From the makers of Verdun and Tannenberg …
The new Offensive game mode puts you right in the middle of key historical offensives on the Italian Front. Lead the charge across stunning Italian landscapes as you choose your path to victory - cut paths through barbed wire, flank your enemies by following mountain trails, or man a mortar to blast a way through. Shape a dynamic battlefield by laying sandbags and wire, placing ammo crates, deploying trench periscopes or sniper shields, and more.

Take part in historical offensives from the Sixth Battle of the Isonzo to the Strafexpedition. Reflecting the course of the actual battles, as the attackers advance the fighting will shift through vastly different landscapes within a single offensive: from hillside fortresses to mountain trenches and fierce urban combat on city streets. Everything is recreated based on research and field trips, from sound effects and uniforms down to the houses, vineyards and trenches you’ll be fighting over.

Call in support with a unique historically accurate flare system: flare guns can mark targets for artillery or biplane flybys, or different colored flares can be used to guide your team. Once the big guns have softened up the enemy, finish the job at close quarters with an Arditi dagger or mountaineer’s pickaxe. Man heavy machine guns, mortars and even mountain guns for more direct fire support.

Choose from six classes based on historical combat roles and build your loadout from a selection of weapons, equipment and perks linked to that class, giving flexibility and variety while staying grounded in what real soldiers might have carried. You’ll be operating wire cutters, bandaging yourself and wounded teammates, and blowing the whistle to start an assault. One shot can kill and even lighter injuries can lead to quickly bleeding out.
Being an effective soldier in Isonzo is not just about being a good marksman. Mastering the terrain is also key - the mountain can be a friend or foe. Learn how to navigate well to maintain cover and surprise your enemies or support your allies.
Finally… watch out for the dreaded poison gas. You’ve never experienced WW1 action quite like this!
Isonzo key features include:
- Mountain warfare: Assaulting mountain fortifications, battling through ruined towns, and fording rivers are just a few of the challenges you’ll face as you fight your way through numerous enemy positions
- Tactical multiplayer FPS: Choose your role and loadout carefully to survive this high altitude combat - play a sniper to pick off the enemy engineers before they can cut your wire, use rifle grenades to clear enemy machine guns, and much more
- World War One Gameplay: Historical Offensive game mode based on real battles and focused on the unique challenges of Alpine warfare. Fight with 30+ WW1 weapons, poisonous gas attacks, and intense artillery barrages
- Build for victory: Place your own wire, sandbags, trench periscopes, and more! Whether you’re digging in or on the attack, shaping the battlefield to your advantage will be key to victory
- Faces of war: Make every class your own by picking from a variety of historically class-appropriate uniforms, accessories and headgear. As a finishing touch, you can even pick your mustache from several famous period-accurate styles!
- Authentic WW1 atmosphere: Accuracy in everything from maps and weaponry to music and the uniforms – fight for the Kingdom of Italy or the Austro-Hungarian Dual Monarchy

More Games in the Authentic WW1 Game Series
Immerse yourself in more WW1 action with our other standalone titles Tannenberg and Verdun. Experience trench warfare on the Western Front in Verdun, or maneuver for control of key sectors in Tannenberg on the Eastern Front. These authentic WW1 shooters let players choose from a range of squads from across the war, as they fight for control of the ever-changing frontlines.
Hello everyone!
We know youve been eagerly waiting for more information about Gallipoli, and here it is! Today, well walk you through the game mode of Gallipoli: Expedition.
With the war spread over huge distances, combatant nations moved their troops in expeditionary forces by sea and rail to fight on new fronts. These forces were specialized in mobility and self-sustainability, capable of heading deep into enemy territory and taking key positions.
The Expedition Game Mode seeks to reflect the faster-paced combat, rewarding attackers who adapt on the fly and book results efficiently.
We would like to preface this blog with a disclaimer: everything mentioned and shown is work in progress and subject to change!
[hr][/hr]Introducing: Expedition
A battlefield is split into several sectors, laid out horizontally between the attacker and defender spawn points. Each sector has two objectives to control in order to take it. Sectors need to be taken in order towards the defenders spawn area.
The defenders, of course, need to give everything in order to stop any of this from happening. If the attackers manage to capture every sector with the time and resources they have, they win. Otherwise, the defenders claim victory.
So far, those of you whove played Isonzo may think all this sounds a little familiar. Dont worry: this is where all the differences come in.
Momentum
While capturing objectives and pushing towards the next sector, the attackers have to manage their Momentum. In essence, this resource represents how well the Expedition is proceeding. The attack starts with 100 Momentum, one of which is lost whenever an attacking soldier perishes. In the simplest terms, 1 Momentum = 1 attacker life.
Of course, youre not expected to complete every single objective with just 100 men. Theres a multitude of ways to regain your Momentum.
Kill Threshold: A portion of Momentum is regained once 50 defenders are taken out. The amount regained depends on how long it took to reach this threshold.
[/*]Capture an objective: A small amount of Momentum is regained when an objective is captured for the first time.
[/*]Secure an objective: A large amount of Momentum is regained when an objective is secured.
[/*]
Defenders dont have Momentum. Instead, its their goal to either drain the attackers Momentum by killing them without taking casualties, or holding on to their Headquarters by any means necessary.
Objectives
Both teams can capture an objective. Once captured, the objective will be supplied with static weapons to aid the defense. However, thats not the end: the other team can recapture the objective if not secured!
Objective types
Each sector has two objectives: the Headquarters and a Support Objective.
The Headquarters is the primary objective you need to secure in order to advance. Securing is something only the attackers can do after capturing the objective. Once secured, it can never be recaptured by the defenders, and the attackers may proceed to the next sector.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/0bad02182c1242dcb16893f8d6b4b4623a4aa1ec.gif\"][/img]
The Support Objective is different. This objective isnt required to advance, but the attackers can target the Support Objective to regain Momentum if running low. Additionally, it acts as a forward spawn point for the team that controls it and its equipped with mortars, as well as a field gun, to support the battle for the Headquarters. Since it cannot be secured, the enemy can always try to recapture it.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/b118553dd37ee8e6bf0510a99d643760aa697f83.gif\"][/img]
Randomized Objectives
No two battles are the same; not in history, not in Gallipoli either. The spawn location of the Headquarters is randomly picked between two possible locations per sector. The Support Objective will be at the other of the two locations.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/4aa9ee1af161c12556c7aa891290cab05b5170cf.gif\"][/img]
But wait, theres more! The Headquarters also has two types it will randomly select: Build to secure and Detonate to secure.
Build to secure requires you to build 3 buildable structures on the objective, randomly placed in 5 possible locations. Multiple people can work on a single structure at a time to speed up progress, but youll also want some people to deal with the enemy! Build progress is never lost, not even when the objective changes hands. Finish building to secure!
[img src=\"https://i.imgur.com/7GBRiZU.gif\"][/img]
Can\'t see the gif? Click here!
Detonate to secure may be a bit more familiar: plant a bomb on the objective in order to destroy it. Once destroyed, its secured. However, the defenders can disarm the bomb at any time!
With 11 different possible layouts per Headquarters, 2 layouts per sector and up to 5 sectors per map, this means that a large map can have up to 5,153,632 different layouts! However, youll only get to see what the layout of the next sector is once you secure the preceding sector.\n
Foothold
Not overloaded with information yet? Good, because heres Foothold.
Foothold is an overtime system that triggers upon Momentum reaching 0. Foothold counts down unless the attackers are contesting an objective that can still give them Momentum.
Any actions that would normally give Momentum now extends Foothold instead. However, theres no way to remove Foothold; once in effect, it will remain until the end of the battle.
As long as they have allies fighting on the Headquarters objective or keep extending the timer, attackers can still defeat the defenders. It is even possible for the attackers to activate Foothold in the first sector and still win the battle if they lock in.
If Foothold reaches 0 and none of the attackers reach an objective within 3 seconds, the battle ends in favor of the defenders!
[hr][/hr]That sure is a whole lot of information, so heres your TL;DR:
Attackers need to be fast and efficient to maintain their Momentum while securing objectives.
[/*]Defenders need to dig in and stop the attackers in their path by wasting their Momentum.
[/*]Capturing Headquarters is required to proceed, Support Objectives give more Momentum, weapons and a spawn point. Objectives are randomized per sector.
[/*]Foothold is a last ditch effort for the attackers after they run out of Momentum.
[/*]
Hope you enjoyed that first look into the Expedition game mode! Were ramping up our communication, so expect a lot more information to follow in the upcoming months. See you next time!
Minimum Setup
- OS: Requires a 64-bit processor and operating system
- Processor: Intel Core 2 Quad Q9550Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GT 640
- Storage: 20 GB available space
Recommended Setup
- OS: Requires a 64-bit processor and operating system
- Processor: Intel i7-4770Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1050
- Storage: 20 GB available space
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