It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.
But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.
Dawn of War III was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?
It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.
So, what happens in the short term? Great question…
ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.
Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.
Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.
We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!
TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time. Here’s your first look at one of them in action:
The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.
NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!
ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!
This will all go live in our Annihilation Update on Tuesday, June 20th.
We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.
We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.
It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.
But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.
Dawn of War III was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?
It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.
So, what happens in the short term? Great question…
ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.
Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.
Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.
We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!
TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time. Here’s your first look at one of them in action:
The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.
NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!
ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!
This will all go live in our Annihilation Update on Tuesday, June 20th.
We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.
We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.
The entire Steel Mantis & Digital Uppercut team is saturated with cosmic hype to announce Valfaris, a heavy metal infused 2D action-platformer and the next game from Steel Mantis! (The guys who brought you Slain: Back from Hell)
Valfaris is set in a far corner of space on a once-opulent floating citadel, which has become tainted with a powerful evil.
The game will blend brutal combat, cursed environments, twisted enemies, awesome pixel art, and a seismic soundtrack from former Celtic Frost guitarist, Curt Victor Bryant, so expect riffs with enough metal to tear the galaxy a new wormhole.
The entire Steel Mantis & Digital Uppercut team is saturated with cosmic hype to announce Valfaris, a heavy metal infused 2D action-platformer and the next game from Steel Mantis! (The guys who brought you Slain: Back from Hell)
Valfaris is set in a far corner of space on a once-opulent floating citadel, which has become tainted with a powerful evil.
The game will blend brutal combat, cursed environments, twisted enemies, awesome pixel art, and a seismic soundtrack from former Celtic Frost guitarist, Curt Victor Bryant, so expect riffs with enough metal to tear the galaxy a new wormhole.
PS4: Fixed a case where tabbing over to the Gear menu before online servers are fully loaded breaks gear menu UI
Perk
Potential fix for Perk progress being overwritten after leveling up a perk defaulted by steam disconnection which could cause players perk stats to be corrupted
Fixed bug where SWAT Ammo Vest skill wouldn’t apply correctly
Gunslingers using Spitfires pistols now gain Gunslinger XP from burn damage
Fixed head bob animation when crouching with Tactical Movement
Skullcracker, Zedative, Cripple, and Ground Fire Skills now slow down Zed movement correctly
Sharpshooter passive recoil ability now only applies to perk weapons
Fixed Sharpshooter Ranger skill not working
Fixed issue where Berserkers with off-perk knives do not receive bonuses
Fixed bug where Demo would no longer take self damage with active Mad Bomber
Survivalist skill Madman now applies to single shot Nailgun
Fixed bug where Trader UI didn’t reflect what grenade Survivalist had equipped
Demolitionist now receive XP from Reactive Armor kills
Medic Acidic Rounds now apply to Scrakes, Fleshpounds, and Bloats correctly
Fixed bug with SWAT Suppression Rounds having Multiplicative effect
Weapon
Fixed a case where Eviscerator blades would float in the air
Fixed a case where C4 sounds would not play
Thrown or airborne C4 is now affected by Mad Bomber skill
Fixed bug where Bone Crusher with applied skins would turn black
Fixed issue where Railgun near misses would appear to hit target
Fixed Pulverizer reloading slowly despite active Spartan skill
When only one shell is loaded in Double Barrel Shotgun, attempting to alt fire will now fire it instead of reloading the weapon.
Fixed bug where Microwave Gun alt fire would break Zed lunge attacks
Added missing third person reload sounds for Microwave Gun & Stoner 63a
Fixed first person single Spitfire hammer not animation
Increased single Spitfire swap speed a smidge
Fixed Kriss SMG Precious skin not applying correctly
Medic Pistol reloading speed now increases with Survivalist Tactical Reload
Fixed ammunition counter on medic weapons updating incorrectly after reloading
Fixed issue where piercing projectiles could not decapitate ragdolls
Fixed Trench Gun shell ejection occurring on wrong event
Zed
Fixed Sirens endlessly screaming when unable to find to the player
Sirens now scream after recovering from an EMP grenade
Fixed issue where Gorefiend's basic attack could not be parried consistently
Fixed blue outlines disappearing from Gorefiend
Fixed Gorefiend mesh stretching when tearing head chunks while frozen
Fixed Patriarch continuing to groan after being obliterated
Fixed EMP electric FX not applying to Stalkers
Fixed LOD issues with head gibs
Maps Black Forest
Fixed Zed navigation exploit
Fixed bug where steam FX deactivate Light Shafts when overlapping each other
Fixed issue where dynamic objects would fall through world
Fixed draw distance issues with columns & trains
Biotics Lab
Fixed Hans navigation issue on plants between entrance stairs
Burning Paris
Fixed several navigation exploits in Cafe Lefevere
Fixed navigation exploit where players hid in boxes
Removed exploit with destructible columns
Fixed visual bug with window fire & smoke FX
Containment Station
Fixed a bug where players would get stuck in closed doors
The Descent
Fixed bug where players would take fall damage when falling through teleport shafts with a teammate.
Fixed issue with screen fade transitions
Removed exploit with destructible columns
Fixed Patriarch navigation issues on curved staircase
Fixed Zed navigation issue around large spiral staircase
Fixed Zeds getting stuck on top of hanging cages
Fixed ragdolls not colliding with tanks in boss room correctly
Fixed a spot where players could get snagged on stairs in Library
Fixed lava doing inconsistent amounts of damage
Fixed other various Zed navigation issues
Fixed a few minor visual issues
Evacuation Point
Fixed several Zed navigation issues
Fixed issue where Dosh would not collide with glass correctly
Fixed minor visual issues
Farm House
Removed Zed navigation exploit kitchen (PS4 Only)
Hostile Grounds
Fixed draw distance issue with chain link fence
Infernal Realms
Fixed several instances of objects being culled out too early
Outpost
Removed Zed navigation exploit in maintenance room
Fixed issue where large Zeds could knock players out of bounds
Fixed issue where characters feet clip into floor of Ready Up lobby
Fixed several Zed navigation issues
Fixed some minor visual issues
Prison
Fixed an issue where Zed meshes would occlude
Fixed several collision issues
Fixed minor visual issue with vines
Volter Manor
[color=#333333]Fixed minor visual bug[/color]
Zed Landing
Fixed a collectable that could not be shot
ZedConomy/Trading Floor
Fixed a case where Horzine Crate Series #4 could not be opened by its respective key
Kriss SMG Horzine Elite skins are now correctly listed on market
Fixed Kriss SMG skins having incorrect quality text in their descriptions
Many compatibility requests from the community including
Backpacks can now be worn with Horzine Armor
Ana can now equip backpacks
Workshop/SDK
Resolved issue where Workshop Upload Tool fails to launch on some computers
Fixed a crash when attempting to clear Center Weld Component on doors
PS4: Fixed a case where tabbing over to the Gear menu before online servers are fully loaded breaks gear menu UI
Perk
Potential fix for Perk progress being overwritten after leveling up a perk defaulted by steam disconnection which could cause players perk stats to be corrupted
Fixed bug where SWAT Ammo Vest skill wouldn’t apply correctly
Gunslingers using Spitfires pistols now gain Gunslinger XP from burn damage
Fixed head bob animation when crouching with Tactical Movement
Skullcracker, Zedative, Cripple, and Ground Fire Skills now slow down Zed movement correctly
Sharpshooter passive recoil ability now only applies to perk weapons
Fixed Sharpshooter Ranger skill not working
Fixed issue where Berserkers with off-perk knives do not receive bonuses
Fixed bug where Demo would no longer take self damage with active Mad Bomber
Survivalist skill Madman now applies to single shot Nailgun
Fixed bug where Trader UI didn’t reflect what grenade Survivalist had equipped
Demolitionist now receive XP from Reactive Armor kills
Medic Acidic Rounds now apply to Scrakes, Fleshpounds, and Bloats correctly
Fixed bug with SWAT Suppression Rounds having Multiplicative effect
Weapon
Fixed a case where Eviscerator blades would float in the air
Fixed a case where C4 sounds would not play
Thrown or airborne C4 is now affected by Mad Bomber skill
Fixed bug where Bone Crusher with applied skins would turn black
Fixed issue where Railgun near misses would appear to hit target
Fixed Pulverizer reloading slowly despite active Spartan skill
When only one shell is loaded in Double Barrel Shotgun, attempting to alt fire will now fire it instead of reloading the weapon.
Fixed bug where Microwave Gun alt fire would break Zed lunge attacks
Added missing third person reload sounds for Microwave Gun & Stoner 63a
Fixed first person single Spitfire hammer not animation
Increased single Spitfire swap speed a smidge
Fixed Kriss SMG Precious skin not applying correctly
Medic Pistol reloading speed now increases with Survivalist Tactical Reload
Fixed ammunition counter on medic weapons updating incorrectly after reloading
Fixed issue where piercing projectiles could not decapitate ragdolls
Fixed Trench Gun shell ejection occurring on wrong event
Zed
Fixed Sirens endlessly screaming when unable to find to the player
Sirens now scream after recovering from an EMP grenade
Fixed issue where Gorefiend's basic attack could not be parried consistently
Fixed blue outlines disappearing from Gorefiend
Fixed Gorefiend mesh stretching when tearing head chunks while frozen
Fixed Patriarch continuing to groan after being obliterated
Fixed EMP electric FX not applying to Stalkers
Fixed LOD issues with head gibs
Maps Black Forest
Fixed Zed navigation exploit
Fixed bug where steam FX deactivate Light Shafts when overlapping each other
Fixed issue where dynamic objects would fall through world
Fixed draw distance issues with columns & trains
Biotics Lab
Fixed Hans navigation issue on plants between entrance stairs
Burning Paris
Fixed several navigation exploits in Cafe Lefevere
Fixed navigation exploit where players hid in boxes
Removed exploit with destructible columns
Fixed visual bug with window fire & smoke FX
Containment Station
Fixed a bug where players would get stuck in closed doors
The Descent
Fixed bug where players would take fall damage when falling through teleport shafts with a teammate.
Fixed issue with screen fade transitions
Removed exploit with destructible columns
Fixed Patriarch navigation issues on curved staircase
Fixed Zed navigation issue around large spiral staircase
Fixed Zeds getting stuck on top of hanging cages
Fixed ragdolls not colliding with tanks in boss room correctly
Fixed a spot where players could get snagged on stairs in Library
Fixed lava doing inconsistent amounts of damage
Fixed other various Zed navigation issues
Fixed a few minor visual issues
Evacuation Point
Fixed several Zed navigation issues
Fixed issue where Dosh would not collide with glass correctly
Fixed minor visual issues
Farm House
Removed Zed navigation exploit kitchen (PS4 Only)
Hostile Grounds
Fixed draw distance issue with chain link fence
Infernal Realms
Fixed several instances of objects being culled out too early
Outpost
Removed Zed navigation exploit in maintenance room
Fixed issue where large Zeds could knock players out of bounds
Fixed issue where characters feet clip into floor of Ready Up lobby
Fixed several Zed navigation issues
Fixed some minor visual issues
Prison
Fixed an issue where Zed meshes would occlude
Fixed several collision issues
Fixed minor visual issue with vines
Volter Manor
[color=#333333]Fixed minor visual bug[/color]
Zed Landing
Fixed a collectable that could not be shot
ZedConomy/Trading Floor
Fixed a case where Horzine Crate Series #4 could not be opened by its respective key
Kriss SMG Horzine Elite skins are now correctly listed on market
Fixed Kriss SMG skins having incorrect quality text in their descriptions
Many compatibility requests from the community including
Backpacks can now be worn with Horzine Armor
Ana can now equip backpacks
Workshop/SDK
Resolved issue where Workshop Upload Tool fails to launch on some computers
Fixed a crash when attempting to clear Center Weld Component on doors
First of all, we would like to apologize for our big mistake that the game was not listed as an Early Access. There was a few technical problems in transaction and in the game release. We are very glad that you like the actual game and respect the game content just in the Alpha version.
As you probably know, the game is the Early Access and we have a few information for you...
We plan plenty of things and features to the future this year like VR character and multiplayer. It could be very big fun to fight against/ with your friends on the virtual battlefield. VR Character is very important for us to see your virtual hands and body. There will also many more maps, weapons, enemies, modes... One of the biggest features are space-battles that will be available soon.
This is the official list we plan to the future
• VR Character • Multiplayer battles • At least 5 maps • At least 3 game modes • Space battles • Character customization
Most important thing for us is listen to the community. We have already noticed some new suggestions from the community and we very appreciate that.
Thank you all for understanding and we hope you will be very satisfied with the future game features.