Castle Of Alchemists - Hal0Badger


Hello people!

This year we will be attending Gamescom with our game Castle of Alchemists. You can find us at the Hall 10.2 F030 ! And to celebrate that we are releasing a banger soundtrack and a huge updateto go along with it!

Unleash the Power of Metal at Gamescom with "Castle of Alchemists" Soundtrack Pack! Get ready to rock your gaming world with 16 electrifying metal tracks that'll set the stage for epic battles and adrenaline-pumping action. Dive into the pixelated tough vibe and feel the energy of every riff and rhythm.

And for the patch here are the notes:

ENDLESS MODE
We have brought in the Endless Mode with 3 map, one for each scroll!

These are maps that already exist in the game. As we gather feedback from you people in feature updates Endless Mode maps will be unique.

Each map starts with a set amount of resources. As you survive, you will get a break each 5 waves and a small amount of resource. After awhile, no resources will be given for extra traps, however in endless mode you can sell your traps from full price in any moment.

Goal is not to win but to survive against ever escalating odds.

With endless mode, you can easily farm resources for crafting materials.

CRAFT REVAMP
Previously, from a given recipe, you had a chance to get a different type of the said item, such getting an Electric Hammer from Blast Hammer recipe.

Now with the revamp, you can select which item type you want to craft from that recipe with a button located under the item visual in the crafting menu.

We are aware this makes some items less favourable, such as Explosive Bomb, when you can outright select the better Blinding Bomb version since it is no longer tied to chance. We are working on editing items on a greater depth, and will bring balancing in the upcoming updates.

QUALITY OF LIFE UPDATES
Small Info Boxes

In Craft Menu and Arma Menu, you can see the abilities of your experimental warfare in small info boxes now.

Example: If your hammer has Crushing Blow Chance and Extra Core Capacity, small info boxes will appear on the sides to explain what is Crushing Blow and Core Capacity.

An important note is that this will only work for newly crafted items. Your existing items before this update will not show any info boxes.

You can go into compare mode by holding Alt key on keyboard or L3 key on controller. This is not arranged for a keybinding right now but will be as soon as possible.

Remaining Enemy Strength

There is now an indicator of remaining enemy strength on the right of the screen now. This will bar fill at the beginning of the of the wave and will deplete as you kill enemies. Exact number of enemies will still be unknown.


Updated Minimap Visuals

Enemy spawn points now flash when they enter and exit point flash if they managed to escape.

Bannerman type of enemies have different icons and they flash on minimap as they start casting.
(Check enemy updates below for further details on Bannerman)

Enemy Health Bars

Enemy health bars appear for 1.5 second on enemies when they take damage from Bellator melee or ranged attacks.

We are still working on controller support to give a better reading on enemies health bar without locking.

Damage Feedback

A small visual feedback has been added when Bellator takes damage

NEW ENEMIES

4 new enemies have been added to the Flame group, Armored Elites, Bannerman and a Spellcaster. These new enemies have been added to the existing maps.

Bannerman casting behaviour has been changed. Now as they spawn, after a certain amount of time, they will stop and start casting for around 12 seconds, applying their buff, approximately 10 times.

This means, if unchecked a single banner man can buff almost an entire sub-wave.

Number of Bannerman enemies have been reduced across boards.

SFX AND MUSIC CHANGES

Placement scene now has a subtle soundtrack.

Various SFX has been buffed up to be heard better. Previously, some of the crucial SFX was difficult to hear among all other sounds and music.

GAMEPLAY CHANGES

Repeated application of Chill condition now freezes enemies.


We eagerly await your feedback. We will rebalance and update as quickly as possible from now now, especially on the numerical part of the game.
War Thunder - Blitzkrieg Wulf


The Pvkv IV is the final design of a series of experimental Swedish tank destroyers, developed in the postwar period in an effort to equip the armed forces with modern fighting vehicles. Soon, the Pvkv IV will reinforce the early ranks of the Swedish ground forces tree with its arrival as part of the next major War Thunder update!

Briefly: A prototype Swedish tank destroyer based on the Strv m/40L chassis, fitted with a powerful 57mm anti-tank cannon.

Pvkv IV, tank destroyer, Sweden, Rank III

Features:
  • Punchy 57 mm cannon
  • Good mobility
  • Light protection
  • Low turret traverse rate


In War Thunder, the Pvkv IV will complete the family of Swedish postwar experimental tank destroyers which began with the introduction of the Pvkv II in a previous update. Compared to its close relatives, the Pvkv IV brings with it some interesting differences which we’re keen to discuss with you in today’s devblog.



The most notable feature differentiating the Pvkv IV from its related designs is the fact that the vehicle is fitted with a fully enclosed fighting compartment, offering a higher degree of protection from enemy fire and shrapnel when compared to the familiar Pvkv II and III. Furthermore, the Pvkv IV is armed with the 57 mm Pvkan m/43, which tankers may be familiar with from the Pvkv III. Featuring overall good ballistic properties, the m/43 cannon is capable of punching through the armor of hostile vehicles at most common engagement distances at this rank. In contrast to the Pvkv III, the cannon of the Pvkv IV has a lengthier reload time caused by the cramped ergonomics of the turret which aspiring commanders of this vehicle ought to take into account before committing to intense brawls.




Having already mentioned the vehicle’s new turret as an improvement over the open fighting compartments on the other Pvkv’s, the Pvkv IV’s overall protection is comparable to the vehicle it’s based on - the Strv m/40L. However, as this is a light tank, commanders shouldn’t expect incredible levels of protection. In fact, the Pvkv IV’s hull can withstand machine gun and autocannon fire, but its relatively large turret is only protected by 13 mm of armored plating, thus making it very vulnerable to incoming enemy fire.



On the other hand, being a light tank ensures that the Pvkv IV possesses decent mobility, regardless of the terrain type. Being powered by a 142 hp gasoline engine, the Pvkv IV can reach a comfortable speed of 45 km/h under ideal conditions while its respectable power-to-weight ratio ensures quick acceleration and good mobility in off-road conditions.

Meet the Pvkv IV as it arrives at the medium ranks of the Swedish ground forces tree as part of the next major War Thunder update. In the meantime, be sure to stay tuned to the news as we continue to keep you posted on all the latest developments surrounding the upcoming update. Until then, happy hunting tankers!
雀姬/姫麻雀 - 雀姬阿鲁
购买装扮礼包即可获得:
动态桌布——黑砂玩水回来了
戒指——马尔斯戒指
和牌特效——致命狙击

发售时间:2023年8月21日11:00~2023年9月10日23:59

※图片仅供参考,具体效果请前往游戏内查看。


Aug 23, 2023
Freestyle 2: Street Basketball - [GM] Remi


Win prizes that's decided by none other than you!

Participate now in our new My Pick Event.

Get to choose from a variety of prizes and pick those you truly desire.

Event Period:
2023/08/23 00:00 ~ 2023/09/05 23:59 (PDT)



Event Mechanics:

1. From the PICK! PICK! are on the right, pick you reward.
2. Once you select the rewards that you want, you can begin the gacha.
3. If you are having a hard time picking what you want, click the "Auto Select"
4. The selected rewards can be canceled and re-selected at anytime
5. The obtained items will be sent to your gift box.

**You cannot use the purchased currency when the event period ends.

Event Prizes:



Let me guide you on how this thing works.

First, pick your desired items from your right.

These are your choices and take note that every ball type has a limited
number of items.

Better think it carefully before placing those items.

Before you can play the Gacha Machine you need buy first the Pick Coin.

See the prices below:


There are two types of placing your desired items on the Gacha Machine:

Manual Selecting:



Auto Selecting:

(Take note that you must wait for 5 seconds before you can click the auto select
button again)



Luck will play a big role on this so better make every coin counts.

Obtain the Twingkle.G to exchange any of the following:



You can exchange one of the following items from the Complete Sub Att Lock Ticket.



Here's a preview of some of the outfits you can exchange.






~ Freestyle 2 Team
Home Sweet Home : Online - Home Sweet Home


Announcement from the Home Sweet Home : Online Team

The server is undergoing weekly maintenance on the 24th of August 2023 from 10:00 AM (GMT+7) until 6:00 PM (GMT+7) In order to ensure the security of players' IDs, We kindly request all players to log out of the game during the mentioned period.

We apologize for the inconvenience this may cause.
PROTOTYPE - dennispr33
🎮 Major News Flash: PROTOTYPE Demo Unleashed🎮

🔥 Brace yourselves, gamers, for the ultimate showdown! We're beyond excited to unveil the long-awaited PROTOTYPE Demo, now available for you to immerse yourself in! Get ready to dive into a neon-saturated universe where cutting-edge AI meets electrifying battles.

What's In Store for You in the Demo?

🤖 Double the Fun: Get a taste of the full PROTOTYPE experience with adrenaline-pumping levels, showcasing the diverse challenges that await.

🛠️ Strategic Combat: Experiment with advanced combat techniques and wield an extensive arsenal as you devise tactics to outsmart your foes.

⚔️ Battles: Test your mettle against robots, whose cunning strategies and sheer power will push your skills to the edge.

Unlock a Glimpse of Gameplay:

Dive headfirst into the electrifying gameplay that PROTOTYPE offers. Fight your way through swarms of robotic adversaries, strategize your moves, and seize the opportunity to upgrade your weaponry and strengthen your defenses. The Demo grants you a tantalizing taste of what awaits in the complete game.

🚀 Are you ready to rewrite the course of AI history? The neon future is here, and it's yours to conquer in PROTOTYPE. Don't miss this chance to be a part of the excitement – step into the digital battlefield today! 🤖🎉
Aug 23, 2023
Rebellion Corporation - OOJJRS
Improvements:
  • Added description of crew's unique characteristics to crew info.

Balance:
  • Completely changed the balance of crews and plugins. You can now use the features of each crew and plugin much more intentionally and usefully.

Fixes:
  • Added Armor stat to crew info window.
  • Wave interval in the tutorial has been adjusted quickly.
  • Reduced the volume of some overly loud sound effects.

From the 24th, I participated in the BIC event, so I moved the update date forward. Thank you!
Dungeon Dungeon! - 仮面Yamada💫
Hello Adventurers,

Thank you for your incredible support! Following Steam Next Fest and taking into account the feedback we received, we've been diligently improving Dungeon Dungeon! We're delighted to announce that Dungeon Dungeon! is now ready for play.

Get ready because Dungeon Dungeon! is launching on September 22nd this year!

We have decided to release the game as an early access title, which means you can start playing and exploring right away. But that's not all! Throughout the early access period, we'll be continuously adding new content and features based on your valuable feedback.

Stay tuned for more information, including a roadmap of upcoming updates. We're working hard to make this game even better with your involvement!

Follow us on our social media channels and join our community to be part of the journey. Thank you for your support, and see you on September 22nd!

Steam Store Page: https://store.steampowered.com/app/2114380/Dungeon_Dungeon/

Discord: https://discord.gg/xEQtNZFHb2

Twitter: https://twitter.com/DungeonNDungeon
Aug 23, 2023
Freestyle 2: Street Basketball - [GM] Remi


Looking forward to something special? We got you covered!

Simply log in every day for 5 days and get fabulous rewards!

The 5th Day reward is for you to find out what's inside the Box.

Event Period:
2023/8/21 00:00 ~ 8/27 23:59 (PDT)



** Reminders:
- Rewards are distributed via Gift Box upon checking in
- You can only check in once per day, and resets at 00:00
- Once the event ends, the check-in info resets. The event begins on the next day
- Hidden rewards are available on Day 5

~ Freestyle 2 Team
Hell Let Loose - Wombat Medic
Hey everyone,

If you haven’t had chance to read the AMA last month or tune into the recent Dev Interview, we’ll be summarising both in this week’s dev brief, as well as sharing a sneak peek at progress with the British forces rework.

But first, we want to thank everyone who took part in the PTE this weekend and joined us for a few games! Your feedback is much appreciated, and we’ll now be looking at what we can consider for Patch 14.3, as well as for future development.

Patch 14.3 PTE Feedback

Micro-Stuttering

Over half of those who took part felt that there was an improvement with stuttering, experiencing less micro-stuttering on most maps. We are aware of some reports about FPS drops in the live game since the last patch, and we will continue to look into this.

Ultrawide Monitor Compatibility

Three-quarters of those using an ultrawide monitor felt that there was a marked improvement, and the experience was what most players would expect from similar titles.

Panther Tank

Over three-quarters of players who used the Panther during the PTE felt that the reload speed was now 'just right.'

British Weapons

Although most players felt the improvements to British weapons were better, some feedback suggested the gun sights were still too large, and further work to improve weapon zeroing was needed.

Practice Range

We already have a list of work we’d like to carry out for future iterations of the Practice Range, and much of this was also identified by players who took the time to submit feedback on their experience. There were also some great ideas that we will take a look at to see how we could implement these in future versions.

Some of the feedback included:
  • Increasing Shooting Range to 500m
  • Moving Targets
  • More navigation and prompts
  • Respawning of vehicles and helmets
Plans for Optimization & Bug Fixing

Having realised our focus needed to change so that we could revisit the existing game and bug database, the roadmap for Hell Let Loose has changed, and we’re working to put a new one together that we’ll be able to talk more about in a future briefing.

Some issues that you experience in the game don’t always happen in our own testing environments, which can make these bugs trickier to tackle, and we can struggle to reproduce certain issues that require a lot of players over a length of time. Reintroducing public testing is already helping with better understanding some of these bugs, while also helping shape the direction of the game.

LODs

We know LODs are a big one for the community, and our Technical Art team are making their way through all the levels and optimizing some of the worst offenders. LODs are particularly important for console platforms, and decisions have to be made manually, with artists going in and tuning the distance at what certain objects should start rendering, which can be a lengthy and time-consuming process.

Most of our levels also use something called HLODs:

#Discussions_QuoteBlock_Author
HLODs are a really cool bit of technology which makes it really cheap to render something, and if it's far enough away, it can look pretty close to what it would look like. But the creation of HLODs is tricky, it's very hard to get them to to look great, and is made harder with a more realistic looking game like Hell Let Loose.

It's basically a constant challenge for the tech art team to to balance creating these cheaper to render versions of geometry so this will still run at a decent frame rate on all of the hardware that we support, while not looking terrible - and it’s a time consuming process.

You will notice literally every single update the LODs will be improved in numerous different areas on all the maps, and this is one of those areas where I don't think we could, you know, within the next few years tackle every single part of every single level that exists and make them perfect - so if the community can basically let us know the worst offenders, they’ll go to the top of our priority list. - Kieran, Studio Technical Director

Patch 14.3 will be introducing some further LOD optimization for certain maps, however, if you’ve noticed particular issues that are having a high impact, please let us know by getting in touch with Player Support!

Rubber-banding

While we’ve made changes to both PC and Console platforms to help reduce rubber-banding, we know there is still more to be done.

VOIP

We’re continuing to work closely with Vivox to understand how we improve the quality and experience for players.

#Discussions_QuoteBlock_Author
They actually recently reached out to us as they had themselves been looking into user reports of voice issues and have managed to identify that there was an issue with people who were using mobile-based
data networks for connecting to the game. There was a high chance that the VOIP basically stopped working and the connection would fail. That has been fixed in the latest SDK which we have updated for Patch 14.3. - Kieran, Studio Technical Director

VOIP can be challenging for us, as it is rare we ever get issues in the development environment, and Vivox identified that there is a configuration difference between what we use for the development environments on the server side, and what’s happening in the actual live game - so we’re also working with them to make sure they’re the same, which may help us better understand some of the issues being experienced, during development, so we can fix them.

#Discussions_QuoteBlock_Author
We've typically had to make improvements and fixes and then wait for the next update to go live to then identify what is breaking. We are utilizing analytics to be able to identify issues, so it's a case of every single update we will spend some time sitting down and having a look at those analytics to go like, okay what's broken now, and then we can fix another thing, but again, typically we won't be able to reproduce that issue in our development environment so it becomes a case of making a fix and then the next update goes live we repeat the cycle. So, unfortunately, when it comes to this, it's currently quite a slow turnaround for us - but we do continue to work on it every single update. - Kieran, Studio Technical Director

British Forces Rework

Both during the AMA, and in the dev interview, we outlined what we’re doing to essentially make good on the British forces - including new, more accurate weapons, uniforms, and vehicles.

This is a large piece of work, and we want to get it right, so improvements to the British forces will be something you see arrive in the game in phases.

Historical Accuracy

#Discussions_QuoteBlock_Author
The Bren absolutely should have a bipod. For someone who's been shown how to use a Bren gun by other historians, I can absolutely attest to bipod - the Bren needs a bipod. - Matt, Studio Creative Director

We want to ensure we’re bringing accurate firearms to the game on a per-theatre basis.
For example, although some British weapons were used across all theatres, there were some that were specific to North Africa or Western Europe - and we want to make sure the experience is accurate for both.

Weapons

Bren Gun - we are going to do a bipod for the Bren, which will be publicly tested to understand the best balancing, whether it sits on the Machine Gunner role, or whether it works for the Automatic Rifleman.

British Thompson - we will be doing the 1928A1 Thompson.

SMLE - we will be doing the SMLE No.1 MKIII that was used throughout WWII.

No.32 Scope with No.4 MKI - as a new sniper rifle.

Sten MKV - as an additional Sten gun.

Gammon Bomb - also known as the No.82 Grenade, this will work as an 'explode-on-impact' device to help specific roles deal with lighter armoured vehicles.


SMLE No.1 MKIII High Poly (1)


SMLE No.1 MKIII High Poly (2)

Armour

In terms of armour, we are going to do specific pieces of armour for the British, specifically for North Africa, and have a look at the armour that’s available for Driel, including:
  • Churchill Mk.III for North Africa
  • Churchill Mk.VII for Europe
  • M3 Stuart ‘Honey’
We have options when it comes to introducing the new British medium tank for North Africa - and we want to give you the vote on what we work on implementing!

Share your opinion and cast your vote for one of the following tanks:
  • Crusader Mk.III
  • Valentine Mk.II
  • Matilda II


Churchill Mk.III and Mk.VII High poly - WIP

Uniforms

We will also be making good on the uniforms for both North Africa, and Western Europe, including shorts and short sleeve uniforms for the British, as well as the German DAK uniform.

#Discussions_QuoteBlock_Author
We'll do the same thing with the camo for those Vehicles [mentioned above] as well, so you'll be able to play North Africa with the correct uniforms, with historically accurate weapons and vehicles and armour, against the Germans with the German equivalent. What it will do, is it will make the theatres much more flavoursome and historically accurate, but much more thematic as a player, so that North Africa will feel very different, as it should, compared to say, Europe.

I hope that gives people some inclination of the commitment we have to making sure
that all the all the gear, all the toys, all the weapons, all the equipment you'll be
playing with, is 100% authentic and accurate. - Matt, Studio Creative Director

Here’s a first-look at some of the uniform work in progress!


High poly for the new British desert uniform


High poly for the new German DAK uniform


Improved British helmet with straps, for a better fit and more accuracy

Firefly Tank

Improvements to manoeuvrability and how the Firefly works falls into a wider conversation around armour in the game, and it is something we want to look at.

#Discussions_QuoteBlock_Author
It’s an interesting one with Hell Let Loose, because of how Hell Let Loose classes it's different types of armour, you know, the Firefly historically is fundamentally the same chassis that's - for want of a better word - as a normal Sherman with a 75mm gun - it just has an almighty 17 pounder on it. So I'm gonna look into this especially when we do the Churchill, I'm going to look into the different game mechanic armour values of Hell Let Loose and how they work in relation to how they worked in WWII. - Matt, Studio Creative Director

Recon & Artillery

Reevaluating the game meta is not off the table for us, and we’re keen to explore what it could look like in the future - whether that be making artillery a Commander ability that can be called in, or a mortar team.

#Discussions_QuoteBlock_Author
The next sort of thing I have in my head is around self-propelled artillery pieces - so you get to drive the artillery around as if it were in a vehicle form and the vehicle has an artillery piece on it - and there are plenty of historical self-propelled artillery pieces as well and again, that creates a more interesting gameplay mechanic because they can physically move and maybe they're, depending on the piece that we're talking about, maybe the destruction ability of that piece could vary as well, so I think the the surmise of it is, as always with a lot of game development, there are a lot of things we want to try out and prototype and the way that we work is we'll have an idea - prototype it quickly - as soon as we think it's possible to run it in a PTE where it looks representative of the idea to see if it has legs, then we should do that and get feedback from the community.

Game development is a lot about iteration, so you you try something that could work, get some feedback, iterate, get some more feedback, and iterate and that's where you kind of find the magic in in the mechanics. I think it is very difficult to say on paper “this thing here will work 100% guaranteed” from my experiences and from the team's experience it's better to have a few different systems that we can try quickly and work out so there's lots of different options options to us but it's something 100% we want to look at. - Matt, Studio Creative Director

Node System

With some players finding the node system to have become stale, we also want to look at revisiting and understanding where previously in Hell Let Loose, the location of node placement would have an impact.

Creating a deeper mechanic is something we’ll look to do, and test out in a future PTE, where you’ll be able to share your feedback on the direction taken!

Garrisons

Building garrisons and defending them exists as a key mechanic, which can easily be the difference between a win or a loss.

#Discussions_QuoteBlock_Author
We may have a new type of Garrison. But I'm going to keep a little bit tight-lipped about it because I think there's a few development things that we've been experimenting with - and we've done some tests within the team that takes the good stuff out of the garrisons and maybe unhinges it from some of the frustrations people have with garrisons and we've done some prototypes and we had a system working that we're very excited about and that we will want to run it in a PTE.

When you’ve been playing the game for a while, you kind of get a feel for “I know there's going to be an enemy Garrison there” and that in itself can be quite a satisfying mechanic, but I don't think that should be the only mechanic within the garrison system. - Matt, Studio Creative Director

Progression System & Loadout Reworks
We never want players to feel as though they’re not progressing in some form, and some of the new weapon systems we’re going to be prototyping out will be touching on the idea of being able to use XP for other roles.

We also want to look at new loadouts, as well as revisiting existing ones, and will be doing a new set of loadouts for the German forces for El Alamein that would be different to their existing loadouts in Western Europe, for example. These more accurate loadouts will need to be prototyped and eventually put in a PTE for players to feedback on.

Tanks

There are a lot of variables for us to understand with armour, both as a mechanic, but also with the existing physics of vehicles in Hell Let Loose, and their ability to traverse certain terrain in the game.

We already have prototypes for being buttoned up, or with open hatches, and want to explore smoke dispensers, as well as a flamethrower tank, and are absolutely interested in revisiting armour in Hell Let Loose.

We want to go deeper with tank mechanics, and get to the point where we can introduce an American tank destroyer like a Jackson, or a Hellcat and have that make a lot of sense in terms of mechanics - giving players more opportunities to adjust their playstyle and tactics within a game.

#Discussions_QuoteBlock_Author
These are pieces of armour where the actual thickness of their armour is quite low, they're what I would call shoot and scoot type pieces - but they have a hell of a gun. This is where Hell Let Loose with it's Tiger, you know, we all know that there's a lot of myths about the pros and the cons of a Tiger tank - the fact that 90% of the time, they weren’t really capable of moving very far, often breaking down, but the Tiger, that sort of class of tank can dominate a battlefield and everyone just wants to be in that type of tank.

Where I want to get to, is where you can play in a Hellcat and it be a really fun and engaging experience and you understand the tactics of how to use that piece of armour, even though it's classed as a heavy or super heavy gun, but thin armour, so we need to think about armour in the entirety of World War II. - Matt, Studio Creative Director

Supporting Organised Play

We are consistently in awe of the incredible efforts clans, orgs, and communities put into fostering organised play and tournaments within Hell Let Loose, and it’s something we want to dig deeper into to see where we can support these efforts.

#Discussions_QuoteBlock_Author
I want to pick up the conversations that I initially started when I first came onboard, in terms of going “where can we support you?” and that might look like potential content calendars where we can feature upcoming tournaments and events and support those whether that's with promotion on our channels, or giveaways - DLC, game keys - that can help really drive traffic to these events. - WombatMedic, Community Manager

There’s a lot to consider when it comes to the idea of Hell Let Loose being a viable esports title - including balancing - but we want to support some of the community’s tournaments, and will be looking to re-evaluate where we can showcase these and encourage more players to watch the action and sign up to take part themselves. While we have a War Arranger role in Discord for players to recruit and highlight events, it is something to be expanded on to see how we can support the comp scene on a much larger scale.

Admin Cam

We have already done some work on admin cam designs for increased functionality, and will now need to understand when would be best to do the development work.


Console Server Browsing & Map Voting

While not shying away from the workload required to bring a form of server browsing to console, there is a lot to consider:

#Discussions_QuoteBlock_Author
The server architecture on the base level is very similar, but in the environment, it’s very different and so it is looking at that and how do we get that to play nicely and is it possible, how do we do that. It's a lot of work basically, and we we want to look at doing that work, but it is - is there any quicker solutions we can do to help console players? Like being able to find maybe certain maps, maybe looking at certain game modes looking, at certain server populations, or how full a server is. We are looking at the longer term thing as well as short term on that, but it is a very tricky piece of work that needs a lot of thought putting into. - Adam, Senior Brand Manager

Another solution we’re looking at in the interim, is voting for the next map - which would definitely help communities better organise competitive games, as well as give them the freedom to vote on what they want to play, versus what the server rotation dictates.

#Discussions_QuoteBlock_Author
Ultimately, I think we do want to move towards having this browser, but that is going to take some time, it is far from trivial. This is something where the community can help guide us. We all want that, and we're working towards that, and we will get there, but if we acknowledge that it’s going to take some time - what can we do in the meantime to make your lives a little bit better? - Kieran, Studio Technical Director

What’s next for Hell Let Loose?

Our current focus remains on bug fixing and optimisation, with the upcoming Patch 14.3. With a new roadmap in the works, there will be more content coming.

#Discussions_QuoteBlock_Author
That content will be PTE’d, it will be tested beforehand, and we will make sure that everybody is understanding of what's coming, what we’ve tried to do, and where it is, and some of that, it’s not going to be like next year - middle of next year sort of thing - we are looking at what can we bring to the community that's new content, while we're still making sure we do these major fixes first. - Adam, Senior Brand Manager

What new content is being worked on right now:

1). British forces rework - weapons, armour, and uniforms

2). 50v50 combined arms maps, including Mortain

3). Revising Dive to Prone and taking on board feedback from the community

There is content we would love to consider working on in the future, including the Pacific, however, we want to ensure we’re taking a measured approach to new content. A lot has been learnt from the delivery of the British forces, and we need to make sure the forces we deliver are accurate, what you as players expect, and also help inform and be respectful of the various history and forces within World War II.


Common Questions

For answers to questions on game meta, bugs, and more, please read our latest AMA on Reddit, or visit the Discord to check out the full answers in the #ama-july-2023 channel!


War Correspondent, Content Creator, and Community Videos

Make sure to post your videos in the #hll-videos channel in the Official Hell Let Loose Discord for a chance to be shown in future Developer Briefings!

Let’s Talk About The Practice Range

Missed out on the Patch 14.3 PTE? Check out The Fresh Baked Goods' video break-down of the first iteration of the Practice Range: https://youtu.be/Rvx5hBxRzHA

The Gang Tries Out The Gun Range

Shared by u/SuperMalarioBros on Reddit, this edit of trying out the Practice Range during the PTE session got our vote!

This is Why I Still Play Hell Let Loose

Watch Alpine Sniper pick out man from tree on Hürtgen Forest and land some great shots: https://youtu.be/0IdUOekw4nI

One in a Million Shot - Molotov Blocked by Grenade

Who needs to throw back grenades when you can just deflect them with one of your own!

Shared to Reddit by u/Slap_Life.


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In Dev Brief #195, we’ll be taking a closer look at the updates to the character models that those who took part in the latest PTE session would have got to try out. Until then, we’ll see you all on the frontline!
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