Closed Beta: Update #43
M10 Wolverine with full physics and new armour system. Rocks to the Normandy Fields map. Possibility to dig foxholes/deform terrain using a shovel for regular light infantry.
M2 Browning now has its own weapon icon (in land vehicles). Units encyclopedia now has the new vegetation rendering system. 13mm and smaller caliber weapons for planes now have their own icon in the UI. Improved in-game chat readability. Since the vegetation shader issue is gone, we can now re enable the new (more performant) vegetation rendering system and use vegetation masks instead of directly removing the vegetation from the terrain (which currently makes the entire vegetation flicker). Updated the loading screen images from Normandy Fields and the Encyclopedia. New fog rendering system. Looks way better, and is more performant that standard/default Unity one. Comes as a replacement for the old fog (default) we had. New 'vegetation blanket' system. Before, all of the vegetation was perpendicular to the ground, now, they will be perfectly following the terrain curves. Including rocks, etc. Looks way better. No more clippping grass or ferns or rocks :) When the camera is directly in front of grass, it will now 'dissolve' it like it does for leaves and branches on trees, to allow for better visibility. Without this, proning and trying to shoot/see anybody was impossible. The way the touch bending looks has been improved. No more entire bush jiggling when moving through. Updated the AI pathfinding system. Should be more performant now. Reduced the lags created by explosions/craters generation.
Speed lerping issue with land vehicles. If you were idling and suddenly started to move backwards, for a second or two the max speed was set to be the road speed, you would get a very strong impulsion backwards and then slowly moving back to regular speed. Xbox controllers now properly works. PS5 controllers should work too but I cannot test it as I don't have any PS5 controller nearby. Winter biome/season textures. After weeks/months of waiting and trying to fix the vegetation shader issue when playing during fall or winter, we are proud (very, very happy) to announce that it is fixed! Performance issues due to bad optimization of reflection probes in wooden pillboxes. Potentially fixed the scoreboard UI issue (ghost). AI tanks aiming way too fast (all selected weapons would all try to turn the turret/move the gun on their own, resulting in 2x or 3x turret/gun movement speed).
[ 2024-01-11 19:54:07 CET ] [ Original post ]
ADDED:
M10 Wolverine with full physics and new armour system. Rocks to the Normandy Fields map. Possibility to dig foxholes/deform terrain using a shovel for regular light infantry.
CHANGED:
M2 Browning now has its own weapon icon (in land vehicles). Units encyclopedia now has the new vegetation rendering system. 13mm and smaller caliber weapons for planes now have their own icon in the UI. Improved in-game chat readability. Since the vegetation shader issue is gone, we can now re enable the new (more performant) vegetation rendering system and use vegetation masks instead of directly removing the vegetation from the terrain (which currently makes the entire vegetation flicker). Updated the loading screen images from Normandy Fields and the Encyclopedia. New fog rendering system. Looks way better, and is more performant that standard/default Unity one. Comes as a replacement for the old fog (default) we had. New 'vegetation blanket' system. Before, all of the vegetation was perpendicular to the ground, now, they will be perfectly following the terrain curves. Including rocks, etc. Looks way better. No more clippping grass or ferns or rocks :) When the camera is directly in front of grass, it will now 'dissolve' it like it does for leaves and branches on trees, to allow for better visibility. Without this, proning and trying to shoot/see anybody was impossible. The way the touch bending looks has been improved. No more entire bush jiggling when moving through. Updated the AI pathfinding system. Should be more performant now. Reduced the lags created by explosions/craters generation.
FIXED:
Speed lerping issue with land vehicles. If you were idling and suddenly started to move backwards, for a second or two the max speed was set to be the road speed, you would get a very strong impulsion backwards and then slowly moving back to regular speed. Xbox controllers now properly works. PS5 controllers should work too but I cannot test it as I don't have any PS5 controller nearby. Winter biome/season textures. After weeks/months of waiting and trying to fix the vegetation shader issue when playing during fall or winter, we are proud (very, very happy) to announce that it is fixed! Performance issues due to bad optimization of reflection probes in wooden pillboxes. Potentially fixed the scoreboard UI issue (ghost). AI tanks aiming way too fast (all selected weapons would all try to turn the turret/move the gun on their own, resulting in 2x or 3x turret/gun movement speed).
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
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB