Tannenberg

Tannenberg, the First World War online FPS from the makers of Verdun that was announced in May, is now available for purchase on Steam Early Access. The new game takes place on the Eastern Front of the war, and features Frontovik and Cossack units from the Russian army, Austro-Hungarian KuK troops, and German Infanterie doing battle in a more mobile, but no less horrific, theater of war. 

Unlike certain other WWI shooters you may have played (I'm talking about Battlefield 1), Tannenberg, like Verdun, is a more true-to-life recreation of the Great War: Weapons are clunky, movement is slow, and death comes quickly. That probably won't help make it a mainstream hit, but the priority for developers M2H and Blackmill Games is "to create an all-encompassing World War 1 experience that captures the essence in the gameplay and also provide a myriad of historical content (by using squad leveling and map sectors etc.)" 

With Verdun marking the "completion" of its Western Front effort, the developers opted to go to the Eastern Front, because of its "enormous" historical impact. It also opens up opportunities to create different kinds of gameplay, without sacrificing historical fidelity. 

"The almost complete lock-down on the Western front required unique rules to be imposed on a multiplayer game-mode to recreate the somewhat symmetrical nature of warfare, where each line lost would face a direct counter-attack, for instance. The overwhelming nature of the combat and the deep lines of defense on either side allowed for a unique approach," Blackmill's Jos Hoebe explained. 

"In the East we see characteristic elements that also lend themselves to certain gameplay rules. To begin with, the environments themselves are different, with less continuous lines of trenches, the vast distances to be covered, and fewer artillery shells per square meter, combined with the doctrines and equipment of the armies that fought there. The battle of Tannenberg itself, for instance, is a good example of an encirclement battle, a pattern repeated several times over as the war progressed. This element will be central to the new 'Maneuver' game mode." 

Maneuver is a 64-player mode set on large, open maps, with multiple zones of control and a variety of terrain, weather conditions and objectives. Players can attack and defend from any zone they control, and as zones are won or lost, the flow of battle will shift. "All of these elements add up not only to a different meta-game in terms of having to move around in a nonlinear way across the battlefield when the tactical situation changes for your squad, but also with respects to shifting gunplay engagement distances and different approaches to cover," Hoebe said. 

I've spent a little time playing with the Maneuver mode and even though it has that "not quite ready" feel of a game in beta, I was impressed by both its scope and its brutality. The map features forests, bombed-out buildings, dangerously wide-open fields, points of high and low ground, and small networks of trenches—and it feels big. It's plodding at times compared to games like BF1, but the slow, primitive weaponry can make for some intense moments, too: In one up-close confrontation, an enemy and I each emptied our rifles toward, but not actually into, each other, and then it was a frantic race to reload (which takes forever) and try again. I won, by the way.

And when you shoot a guy and don't make a clean kill—which seems to be most of the time—he goes down and makes some of the most awful screaming, choking, and gurgling noises you can imagine. It's horrible, but it occasionally works against the game too: The aftermath of a big skirmish in a small area is inevitably filled with competing cries of agony, and it ends up sounding like the cast of a small-town theater troupe trying to outdo each other in simultaneous over-dramatic death scenes. It might sound like an odd thing to complain about, but it's really weird. Hopefully the developers will tone it down. 

The new game features a number of under-the-hood changes from Verdun, including improved AI and graphics, and an updated interface that will properly support 4K resolutions. But the developers plan to approach the Early Access in basically the same way it did with the previous game, gradually increasing the player cap as it becomes more stable. Even so, if all goes well it should be a relatively short Early Access period: Tannnenberg is content-complete, so the Early Access beta will be focused primarily on "balance [and] sound and performance issues," and getting the new interface in place. It's expected to be ready for full release in the first quarter of 2018.

Tannenberg - Valve
Tannenberg is Now Available on Steam Early Access!

Experience authentic First World War action with 64 player battles of maneuver on the Eastern Front. Warfare between the Russian Empire and the Central Powers is a tense battle for dominance – stay close to your squad to survive!
Tannenberg - Blazy013
Just one more day until the open beta of Tannenberg!
Before we hit this milestone we’d like to take a moment to thank all of the alpha and closed beta testers who have helped the game get there. All the helpful bits of feedback and reported bugs make a big difference to the final quality of the product, so we have a gift...



This medal has been issued to all alpha and closed beta testers today. Thank you all for your help!

Cheers,
The WW1 Game Series team
Tannenberg - Blazy013
Just one more day until the open beta of Tannenberg!
Before we hit this milestone we’d like to take a moment to thank all of the alpha and closed beta testers who have helped the game get there. All the helpful bits of feedback and reported bugs make a big difference to the final quality of the product, so we have a gift...



This medal has been issued to all alpha and closed beta testers today. Thank you all for your help!

Cheers,
The WW1 Game Series team
Tannenberg - Blazy013
What a year we’ve had so far! Looking back at all the Frontline News editions we’ve posted shows just how much has happened. And now that we’re about to enter the next phase in the development of Tannenberg, we wanted to look back at some of the most noteworthy features and new elements we’ve revealed over the last few months.

The Fighting Men of Tannenberg
We started by showing you the German Infantry back in June, together with the Mosin 91/07 Carbine. Later we also introduced you to our brand new K.u.K Trooper and officers, also showing off their gear, detailing some of their outfits, weapons, and tools.



The game could have been relatively peaceful with just those two in there, but the Russian Cossacks changed that. They jumped into the spotlight in September, bringing their Dragoon variant of the Mosin-Nagant and Shashka sword for close-range encounters. Do you already have a favourite?



New Maps To Explore
We also featured some of the new maps you will be fighting on, including Galicia, East Prussia, and Poland. We haven’t given you the complete story yet, but we hope you enjoyed your first previews of the Eastern Front and some of the new scenery being introduced, including some nice set pieces. For your reading pleasure, we have the official in-game map description for Galicia for you.

Official Galicia map description
While taking the initiative during the opening stages, with several successful advances pushing North, the Austro-Hungarians quickly found themselves driven out of Eastern Galicia. The front collapsed and moved, interrupted by an Austrian counterstroke to the San river, into the Carpathian mountains and towards Krakow in the west. This started the 133-day siege of the Przemyśl fortress. The Combined Austro-German Gorlice-Tarnow offensive, launched from the west in May, sweeped through Galicia, recapturing Przemysl and Lemberg and pushing towards the Tarnopol. During the massive Brusilov offensive in june 1916, the line was once again pushed back towards Lemberg, stabilizing only after one of the costliest battles in history. A year later, in July of 1917, with their army discipline diminishing, the Russians made one last effort to push towards Lemberg in the so-called ‘Kerensky Offensive’. When the attack faltered, the resulting counter-attack broke the line, and the Russians were driven out of Galicia into Ukraine.



Maneuver Your Way To Victory
A big reveal obviously was the name and premise of the new main game mode featured in Tannenberg. Although there are trenches to be found on the Eastern Front as well, they are a lot less dominant, and the focus shifts towards strategic movement and positioning. The tactic of enveloping and surrounding your enemy, as employed during the famous battle at Tannenberg, played an important part in military warfare. This will be reflected on our 64 player battlefields as well, where outflanking the enemy and capturing tactical positions on the map such as signal stations and ammo dumps will increase your chances of success by rewarding you with in-game benefits.



Raining Bullets
We’ve also given you a first glimpse of our brand new weather system. This will present you with very different looking versions of our new maps every time you set foot on them, keeping things visually fresh while you learn the nuances and layouts of the new environments. One thing to take into account while learning your way around is that gunfights now feature bullet penetration. This adds a brand new dynamic to taking cover and using your surroundings - be careful where you find safety. You may not be as well protected as you think you are.



That’s it for now, but soon you’ll be able to experience the game for yourself! If you’re still on the fence, take a look at some of the first impressions from YouTuber EvilViking at our recent preview event.
https://youtu.be/kRLHEBmGuZ8
More YouTuber preview videos can be found in this thread: http://steamcommunity.com/app/633460/discussions/0/1483235412200762893/

Armistice Campaign in Verdun
Tomorrow is November 11th, the day the Armistice was signed in 1918. Verdun is currently on sale to support War Child, a charity working to support children in conflict zones. 50% of the net revenue from this sale will go them. There will also be a remembrance event in-game, where you can spend two minutes in reflection to unlock a unique medal. Check the Verdun Hub for more information.



Countdown
We are now officially less than one week from the release. We hope you are as excited about all the new features and content as we are! Don’t forget to add it to your wishlist now!

Have a good weekend!
Tannenberg - Blazy013
What a year we’ve had so far! Looking back at all the Frontline News editions we’ve posted shows just how much has happened. And now that we’re about to enter the next phase in the development of Tannenberg, we wanted to look back at some of the most noteworthy features and new elements we’ve revealed over the last few months.

The Fighting Men of Tannenberg
We started by showing you the German Infantry back in June, together with the Mosin 91/07 Carbine. Later we also introduced you to our brand new K.u.K Trooper and officers, also showing off their gear, detailing some of their outfits, weapons, and tools.



The game could have been relatively peaceful with just those two in there, but the Russian Cossacks changed that. They jumped into the spotlight in September, bringing their Dragoon variant of the Mosin-Nagant and Shashka sword for close-range encounters. Do you already have a favourite?



New Maps To Explore
We also featured some of the new maps you will be fighting on, including Galicia, East Prussia, and Poland. We haven’t given you the complete story yet, but we hope you enjoyed your first previews of the Eastern Front and some of the new scenery being introduced, including some nice set pieces. For your reading pleasure, we have the official in-game map description for Galicia for you.

Official Galicia map description
While taking the initiative during the opening stages, with several successful advances pushing North, the Austro-Hungarians quickly found themselves driven out of Eastern Galicia. The front collapsed and moved, interrupted by an Austrian counterstroke to the San river, into the Carpathian mountains and towards Krakow in the west. This started the 133-day siege of the Przemyśl fortress. The Combined Austro-German Gorlice-Tarnow offensive, launched from the west in May, sweeped through Galicia, recapturing Przemysl and Lemberg and pushing towards the Tarnopol. During the massive Brusilov offensive in june 1916, the line was once again pushed back towards Lemberg, stabilizing only after one of the costliest battles in history. A year later, in July of 1917, with their army discipline diminishing, the Russians made one last effort to push towards Lemberg in the so-called ‘Kerensky Offensive’. When the attack faltered, the resulting counter-attack broke the line, and the Russians were driven out of Galicia into Ukraine.



Maneuver Your Way To Victory
A big reveal obviously was the name and premise of the new main game mode featured in Tannenberg. Although there are trenches to be found on the Eastern Front as well, they are a lot less dominant, and the focus shifts towards strategic movement and positioning. The tactic of enveloping and surrounding your enemy, as employed during the famous battle at Tannenberg, played an important part in military warfare. This will be reflected on our 64 player battlefields as well, where outflanking the enemy and capturing tactical positions on the map such as signal stations and ammo dumps will increase your chances of success by rewarding you with in-game benefits.



Raining Bullets
We’ve also given you a first glimpse of our brand new weather system. This will present you with very different looking versions of our new maps every time you set foot on them, keeping things visually fresh while you learn the nuances and layouts of the new environments. One thing to take into account while learning your way around is that gunfights now feature bullet penetration. This adds a brand new dynamic to taking cover and using your surroundings - be careful where you find safety. You may not be as well protected as you think you are.



That’s it for now, but soon you’ll be able to experience the game for yourself! If you’re still on the fence, take a look at some of the first impressions from YouTuber EvilViking at our recent preview event.
https://youtu.be/kRLHEBmGuZ8
More YouTuber preview videos can be found in this thread: http://steamcommunity.com/app/633460/discussions/0/1483235412200762893/

Armistice Campaign in Verdun
Tomorrow is November 11th, the day the Armistice was signed in 1918. Verdun is currently on sale to support War Child, a charity working to support children in conflict zones. 50% of the net revenue from this sale will go them. There will also be a remembrance event in-game, where you can spend two minutes in reflection to unlock a unique medal. Check the Verdun Hub for more information.



Countdown
We are now officially less than one week from the release. We hope you are as excited about all the new features and content as we are! Don’t forget to add it to your wishlist now!

Have a good weekend!
Tannenberg - CID-77
Over the months we’ve shown you many new visuals, ranging from the new squads, maps and set pieces, to the new weather system en weapons. But developing Tannenberg, we didn’t just focus on the visuals, taking into account all the small details the 1914-1918 WW1 Game Series is known for. We’re also quite proud of our sound and music. Responsible for the tunes is composer Bart Delissen, who shared some insights with us on the creative process.

A Dark, Modernistic Sound
When I compose for media, I always force myself to motivate my musical choices from a design perspective and to have a clear concept of what kind of music a given project needs. The audience of Verdun cares a lot about historical accuracy and realism. The people from M2H and Blackmill Studios said they would like to have quotes from WW1 era military marches in the spawn/win/lose stingers for each nationality.

https://www.youtube.com/watch?v=z0ERxyObaGQ Belgians Squad Anthem

Most of these marches are very brisk, uplifting pieces of music. They wouldn’t instantly fit the tone and atmosphere of Verdun when used ingame. I transcribed those musical quotes to fit into a heavier, darker symphonic sound, reminiscent of the output from classical composers during the war period, who were all traumatized in some way or another. This concept resulted in a dark, modernistic sound that was very suitable for the trailers as well.

https://www.youtube.com/watch?v=gh8hsH9P9xE Alpenjäger Squad Anthem, You Can Find More On Our Channel

More Musical Weight
For Tannenberg, we didn't only translate the voice acting scripts into Russian & Hungarian, but the entire musical language and atmosphere as well. We wanted to give Tannenberg more musical weight, so the musical and orchestral material is more extensive. I listened to Eastern European war songs, Orthodox hymns and the music of the great Russian composers from the late tsarist era. These three elements have brought me to write the main theme to Tannenberg, where I wanted the horns to sound like a big threatening bell, to be followed by a soaring choir melody that would reflect both hope and misery of the Cossacks in battle.



Halloween Sale
All Hallows’ Eve isn’t just about scares and candy, there are also some great deals to be found. Joining the festivities is Verdun, which is available on Steam during Halloween at a 50% discount! And the horrors of war will also be reflected during this time on our channels, so keep an eye out for themed posts!
Tannenberg - CID-77
Over the months we’ve shown you many new visuals, ranging from the new squads, maps and set pieces, to the new weather system en weapons. But developing Tannenberg, we didn’t just focus on the visuals, taking into account all the small details the 1914-1918 WW1 Game Series is known for. We’re also quite proud of our sound and music. Responsible for the tunes is composer Bart Delissen, who shared some insights with us on the creative process.

A Dark, Modernistic Sound
When I compose for media, I always force myself to motivate my musical choices from a design perspective and to have a clear concept of what kind of music a given project needs. The audience of Verdun cares a lot about historical accuracy and realism. The people from M2H and Blackmill Studios said they would like to have quotes from WW1 era military marches in the spawn/win/lose stingers for each nationality.

https://www.youtube.com/watch?v=z0ERxyObaGQ Belgians Squad Anthem

Most of these marches are very brisk, uplifting pieces of music. They wouldn’t instantly fit the tone and atmosphere of Verdun when used ingame. I transcribed those musical quotes to fit into a heavier, darker symphonic sound, reminiscent of the output from classical composers during the war period, who were all traumatized in some way or another. This concept resulted in a dark, modernistic sound that was very suitable for the trailers as well.

https://www.youtube.com/watch?v=gh8hsH9P9xE Alpenjäger Squad Anthem, You Can Find More On Our Channel

More Musical Weight
For Tannenberg, we didn't only translate the voice acting scripts into Russian & Hungarian, but the entire musical language and atmosphere as well. We wanted to give Tannenberg more musical weight, so the musical and orchestral material is more extensive. I listened to Eastern European war songs, Orthodox hymns and the music of the great Russian composers from the late tsarist era. These three elements have brought me to write the main theme to Tannenberg, where I wanted the horns to sound like a big threatening bell, to be followed by a soaring choir melody that would reflect both hope and misery of the Cossacks in battle.



Halloween Sale
All Hallows’ Eve isn’t just about scares and candy, there are also some great deals to be found. Joining the festivities is Verdun, which is available on Steam during Halloween at a 50% discount! And the horrors of war will also be reflected during this time on our channels, so keep an eye out for themed posts!
Tannenberg - CID-77

Tannenberg Alpha Testing at full steam!
With the Early Access release drawing nearer we are still hard work testing the current builds, for which we still need more help. We have already been getting a lot of new testers on board. Recently another group of 1,400 soldiers has been released into Tannenberg so we are picking up speed. But we have more room so if you haven’t already, you can join Tannenberg Alpha Testing using the link below. We do ask you to have at least 20 hours of Verdun playtime. We need experienced soldiers!

Join the Tannenberg Alpha: http://steamcommunity.com/app/633460/discussions/0/2217311444342949200/

Do realize, testing games in such an early state is a delicate matter. We don’t only require your valuable feedback, but also your secrecy. Signing an NDA is a serious matter so please don’t post anything from your Alpha Testing experience. And if you find a bug you’d like us to squash, let us know here:
http://bugs.verdungame.com/forums/4-alpha-testing/

Q&A With Artist Jim ‘Volcol’ Chilton
We started things off in June with the first Frontline News, featuring a video the devs did with The Great War on Youtube, with some additional information courtesy of Lead Artist Jim ‘Volcol’ Chilton. Since then we have shared a lot of new in-game action and items with you, showcasing a lot of new assets. A good occasion to get some additional information on the art process, straight from the source!

How have the last month been progressing?
The last few months have (expectedly) been pretty busy. There’s been a lot of finalisation of assets and general little tweaks and edits here and there, to make the scenes, weapons, and characters better before launch. A lot of fixes have been approached based on feedback from the community. There’ll always be improvements going on behind the scene.

Any notable changes in certain models or items that we have only seen in an older state, that you are really proud of?
The weapons have seen a set of new textures created, now with a higher texture resolution. Doubling the texture resolution has allowed for much a much better result, with rifles having much nicer wood stocks, and metals. I’m particularly pleased with the Cyrillic markings on the Russian pieces.


Mosin Carbine and m95 Stutzen example


The maps have some serious set pieces. Do you have personal favourites you would like to put in the spotlight?
The buildings in Poland are some of the first I’ve ever done, and with the aforementioned strict technical limitations (the amount of materials we use being one major performance factor). All In all I’m super pleased with the results. I’ll never think something is perfect, but as an artist it will always be a learning process. I’m really happy with the weapon art I’ve produced also, some of the items were a joy to create but not so much to research.

Which changes in the engine allowed you to do new things with the art and design you are really happy (or surprised) with?
We’ve been keeping up with Unity's 2017 new features with each patch. The art process is pretty standard but in terms of visuals, I’m really pleased with the improvements to environmental effects (not my area). The new fog and weather system works exceptionally well, and can make for a whole different feel from round to round.

Is there a particular part of the higher graphical fidelity you are especially impressed with? Has the new weather system had any effect on creating the art and assets?
The environmental and weather changes haven’t really impacted the art process too much – but have presented a few challenges in getting snow to work well from model to model.

Which of the new units had the most challenging outfits or weapons to model?
Great coats are difficult to approach. We don’t utilise cloth based physics/simulation – so including them in game and getting them to look reasonable is quite frustrating. The characters in general saw a few issues highlighted in previous Tannenberg updates, we’ve since then fixed what we can easily (uniform colouring etc) as well as general improvement. The weapon rigging for the HMG’s was quite a challenge, getting machine gun belts working well for the mounted guns took quite a while to rig.

And which kind of assets in general have been the most challenging to create?
Everything presents its own challenge. I suppose the three areas that have been the biggest challenges for me as of late are the Panzerzug rework – I haven’t done much in the way of vehicle artwork before. The church was also a challenge, given technical limitations and the scale of the asset. Foliage, I had never approached before, so working on new trees (from an existing base) was extremely frustrating and time consuming but rewarding.


Winter trees example

Is there a particular weapon or item you especially enjoyed working on for Tannenberg, as someone genuinely interested in WW1?
Personally I’m really pleased with the Mannlicher m88/90. It was quite a simple item to approach but a really rewarding project and unusual weapon, one that I hadn’t been familiar with until it’s inclusion into Tannenberg.

Stay Tuned!

As the release is getting closer we are able to share more and more inside information, so as always, keep an eye out for upcoming posts and editions of Frontline News. We have more interesting topics coming up!
Tannenberg - CID-77

Tannenberg Alpha Testing at full steam!
With the Early Access release drawing nearer we are still hard work testing the current builds, for which we still need more help. We have already been getting a lot of new testers on board. Recently another group of 1,400 soldiers has been released into Tannenberg so we are picking up speed. But we have more room so if you haven’t already, you can join Tannenberg Alpha Testing using the link below. We do ask you to have at least 20 hours of Verdun playtime. We need experienced soldiers!

Join the Tannenberg Alpha: http://steamcommunity.com/app/633460/discussions/0/2217311444342949200/

Do realize, testing games in such an early state is a delicate matter. We don’t only require your valuable feedback, but also your secrecy. Signing an NDA is a serious matter so please don’t post anything from your Alpha Testing experience. And if you find a bug you’d like us to squash, let us know here:
http://bugs.verdungame.com/forums/4-alpha-testing/

Q&A With Artist Jim ‘Volcol’ Chilton
We started things off in June with the first Frontline News, featuring a video the devs did with The Great War on Youtube, with some additional information courtesy of Lead Artist Jim ‘Volcol’ Chilton. Since then we have shared a lot of new in-game action and items with you, showcasing a lot of new assets. A good occasion to get some additional information on the art process, straight from the source!

How have the last month been progressing?
The last few months have (expectedly) been pretty busy. There’s been a lot of finalisation of assets and general little tweaks and edits here and there, to make the scenes, weapons, and characters better before launch. A lot of fixes have been approached based on feedback from the community. There’ll always be improvements going on behind the scene.

Any notable changes in certain models or items that we have only seen in an older state, that you are really proud of?
The weapons have seen a set of new textures created, now with a higher texture resolution. Doubling the texture resolution has allowed for much a much better result, with rifles having much nicer wood stocks, and metals. I’m particularly pleased with the Cyrillic markings on the Russian pieces.


Mosin Carbine and m95 Stutzen example


The maps have some serious set pieces. Do you have personal favourites you would like to put in the spotlight?
The buildings in Poland are some of the first I’ve ever done, and with the aforementioned strict technical limitations (the amount of materials we use being one major performance factor). All In all I’m super pleased with the results. I’ll never think something is perfect, but as an artist it will always be a learning process. I’m really happy with the weapon art I’ve produced also, some of the items were a joy to create but not so much to research.

Which changes in the engine allowed you to do new things with the art and design you are really happy (or surprised) with?
We’ve been keeping up with Unity's 2017 new features with each patch. The art process is pretty standard but in terms of visuals, I’m really pleased with the improvements to environmental effects (not my area). The new fog and weather system works exceptionally well, and can make for a whole different feel from round to round.

Is there a particular part of the higher graphical fidelity you are especially impressed with? Has the new weather system had any effect on creating the art and assets?
The environmental and weather changes haven’t really impacted the art process too much – but have presented a few challenges in getting snow to work well from model to model.

Which of the new units had the most challenging outfits or weapons to model?
Great coats are difficult to approach. We don’t utilise cloth based physics/simulation – so including them in game and getting them to look reasonable is quite frustrating. The characters in general saw a few issues highlighted in previous Tannenberg updates, we’ve since then fixed what we can easily (uniform colouring etc) as well as general improvement. The weapon rigging for the HMG’s was quite a challenge, getting machine gun belts working well for the mounted guns took quite a while to rig.

And which kind of assets in general have been the most challenging to create?
Everything presents its own challenge. I suppose the three areas that have been the biggest challenges for me as of late are the Panzerzug rework – I haven’t done much in the way of vehicle artwork before. The church was also a challenge, given technical limitations and the scale of the asset. Foliage, I had never approached before, so working on new trees (from an existing base) was extremely frustrating and time consuming but rewarding.


Winter trees example

Is there a particular weapon or item you especially enjoyed working on for Tannenberg, as someone genuinely interested in WW1?
Personally I’m really pleased with the Mannlicher m88/90. It was quite a simple item to approach but a really rewarding project and unusual weapon, one that I hadn’t been familiar with until it’s inclusion into Tannenberg.

Stay Tuned!

As the release is getting closer we are able to share more and more inside information, so as always, keep an eye out for upcoming posts and editions of Frontline News. We have more interesting topics coming up!
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