Closed Beta: Update #50
Added convergence to all planes' guns which would technically support it (wing guns). I have set the default distance to be 500 meters. Currently, it is impossible to edit this value, I will find a way for the UI to allow that in the near future. New death UI screen. You have the basic info on who killed you, with what. Bleeding out time is also indicated, as well as closest medic.
Look of the BK 3.7 projectiles. Look of the BK 5projectiles. Look of the BK 7.5 projectiles. AI will now use its AA to target tanks if it can damage it using AP shells. Updated the DshK weapon icon for when mounted on vehicles. All marker types except enemy ping now last twice as long as before (30s vs 15s).
Bullets graphics were drawn under the atmospheric fog. Hs 129 B-2 pilot camera position issue. Hs 129 B-3 pilot camera position issue. Light emission from plane sights in first person was too high creating some blurry edges. Rare AI freeze. You could not use static weapons if you had discarded all of your equipment and your hands were completely empty. Rare AI issue when AI was downed, revived, and it used a static weapon (directly linked to the above). You could no longer crouch when using static weapons that allowed you to (Regression). M2 Browning had the wrong weapon icon (Regression). When a static weapon was out of ammunition (physical ammo like rockets on the Nebelwerfer), the aim dot would not go away and would stay frozen where it last was when last used. Defensive MGs on planes were moving too slowly (deceleration rate was set too high). AI getting stuck in the static weapon it just built. AI planes (bombers) could get carried away and end up very far from the map and never coming back.
Recoil effect on both Lafette 34/42. I'm not happy with how it looks. Accurate third person aiming for planes. Removed some UI elements.
[ 2024-01-25 20:55:23 CET ] [ Original post ]
ADDED:
Added convergence to all planes' guns which would technically support it (wing guns). I have set the default distance to be 500 meters. Currently, it is impossible to edit this value, I will find a way for the UI to allow that in the near future. New death UI screen. You have the basic info on who killed you, with what. Bleeding out time is also indicated, as well as closest medic.
CHANGED:
Look of the BK 3.7 projectiles. Look of the BK 5projectiles. Look of the BK 7.5 projectiles. AI will now use its AA to target tanks if it can damage it using AP shells. Updated the DshK weapon icon for when mounted on vehicles. All marker types except enemy ping now last twice as long as before (30s vs 15s).
FIXED:
Bullets graphics were drawn under the atmospheric fog. Hs 129 B-2 pilot camera position issue. Hs 129 B-3 pilot camera position issue. Light emission from plane sights in first person was too high creating some blurry edges. Rare AI freeze. You could not use static weapons if you had discarded all of your equipment and your hands were completely empty. Rare AI issue when AI was downed, revived, and it used a static weapon (directly linked to the above). You could no longer crouch when using static weapons that allowed you to (Regression). M2 Browning had the wrong weapon icon (Regression). When a static weapon was out of ammunition (physical ammo like rockets on the Nebelwerfer), the aim dot would not go away and would stay frozen where it last was when last used. Defensive MGs on planes were moving too slowly (deceleration rate was set too high). AI getting stuck in the static weapon it just built. AI planes (bombers) could get carried away and end up very far from the map and never coming back.
REMOVED:
Recoil effect on both Lafette 34/42. I'm not happy with how it looks. Accurate third person aiming for planes. Removed some UI elements.
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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