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Beasts of Steel
Valentin Lievre Developer
Valentin Lievre Publisher
2024 Release
Game News Posts: 73
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Closed Beta: Update #88

ADDED:


Cooldown from supply areas is now shown on the UI element. Camera shake when landing after jumping. Reloading rocket launchers (static weapons) now takes time, cooldown implemented. You cannot fire salvos forever for as long as you have ammo. Winter camouflage for the british OQF 25-pounder. Winter camouflage for the US 3-inch gun M5. Bipod aim lock. When aiming down with a weapon that has a bipod and when the bipod is anchored, the weapon will now rotate around the bipod position giving you much better control.

CHANGED:


Buildable spawnpoints build limit brought back down from 2 to 1 per player. Gun shells now use twice the amount of ammo from ammo crates. Cooldown from supply areas brought down from 5 minutes to 3 minutes. Camera movement when spawning/despawning (smoother lerp). You can now properly destroy trees with artillery when shooting at them. Networking code changes, reduced bandwidth usage. Reduced rocket launchers max sound hear distance. Ammo crates UI elements now scale with distance to the world object. Rewrote the camouflage code/system. Mounting/Removing the scope on your rifle as marksman no longer takes you out of the aiming state. Reduced by 50% the fade in/out when aiming with 2D scope on snipers. Added suppression effect when taking damage from barbed wire.

FIXED:


AI infantry getting stuck in rocks. Conquest 32 players flags were both As. Ju-87 B-2 diving siren sound not properly working. Shadows in Encyclopedia scene. Stuttering when manning some static weapons (due to colliders collisions between the player and the weapon). Infantry being (rarely) stuck between 2 stance states. Or with weapon being stuck not where it should be. Shooting sound from static rocket launchers would be parented to the player and follow him around. Infantry would count trigger colliders in when checking for being grounded (bushes, any areas, etc). AI tanks would shoot using external MGs even though their tank crews were not in external mode. Occlusion Culling baking issues (stuff would disappear when looking through windows). Rocks being spawned on roads. Johnson M1941 LMG was missing its impostor for its LOD. When looking up as british infantry, your weapon could think it was hitting an obstacle, where in reality it was your own helmet. Dying because of barbed wires with infantry would not show you any respawn menu (UI). Hosting more than 1 game in a row, while the previous one was still going (with people in it) would make you join that game again, even when trying to host a new one. Clicks on UI going through when loading a new scene (from main menu). End of game stats are now properly synced for everyone (and not only the game host). When killing bots with a headshot, the death would not be registered (stat). Footstep sounds being those of walking on the terrain when walking on a vehicle (tank/plane) or on the edge of a wall.

REMOVED:


AI infantry medics reviving capabilities (temporary, it was not working anyway they were shooting at teammates instead). Removing it until I fix it.


[ 2025-05-04 12:45:44 CET ] [ Original post ]


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
RECOMMENDED SETUP
  • 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

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GAMERSGATE

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MacGamestore

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