Day of Infamy

Day of Infamy, a standalone WWII rework of modern combat game Insurgency, is worthy of the 'Day of' moniker—which in this case references Roosevelt's Pearl Harbor speech, but also tips its hat to the classic Half-Life mod and eventual standalone game Day of Defeat. It's what I probably imagined Day of Defeat would like in the future, back when I was staying up all night playing it in the early 2000s.

For a more modern comparison, because Day of Infamy does play differently than its DoD cousin, it's pulling me in like the launches of Red Orchestra 2 and Rising Storm did. It shares a lot with those games—friendly-fire and officers who can call in airstrikes, for instance—but with simpler weapons and tighter, blockier Source Engine maps, striking a balance between Red Orchestra’s ‘you can manually bolt your rifle’ authenticity and the action of classics like Medal of Honor: Allied Assault. It's nice to hear the ping of an M1 Garand again.

I heard every clang as he trudged around the building looking for the holdout keeping the point secure.

At one point, hunched in the corner of a crumbling apartment with a bolt-action rifle, I listened as metallic footsteps approached and faded away and approached again. I didn't dare hit Tab to see who was alive, but suspected I may be among only two or three still-breathing teammates, while the others waited to spawn in a new wave of reinforcements—it gave me those late game Counter-Strike nerves, when you know your whole team is watching your last stand.

My stalker could have hit Alt to creep, silencing his footsteps, but I heard every clang as he trudged around the building looking for the holdout keeping the point secure. Then, a cloud of flames erupted through a doorway to my right. The flamethrower's burning tip appeared through the door first, the hunter followed and turned to his left where I was crouched in a kitchen, and I shot him in the chest. (Damn campers.)

Had I missed, I'd have been charcoal, and as it turned out, we would've lost. That level of pressure has been rare in Day of Infamy so far—I've played about five hours—as wins tend to be more decisive. But I did witness one match come down to a knife fight, and another end with half of a team hunting down just one guy from my side. Watching from the dead ranks, we cheered him on as he evaded like experienced prey, darting through buildings, doubling back, eventually falling to a burst of machinegun fire.

Above: Ultrawide support makes me happy.

Smoke and errors

Outside of those arena shooter-like standoffs, success in Day of Infamy is half planning, half execution. The most frustrating moments (outside of being blown up by a plane in my spawn) occur when I get the former part right, but flub the follow-through. I suspect a troop of reinforcements will jog down an alley to the right, for example, but I'm a second too late deploying my machinegun's tripod and what would've been four easy kills ends in waiting 25 seconds for another respawn wave.

But as ABC's Wide World of Sports reminds us, the thrill of victory must contrast with the agony of defeat. In my first properly good match, which put me in the upper third of the scoreboard, I found a perfect spot to cozy up with my machinegun sights, wasting the better part of two waves as they sprinted between buildings—even hitting some through smoke cover.

One minor detail unexpectedly boosts the thrill of Day of Infamy: you can't see your K/D ratio while alive. You aren't meant to know whether or not you just winged someone, or if spraying through clouds of dust and smoke had any effect, until you're between lives. If you can’t see a body—which is often, with how much smoke is used—the only way to know your target isn’t aiming back at you is to go look (or get shot). Several times I took a long shot with a bolt-action rifle, but had no idea if I hit the mark until I opened the scoreboard later while waiting to spawn. The delay only makes it more gratifying to learn that an unlikely shot was on target. The little number by your name is so tiny, even it can’t seem to believe that you ticked it up with that shot.

I only wish talking to my team were more fun so far. The built-in voice chat works well, but last night it was dominated by a few witless sacks of head cheese spewing racial slurs as they tried extremely hard to be seen as brave provocateur scamps. No one wanted to talk to the racist tryhards, so for the most part, no one else talked.

It’s possible I was just unlucky to end up in that group, and muting players mitigates the problem, but it was a disappointing first impression of the community. When I do find a team that’s communicating in a fun way, calling out enemy locations and coordinating attacks—which also happened, briefly—Day of Infamy can absorb hours just as well as Day of Defeat did back when I was in high school.

Day of Infamy - Argyll


Today we have released a small update to address a number of minor issues. Full changelist below:

Updated Content

  • Updated German 29th Panzer unit to alleviate identification confusion.
    • Officer: khaki jacket, grey pants.
    • Sniper: khaki jacket, khaki pants.
    • All other classes: grey jacket, khaki pants.
    • Updated first person sleeves to khaki.
Fixes
  • Fixed an issue where the US 28th Infantry Division unit was not available on Foy, Bastogne or Reichswald.
  • Fixed Gordon Highlanders unit not being available on Ortona.
  • Add missing camo netting helmets for the Officer, Rifleman & Sniper classes of the US 82nd Airborne unit.
  • Fixed an issue where the US 82nd Airborne unit had the wrong uniform assigned on spawn.
  • Corrected unit art & player profile art for the US 82nd & 101st Airborne units.
  • Tweaked the texture colour for the german snow camouflage & wehrmacht sleeves.
  • Fixed HUD icons dimming when spectating a player who is aiming down sights.

Map Balance & Fixes

Sicily
  • Fixed a destructible wall that was assigned to the wrong faction.
Foy
  • Added missing final Entrenchment spawn.
  • Added a trench along the open field to assist Allies in reaching the first farmhouse objective.
  • Updated navmesh.
Bastogne
  • Smoothed terrain to improve movement throughout the map.
  • Fixed nodraw brush
Saint Lo
  • Fixed a stretched texture.
  • Moved the Axis neutral spawn further back in Frontline.
Day of Infamy - Spearin


Today we have released a small update to address a number of minor issues. Full changelist below:

Updated Content

  • Updated German 29th Panzer unit to alleviate identification confusion.
    • Officer: khaki jacket, grey pants.
    • Sniper: khaki jacket, khaki pants.
    • All other classes: grey jacket, khaki pants.
    • Updated first person sleeves to khaki.
Fixes
  • Fixed an issue where the US 28th Infantry Division unit was not available on Foy, Bastogne or Reichswald.
  • Fixed Gordon Highlanders unit not being available on Ortona.
  • Add missing camo netting helmets for the Officer, Rifleman & Sniper classes of the US 82nd Airborne unit.
  • Fixed an issue where the US 82nd Airborne unit had the wrong uniform assigned on spawn.
  • Corrected unit art & player profile art for the US 82nd & 101st Airborne units.
  • Tweaked the texture colour for the german snow camouflage & wehrmacht sleeves.
  • Fixed HUD icons dimming when spectating a player who is aiming down sights.

Map Balance & Fixes

Sicily
  • Fixed a destructible wall that was assigned to the wrong faction.
Foy
  • Added missing final Entrenchment spawn.
  • Added a trench along the open field to assist Allies in reaching the first farmhouse objective.
  • Updated navmesh.
Bastogne
  • Smoothed terrain to improve movement throughout the map.
  • Fixed nodraw brush
Saint Lo
  • Fixed a stretched texture.
  • Moved the Axis neutral spawn further back in Frontline.
Day of Infamy - JBlum


Join us at 12:00 pm EST today for a special livestream on the New World Twitch channel where we will be playing with special guests sp00nerism, Bluedrake42, BigFryTV and AlabasterSlim. We'll be giving away some copies of the game, discussing the game with our guests, and answering questions as usual.

Day of Infamy is now officially released on Steam! Thanks so much to everyone who supported us throughout early access, and welcome to those who have just joined us. We do these livestreams every Sunday at 12:00pm EST, so be sure to follow the channel and come out to join us. The server will be open!
Day of Infamy - New World Interactive


Join us at 12:00 pm EST today for a special livestream on the New World Twitch channel where we will be playing with special guests sp00nerism, Bluedrake42, BigFryTV and AlabasterSlim. We'll be giving away some copies of the game, discussing the game with our guests, and answering questions as usual.

Day of Infamy is now officially released on Steam! Thanks so much to everyone who supported us throughout early access, and welcome to those who have just joined us. We do these livestreams every Sunday at 12:00pm EST, so be sure to follow the channel and come out to join us. The server will be open!
Day of Infamy - New World
We are releasing a hotfix today to address some issues following our full release yesterday. The Steam inventory will now refresh properly after a unit has been unlocked, and should no longer require a restart to be usable.

Fixes
  • Fixed issue with players not being able to immediately use a Unit they’ve unlocked.
  • Fixed player icons on the overhead map when in spectator.
  • Fixed an issue where players in prone were not being pushed away from walls if they had a bipod deployed.
  • Only show rifle grenade on the rifle when it is selected.
  • Fixed Springfield rifle grenade missing a world model.
  • Fixed a missing UI icon for the german general in the end round screen.
  • Fixed pre-round movement in Entrenchment in solo mode.

Updated Content
  • Updated uniforms for the 352. Infanterie-Division & 29th Panzergrenadier Division.
  • Removed “But My K:D” tagline as it was being rewarded too often.
  • Updated a number of VO lines for the African American voice.
  • Removed Intel mode from practice mode temporarily until AI behavior is introduced.
  • Various fixes & styling improvements for the Mods section
    • Mod list no longer overflows when you are subscribed to a large number of mods.
    • Fixed workshop publishing layouts.
Modding
  • Updated & corrected SDK coop example scripts.

Map Balance & Fixes
  • Bastogne
    • Removed first entrenchment point as it was too close to the enemy spawn.
    • Added blockzones for entrenchment.
  • Comacchio
    • Added blockzones for entrenchment.
  • Salerno
    • Fix Salerno Stronghold where the assassination target was unlocking at the same time as another objective.
    • Added blockzones for entrenchment.
  • Foy
    • Moved initial stronghold spawn further back from combat.
    • Updated navmesh.
    • Fixed a floating sandbag model.
    • Fixed bad lighting on one of the building’s roof.
    • Fixed a small displacement error.
    • Fixed a nodraw on a displacement.

Thanks and enjoy!
Day of Infamy - New World Interactive
We are releasing a hotfix today to address some issues following our full release yesterday. The Steam inventory will now refresh properly after a unit has been unlocked, and should no longer require a restart to be usable.

Fixes
  • Fixed issue with players not being able to immediately use a Unit they’ve unlocked.
  • Fixed player icons on the overhead map when in spectator.
  • Fixed an issue where players in prone were not being pushed away from walls if they had a bipod deployed.
  • Only show rifle grenade on the rifle when it is selected.
  • Fixed Springfield rifle grenade missing a world model.
  • Fixed a missing UI icon for the german general in the end round screen.
  • Fixed pre-round movement in Entrenchment in solo mode.

Updated Content
  • Updated uniforms for the 352. Infanterie-Division & 29th Panzergrenadier Division.
  • Removed “But My K:D” tagline as it was being rewarded too often.
  • Updated a number of VO lines for the African American voice.
  • Removed Intel mode from practice mode temporarily until AI behavior is introduced.
  • Various fixes & styling improvements for the Mods section
    • Mod list no longer overflows when you are subscribed to a large number of mods.
    • Fixed workshop publishing layouts.
Modding
  • Updated & corrected SDK coop example scripts.

Map Balance & Fixes
  • Bastogne
    • Removed first entrenchment point as it was too close to the enemy spawn.
    • Added blockzones for entrenchment.
  • Comacchio
    • Added blockzones for entrenchment.
  • Salerno
    • Fix Salerno Stronghold where the assassination target was unlocking at the same time as another objective.
    • Added blockzones for entrenchment.
  • Foy
    • Moved initial stronghold spawn further back from combat.
    • Updated navmesh.
    • Fixed a floating sandbag model.
    • Fixed bad lighting on one of the building’s roof.
    • Fixed a small displacement error.
    • Fixed a nodraw on a displacement.

Thanks and enjoy!
Day of Defeat - contact@rockpapershotgun.com (Brendan Caldwell)

Infamy! Infamy! They ve all got it infamy! is one of the best jokes of all time. It is also what I screamed as I was repeatedly gunned down in World War II shooter Day of Infamy [official site] while playing the early access version.

Fans of murdering me from afar with a scoped rifle will rejoice that the game has just now busted out into a proper release, fully baked and ready to storm some beaches. You can see what kind of terrible conflict you can create in the trailer below. … [visit site to read more]

Day of Infamy - Valve
Day of Infamy has left Early Access and is now available on Steam!

The creators of Insurgency present the next installment of their successful FPS platform with Day of Infamy. Featuring tactical close-quarters WWII combat across a wide range of multiplayer and coop scenarios, Day of Infamy is a highly intense teamwork-rewarding experience.

Day of Infamy - JBlum


Release is imminent! Tune into our livestream on Twitch starting at 2pm EST for developer interviews, the game launch, gameplay livestream, and release hype.

Changelist for the update below:
Updated Content
  • Removed version watermark.
  • Improved server side unit selection process.
  • Updated main menus:
    • It is now possible to add awarded taglines to your playercard.
    • Updated playercard styling.
    • Legacy server browser will now always be on the main menu instead of being an optional setting.
    • Removed practice menu from escape menu when in a multiplayer game.
  • Updated in-game user interface:
    • Show “Join Army” instead of “Join Faction” on scoreboard.
    • Rearranged and unified upgrade buttons on the Kit UI to be less cluttered.
    • Made buttons more consistent throughout entire user experience.
    • Increased width of local player names on end of round screen.
    • Added melee slot to the kit selection.
    • Fade class icons for dead players on the scoreboard.
    • Restyled unit selection menu.
  • User experience improvements
    • Better display of Radiomen for Officers and vice versa on HUD.
Gameplay Improvements
  • Added 45 second regroup cooldown for Offensive & Sabotage to prevent the regroup point showing up too quickly.
  • Increased cooldown on the Stuka & Typhoon air support to 90 seconds.
  • In Invasion & Offensive modes teams will be switched each round.
  • Reworked melee bash speed.
Coop Improvements
  • Infantry mode now has unique enemies per map for its mode, like Commando.
  • Moved sicily stronghold bot spawns forward
  • Further reduced the chance of a counterattack from 25% to 15%.
  • Increased the maximum bot pathing distance from 4000 to 10000. This will fix issues with bots getting stuck on very long paths to their objectives.
Visual Improvements
  • Updated shaders on the following to GGX:
    • Flammenwerfer
    • US radio
    • German Radio
  • Updated weapon models:
    • BAR
Bug Fixes
  • Linux will now not crash on the splash-screen.
  • Fixed incorrect icons for players being shown in the overhead map while spectating.
  • Potential fix for spectator sometimes showing when you haven’t finished dying.
  • Fixed UI textures missing “nolod” and “nomipmaps” flags causing them to look lower quality in some circumstances.
  • Fix for the M1A1 Carbine paratrooper variant sling.
  • Fixed springfield rifle grenade missing it’s world model.
  • Fixed bug with profile on certain resolutions.
  • Removed squad colour from voice panel.
  • Fixed radial menu toggling on & off when holding mouse button using binoculars.
  • Hide the solo HUD element when joining a non solo game.
Modding
  • Co-op example SDK updated with elite co-op bot units.
  • SDK Sample scripts updated for infantry & commando modes.
Map Balance & Fixes
Crete
  • Fixed numerous small issues.
Dog Red
  • Fixed Wehrmacht spawn points.
Ortona
  • Fixed navmesh problem
  • Fixed some light casting issues.
Reichswald
  • Fixed basement entrance too small at the front of the house.
  • Removed rogue clip.
Salerno
  • Fixed C Firefight Objective.
  • Fixed several issues throughout the map.
Sicily
  • Moved enemy spawns in Sicily Stronghold forward a bit.
...