Closed Beta: Update #70
You can now dismantle buildables. Simply have your hammer equipped as an engineer and look at a buildable object, then follow the UI indications. Construction points will be refunded after the deconstruction is completed. Farm houses are now fully destructible! I have disabled the 'drive over' possibility, otherwise it would be too easy to remove all cover for infantry. They remain destroyable by explosions or direct projectile hits.
Black/White (depending on platform) bar in the middle of the screen. Winter season not working properly (vegetation issues). Inverted zoom in the in game map when trying to zoom in/out on Windows. Damage UI indicator would quote twice the module hit even when you were damaging the hull on on land vehicles. Possibility to hit the host or join button many times and it would execute the logic several times. Could result in very odd things happening. Explosive projectile never being despawned in some rare cases when an error happened in the code. When a player left the game after he was killed in a vehicle after he respawned, well the vehicle would never despawn, as the network authority would never be transferred. New player could not play after freshly installing the game (hosting a game would work but chosing a team would not). Destroyed pieces of destructible objects would/could stay floating in the air after being immobile for some time. No damage dealt to tanks in some cases when hitting sideplates armour close to tracks/wheels. Panther D left track and right track were inverted. Some destructible colliders issues. AI visibility issues still. Reduced AI team killing. It still happens, but so far, what I have seen is things I cannot foresee / would be too expensive to solve for the small bonus it would give. Example: AI is about to fire, LoS is clear, but an ally is running and will be there when the bullet will be mid flight. Or due to the dispersion of fire.
[ 2024-07-05 10:48:48 CET ] [ Original post ]
ADDED:
You can now dismantle buildables. Simply have your hammer equipped as an engineer and look at a buildable object, then follow the UI indications. Construction points will be refunded after the deconstruction is completed. Farm houses are now fully destructible! I have disabled the 'drive over' possibility, otherwise it would be too easy to remove all cover for infantry. They remain destroyable by explosions or direct projectile hits.
FIXED:
Black/White (depending on platform) bar in the middle of the screen. Winter season not working properly (vegetation issues). Inverted zoom in the in game map when trying to zoom in/out on Windows. Damage UI indicator would quote twice the module hit even when you were damaging the hull on on land vehicles. Possibility to hit the host or join button many times and it would execute the logic several times. Could result in very odd things happening. Explosive projectile never being despawned in some rare cases when an error happened in the code. When a player left the game after he was killed in a vehicle after he respawned, well the vehicle would never despawn, as the network authority would never be transferred. New player could not play after freshly installing the game (hosting a game would work but chosing a team would not). Destroyed pieces of destructible objects would/could stay floating in the air after being immobile for some time. No damage dealt to tanks in some cases when hitting sideplates armour close to tracks/wheels. Panther D left track and right track were inverted. Some destructible colliders issues. AI visibility issues still. Reduced AI team killing. It still happens, but so far, what I have seen is things I cannot foresee / would be too expensive to solve for the small bonus it would give. Example: AI is about to fire, LoS is clear, but an ally is running and will be there when the bullet will be mid flight. Or due to the dispersion of fire.
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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