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.
Aside from gun play, weve also taken a close look at damage and ballistics for Gallipoli. Weve taken a more granular approach, which makes firing weapons feel more realistic, as well as different from each other. As an added benefit, having more numbers to tweak will also help us with balancing!
If you missed our reasoning and gun play changes, be sure to check out [u]our previous blog[/u] .
We would like to preface this blog with a little disclaimer that everything in this blog is a balancing matter and so very much subject to change.
Note: If you can\'t see the images, try the blog on Reddit!
Ballistics
Weve introduced simulated ballistics in Gallipoli! Bullets should now much more closely behave like youd expect from the caliber and weapon theyre fired from.
Two of the included changes are bullet travel time and bullet drop. We no longer use hitscan; bullets now take a bit of time to travel over great distances and drop a bit along the way, depending on the weapon and the bullet. The effect will be quite minor in most circumstances if you use a weapon for their intended range, but youll really notice it if you try to snipe with a revolver.
\n[img src=\"https://i.imgur.com/jmNcypJ.gif\"][/img]
Damage
One area we looked at is damage fall-off, the amount of damage lost when hitting a target from long range. The amount of damage fall-off depends on the weapon youre using: damage from small arms like pistols start to drop off after 10 meters, while rifles start to be affected between 50 and 100 meters. Regardless of weapon used and damage lost over range, a headshot will always take out your target in one hit.
On that topic, the body has been split up into more parts, each with their own damage modifiers to make damage more granular. In our previous games we distinguished between the head, arms and body when it came to calculating damage, but we now make use of all the different body parts: neck, belly, pelvis, upper limbs, lower limbs, hands and feet. Each of these has its own damage multiplier based on how much it sucks to get shot there.
Penetration
Bullet penetration also got some attention! Materials now more accurately affect bullets passing through. Fabrics have little effect, wooden poles a lot more! The harder the material, the more stopping power is lost once the bullet comes out the other end if any stopping power remains.
Its generally not recommended to use your squad as a human shield.
[img src=\"https://i.imgur.com/BloKmeM.gif\"][/img]
How its calculated
Damage, bullet travel time, bullet drop and penetration are all calculated based on the muzzle velocity of the weapon used, bullet weight, bullet diameter and the shape of the bullet nose.
On an individual level, every weapon does have unique characteristics that reflect what they were like in real life. Now, we dont expect you to learn the ins and outs of every single weapon, so youll be able to compare the stats in-game!
What it all means
These changes both really make firing weapons feel more realistic, but also makes sure weapons arent too effective outside of their intended role. Semi-automatic pistols should feel great at close range, but shouldnt be effective at longer ranges as well. Scoped rifles should be best suited at long range, but hitting your target should still be a fair challenge!
While everything we mentioned here may sound complicated, it all feels natural in practice. Firing and aiming weapons is more realistic, but theres no need to whip out a calculator to hit a distant shot with a rifle. Gallipoli is not a full-on simulator, but closer to a milsim-lite than our previous games!
[hr][/hr]Thanks for reading! This blog was a bit more technical, but we hope you found it interesting. More blogs are coming your way, so be sure to wishlist and follow Gallipoli on Steam to get everything right in your library.
[dynamiclink href=\"https://store.steampowered.com/app/3065940/Gallipoli/\"][/dynamiclink]
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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