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Update: 0.15 Released!

Welcome Soldiers!


Our brand new update has released and is now available to download on steam! Operation IV arrives with some of the biggest changes to the game, seeing the deployment of tanks to the frontlines of Beyond The Wire and the latest faction to arrive on the western front, the ANZAC forces. Check out the full patch notes below!

[h2]Gameplay[/h2]

[h3]Changes[/h3]

- Engine upgrade and physics improvements
- Reduced bullet drop for Sniper Rifles
- MG-08/15 Damage rebalance
- Added capture point scaling to adjust objectives based on server’s player count
- Added additional objectives to assault layers on all maps
- Balanced spawn distance for Vimy Ridge Assault 1914 GER vs FR
- Revamped the Scoreboard logic for objectives, teamplay, sections, awards, personal stats, team stats, abilities, and combat.
- Reduced the number of constraints for deploying weapon emplacements
- Adjusted defender Phase 5 spawn area on Ansoncourt assault
- Reduced weapon disable timer from 10 seconds to 5 seconds

[h2]Factions[/h2]

[h3]New[/h3]

- Britain deploys the Australian and New Zealand Army Corps (ANZAC) to assist with war efforts

[h2]Vehicles[/h2]

[h3]New[/h3]

- British Mark IV Tank added
- French Renault FT Tank added
- German A7V Tank added

[h2]Weapons[/h2]

[h3]New[/h3]

- Hotchkiss M1909 added
- Mauser Tankgewehr 1918 (T-Gewehr) anti-tank rifle added
- Long Lee-Enfield (CLLE Mk1)added
- St. Étienne Mle 1907 added
- SMLE No. 1 Mk.III (HT) Sniper Variant added


[h2]Maps[/h2]

[h3]Changes[/h3]

- Revamp maps to accommodate tank layer gameplay
- Added additional cover to trenches in Sector Two of Séchault
- Remove ambient flags from all maps
- Improved asset load distance on all maps

[h2]Art[/h2]

- Implement high resolution for first person character models
- Added Springfield 1903 bayonet animation
- Added additional MG08/15 animations
- Added depth of field effect to the Springfield M1903

[h2]UI[/h2]

- Observe the next step in warfare with updated main menu animations.
- Completely revamped the deployment UI.
- Improved role selection visibility.

[h2]Optimization / General Fixes[/h2]

[h3]Fixes[/h3]

- Fixed Jäger 1914 & 1915 Engineers being able to use enemy artillery pieces
- Fixed objective names on Vimy Ridge 1917 CEF vs GER and 1915 FR vs GER
- Prevent attackers from from pushing the first sector during the preparation phase on Vimy Ridge Assault 1914 GER vs FR
- Updated mini-map boundaries for Ansoncourt, Chateau-Thierry, Poelcappelle, and Séchault
- Adjusted some objective names on Vimy Ridge assault layers
- Reworked personal stats to account for deaths caused by environmental effects and player's own grenades
- Improve melee weapon collision when engaging in close quarters combat
- Lebel 1886 Riflegrenade reloading with empty magazine
- Ensured Section Leaders receive speed boost when triggering section charge ability
- Remove scope glare from M1903 Springfield non-scoped variant
- Fixed some player settings not saving when joining a server.
- Various fixes to improve client stability and prevent crashes
- Fixed No. 20 Rifle grenade briefly disappearing after reloading
- Adjusted Hotchkiss M1914 first person camera, so it doesn’t clip through character model
- Fixed Berthier Rifle bayonet sometimes disappearing when attached
- CEF soldiers not looking through scope when in third person
- Fixed Reichsrevolver 1883 reload animation
- Fixed Incapacitating enemies not granting an incapacitation score when using anything other than a grenade
- Improved rally point spawning logic, so players don’t get pushed out of bounds when rallies are place in certain places
- Currently selected tab in settings is now visible

[h3]Known issues[/h3]

- Some personal statistics don’t currently display the scores correctly
- Certain Weapons and Explosives are using placeholder SFX
- Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening.
- Ansoncourt daylight layer underground bunkers have lighting issues
- Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation
- Rally Points do not have a 30 meter range limit for frontlines objectives
- Tear Gas effect can sometimes appear with gas mask
- Tanks are blocked from driving sometimes. Please press SHIFT+SPACE to unlock brakes
- Tank roles can appear selectable/spawnable when not having enough XP but will not spawn with a tank
- Tanks leave invisible collision volumes at their spawn location
- Certain historic roles appear not available
- Shooting range for ANZAC is missing

- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround.

Open following file:C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini

If the file doesn't exist, create it.

Add following lines at the end:

[/script/engine.audiosettings] bDisableMasterEQ=True[Audio] bDisableMasterEQ=True

Faction Reveal: ANZAC

Welcome Soldiers!




For this year’s ANZAC day we are proud to reveal the latest faction arriving Beyond The Wire in our next update. Taking part in some of the most pivotal moments of the conflict, the Australian and New Zealand Army Corps arrived on the Western Front early in 1916 before fighting in the major campaigns leading up to the 100 days that ended the war. The Australian and New Zealand infantry divisions spent time in Egypt and Gallipoli, meeting the threat of the Ottoman Empire before moving to reinforce the British Empire and their allies in France.



While the ANZAC forces will be deploying with British uniform and equipment we have added some uniqueness to the faction to help separate them from the forces currently on offer in the game. Primarily armed with the Charger Loading Lee Enfield as their rifle the Australian and New Zealand forces will also take the fight to the German armies with the SMLE sniper and the Hotchkiss light machine gun, in addition to the Lewis gun. While they weren’t known for being widely used on the western front, the ANZAC forces did utilize the hotchkiss LMG in the Palestine campaign and so will be using these loadouts to give them a unique aspect in battle.

SMLE Sniper Hotchkiss Portative

Following the evolution of other armies during the war, the ANZAC forces saw their section types change to meet the changing landscape of the conflict. Differing from the other BEF units, the ANZAC snipers will be found integrated into the bomber section on maps prioer to 1918. During the final year the snipers were reorganized into infantry sections. These deadly roles will make use of the brand new SMLE sniper which sets these roles apart from others within the Empire.

[h2]1917[/h2]



[h2]1918[/h2]



The ANZAC forces will be arriving Beyond The Wire in Operation IV which is just around the corner. Stay posted for our upcoming blogs on our next expansion!

Development Recap: March 2022

Welcome Soldiers!


Our development recap blog returns with detail on some of the progress on the project through March. With much anticipated reworks of the ragdoll physics and commander menu UI, it’s been a busy month gearing up for Operation IV. As always with these recaps, all work show is still in progress and is subject to change prior to release.

[h2]Ragdoll Physics[/h2]

The development team have been wanting to address the in-game ragdolls for a while and have completed a rework of the physics system attached to character models. Addressing the existing collisions for physical assets players will now see a more realistic reaction when dropping an enemy. While the previous system provided some comedy moments the system wasn’t ideal and now gives a more realistic visual to suit the games atmosphere.

Ragdoll Physics 1 Ragdoll Physics 2

[h2]UI[/h2]

The commander UI has been updated with new icons for call-ins. Non-directional fire support now shows a crosshair icon and directional call-ins had a direction indicator. These new icons are part of the UI and deployment overhaul coming with Operation IV.



[h2]Weapons[/h2]

We have more weapon options on the way and there’s been two recently completed which will play very different roles on the battlefield. First up is a new pistol for the Central Powers, with the C96 arriving soon. Animations for the pistol have recently been completed and show a difficult reload having to hold the bolt while inserting the rounds. A much anticipated sidearm that we’re sure will be a hit with the community.

C96 Animations

Next up is the Tank Gewehr which we’ve revealed in previous blogs and will play a huge role in combating the inbound tanks. With a single round capacity this large caliber rifle will be one of the main methods in taking down advancing tanks.

Tank Gewehr Animations

The final weapon that’s seen progress this month is the new HMG that will be coming in Operation IV, the St Etienne is fully animated and will be bolstering the arsenal for the Entente forces.

St Etienne Animations

[h2]Australian Imperial Force[/h2]

The next faction due for release is close to completion as uniforms, headwear and melee weapons are modeled and ready for texturing. Arriving in Operation IV to reinforce the Western Front the AIF will have unique uniform items and weapons, adding further variety when heading out Beyond The Wire. See the latest update on the faction below!



[h2]A7V[/h2]

The newly revealed German A7V is now in the testing phase with operable cannons being the latest focus. The video below shows the view from the hull and how the cannons work. We’ll soon be testing these landships with our closed testing group so stay posted for a full gameplay video!

A7V Cannon Testing

We'll be dedicating time to previewing the various changes and overhauls coming with Operation IV so stay posted for upcoming developer blogs. See you in the trenches!

Studio Announcement

Welcome Soldiers!


For the past few months the management team at Redstone Interactive has been busy defining the future of the studio and looking at ways to ensure the success of the team for the continued development of  Beyond The Wire. The studio was founded with the opportunities our close relationship with Offworld Industries gave us, and while working as a standalone studio has been a fantastic endeavor, we are excited to announce that we have agreed to be acquired in full by Offworld.

This decision will allow us to take advantage of the established infrastructure, publishing, and technical support that Offworld can provide us, to allow us to fully develop Beyond The Wire. With an ambitious roadmap taking us to 1.0 launch and beyond, we see this new direction as the best step for our future plans. We are thrilled to be working with Offworld Industries in an even closer capacity and look forward to the development of BTW with their support and expertise improving all aspects of the project.

This new business decision does not change or impact our plans for Beyond The Wire and our aim is still firmly fixed on the large expansions due in 2022 ready for the 1.0 launch over the next year. We would like to thank our community for their continued support and feedback as we move towards this major goal and the full release of Beyond The Wire!

The best is yet to come.

Development Recap: February

Welcome Soldiers!


February has come to an end and the development team continues to storm through the priorities for the upcoming updates for Beyond The Wire. With tanks and the progression system still taking up a large portion of development time we can reveal some of the works being done by the other departments. Take a peek behind the scenes at some of the highlights completed through February!

[h2]Character Models[/h2]
The character models for the new factions are underway with the uniforms and equipment being modeled this month. Making slight changes to the uniform supplied for the British Empire, the Australian Imperial Force will be arriving with distinguishing features to their uniform to help separate them visually from the other Empire forces. Seen here are variations on the coat collar, trench coat and puttees that we've seen from various resources which gives the faction a unique look.

Another development on character models this month had been a much requested addition from the community for soldiers to show the accumulation of mud and blood from the conflict. Working on an update to texture progression players will have the option to choose how much wear is shown on the uniform when customizing their soldiers. Adding increasing levels of dirt and blood to character models will show how your soldier has been deployed throughout the war and the hardships they’ve overcome. Minor details like this will further the authenticity of our customization system and add background for your soldiers story.


[h2]Hotchkiss M1909 Portative[/h2]
Animations have been completed for the next version of the hotchkiss that will be arriving in-game. Building upon the arsenal for the entente the Franco-American Hotchkiss Portative will be seen in the hands of the entente in pre-1916 maps, with some exceptions. While it was eventually replaced by superior weapons the M1909 Portative will be arriving to reinforce the French and British armies in our next update.
Hotchkiss Portative Reload

[h2]Webley Mk. V[/h2]
Another sidearm option is also on the way for the British Empire. Looking almost identical to earlier iterations the Mk IV was revised and scaled down to use smaller ammunition with most of it's internal mechanisms being taken from the Mk III. Keep an eye on the horizon for when this new sidearm will be entering the fray.


[h2]Map Reworks[/h2]
As mentioned in our latest spotlight article many of our released levels have been receiving some attention in preparation for Operation IV. Cantigny has recently been updated with changes to foliage and landscape shaders as well as repainting some of the areas that haven't been touched since it's release. One of the goals for this work was to give players a better sense of direction when moving towards the center of the map. With new trench lines, less dense foliage and clearer pathing players will have an easier time navigating this map

Further focus has been given to updating Combles with more areas receiving a new lease of life. With infantry-heavy areas getting some attention, trench systems have been expanded and various points of interest have received additional detail to help bring the map up to standard for Operation IV. We're sure this new version of the Somme battlefield will be a big hit with the community.


As always we'll be sharing more updates from the team they work through all the new content and features arriving with Operation IV this spring. Keep the eyes on the horizon Soldier, we'll see you in the trenches!