bastogne
    • Adjusted cover entities and added numerous others.
    • Removed nav grids from under play area.
  • Reichswald
    • Adjusted cover entities.
  • Ortona
    • Started interior art pass.
    • Added/adjusted cover entities.
Day of Defeat - contact@rockpapershotgun.com (Brendan Caldwell)

Every Monday, Brendan heads to the frontlines of early access and writes about his heroic battles there. This week, he repeatedly fires upon his own team in multiplayer shooter Day of Infamy.>

In an age of Overwatches and hyper-CoDs it s easy to forget that every first-person shooter was once set inside a single trench of World War II. Returning to this battlefield might seem like a terrible idea to some who ve served their time in the hellish artillery bombardments of yesteryear. But I never played Day of Defeat, the Half-Life mod upon which this new WWII outing is based. So fumbling with grenades in the mud and snow of the Western front is something I was happy to do. I even tried my hand at commanding the other men. Which obviously resulted in everyone being disintegrated into thousands of tiny pieces.

… [visit site to read more]

Day of Infamy - TKAzA


Today we are releasing an update to Day of Infamy that includes many improvements to AI behaviors, bug fixes, and stability improvements. Full changelist below:

Stability Improvements
  • Reduced the amount of memory being used by the game. Crashing on OSX should be reduced as a result.
Gameplay Improvements
  • Added new VO response for the Commonwealth officer and subordinate.
  • Added bayonet option for M1 Carbine.
  • The Sten, BAR, Thompson and all LMGs are now open bolt.
  • Some bot count adjustments to Coop based on testing.
  • AI behavior improvements:
    • Bots throw smoke grenades more frequently if they have them.
    • Bots should behave a bit more strategically and display a bit more caution when indoors and moving through corridors / doorways.
    • Bots will now look around and scan the area when idle instead of just standing facing in the same direction.
    • If a bot is low on ammo, it will not pursue enemies.
  • New AI command response behaviors:
    • “Need backup” has nearby AI teammates gather around you.
    • “Move” sends AI teammates moving toward a particular location ahead.
    • “Hold position” has AI teammates find cover nearby and hold their position.
    • “Go” returns the AI to its default orders.
    • “Request Smoke” adds a grenade target for nearby AI friendlies.
    • “Spread out” makes your nearby AI teammates spread out.
    • “Stick together” makes your nearby AI teammates tighten their formation.
    • Bots will yell “Yes, sir” / “On the way” in response to commands.
Bug Fixes
  • Fixed scoreboard overview and class options being cut off on ultra-wide resolutions.
  • Getting kicked or timed out from a server will now show the main menu correctly.
  • Reworked some of the AI path costing code, so bots should avoid using the same route over and over again.
  • Fixed artillery assists not working.
  • Kill notifications no longer uses a specific color if the person is in your squad (this may have been causing confusion if relative team colors were disabled).
  • Improved ragdoll behavior.
  • Fixed some material related exploits.
  • Reduced instances of gear and weapon upgrades being visible or floating in the world when they shouldn’t be.
  • Atmospheric bloom setting now saves and loads properly.
Visual Improvements
  • New face models for Commonwealth.
  • Updated StG-44 first person animations.
  • M1 Carbine, STG44, M1911, Webley and Lewis texture improvements.
  • Scaled up Lewis gun model in third person.
  • Updated smoke particle.
  • Reduced broken radio sizzle particle.
User Experience Improvements
  • Updated American and Commonwealth class UI images.
  • A summary of the news article is now displayed on the main menu.
  • Added new loading screen hints for coop and single player modes.
Map Changes
  • Dog Red
    • Moved Offensive B objective to a different location.
    • Tweaked flanking routes on the beach to make it a bit easier for Allies to Reach A.
    • Reworked underground tunnel near Offensive B to make it less mazy.
    • Added new area for Axis final radio location and spawn in Offensive.
    • Adjusted several routes in the map to improve level flow for all modes.
    • Soundscape fixes and updates.
    • Fixed a displacement issue at A Offensive where players could get stuck.
    • Added lights inside the beach bunkers.
  • Comacchio
    • Axis can no longer spawn camp allies at Offensive C.
    • Adjusted the church capture zone.
    • Visual improvements to several buildings along the river.
    • Added new props inside multiple buildings.
    • Performance improvements throughout the map.
  • Sicily
    • Adjusted AI navmesh to repair stuck spot.
    • Adjusted AI cover behavior at several locations.
    • Fixed numerous environmental flaws.
    • Added new props.
    • Added several player clips to improve player movement.
  • Bastogne
    • Added additional cover and altered terrain height in the map’s middle section.
    • Optimized navmesh.
...