The game takes place on the western front between 1914 and 1918, in one of the bloodiest conflicts in world history. The developers were inspired by the infamous Battle of Verdun in 1916. The game offers 4 distinct game-modes: Frontlines, Attrition, Rifle Deathmatch, and Squad Defense. There are also many historically accurate features such as realistic WW1 weaponry, authentic uniforms, horrendous gore, and maps based on the real battlefields of France and Belgium.
The Frontlines game mode is unique in its tactical complexity. The realistic trenches are challenging to fight in and require tactical cunning to capture and defend. The Entente and Central Powers strive to gain control of frontline sectors. In one battle you’ll find yourself rushing the enemy trenches during an offensive action in order to gain ground, while in another you might be defending your recently conquered ground against a fierce enemy counter-attack.
Players can choose to be part of one of the many squad types in the game, each of which have their own distinct tactical roles. By working together with your friends, you can earn experience that improves the power and versatility of your squad. As you gain more experience fighting and get promoted in rank, you also earn Career Points which you can use to unlock specializations, weapons and equipment.
In the Attrition game mode, the Entente and the Central Powers are pitted against each other in a single battle. Each side has a number of tickets which represents the amount of manpower they have. When a player is killed and respawns, a ticket is deducted from the side they belonged to. When a side has no more tickets, players of that side cannot respawn - the last side standing wins!
The Rifle Deathmatch is a free-for-all game mode, where all players are pitted against each other in a thrilling contest of skill using only bolt-action rifles.
In the Squad Defense mode, the player along with three squad-mates will have to defend a position as long as they can against endless waves of AI controlled attackers.
Verdun key features include:
•Realistic World War 1 gameplay: Authentic weaponry with realistic bullet physics, skill based weapon handling, gore, poisonous gas with a claustrophobic gas mask experience, horrendous gore and artillery barrages
•Tactical squad-based FPS: Unique squad leveling system, distinct squad types and roles, voice chat
•True trench warfare: Real-time dynamic frontline with momentum-based attack and counter-attack gameplay
•Authentic World War 1 setting: Typical WW1 music and style, historical battlefields set on the Western Front
•Challenging game modes: Team-based Frontline, tactical Attrition, skill-based Rifle Deathmatch and desperate survival in Squad Defense

The gameplay is as immersive and gritty as it can get with elements such as realistic gore that portrays the true horror of the 1st World War Battlefield. This feature can naturally be disable if preferred. The authentic weapons need to be handled with skill, as they each feel differently and there are no floating crosshairs to aid your aim. Also, the realistic bullet physics require you to lead your shots when firing on a moving target at long range. In the event of a gas attack, you need to put on your gas mask, which impairs your view and gives you a very claustrophobic experience. And if getting shot or gassed isn’t enough, sudden artillery barrages that are called in by NCO’s can pin you down if you’re caught in the open and might obliterate your entire squad. This unforgiving war isn’t for the faint hearted!

Team play is what lies at the heart of Verdun. When you start a game, your first choice is to fight for either the Entente or the Central Powers. You can form one of the different squad types available to that side with up to three of your friends. Each squad has a specific tactic that is based on the historical units of that time. Depending on your squad’s type, players can choose a specific role within the squad, complete with historically accurate attire, weapons and special abilities. The more Co-op experience you and your squad mates earn together, the more powerful your squad will become and the better abilities will be unlocked. This progression is also shown visually as you and your squad get more advanced uniforms. You will also earn Career Points, which can be spent to unlock specializations, weapons and equipment.

The true WW1 battlefield experience has been captured in a real-time dynamic frontline, set in historically accurate locations of the Western Front. These frontline maps are comprised out of multiple sectors that can be captured by either side. Staying true to the typical attrition warfare of that time, both sides attack and counter-attack each other in turn, compelling you to defend each captured sector of trenches!

The development team has done extensive field research at Verdun and has been advised by knowledgeable historians to make sure Verdun is as historically accurate as it can get. Uniforms have been recreated to the tiniest details, the weapons are modeled to exact references and the maps use realistic World War 1 props and terrain layouts. Also, everything in the game has been tailored to recreate the grim atmosphere that is so typical of WW1; Gloomy clouded skies, an immersive interface combined with realistic sounds, accurate native voices that evoke the feeling of actually being there in the trenches, mud covered - trenches whilst peering over your rifle to spot the enemy.
Hello everyone!
We know youve been eagerly waiting for more information about Gallipoli, and here it is! Today, well walk you through the game mode of Gallipoli: Expedition.
With the war spread over huge distances, combatant nations moved their troops in expeditionary forces by sea and rail to fight on new fronts. These forces were specialized in mobility and self-sustainability, capable of heading deep into enemy territory and taking key positions.
The Expedition Game Mode seeks to reflect the faster-paced combat, rewarding attackers who adapt on the fly and book results efficiently.
We would like to preface this blog with a disclaimer: everything mentioned and shown is work in progress and subject to change!
[hr][/hr]Introducing: Expedition
A battlefield is split into several sectors, laid out horizontally between the attacker and defender spawn points. Each sector has two objectives to control in order to take it. Sectors need to be taken in order towards the defenders spawn area.
The defenders, of course, need to give everything in order to stop any of this from happening. If the attackers manage to capture every sector with the time and resources they have, they win. Otherwise, the defenders claim victory.
So far, those of you whove played Isonzo may think all this sounds a little familiar. Dont worry: this is where all the differences come in.
Momentum
While capturing objectives and pushing towards the next sector, the attackers have to manage their Momentum. In essence, this resource represents how well the Expedition is proceeding. The attack starts with 100 Momentum, one of which is lost whenever an attacking soldier perishes. In the simplest terms, 1 Momentum = 1 attacker life.
Of course, youre not expected to complete every single objective with just 100 men. Theres a multitude of ways to regain your Momentum.
Kill Threshold: A portion of Momentum is regained once 50 defenders are taken out. The amount regained depends on how long it took to reach this threshold.
[/*]Capture an objective: A small amount of Momentum is regained when an objective is captured for the first time.
[/*]Secure an objective: A large amount of Momentum is regained when an objective is secured.
[/*]
Defenders dont have Momentum. Instead, its their goal to either drain the attackers Momentum by killing them without taking casualties, or holding on to their Headquarters by any means necessary.
Objectives
Both teams can capture an objective. Once captured, the objective will be supplied with static weapons to aid the defense. However, thats not the end: the other team can recapture the objective if not secured!
Objective types
Each sector has two objectives: the Headquarters and a Support Objective.
The Headquarters is the primary objective you need to secure in order to advance. Securing is something only the attackers can do after capturing the objective. Once secured, it can never be recaptured by the defenders, and the attackers may proceed to the next sector.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/0bad02182c1242dcb16893f8d6b4b4623a4aa1ec.gif\"][/img]
The Support Objective is different. This objective isnt required to advance, but the attackers can target the Support Objective to regain Momentum if running low. Additionally, it acts as a forward spawn point for the team that controls it and its equipped with mortars, as well as a field gun, to support the battle for the Headquarters. Since it cannot be secured, the enemy can always try to recapture it.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/b118553dd37ee8e6bf0510a99d643760aa697f83.gif\"][/img]
Randomized Objectives
No two battles are the same; not in history, not in Gallipoli either. The spawn location of the Headquarters is randomly picked between two possible locations per sector. The Support Objective will be at the other of the two locations.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/4aa9ee1af161c12556c7aa891290cab05b5170cf.gif\"][/img]
But wait, theres more! The Headquarters also has two types it will randomly select: Build to secure and Detonate to secure.
Build to secure requires you to build 3 buildable structures on the objective, randomly placed in 5 possible locations. Multiple people can work on a single structure at a time to speed up progress, but youll also want some people to deal with the enemy! Build progress is never lost, not even when the objective changes hands. Finish building to secure!
[img src=\"https://i.imgur.com/7GBRiZU.gif\"][/img]
Can\'t see the gif? Click here!
Detonate to secure may be a bit more familiar: plant a bomb on the objective in order to destroy it. Once destroyed, its secured. However, the defenders can disarm the bomb at any time!
With 11 different possible layouts per Headquarters, 2 layouts per sector and up to 5 sectors per map, this means that a large map can have up to 5,153,632 different layouts! However, youll only get to see what the layout of the next sector is once you secure the preceding sector.\n
Foothold
Not overloaded with information yet? Good, because heres Foothold.
Foothold is an overtime system that triggers upon Momentum reaching 0. Foothold counts down unless the attackers are contesting an objective that can still give them Momentum.
Any actions that would normally give Momentum now extends Foothold instead. However, theres no way to remove Foothold; once in effect, it will remain until the end of the battle.
As long as they have allies fighting on the Headquarters objective or keep extending the timer, attackers can still defeat the defenders. It is even possible for the attackers to activate Foothold in the first sector and still win the battle if they lock in.
If Foothold reaches 0 and none of the attackers reach an objective within 3 seconds, the battle ends in favor of the defenders!
[hr][/hr]That sure is a whole lot of information, so heres your TL;DR:
Attackers need to be fast and efficient to maintain their Momentum while securing objectives.
[/*]Defenders need to dig in and stop the attackers in their path by wasting their Momentum.
[/*]Capturing Headquarters is required to proceed, Support Objectives give more Momentum, weapons and a spawn point. Objectives are randomized per sector.
[/*]Foothold is a last ditch effort for the attackers after they run out of Momentum.
[/*]
Be sure to check out the new Verdun event inspired by the Battle of Broodseinde! You can read the blog to learn about the battle, or jump right into the game on support of your allies!
[dynamiclink href=\"https://store.steampowered.com/news/app/242860/view/534362428708750899?l=english\"][/dynamiclink]
Minimum Setup
- OS: Ubuntu 18.04+ 64bit only. Other distros will probably work. but are not officially supported.
- Processor: Intel CPU Core i5-2500K 3.3GHz. AMD CPU Phenom II X4 940Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Geforce GTX 960M / Radeon HD 7750 or higher. 1GB video card memoryNetwork: Broadband Internet connection
- Storage: 8 GB available spaceAdditional Notes: Multiplayer only. make sure you have a stable and fast internet connection.
Recommended Setup
- Graphics: 4GB video card memory
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