Closed Beta: Update #64
LODs to destroyed pieces of destructible objects (performance saving). Possibility to lock/unlock your vehicle. When your vehicle is locked, other players will not be able to join or enter your vehicle. Free Look for infantry (looking around while holding down the free look key). LODs to stone walls to improve performances.
Updated machine guns dispersion (increased). Reduced the speed change time when moving from road to off road and from off road to road. Markers no longer follow the enemy, but stays where he was spotted. It was too OP to just shoot on the marker and kill people this way. AI visibility through vegetation. Bushes/trees will now have a more realistic impact on its visibility. No more 200m shot by enemy tank that had no real visibility through a forest! Paratroopers Attack gamemode was renamed into Airborne Assault. Grass will better blend with terrain texture. AI tanks will now, like AI infantry, drop their current target if they cannot establish eye contact with it for an extended period of time (5-10s). This takes into account terrain, trees, vegetation, buildings... Reworked infantry AI vision/FOV and senses to be more realistic. Reduced HP of destructible doors (100->75). Normandy Farm farms setup.
Flag ownership change layer order (always displayed behind some other text when it should have been in front of it all). Impact distance text on unit HUD going over the target acquisition icon. Spawning inside walls or roof or chimneys or trees etc. All american tanks had wrong turret rotation speed for some reason (all set to 30deg/sec). AI spawning at spawnpoints it could not walk from. M8 Greyhound had too strong gun recoil. Some houses could not be entered easily because of collider issues on doors+terrain. Oak saplings and ferns were not included in vegetation masks when generating craters. Ghost vegetation colliders. Markers being spawned several times. NGSS shadows not working. Potentially fixed the timeout / automatic kick after joining a session and after scene loading. Touch bending strength on some vegetation items (too strong). During multicrew, if the owner of the vehicle disconnected, the vehicle would not be transferred until another player would change seat. Camera spectator next/prev not working, and could even freeze the game. You could get the camera REAL close from the plane when using unlocked third person camera on planes and it would get real janky. Bots deaths could go negative.
[ 2024-06-04 17:26:27 CET ] [ Original post ]
ADDED:
LODs to destroyed pieces of destructible objects (performance saving). Possibility to lock/unlock your vehicle. When your vehicle is locked, other players will not be able to join or enter your vehicle. Free Look for infantry (looking around while holding down the free look key). LODs to stone walls to improve performances.
CHANGED:
Updated machine guns dispersion (increased). Reduced the speed change time when moving from road to off road and from off road to road. Markers no longer follow the enemy, but stays where he was spotted. It was too OP to just shoot on the marker and kill people this way. AI visibility through vegetation. Bushes/trees will now have a more realistic impact on its visibility. No more 200m shot by enemy tank that had no real visibility through a forest! Paratroopers Attack gamemode was renamed into Airborne Assault. Grass will better blend with terrain texture. AI tanks will now, like AI infantry, drop their current target if they cannot establish eye contact with it for an extended period of time (5-10s). This takes into account terrain, trees, vegetation, buildings... Reworked infantry AI vision/FOV and senses to be more realistic. Reduced HP of destructible doors (100->75). Normandy Farm farms setup.
FIXED:
Flag ownership change layer order (always displayed behind some other text when it should have been in front of it all). Impact distance text on unit HUD going over the target acquisition icon. Spawning inside walls or roof or chimneys or trees etc. All american tanks had wrong turret rotation speed for some reason (all set to 30deg/sec). AI spawning at spawnpoints it could not walk from. M8 Greyhound had too strong gun recoil. Some houses could not be entered easily because of collider issues on doors+terrain. Oak saplings and ferns were not included in vegetation masks when generating craters. Ghost vegetation colliders. Markers being spawned several times. NGSS shadows not working. Potentially fixed the timeout / automatic kick after joining a session and after scene loading. Touch bending strength on some vegetation items (too strong). During multicrew, if the owner of the vehicle disconnected, the vehicle would not be transferred until another player would change seat. Camera spectator next/prev not working, and could even freeze the game. You could get the camera REAL close from the plane when using unlocked third person camera on planes and it would get real janky. Bots deaths could go negative.
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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