Closed Beta: Update #54
Panzerjager I with new armour, physics, and collider systems. Sd. Kfz. 231 8 rad with new armour, physics, and collider systems. Occlusion Culling to the Normandy Fields map. Proper reflection probes to all bunkers on Normandy Fields map. Panzer I B with new armour, physics, and collider systems. Summer camouflage and winter camouflage to Panzer I B.
Sd. Kfz. 233 Stummel collider has been updated to match perfectly the model's shape. Sd. Kfz. 234-2 Puma collider has been updated to match perfectly the model's shape. Sd. Kfz. 234-4 Pakwagen collider has been updated to match perfectly the model's shape. Tiger II (H) collider has been updated to match perfectly the model's shape. Sd. Kfz. 251 collider has been updated to match perfectly the model's shape.
Sd. Kfz. 233 Stummel had a wrong armour value for its rear superstructure (200mm). Death UI had a wrong weapon used when you died to an explosion of a vehicle (game would say you got killed by a 2 cm flak 38). Ferdinand armour colliders. Death UI would show the bleeding out window even though you were playing as a vehicle. AI error when being revived and dying afterward. Error when a vehicle was destroyed while it shot and was supposed to perform a recoil action with its main gun. AI tanks could shoot using HE shells against trees that were very close, too close to himself and would eventually kill him (especially open top vehicles or lightly armoured vehicles). AI could sometimes revive another AI (infantry) and in some rare and obscure cases the AI scripts would be added twice, leading to further errors down the line. AI (infantry) after being downed and revived could target destructibles (mobile spawnpoint) and this would lead to errors if the AI could not pick up a rifle in between. Smoke between AI tank and its target would not make it stop firing at the target, it would still 'see' it.
[ 2024-02-02 20:04:47 CET ] [ Original post ]
ADDED:
Panzerjager I with new armour, physics, and collider systems. Sd. Kfz. 231 8 rad with new armour, physics, and collider systems. Occlusion Culling to the Normandy Fields map. Proper reflection probes to all bunkers on Normandy Fields map. Panzer I B with new armour, physics, and collider systems. Summer camouflage and winter camouflage to Panzer I B.
CHANGED:
Sd. Kfz. 233 Stummel collider has been updated to match perfectly the model's shape. Sd. Kfz. 234-2 Puma collider has been updated to match perfectly the model's shape. Sd. Kfz. 234-4 Pakwagen collider has been updated to match perfectly the model's shape. Tiger II (H) collider has been updated to match perfectly the model's shape. Sd. Kfz. 251 collider has been updated to match perfectly the model's shape.
FIXED:
Sd. Kfz. 233 Stummel had a wrong armour value for its rear superstructure (200mm). Death UI had a wrong weapon used when you died to an explosion of a vehicle (game would say you got killed by a 2 cm flak 38). Ferdinand armour colliders. Death UI would show the bleeding out window even though you were playing as a vehicle. AI error when being revived and dying afterward. Error when a vehicle was destroyed while it shot and was supposed to perform a recoil action with its main gun. AI tanks could shoot using HE shells against trees that were very close, too close to himself and would eventually kill him (especially open top vehicles or lightly armoured vehicles). AI could sometimes revive another AI (infantry) and in some rare and obscure cases the AI scripts would be added twice, leading to further errors down the line. AI (infantry) after being downed and revived could target destructibles (mobile spawnpoint) and this would lead to errors if the AI could not pick up a rifle in between. Smoke between AI tank and its target would not make it stop firing at the target, it would still 'see' it.
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
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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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