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Dear brothers in arms please find below changelog v1.11:
Dear brothers in arms please find below changelog v1.11:
Dear Brothers in Arms! We are glad to finally present multiplayer in our game.
Online and hotseat battles with friends now is available.
Even the highest level of AI difficulty will not give that tactical flexibility, which will provide a live opponent.
In order to show full strategic power, new locations have been added, solely for multiplayer. Feel the power of the shelling of the Forbidden City. Calculate in advance on which floor of the ship hid the enemy troops. Tank battle or skirmish in the narrow corridors - you decide.
For network fights all arsenal of the game is available. Arm yourselves with the latest technology.
Dear Brothers in Arms! We are glad to finally present multiplayer in our game.
Online and hotseat battles with friends now is available.
Even the highest level of AI difficulty will not give that tactical flexibility, which will provide a live opponent.
In order to show full strategic power, new locations have been added, solely for multiplayer. Feel the power of the shelling of the Forbidden City. Calculate in advance on which floor of the ship hid the enemy troops. Tank battle or skirmish in the narrow corridors - you decide.
For network fights all arsenal of the game is available. Arm yourselves with the latest technology.
Dear brothers in arms please find below changelog v1.04:
Dear brothers in arms please find below changelog v1.04:
Dear brothers in arms please find below changelog v1.04:
Dear brothers in arms, changelog v1.04:
Dear brothers in arms, Thank you for your positive feedback and sometimes critical reviews. We are carefully listening and are working our socks off to improve our game and make it better. We are glad to announce the newest release v1.03 that contains bug fixes, general game improvements and also the most commonly requested features:
Dear brothers in arms, Thank you for your positive feedback and sometimes critical reviews. We are carefully listening and are working our socks off to improve our game and make it better. We are glad to announce the newest release v1.03 that contains bug fixes, general game improvements and also the most commonly requested features:
Dear military friends, As promised, we have released a short guide to the game with screenshots. It was developed for the players, who have already seen our tutorial and willing to understand better some nuances of the game that were not included into it for some reasons. This guide is based on my solid understanding of the Steam Squad’s mechanics and approximately 1500 hours of playing in it as its game designer. I have included into the guide information about the major important aspects of the game:
Dear military friends, As promised, we have released a short guide to the game with screenshots. It was developed for the players, who have already seen our tutorial and willing to understand better some nuances of the game that were not included into it for some reasons. This guide is based on my solid understanding of the Steam Squads mechanics and approximately 1500 hours of playing in it as its game designer. I have included into the guide information about the major important aspects of the game:
Dear brothers in arms, Thank you for your help with the feedback, comments and help with the testing. We are glad to announce v1.03 that contains significant improvements:
Dear brothers in arms, Thank you for your help with the feedback, comments and help with the testing. We are glad to announce v1.03 that contains significant improvements:
Good day to you, dear brothers in arms, I am the game designer of the Steam Squad aka Smaka and I would like to share with you my vision regarding the current stage of the development of the game.
When we have started to develop Steam Squad we were heavily influenced by the game Pathway to Glory. I am afraid that due to the rare of Nokia N-Gage (in which it was exclusive) there would be not that many players remembering what this game was about. For us it was beautiful and we have tried our best to preserve many of its features in our game.
Now we are often compared to Silent Storm. We had of course played in it and a lot but it have happened so that we have forgotten about it when we have started to develop Steam Squad. However we were reminded about it by players after a year of development of our game. After another year I have given up and bought myself at Steam new version of Silent Storm. I do not wish to argue with all of the community but I can see fundamental differences at the level of gameplay between us and them. Silent Storm is based on the shootouts in the closed spaces. Ballistic characteristics in the game are organized in such a way that an effective range for the semi-automatic rifle does not exceed 20-30 meters or even less. Silent Storm has very deep and sophisticated fight model but it is less realistic and is more based on the special rules but not physics.
As for Steam Squad, on the contrary, experienced soldier with rifle can have effective fire range of 70-100 meters and that makes gameplay much more realistic. Also determination whether target was hit by bullet or grenade fragment is solely based on physics. That is what brings our game much closer to the classical wargames then to the tactical role playing games like for example modern version of X-Com.
I also shall admit that at the present status of the game there are issues that I am not happy about. Mainly it is non optimal interface and significant issues with animation. We are working on those problems and they would be solved for sure.
For me the most important is that the game has the features that I am fond of and were not pre-designed but happened automatically because of the implementation of honest physics simulation.
My first favorite moment is tactical trick called light setting. Mobile units can unmask hidden behind a cover enemy for heavy mortars or very precise and experienced rifleman so they can effectively hit the enlighten targets from the safe distance. I shall also comment here that even though game has 3 classes of units but die to the principal tactical differences between implementation of rifle or shotgun, infantry could be divided into 2 subclasses - snipers and scouts.
Second favorite moment is the possibility to have preliminary bombardment of targets blindly from regular and especially heavy mortars based on the indirect and possible already outdated reconnaissance data. Such small details bring us closer not only to the games like Legends of War but such super cool titans like Close Combat.
Third one - tanks shall not be used without infantry coverage, especially on the rough terrain. This is ABC of the modern tactics but what makes it special that this recommendation comes not due to the some embedded into the core of the game penalties that tank without infantry cover would receive.
We are already working and soon shall make available at the Steam Squad community, tab guides my guide to the game with screenshots. At the beginning it will be rather short but we will be adding constantly to it. During last 40 days I have completed Steam Squad 4 times and know how to play it in and out from the point of view of player.
As a conclusion, regarding Moscow infantry - I do not want to give empty promises but we will do our best to develop and include into the game Muscovite and Scandinavian fraction and 8-15 missions for them.
Good day to you, dear brothers in arms, I am the game designer of the Steam Squad aka Smaka and I would like to share with you my vision regarding the current stage of the development of the game.
When we have started to develop Steam Squad we were heavily influenced by the game Pathway to Glory. I am afraid that due to the rare of Nokia N-Gage (in which it was exclusive) there would be not that many players remembering what this game was about. For us it was beautiful and we have tried our best to preserve many of its features in our game.
Now we are often compared to Silent Storm. We had of course played in it and a lot but it have happened so that we have forgotten about it when we have started to develop Steam Squad. However we were reminded about it by players after a year of development of our game. After another year I have given up and bought myself at Steam new version of Silent Storm. I do not wish to argue with all of the community but I can see fundamental differences at the level of gameplay between us and them. Silent Storm is based on the shootouts in the closed spaces. Ballistic characteristics in the game are organized in such a way that an effective range for the semi-automatic rifle does not exceed 20-30 meters or even less. Silent Storm has very deep and sophisticated fight model but it is less realistic and is more based on the special rules but not physics.
As for Steam Squad, on the contrary, experienced soldier with rifle can have effective fire range of 70-100 meters and that makes gameplay much more realistic. Also determination whether target was hit by bullet or grenade fragment is solely based on physics. That is what brings our game much closer to the classical wargames then to the tactical role playing games like for example modern version of X-Com.
I also shall admit that at the present status of the game there are issues that I am not happy about. Mainly it is non optimal interface and significant issues with animation. We are working on those problems and they would be solved for sure.
For me the most important is that the game has the features that I am fond of and were not pre-designed but happened automatically because of the implementation of honest physics simulation.
My first favorite moment is tactical trick called light setting. Mobile units can unmask hidden behind a cover enemy for heavy mortars or very precise and experienced rifleman so they can effectively hit the enlighten targets from the safe distance. I shall also comment here that even though game has 3 classes of units but die to the principal tactical differences between implementation of rifle or shotgun, infantry could be divided into 2 subclasses - snipers and scouts.
Second favorite moment is the possibility to have preliminary bombardment of targets blindly from regular and especially heavy mortars based on the indirect and possible already outdated reconnaissance data. Such small details bring us closer not only to the games like Legends of War but such super cool titans like Close Combat.
Third one - tanks shall not be used without infantry coverage, especially on the rough terrain. This is ABC of the modern tactics but what makes it special that this recommendation comes not due to the some embedded into the core of the game penalties that tank without infantry cover would receive.
We are already working and soon shall make available at the Steam Squad community, tab guides my guide to the game with screenshots. At the beginning it will be rather short but we will be adding constantly to it. During last 40 days I have completed Steam Squad 4 times and know how to play it in and out from the point of view of player.
As a conclusion, regarding Moscow infantry - I do not want to give empty promises but we will do our best to develop and include into the game Muscovite and Scandinavian fraction and 8-15 missions for them.
Dear brothers in arms, In order to make you happy more often with the new features, we have decided to create open testing brunch: bleeding_edge. You could switch to it at the Steam Library, at game properties, tab betas. It is open for you and does not require password. Version 1.02 changelog:
Dear brothers in arms, In order to make you happy more often with the new features, we have decided to create open testing brunch: bleeding_edge. You could switch to it at the Steam Library, at game properties, tab betas. It is open for you and does not require password. Version 1.02 changelog:
We have recently released the latest version of the Steam Squad - 1.01 shortly after the full version. Some might say that those minor fixes require much less time but as our core team is quite limited and what is most important - our testing protocols are very thorough - it takes time to produce interesting and stable game. Patch 1.01 was ready by the Aug 05th but was tested and released on the 08th. As a result we are proud to say that we have been reported only 4 issues (those numbers are way below industry average) and received 2 bug reports. If you happen to encounter any issues, please write us to bretwaldagames@gmail.com, we are trying our best to answer all incoming inquiries and questions from players as soon as possible. In the case of incorrect work of the game, you could also try sending us the log. You should do the following steps for Windows: [olist]
Dear brothers in arms, We are pleased to announce our first update after the release!
Dear military friends, Thank you for your feedback and reviews. It is monitored, analyzed and appreciated. Gunpowder smoke has not disappeared yet but we have already prepared a roadmap of Steam Squad releases that shall include bug fixes and general game improvements based on the most frequent of your comments. Some of the most important ones shall include:
Dear friends, colleagues, combattants,
Thank you for your support, involvement and interest in our game. Bretwalda Games is proud to announce that after almost 2 years in the early access and hard work we have released Steam Squad version 1.0.
See you in the trenches - enemies have landed on the shores of California and are quickly approaching San-Francisco. Only you can stop them, and march your units and machinery over destroyed cities and fallen bodies.
Use cannons, drive tanks or melee combat - you have 30 missions to lead your troops to the victory in the fight over the right to control the planet.
We hope you enjoy this release and we want to reassure you that we will still keep an eye, and be active on the forums for the following weeks. Thank you all for your support during this years and watch out for the next great things to come in Steam Squad!
If you find any bugs or need some technical help, please refer email us at bretwaldagames@gmail.com
An armored battalion has arrived!!!
Now you can try first version of armored units in three levels: first mission (Nizhny Novgorod), third mission (Las Vegas) and the last one hot seat map (Holland)
AI patrol soldiers were improved Positioning of cursor was improved Pathfinder algorithm was improved
Finally! The camp is ready!
Now you can manage you squad before every mission. Which kind of soldiers will go with you and how many of them. How many grenades they must take to battle to win it by AOE spells spamming.
Soon (in this month) we are going to add a lot of new weapons. (It's already playable in unstable dev build).
The gameplay now felt more better than ever.
In general: you can create the MEGA SUPER MAN, with 20 rocket and 20 grenades and with armor and, finally, with a sword. And that MSM will cost like 5-7 other guys.
But this is not a good idea. Because of fog of war and enemies overwatch zones you need a loot of cheap guys to create "light" and control the table and take the damage from overwatch to them.
Try new build, wait new weapons and war gears soon. Thank you=)
p.s. In very unstable branch I had driven some tanks today ;)
Minore update
Today we publish one of the most technically demanding updates, which separate the Steam Squad from the full version. It is the destroyable environment.
Now fences and sand sacks (and some other things) can be totally destroyed by grenades (or by any other explosive weapon). Also some of houses now also can be damaged and partially destroyed.
Soon we going to add more destroyable obstacles and houses. (It's just problem of new animation and level design testing).
In next major update we going to add meta-game camps, in which you will be able to manage your troops and weapons.
Visualization of the fog of war was added.
Pathfinding bug was fixed
Performance was increased a little
According to the plan after Halloween build we had to publish the version with destroyable obstacles. However, because of internal reasons, we still not bring them to an acceptable and playable state.
On the other hand, Halloween passed long ago. Therefore, we create the build that returns the game to its normal state.
Additionally, in this version some non-critical bugs of pathfinding and cinematic camera were fixed.
Just small bug fixing. Few bugs of pathfinder algorithm were fixed.
The main holiday of the fall is not far off. And we publish special holiday build!
Furthermore, playtests had show that the first, second and fourth levels is not quite good, in their current state. Therefore, we have temporarily closed the campaign mode and left only 4 separate scenarios.
Also, cinematic camera is now can show runs of our soldiers. And some cosmetic improvements were added.
The stable version of the previous build
This week, we have completely redesigned the animator of soldiers. Now soldiers can use a variety of weapons. And that brings us closer to the implementation of the camp, in which we will manage our squad before mission .
As a demonstration of the new features of animator we implemented melee weapons.
Unfortunately we do not have much time to fix all visual artifacts appeared in animation, so the new build will be published only in the test branch.
To switch to this version you should go to the Steam library, open properties window by right click on the Steam Squad game, pick betas tab and select opentest option.
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