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Hello everyone! I am aware that it has been a long time since the last update, and it isn't because we were playing Monster Hunter Wilds (really not), but because we were working on the next big update for the game :) It all really started as a small incremental weekly update, but it turned into a month worth of work. I wrongly estimated the time it would take to revamp all vehicles to add new crew members, new modules, and so on. We hope that our beta testers will enjoy this update, as always. We will resume private playtesting next week!
Happy new year everybody! This is the first update of the year, and it is a 'big' one! We are resuming our weekly playtest with the community :) Join our Discord to learn how to participate!
Hello everyone!
It's been a while since our last official dev update, and some of you may have noticed the pause. Heres whats been going on:
As you know, were a small teamjust my brother and medeveloping this game. Over the summer, we took a well-deserved break to spend time with family. When we returned in September, I needed to address some issues and make updates to our first game, Hex of Steel, which took about a month.
While I was busy with Hex of Steel, my brother continued work on BoS. However, the updates he made didnt warrant a full changelog as they werent major changes. Right now, hes developing a brand-new map set in Normandy, designed with more open spaces to improve tank engagements and overall visibility. Hes also optimizing our vegetation assets for better performance.
On my end, Ive finally started working on humanoid infantrya feature thats been long overdue. We needed to establish a solid foundation before making such a significant change (which was my priority). With the games current state stable enough, its now time to bring this feature to life!
Venturing into 3D character development is uncharted territory for us. For those of you who have been following our progress, you know this is the first time were dealing with 3D characters and animations. Its an exciting challenge, and while it may take some time to implement, Ill aim for quick, functional results so we can get back to testing as soon as possible.
Additionally, the IS-2 tank will be included in the next update, and youll notice an upgrade in texture quality. Were shifting to a new texturing workflow using Substance (for those familiar with it), and the results are significantly more realistic and high-quality. We think youre going to love it!
I wanted to share this update to keep you all in the loop on our development progress. For more frequent updates and sneak peeks, be sure to join our dev channel on Discord. Wed love to see you there!
Thank you for your attention!
As you all noticed, we have not been actively working on the game lately, sadly. We took a well deserved break during the summer, and then after that I spent all my dev time polishing our first game. Developing two games at the same time is a hard task, even more so when you are a team of two, and when there's only one programmer :) So, just a few words to let you know that the project is NOT abandoned in any way, we're just short on time in general. We are however getting slowly back into it, so we are hoping to be pumping out more updates on a more regular basis. Our first game being the one that is still paying our bills being on a higher priority than developing something entirely new, it is hard to split dev time equally. We hope that you will understand the situation we're finding ourselves in, and still enjoy the game as it slowly grows. A brand new map will be coming soon-ish to replace the current one, as soon as Jules finishes his work on it!
This will be the last update for the next 2 weeks as we going in vacation :) See you when we get back!
WARNING: The leaderboards will be reset with version 68.
Hello everyone!
On this day, 80 years ago, the D-Day happened. The beginning of the liberation of Western Europe from the occupation, and the return of freedom...
I would like to personally thanks all of those who risked or lost their lives in this endeavour, for I, as a french, would still be under occupation if not for the D-Day.
The game will cover many fronts of World War 2, but we're starting with something that is close to us, not just because we're french, but because we don't live that far from it actually - Normandy.
My brother designed a brand new map, from scratch, and oh boy it looks good. If some of you travelled through Northern France, you will be at home on this one!
I would like to use this post to both commemorate the 80th anniversary, and showcase the new map...
First screenshot will show a bird's eye view of the map (well, a small portion of it, as it is 2km x 2km big)
Now let's go down the big new road and see what awaits us behind the fields...
A large field of meadow buttercup
Taking a small dirt path to reach another area...
Another field... !
With a farm...
With old, destructible walls... :)
Bonus for those of you who read until here, a short video showcasing the map, taking a stroll in a Panzer II C, during an Allied paratrooper landing (Airborne Assault gamemode)
https://www.youtube.com/watch?v=XsAQ27eqYc8
Have a great day all
Cheers
Val & Jules
Next Playtest this weekend, join our Discord to participate!
Alright, I'll be honest, v60 was not the most stable version we've had so far. Everything was working fine, then I decided to update our multiplayer API and then Unity. And after that, well, my bad for not testing that everything worked, because a LOT broke down! So, after 2 days of hard work, I am finally pushing a first part of a long list of patch to address everything that has been broken because of the updates :) Sorry about that!
It's been a long while! But we are resuming our weekly playtest now! If you still aren't a member of our Discord, then consider joining it to take part in the playtests :) Here's the changelog for this new version:
Happy Victory Day everyone!
One more short post to keep you updated on the work being made on the game.
I will be honest with you, I have failed to create more free time to develop BoS, my focus stayed on HoS for the past few weeks. So progress on BoS was thin on my end.
However, I have finally completed the entire revamp of ammo for all weapons of the game. All of them now have proper penetration table and stats, as seen below (few examples):
Dispersion system also seems to be working just fine:
Soviet ZiS-5:
British Lee Enfield:
I will be creating a new UI menu which will list all weapons in the game and all of the data you see above will be accessible from within the game. Should make it easier to spot any mistake that could have been made, but also make a cool encyclopaedia!
New Pak36 gun model:
And its winter camouflage variant:
Next up will be the British 2-pdr!
The store page screenshots will be updated as soon as my brother finishes his work on the brand new test map with improved graphics and vegetation :)
Sneak pic of the improved environment:
If you want to be notified every time we do some work on the game (more often than a monthly thread here on Steam) then I encourage you to join our Discord server where all of the progress we make is published on a daily/weekly basis!
Have a great one all :)
Hello everyone!
Those of you who are on Discord will know about all of what's going to follow, as this post is meant for those just looking at the page of the game on Steam from time to time.
First of all, welcome if you're new! I appreciate you're taking the time to read through this :)
Now, I know it's been a while since any changelog were published, the reason is that I am still actively working on my first published game and it takes a huge amount of my time. Working on two projects at the same time is a daunting task, especially when you are the only programmer!
My brother and associate however is focusing only on BoS, but modelling and texturing is a very slow process, he also recently had to learn a bunch of new tools and technics (to work on buildings) so this took time too.
We are currently working on making a brand new map, with all of the new tools we have acquired in the last few months.
So, yeah! That multiplayer upgrade is well under way now, we have played several playtests since then, finally with all vehicles unlocked! So, it's playable :)
I have also started reworking the ballistics of all projectiles in the game to have a super-duper detailed ballistics system with as much control as one can have, example screenshot:
Since we have over 184 weapons currently, this will take a little while to complete... Remember, I'm the only programmer, and some weapons have up to 5 or more types of shells, so this is a really time consuming task. BUT, this is for the best, we will end up having a super nice ballistics system which goes really in depth.
As part of this ballistics upgrade, I have actually finally started working on an actual 'dispersion' system for projectiles. Previously (currently) projectiles obviously have realistic physics, but the thing is they will have a perfect parabolic trajectory. No wind, no nothing. So I am working on that too, using some real life accuracy tables, which will be on a per shell type basis...
All of this on top of still actively working on our first game while maintaining a social life is obviously hard and comes at a cost... of time!
Hope you all guys can understand, it's not a 30 people team here, nor a 10, but a two people team (with external help from the community, we love you guys!)
Will be publishing more news when stuff is actually over, take care in the meantime ;)
Hello everyone! Before the game releases to the public, in Early Access, there are 3 major points we need to address. One of those 3 points is the upgrade of the multiplayer. Currently, our multiplayer system/API is slowly becoming 'outdated'. It was first released in 2011, and did not target high player counts. It is already a miracle we've made it support up to 40 players by optimizing the netcode as much as possible. Therefore, to support an ever bigger community and have even better performances while playing in multiplayer, an upgrade of the system is required. Work has already started. We are switching to a newer system/API, which was designed in 2019, and is basically an improved version of our old multiplayer solution. Nonetheless, there are major differences when it comes as how things work, and how data/state should be exchanged/synced, and this will require a huge amount of work on my end (hello, I'm the only programmer) to update the entire netcode the game currently features. It goes without saying that it will take me some time to upgrade the entire project, weeks, probably, but this is for the best, for the future of this game. I am slowly but surely getting acquainted with the new system, I still have some stuff I need to figure out how to convert from the old system, but I'll get there. Just making this little post to keep you guys updated as to what's happening behind the curtains, and also so that you don't freak out if there are no updates for a while... The Closed Beta is still running though, and you can still join by requesting access to it in our Discord server See you on the battlefield, Val
Happy new year! First update of 2024! Long time without any updates as I had to leave home for a while. We are now resuming work as before ;)
This is going to be the last update for 2023, I am leaving home tomorrow early in the morning and will not be back until basically the end of 2023. Hope you all have fun with the beta in the meantime, all bugs should be fixed ;)
/!\ WARNING /!\ Some new video settings have been added. Please double check your settings in the 'Video' tab and make sure everything is set properly. /!\ WARNING /!\
NEW TANK PHYSICS. YES. And new armour modelling and damage modelling for armoured vehicles! WARNING: Only 4 tanks have been currently implemented. One per faction (Cromwell Mk. V, Panzer IV G, Sherman M4A3E8 and T-34 1943). I am doing a new setup from the ground up and implementing everything takes a HUGEEE amount of time (I'm alone doing it) so, yeah, I'll add back all vehicles one by one, with the new armour system and physics, but this will take a while.
Next update will be epic ;)
Hello everyone, As you can see, updates are not flowing, to my regret I ended up going back to developing Hex of Steel quite a bit lately...
Hello everyone! It's me again, I'm back, it's been a long while, I know. I was scuba diving in the Bahamas, but seriously hard at work on our previous title. I have released the biggest update for the game to this day, and it required a LOT of time to pull out. I think I should be back working more regularly on BoS now :)
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