Closed Beta: Update #23
Static Weapons are now shown too on the in-game tactical map. Distance is now shown under markers. AI will now mark the enemy when it sees it. Possibility to aim gun (static artillery/mortar) while having tactical map open. Easier to aim properly. Support of Markers on the tactical map. New marker type in the orders wheel: Request strike (artillery, or strafing / bombing).
Updated units tactical icons in the tactical map. Prettier and more informatives. Game scene loading screens updated. Streamlined the distance units used throughout the game. Compass directions should be easier to read now. Each team now has a finite amount of build points they can spend. Engineers are now longer restricted by the usage of their hammer. They can build as much as they can, and all engineers will use the same pool of points to build things. No more needed to respawn over and over again when your hammer had no use left :) Dynamic position of the flags ownership summary and the compass.
Broken / Glitchy shadows with 3D scope on snipers. 'Go back to main menu' button missing after finishing a skirmish. Turn count not shown in campaign when starting a new campaign. Players nicknames in tactical map were not getting deleted. Casings from small arms no longer endlessly roll on the ground. Resupplying the Nebelwerfer 41 with rockets and ammo crates was not possible. The Nebelwerfer's aiming speed was based on the amount of rockets it had loaded. With all rockets loaded it would be very fast to aim, but when out of rockets or when only 1 loaded it would be super slow. Artillery shells would sometimes ricochet off trees.
[ 2023-10-31 13:55:34 CET ] [ Original post ]
ADDED:
Static Weapons are now shown too on the in-game tactical map. Distance is now shown under markers. AI will now mark the enemy when it sees it. Possibility to aim gun (static artillery/mortar) while having tactical map open. Easier to aim properly. Support of Markers on the tactical map. New marker type in the orders wheel: Request strike (artillery, or strafing / bombing).
CHANGED:
Updated units tactical icons in the tactical map. Prettier and more informatives. Game scene loading screens updated. Streamlined the distance units used throughout the game. Compass directions should be easier to read now. Each team now has a finite amount of build points they can spend. Engineers are now longer restricted by the usage of their hammer. They can build as much as they can, and all engineers will use the same pool of points to build things. No more needed to respawn over and over again when your hammer had no use left :) Dynamic position of the flags ownership summary and the compass.
FIXED:
Broken / Glitchy shadows with 3D scope on snipers. 'Go back to main menu' button missing after finishing a skirmish. Turn count not shown in campaign when starting a new campaign. Players nicknames in tactical map were not getting deleted. Casings from small arms no longer endlessly roll on the ground. Resupplying the Nebelwerfer 41 with rockets and ammo crates was not possible. The Nebelwerfer's aiming speed was based on the amount of rockets it had loaded. With all rockets loaded it would be very fast to aim, but when out of rockets or when only 1 loaded it would be super slow. Artillery shells would sometimes ricochet off trees.
Beasts of Steel
Valentin Lievre
Valentin Lievre
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 58
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
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https://store.steampowered.com/app/1871460 
We are a team of two, it's just my brother and I. He is the artist, he does the level design, modelling, while I am the programmer. We will welcome any constructive feedback and act on it. Don't be afraid to get in touch with us! We are listening to the players (we know what it is, we are both players before being game devs).
Our vision for the realism of this game is somewhere in the middle. You will not have to empty an entire mag to kill an enemy. You will not be able to carry a machine gun as a main weapon and a rifle as a secondary weapon. We try to stick to realistic loadouts. You will play as a pretty average soldier.
You will die very quickly if exposed to enemy fire. You will be shell shocked if you stay near a gun while it fires (seriously, don't).
Trees can be destroyed, either by shooting at them or driving them over with tanks (or crashing with planes).
Terrain can be deformed and there will be craters wherever a shell or a bomb hits the ground.
Tanks have plenty of shell types with realistic behaviours (AP, APC, APCBC, APHE, APCR, HE, HEAT...). Damage model for tanks takes into armour armour slope, armour thickness at impact point, angle of the impact and shell type. All vehicles have modules (Engine, Turret, Gun, Tracks...) that can all be damaged/destroyed. Crews can and will also be killed.
There are ricochets, and there is no limit on them, go crazy and kill with physics!
Now, what's really new about Beasts of Steel is its strategic level on top of the tactical level. On the very last screenshots you can see that there will be several campaigns consisting of maps made out of hexagons. It is turn based, but the battles can be resolved at a tactical level, as a traditional shooter.
You will have resources to manage (Steel, Oil, Rubber, Aluminium, Tungsten) in order to produce units, create armies, and capture victory points. It will play like our first game Hex of Steel, but with more resources, and battles in first person if you wish so.
- One map: Fields of Normandy (2km x 2km)
- 4 Countries: USA, UK, Germany, Soviet Union
- 71 planes
- 75 ground vehicles
- 179 weapons (Small arms and vehicle weapons included)
- 30 static weapons (AT/AA/MGs...)
- 3 gamemodes: Deathmatch, Hold the Flag(s), Paratroopers attack
- Online games: up to 32 players
- Offline games: up to 128 players
- More maps
- More vehicles
- Bug fixes
- Stability improvements
- Better localization
- UI/UX improvements
- Improved physics
- Higher player count multiplayer games
- Human looking infantry
- New factions (DLCs): Japan (Pacific), Finland (Winter War)
Communication with the players is very important to us. Those of you who know me from our first game already know that I (as the programmer) am super fast to release patches (we're talking within the hour) when something is not working as expected, or implementing players ideas. For those of you who don't know me, feel free to read some of the reviews under our first game (Hex of Steel).
All of that to say, we value communication, and constructive criticism. If there is something bothering you in the game, or if you have a brilliant idea, let us know! We have a discord you can join to chat with us in real time (almost any hour of the day or night), or a good ol' mail.
Discord link: https://discord.gg/Tn63mrwJyH
Support email: valentinstudio@icloud.com
MINIMAL SETUP
- OS: Ubuntu 18 or higher or equivalent
- Processor: Intel i5 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1070 or equivalent
- Storage: 6 GB available space
- OS: Ubuntu 18 or higher or equivalent
- Processor: Intel i7 or equivalentMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RTX 3060 or equivalentNetwork: Broadband Internet connection
- Storage: 8 GB available space
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