Closed Beta: Update #34
M8 Greyhound with full physics and new armour system. New icons for vehicles to explain why this or that weapon cannot be used (dead crew, used by someone else, gun destroyed, etc). Rubber hit GFX to wheels on vehicles.
Change log no longer showing useless categories if nothing was added, changed, or removed. Brand new crater generation system. New and improved! WAY more performant, and now supports both deformation (scaling on X and Z axis) to make oval craters for example, as well as multi-terrain generation (when a crater must be spawned at the borders/crossing of 2 or more terrains). Further increased readability for damage feedback. Parachutes will no longer be animated and falling on the ground when you fall on a tree, it will stay up in the tree at the same place/rotation.
HEAT shells took into account effective armour. It should not have. It will now ignore the effective armour modifier unless hitting at very small angle (10 deg. and less, meaning almost flat). Infantry interaction system not always working / picking up colliders, especially with vehicles while being close up. Potential issue where AI tanks never stopped to fire and continued to move even while engaging. AI tanks would enable its MGs when targetting enemy tanks. (Crew) mention in killfeed was white instead of taking the color of the crew who died. Vegetation mask not wide enough around craters, some grass would still be present on the crater texture. StuG III G commander had access to the external MG-42 made for the gunner. AI stopped shooting at its target if its current gun ran out of one type of ammo. It never swapped to another type of ammo. AI tank stopped moving once one of its crew member died. AI tank would stay in their tank with broken track because their hull HP was 100%. They would not get out to fix the track.
[ 2023-12-08 23:10:16 CET ] [ Original post ]
ADDED:
M8 Greyhound with full physics and new armour system. New icons for vehicles to explain why this or that weapon cannot be used (dead crew, used by someone else, gun destroyed, etc). Rubber hit GFX to wheels on vehicles.
CHANGED:
Change log no longer showing useless categories if nothing was added, changed, or removed. Brand new crater generation system. New and improved! WAY more performant, and now supports both deformation (scaling on X and Z axis) to make oval craters for example, as well as multi-terrain generation (when a crater must be spawned at the borders/crossing of 2 or more terrains). Further increased readability for damage feedback. Parachutes will no longer be animated and falling on the ground when you fall on a tree, it will stay up in the tree at the same place/rotation.
FIXED:
HEAT shells took into account effective armour. It should not have. It will now ignore the effective armour modifier unless hitting at very small angle (10 deg. and less, meaning almost flat). Infantry interaction system not always working / picking up colliders, especially with vehicles while being close up. Potential issue where AI tanks never stopped to fire and continued to move even while engaging. AI tanks would enable its MGs when targetting enemy tanks. (Crew) mention in killfeed was white instead of taking the color of the crew who died. Vegetation mask not wide enough around craters, some grass would still be present on the crater texture. StuG III G commander had access to the external MG-42 made for the gunner. AI stopped shooting at its target if its current gun ran out of one type of ammo. It never swapped to another type of ammo. AI tank stopped moving once one of its crew member died. AI tank would stay in their tank with broken track because their hull HP was 100%. They would not get out to fix the track.
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
(0 reviews)
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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