Day of Infamy - JBlum
We have just released a small, optional update which should stop the "Engine Hunk Overflow" error from happening on Mac when connecting to servers.

This is a client side update, so servers will not have to restart.
Day of Infamy - JBlum
We have just released a small, optional update which should stop the "Engine Hunk Overflow" error from happening on Mac when connecting to servers.

This is a client side update, so servers will not have to restart.
Day of Infamy - Argyll


Today we are excited to unveil our most significant update yet. We are referring to it as the Dismemberment Update, paying tribute to Halloween and the new character dismemberment feature.



In addition to dismemberment, this update contains a lot of new content including new map Salerno, based on Avalanche from Day of Defeat. This map is not only nostalgic for Day of Defeat players, but it is a ton of fun especially when combined with the new dismemberment feature and the new weapons that have been added to the game.



The new weapons include the Browning HP, Thompson M1A1, TNT/Sprengbuchse explosives, Panzerschreck, Nebelhandgranate and for coop only the scoped M1C Garand and suppressed Sten Mk. V.



Full changelist of this update below:

New Feature
  • Added dismemberment. Players can now lose their limbs on or after death when an explosion goes off or a limb has taken a high amount of bullet damage. This can be toggled on or off through game options.

New Content
  • New map:
    • Salerno. Layout based on Avalanche from Day of Defeat.
  • New weapons:
    • Browning Hi-Power: Sidearm option for the Commonwealth faction.
    • Sten Mk V: Primary weapon for Commonwealth Officer.
    • Thompson M1A1: replaces M1928A1 on US Army faction.
    • TNT/Sprengbuchse fuse explosive.
    • Panzerschreck: German rocket launcher.
    • Nebelhandgranate: German smoke grenade.
    • M1C Garand (Currently coop only, will consider for PvP)
    • Suppressed Sten MK5 (Currently coop only, will consider for PvP)
Stability Improvements
  • Fixed a crash in Sicily Entrenchment.
  • OS X: All models are unloaded between level changes to prevent memory-related crashes.
Gameplay Improvements
  • Added the ability to reload with stripper clips even when the weapon is not empty. In these cases, new rounds will be loaded one-by-one.
  • Added new team-only dialogue for incoming rockets and grenades.
  • Added dialogue for when artillery is ready to fire.
Balance Changes
  • Flamethrower projectiles now take a brief period to reach maximum range after firing.
  • Increased bazooka damage from 120 to 150.
Bug Fixes
  • Fixed some cases where the grenade throwback would result in no weapon being held.
  • Fixed an issue where decals wouldn’t draw properly on Comacchio.
  • Fixed a bug where spawning in single-player wasn’t choosing your selected class correctly.
User Experience Improvements
  • Added a new icon for radiomen seen by officers when their artillery is on cooldown.
  • Added a new icon for players on your team who are on your Steam Friends list. (Can be toggled on/off in Game options)
Visual Improvements
  • Certain radial commands will now play an animated gesture on the character.
  • New Springfield textures.
  • New Kabar Knife.
  • Unarmed third person animations.
Coop Improvements
  • Added new dialogue and gestures to the bots.
  • Adjusted the bot turn speed to be much slower and less robotic.
  • Increased bot accuracy with launchers.
  • Added a 0.3 second delay to flamethrower bot reaction time.
  • Officer bots will draw their binoculars and stand still when calling artillery.
  • Commonwealth officers will occasionally call in incendiary artillery.
  • Silenced weapons will not be heard by distant bots.
  • Bots who are firing weapons will have their hearing range briefly reduced.
Map Changes
  • Dog Red
    • Fixed numerous flaws identified by the community
    • Stronghold:
      • Lengthened axis spawn timer for final objective
      • Fixed final allied spawn
      • Reduced AI visual distance so they can’t see through some smoke effects
  • Reichswald (Stronghold mode)
    • Fixed final allied spawn
    • Lengthened axis spawn timer for final objective
  • Salerno
    • Continued initial art pass
    • Added Stronghold and Entrenchment modes
  • Comacchio (Entrenchment mode)
    • Added a flank point for the bots at objective A
    • Shortened axis spawn time for objectives A and B
Day of Infamy - Spearin


Today we are excited to unveil our most significant update yet. We are referring to it as the Dismemberment Update, paying tribute to Halloween and the new character dismemberment feature.



In addition to dismemberment, this update contains a lot of new content including new map Salerno, based on Avalanche from Day of Defeat. This map is not only nostalgic for Day of Defeat players, but it is a ton of fun especially when combined with the new dismemberment feature and the new weapons that have been added to the game.



The new weapons include the Browning HP, Thompson M1A1, TNT/Sprengbuchse explosives, Panzerschreck, Nebelhandgranate and for coop only the scoped M1C Garand and suppressed Sten Mk. V.



Full changelist of this update below:

New Feature
  • Added dismemberment. Players can now lose their limbs on or after death when an explosion goes off or a limb has taken a high amount of bullet damage. This can be toggled on or off through game options.

New Content
  • New map:
    • Salerno. Layout based on Avalanche from Day of Defeat.
  • New weapons:
    • Browning Hi-Power: Sidearm option for the Commonwealth faction.
    • Sten Mk V: Primary weapon for Commonwealth Officer.
    • Thompson M1A1: replaces M1928A1 on US Army faction.
    • TNT/Sprengbuchse fuse explosive.
    • Panzerschreck: German rocket launcher.
    • Nebelhandgranate: German smoke grenade.
    • M1C Garand (Currently coop only, will consider for PvP)
    • Suppressed Sten MK5 (Currently coop only, will consider for PvP)
Stability Improvements
  • Fixed a crash in Sicily Entrenchment.
  • OS X: All models are unloaded between level changes to prevent memory-related crashes.
Gameplay Improvements
  • Added the ability to reload with stripper clips even when the weapon is not empty. In these cases, new rounds will be loaded one-by-one.
  • Added new team-only dialogue for incoming rockets and grenades.
  • Added dialogue for when artillery is ready to fire.
Balance Changes
  • Flamethrower projectiles now take a brief period to reach maximum range after firing.
  • Increased bazooka damage from 120 to 150.
Bug Fixes
  • Fixed some cases where the grenade throwback would result in no weapon being held.
  • Fixed an issue where decals wouldn’t draw properly on Comacchio.
  • Fixed a bug where spawning in single-player wasn’t choosing your selected class correctly.
User Experience Improvements
  • Added a new icon for radiomen seen by officers when their artillery is on cooldown.
  • Added a new icon for players on your team who are on your Steam Friends list. (Can be toggled on/off in Game options)
Visual Improvements
  • Certain radial commands will now play an animated gesture on the character.
  • New Springfield textures.
  • New Kabar Knife.
  • Unarmed third person animations.
Coop Improvements
  • Added new dialogue and gestures to the bots.
  • Adjusted the bot turn speed to be much slower and less robotic.
  • Increased bot accuracy with launchers.
  • Added a 0.3 second delay to flamethrower bot reaction time.
  • Officer bots will draw their binoculars and stand still when calling artillery.
  • Commonwealth officers will occasionally call in incendiary artillery.
  • Silenced weapons will not be heard by distant bots.
  • Bots who are firing weapons will have their hearing range briefly reduced.
Map Changes
  • Dog Red
    • Fixed numerous flaws identified by the community
    • Stronghold:
      • Lengthened axis spawn timer for final objective
      • Fixed final allied spawn
      • Reduced AI visual distance so they can’t see through some smoke effects
  • Reichswald (Stronghold mode)
    • Fixed final allied spawn
    • Lengthened axis spawn timer for final objective
  • Salerno
    • Continued initial art pass
    • Added Stronghold and Entrenchment modes
  • Comacchio (Entrenchment mode)
    • Added a flank point for the bots at objective A
    • Shortened axis spawn time for objectives A and B
Day of Infamy - Mikee


On November 6th, we will be hosting a playtesting event for the upcoming Day of Infamy community map contest levels. The deadline for submission of your map to be included in this testing (not the final deadline for the contest) is November 3rd. This test is not part of the judging process and is totally optional, but is a great opportunity for level designers to play through their maps with a full server.

Last month we launched our map contest with Gamebanana and Mapcore, sponsored by Corsair, and are excited to see all the great work our community is capable of. We’re already seeing some really exciting maps on the Mapcore forums, and want to give those creators an opportunity to test their maps. This testing will help designers determine map balance, get inspired with new ideas, and improve their levels overall.

If you are a map creator and would like to submit your map to be included in this testing, your map must first be uploaded to Day of Infamy’s Steam Workshop Then, you must post in this Mapcore thread with a link to your map on the Workshop. Deadline for submission is November 3rd at 3:00pm EST, at which point we will create a playlist for all the submitted maps and ready our servers to host them starting November 6th.

Remember this is not final submission for the contest. You supply the maps and we’ll supply the servers. It is not required to participate in this testing if you are entering a map in the contest.

If you are a player and want to play these maps, you will need to subscribe on Day of Infamy’s Steam Workshop to a playlist we create. You’ll then be able to start up Day of Infamy and see the additional playlist when looking for servers. Our servers will go live for November 6th. So keep your eyes open on various social media and here on Steam for when we announce the playlist is ready.

Thanks, and we’ll see you in the servers!
Day of Infamy - Mikee


On November 6th, we will be hosting a playtesting event for the upcoming Day of Infamy community map contest levels. The deadline for submission of your map to be included in this testing (not the final deadline for the contest) is November 3rd. This test is not part of the judging process and is totally optional, but is a great opportunity for level designers to play through their maps with a full server.

Last month we launched our map contest with Gamebanana and Mapcore, sponsored by Corsair, and are excited to see all the great work our community is capable of. We’re already seeing some really exciting maps on the Mapcore forums, and want to give those creators an opportunity to test their maps. This testing will help designers determine map balance, get inspired with new ideas, and improve their levels overall.

If you are a map creator and would like to submit your map to be included in this testing, your map must first be uploaded to Day of Infamy’s Steam Workshop Then, you must post in this Mapcore thread with a link to your map on the Workshop. Deadline for submission is November 3rd at 3:00pm EST, at which point we will create a playlist for all the submitted maps and ready our servers to host them starting November 6th.

Remember this is not final submission for the contest. You supply the maps and we’ll supply the servers. It is not required to participate in this testing if you are entering a map in the contest.

If you are a player and want to play these maps, you will need to subscribe on Day of Infamy’s Steam Workshop to a playlist we create. You’ll then be able to start up Day of Infamy and see the additional playlist when looking for servers. Our servers will go live for November 6th. So keep your eyes open on various social media and here on Steam for when we announce the playlist is ready.

Thanks, and we’ll see you in the servers!
Day of Infamy - Mikee


Today we are releasing a patch to address a crash and some gameplay balance since our most recent update. See the changelist below:

Stability Fixes
  • Fixed an entity limit crash on Sicily.

Gameplay Improvements
  • Made adjustments to the multiplayer supply economy based on feedback.
    • Supply Cost Changes
      • Bayonets, Stripper Clips and Slings were all reduced in cost for the Rifleman class, now only 1 supply each.
      • M1 Garand default supply reduced from 5 to 4.
      • Thompson with 30 round magazine was reduced from 10 to 8 total supply. The base Thompson with 20 round magazine now costs 6 instead of 7, and the 30 round magazine upgrade costs 2 instead of 3.
      • BAR supply reduced from 7 to 6 for American Support class.
    • Default Loadout Changes
      • Extra grenade for German and British Rifleman added to default loadout to offset cheaper stripper clips.
      • Sling for American Rifleman added to default loadout to offset cheaper M1 Garand.
  • Updated third person crouch leaning animations and crouch idle positions to line up better with where the first person camera is.

Bug Fixes
  • Fixed a bug where AI weren’t losing accuracy against sprinting/moving targets.

Updated Content
  • New Mills grenade model and texture.
  • Charging handle for Grease gun with correct reload animation.

Map Changes
  • Sicily
    • Reduced entities to fix crashes.
    • Polished 3d skybox.
  • Comacchio
    • Fixed Frontline axis radio position that was spawning inside a prop.
    • Moved the Entrenchment Axis objective A spawn.
    • Modified so bots will cross the river in a few spots near the bridge to solve a movement problem with Entrenchment mode.
    • Modified displacements on destroyed buildings near the bridge so the bricks don’t look stretched.
    • Clipped a few spots where bots would get stuck.
    • Removed spots from navmesh where bots would get stuck.
  • Reichswald
    • Removed stuck spots at front entrenchments.
  • Bastogne
    • Expanded skybox for urban area.
    • Tweaked skybox fog levels.
    • Reblended some textures.
    • Fixed a supply crate position.

‘In Testing’ Playlist Updates
  • Updated Salerno map
  • Added dismemberment for Germans

Thanks, enjoy!
Day of Infamy - Mikee


Today we are releasing a patch to address a crash and some gameplay balance since our most recent update. See the changelist below:

Stability Fixes
  • Fixed an entity limit crash on Sicily.

Gameplay Improvements
  • Made adjustments to the multiplayer supply economy based on feedback.
    • Supply Cost Changes
      • Bayonets, Stripper Clips and Slings were all reduced in cost for the Rifleman class, now only 1 supply each.
      • M1 Garand default supply reduced from 5 to 4.
      • Thompson with 30 round magazine was reduced from 10 to 8 total supply. The base Thompson with 20 round magazine now costs 6 instead of 7, and the 30 round magazine upgrade costs 2 instead of 3.
      • BAR supply reduced from 7 to 6 for American Support class.
    • Default Loadout Changes
      • Extra grenade for German and British Rifleman added to default loadout to offset cheaper stripper clips.
      • Sling for American Rifleman added to default loadout to offset cheaper M1 Garand.
  • Updated third person crouch leaning animations and crouch idle positions to line up better with where the first person camera is.

Bug Fixes
  • Fixed a bug where AI weren’t losing accuracy against sprinting/moving targets.

Updated Content
  • New Mills grenade model and texture.
  • Charging handle for Grease gun with correct reload animation.

Map Changes
  • Sicily
    • Reduced entities to fix crashes.
    • Polished 3d skybox.
  • Comacchio
    • Fixed Frontline axis radio position that was spawning inside a prop.
    • Moved the Entrenchment Axis objective A spawn.
    • Modified so bots will cross the river in a few spots near the bridge to solve a movement problem with Entrenchment mode.
    • Modified displacements on destroyed buildings near the bridge so the bricks don’t look stretched.
    • Clipped a few spots where bots would get stuck.
    • Removed spots from navmesh where bots would get stuck.
  • Reichswald
    • Removed stuck spots at front entrenchments.
  • Bastogne
    • Expanded skybox for urban area.
    • Tweaked skybox fog levels.
    • Reblended some textures.
    • Fixed a supply crate position.

‘In Testing’ Playlist Updates
  • Updated Salerno map
  • Added dismemberment for Germans

Thanks, enjoy!
Day of Infamy - Mikee


We will be hosting a livestream this Sunday October 2nd at 2:00 pm EST at https://www.twitch.tv/newworld to showcase some of the work in progress maps from our Day of Infamy map contest and talk about our level design.

A couple weeks ago we launched our map contest with Gamebanana and Mapcore, sponsored by Corsair, and are already seeing some awesome maps being developed. Participants have until November 24th to create, test and upload an original or Day of Defeat inspired map for Day of Infamy. And it's not too late to get started!

Hosts will be lead level designer Jeroen Van Werkhoven and community manager Michael Tsarouhas. First they'll go over the levels posted so far on Mapcore and give feedback. Then they'll hop into Source's Hammer level editor and create a level with help from the chat, going over what exactly makes for a good map. And as always, there will be a Q&A section at the end for questions about mapping, Day of Infamy, or any of New World's projects. Check out the Steam event for the stream here. We'll see you there!
Day of Infamy - Mikee


We will be hosting a livestream this Sunday October 2nd at 2:00 pm EST at https://www.twitch.tv/newworld to showcase some of the work in progress maps from our Day of Infamy map contest and talk about our level design.

A couple weeks ago we launched our map contest with Gamebanana and Mapcore, sponsored by Corsair, and are already seeing some awesome maps being developed. Participants have until November 24th to create, test and upload an original or Day of Defeat inspired map for Day of Infamy. And it's not too late to get started!

Hosts will be lead level designer Jeroen Van Werkhoven and community manager Michael Tsarouhas. First they'll go over the levels posted so far on Mapcore and give feedback. Then they'll hop into Source's Hammer level editor and create a level with help from the chat, going over what exactly makes for a good map. And as always, there will be a Q&A section at the end for questions about mapping, Day of Infamy, or any of New World's projects. Check out the Steam event for the stream here. We'll see you there!
...