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Men of War II News

Open Beta Ending Today... But You Can Keep On Playing!


Greetings Commanders!

We want to thank everyone who has participated in the Open Beta so far - it looks like most people were having a lot of fun with the game, and we have gathered a lot of extremely useful feedback as well. We very much appreciate all the well-meaning criticism and suggestions and rest assured, we will keep working on improving the game until release and beyond.

The Open Beta will officially end today at 5 pm CEST / 4 pm BST / 8 am PT / 11 am ET. However, we have decided to keep the playtest publicly available for at least another 24 hours to get more experimental with server setups. There will be no downtime and no need to download any updates. The changes should be seamless, without any interruption to your games. We cannot guarantee that during this extended test, lobbies will be as stable as they have been during the Open Beta - there might be increased ping and worse connection overall.

While matchmaking and single-player will be unaffected, we would like to ask all of our community to help us out and use the lobby system as much as possible. You can visit the official Men of War II Discord server to arrange matches and look for players. We would love to hear your feedback on the performance in multiplayer lobbies throughout the extended test, either there or here in the Steam Discussions.

We look forward to seeing you on the battlefield during the remainder of the Open Beta, the extended playtest, and later this year on full release! Remember to add the game to your wishlists!

https://store.steampowered.com/app/1128860/Men_of_War_II/

Open Beta for Men of War II is LIVE NOW!


Greetings, Commanders!

The time has come again to jump into action and take a peek at a small sample of what Men of War II will have to offer - the Open Beta is live NOW. For the first time ever, you can enjoy a taste of the single-player side of the game, with 3 missions that are also playable in co-op for up to 5 players, and return back to multiplayer to see how far it came since the first Tech Test in March, and enjoy brand new modes and maps that are making a debut in the Open Beta as well. We can't wait to hear what you think - the best way to do that is on the official Men of War II Discord server, where you can easily find teammates to play with too; but feel free to post here in the Steam discussions if you prefer, of course!

If you have played the Multiplayer Tech Test in March, you should already have the "Men of War II Playtest" in your library and can download and jump into the action now. If this will be your first time playing the game, just go to the Men of War II Steam store page and click on "Request Access" to the Playtest - this will immediately add the app to your Steam library.

https://store.steampowered.com/app/1128860/Men_of_War_II/

However, please consider the Open Beta for what it is - a test. It is not the final version of the game; it has nowhere near the amount of content planned for the full release, it is not completely polished and balanced yet and there might be some issues and bugs that still need to be found and fixed. We humbly ask for your patience and help with this - whenever you see something that you believe is a bug in the game, press F5 to bring up the bug reporting tool and submit a report. You are welcome to use the aforementioned Discord server or Steam discussions to report bugs too, of course.

One of the unpolished parts are translations of the menu UI. Since the interface has been updated, some of the buttons are now localized as placeholder only. Some UI elements might also be showing up as "system strings". We believe it is still clear what everything does, but if the wording sounds "funny", don't worry, the full release will have them fixed. We thought this inconvenience would be a small price to pay for bringing the Open Beta already localized to the following languages: English, French, German, Spanish, Ukrainian, Korean, Polish, Brazilian Portuguese, Turkish, Russian.

  • The default language setting is the same as your Steam language. If you wish to run the game in a different language, open your Steam client, in your library find the Men of War II Playtest, right click on it and select Properties.
  • In the new window, select Languages and pick the desired language from the drop-down menu.
  • Once you start the game - and that's it!

And now let's take a look at all the content you can play in the Open Beta:

[h3]3x Single-Player Missions also playable in Co-op[/h3]
  • Ambush
  • Battle of Coisson
  • Towards Freedom
  • Co-op play can be setup in a custom multiplayer lobby

[h3]3x PvP Multiplayer Modes playable in the new Combined Arms setting[/h3]
  • Front Line (available through PVP match-making or custom lobby)
  • Control Points (available through custom lobby)
  • Combat (available through custom lobby)

[h3]1x PvE Mode available through custom lobby - Line Defence[/h3]

[h3]4x PvP Multiplayer Modes for up to 5v5 players[/h3]
  • Front Line (available through PVP match-making or custom lobby)
  • Assault Zones (available through custom lobby)
  • Combat (available through custom lobby)
  • Incursion (available through custom lobby)

[h3]7x Multiplayer Maps[/h3]
  • Airfield (new in the Open Beta)
  • Carpathians (new in the Open Beta)
  • Bazerville
  • Borovaya River
  • The Coast
  • Farmland
  • Winter March

Details about the new Multiplayer content can be found here, while more information about the single-player missions is available here.

There have also been many various improvements and fixes made since the first Multiplayer Tech Test, many of them in response to our players' feedback. The most notable changes are:

[h3]Gameplay Changes:[/h3]
  • Improved vehicle physics - heavy vehicles no longer bounce on the roads and move/explode more realistically.
  • Velocity of projectiles has been increased.
  • Units will no longer use all available grenades, ammo, and certain types of ammunition at their discretion during combat without a player's command. Players can now prevent the AI from changing the type of ammunition simply by right-clicking on the desired type of ammunition.
  • Units spawning to the map has been improved.
  • Trench digging system has been improved.
  • It is now possible to zoom out the camera farther.
  • Each tutorial mission can now be played separately, not necessarily in sequence.

[h3]UI Improvements:[/h3]
  • More UI customization options - added a button to customize the minimap and much more.
  • Added an option in “general settings” to disable/hide icons showing the health of units for better immersion.
  • Added a separate button for dropping off passengers from vehicles.
  • Added a Hotkey to activate Direct Control with a third-person view.
  • Added a “Cancel Order” button to the Hotbar.
  • The Hotbar buttons have been redesigned to appear more similar to previous games in the series.

[h3]Perfomance, miscellaneous tweaks and fixes:[/h3]
  • Fixed a bug related to target tracking in the Fog of War.
  • Overall performance of the game has been improved.
  • Increased responsiveness of the servers. Response time and connectivity to matches have decreased significantly.
  • Lobbies are now more stable.
  • Other small changes and improvements.

Dev Diary #4: Battalions and reserves in Men of War II



Greetings, commanders! Today we will explain the mechanics of the battalions and reserves system in Men of War II - how you can create and customize your own personal army, ready for any battle.

As we wrote in the previous dev diary, the main goal we set for ourselves with Men of War II is to bring a fresh installment to the series by implementing new gameplay features — the battalions and reserves systems are precisely that, a way for us to give players the opportunity to try out all the different types of vehicles and troops and have them perform the same task on the playing field as they do in reality (we call this approach “role-playing realism”).

First of all, let's discuss the battalions and echelons, what they are, and why we chose this particular scheme for managing your personal army. In all the “custom” multiplayer and singleplayer game modes (meaning all modes besides the scripted missions that form the narrative singleplayer campaigns), there are three “echelons” in a battle. These divide the battle into three stages, each beginning simultaneously for both teams, after a set amount of time runs out. With each subsequent echelon, the level of available units and the amount of resources for their call-in increases, and the intensity and dynamic of the battle can change drastically with the opening of each echelon.


The pool of units you can call in in each echelon is further divided into slots (the number of slots in each echelon can vary slightly between different battalions). Each slot contains a specific unit, and the combination of all the units in the three Echelons form the whole Battalion. The units are displayed in the combat interface during the battle and in the Battalion editor in the game menu.

Each battalion has its unique specialization - a list of available vehicles and modifiers, balanced to make each battalion unique and to allow and encourage players to try out different playing styles and roles on the battlefield, and find their favorite way to enjoy the game.



Some modifiers significantly affect the way a battalion plays. For example, infantry in a tank or artillery battalion costs more than the same infantry unit in a specialized infantry battalion. This is because the battalion modifier increases the “battle rank” of the infantry. There can be many such modifiers, and all of them are different for each battalion, which makes each of them unique; even though two different battalions might be both classified as “artillery” the one specializing in howitzers will fulfill a very different role from the one specializing in anti-tank guns, for example.

Furthermore, a battalion is not a static, predetermined thing. While each has a default composition, every player can edit the selection of units to form their battalion and make it truly unique. There are several ways to access the battalions editor, the easiest one is to select a matchmaking game mode (player vs. player, for example), after which a list of available nations and their battalions will appear on your screen. Сhoose the battalion you are interested in, and on the right, under its name, there will be a button saying “Edit regiment”. At first, the selection of battalions will be very limited (a new player starts with access to only the 1st Infantry, 1st Artillery and 1st Tank battalions of each nation), but will unlock the others by playing the game.


In the battalion build section, you can see that each slot is only suitable for certain types of units with a limit on the unit level. For example, you can put infantry or a fire support unit in one slot. Besides the modifiers we mentioned before, the set of different slots in each echelon is what creates the biggest difference between battalions.


Click on any slot and on the right side of the screen (the “barrack”), you will see pictures representing the different units that can be put in the selected slot.


Each echelon has its own “capacity” in the form of what we call the total “Battle Rank” (or BR) of the echelon, and each slot has a maximum number of “copies” of the unit in it (the number of times the unit can be called into battle). This means that it is impossible to fill each echelon with the maximum numbers of the heaviest units - as each unit has its own BR cost, choices have to be made and players have to think about which units and playing style they favor.

For example, a single copy of the 10.5 cm leFH 18M, available for the first echelon, costs 41 BR.


The BR limit in the first echelon is 200 units, and as using 3 copies of this gun costs a total of 123 BR, it is clear that you would have to make sacrifices in selecting the rest of the units for the echelon. You can even choose to leave some of the slots completely empty if you wish.


This combination of modifiers, different slots and limitations of Echelon BR and max copies per slot presents players with a plethora of strategic options. Consider the 21st Howitzer Regiment for example: this battalion has a unique advantage in the first echelon in that it can include the LeFH howitzer 18M, which is missing from the 1st Artillery Battalion. Having such a heavy gun early in the battle is a powerful bonus, but since it is balanced out by its high BR cost, it does not guarantee victory, since in total, we can take only a maximum of 3 howitzers to the first echelon, and even then only if we sacrifice the rest of the units, as was explained in the example above. And this is a Men of War game - if an opposing player is skilled enough and/or you don’t play well with your teammates to protect your howitzers (or use the new Fog of War mechanics to keep them hidden), you can lose the advantage faster than you can say “artillery barrage”.


Moving the mouse over a slot with a unit will show how many of these units we can take into the slot.

Most of the units in the game are immediately available to include in your battalions, but some units with a yellow background in their icon can only be used in exchange for "supplies", signified by a crate icon.


The player receives “supplies” as a reward for completing in-game multiplayer tasks, achievements, completing singleplayer missions, etc. SUPPLIES CAN ONLY BE OBTAINED BY INGAME ACTIONS, AND WILL NEVER BE MONETIZED WITH MICROTRANSACTIONS.

We have implemented this system to give players long-term goals, reward them for playing the game and incentivize the thorough exploration of all Men of War II has to offer. These “collectible” units do not give any unfair advantage either, they are limited by BR costs and slot capacity, same as any other unit.

All the above makes sure that each player can assemble their preferred battalion to meet their playstyle, and reform the default battalions beyond recognition.

Here is an example of the 21st Howitzer regiment assembling based on a very long game time, accumulated experience, and the individual style of the author of this diary. The total number of units, mobility of tanks and ability of infantry to push the Front Line has been sacrificed in order to use heavy howitzers and provide fire support to teammates.


And now let's talk about the reserve system in Men of War II. Many players of the previous games in the series have faced a situation when a summoned unit becomes unnecessary in battle, too damaged to be of use anymore, or even is called in by accident. Such a unit takes up the resources necessary for victory, but it is impossible to recall it to free up those resources; unless you devise some use for the unnecessary unit or intentionally send it to be destroyed by the enemy. We wanted to change this and came up with the “reserve” system.


The reserve can be thought of as an army’s “rear”, located beyond the map boundaries. The player can freely order any unit to go to the reserve or return from the rear to the heat of battle. Just select the unit and click the "retreat to reserve" icon to recall it from the battlefield.


After that, the unit will independently turn around and leave for the edge of the map and enter the reserve. Some time after issuing the order, the player loses control over the unit. A diamond with an exclamation mark will be displayed above the unit, informing the player and their teammates that it is retreating.

After the unit leaves the map, an additional button with gears will appear in the combat interface in the middle right, under the echelons, showing which units are currently in reserve. At the same time, the command points taken up by the unit are freed up and you can use them to call in a different unit from your battalion, or another unit already in the reserve.

Thus, a unit that has lost its utility or has been called in by mistake can be simply removed from the battlefield in exchange for its resource cost. But that is not the whole purpose of the system, as a unit in the reserve will also (after some time, indicated on its icon in the reserve pool) be repaired and fully restocked with ammunition, and can be called back, good as new. Furthermore, the reserve system allows you to change the composition of units on the battlefield based on the current situation and state of a battle.

For example, in the beginning, we can summon a BT-7 light tank. Before opening the second echelon with more powerful tanks, our BT-7 faithfully crushes our enemies and survives, but receives heavy damage. As soon as the second echelon opens and the enemy gets new, heavier units on the battlefield, in all likelihood, the BT-7 will get destroyed quickly and will be unable to cause any more damage in return. Therefore, we send it to the reserve and continue the battle with new equipment; fortunately, we now have more resources no longer occupied by an inefficient unit. However, by the end of the fight, all players have lost almost all units and worn out their resources. This situation is a lucky moment for the BT-7, which has replenished all its fuel and ammunition and has been fully repaired while in the reserve. The formerly obsolete unit now becomes an ace up your sleeve, capable of sweeping up the battered, depleted units of the enemy and bringing you victory.

We want to make Men of War II more than just a fast-paced reaction game. Not all players are good at micromanaging many units at the same time - with the battalion system, everyone will find their preferred role, as each battalion gives a player unique gameplay options and different dynamics of combat operations. Specialization and customization of battalions make it possible to emphasize the individual style and abilities of the player.

At the same time, we are aware that other players prefer a different style of gameplay. More units to control, combining different roles on the battlefield into one larger army; and we want these players to have fun in Men of War II as well! Therefore, with the Open Beta, we are presenting another mode, which we call ‘Combined Arms’. The underlying Battalions system remains in place, but instead of having to choose from different, specialized battalions, each nation presents a regiment with twelve slots per echelon, much higher BR limits and increased CP pool in battle. Slots for all units from a nation’s arsenal are present in Combined Arms, and it is solely up to each player whether they want to play a more generalized role, or customize the roster in a more specialized way.


The gameplay in this mode is closer to what players might be familiar with from the previous installments in the series, while keeping the unique feel and identity of Men of War II. A classic, but with a new, unique twist!

So, today we have learned a little more about battalions and reserves in Men of War II. We hope you understand the design decisions we have made better, and we can’t wait for you to try out all the content and different game modes we have prepared!

Stay tuned for more news, and soon we will tell you even more about important and exciting innovations in the game, but before that, you can check the new mechanics in the upcoming Open Beta — May 11-15. The process is simple:

  • You need to head over to the Men of War II Steam store page where you will have the option to ‘Request Access’ for a ‘Men of War II Playtest’ - you can do so right now and get an e-mail notification once the beta goes live. Otherwise, clicking the button at anytime during the beta will grant you instant access.
  • If you have already taken part in the Multiplayer Tech Test, you do not need to sign up again, the ‘Men of War II Playtest’ will simply become available to install/play in your Steam Library once the beta starts.
  • Wait and jump into the action on Thursday, May 11.

The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test. But please understand, it is still not a finished game, and even more polish and tweaks will be implemented before release.

The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test. But please understand, it is still not a finished game, and even more polish, tweaks and much more content will be implemented before release.

Men of War II will be available in 2023. Remember to add the game to your wishlists!

https://store.steampowered.com/app/1128860/Men_of_War_II/

And if you want to stay up to date on all news about Men of War II, join the game's official Discord server, and follow Fulqrum Publishing on social media!

Dev Diary #3: New Fog of War and spotting/detection system


Hello, commanders! Today we will explain how Fog of War and the unit spotting/detection system have changed and evolved in Men of War II compared to previous games in the series.

First of all, let's discuss the new Fog of War. At a glance, it may seem the same as before: each unit has its field of vision, but the significant changes become apparent very quickly once you start playing. In the previous Men of War games, an enemy unit would become visible in the Fog of War immediately after each shot. This worked the same way for all units; for example, a towed gun would become visible in the same way as a tank with completely different characteristics.



In Men of War II, we wanted to add an extra layer of tactics and more variability to the visibility mechanics, making infantry, tanks, and artillery gameplay styles even more distinct from one another and giving the units the same tasks to perform on the battlefield as they have in reality - to achieve true "role-playing realism”. And in many ways, this became possible thanks to the new Fog of War.

Units now have different parameters that determine how easily they become visible to the enemy. The number of shots fired before detection differs for all units and even depends on other circumstances as well. In general, one shot from a rifle or mortar in the rear will not result in the unit being detected in the heat of battle, but a shot from a massive gun like the 203mm B-4 is likely to reveal its location. For a unit to become visible, it must make enough "noise". Any shot in the game creates a certain level of noise. The “louder” the noise, the higher the visibility level, and for each unit, this is different. The noise accumulates, which causes intensive shooting to eventually reveal the shooter's location, even coming from a humble Mosin rifle. The noise accumulation is influenced by many factors, including the number of consecutive shots fired, the caliber of the weapon, the amount of weapons firing in a small area, and so on. How it looks, and plays can be explained by the example of playing for the artillery division.


The combat interface displays particular indicators with a lightbulb symbol to make the spotting level control more convenient and informative. They reflect the spotting status of the unit:

1. Nothing. No indicators on the screen. Your unit is invisible to the enemy.


2. A diamond with a translucent green light bulb. You made some noise by firing, but the enemy still couldn’t see you.


3. A diamond with a red light bulb. Your unit is making too much noise and drawing attention to itself. It is still not visible to the enemy, but they now see the characteristic flashes in the Fog of War (we'll explain more about this below).


4. A diamond with red eye. Your unit becomes visible to the enemy in the Fog of War and on the mini-map.

These indicators are displayed directly on the screen in the center at the top and as an icon above the unit. Keep an eye on them; being informed means being prepared!


If you make too much noise and reveal your position, an experienced enemy will try to destroy your unit by calling in bombers, sending in saboteurs, or shelling with artillery.


And here comes the counterattack. We need to change the position as quickly as possible!

In the context of playing as an artillery battalion, this system adds a lot of realism and an unprecedented level of immersion. "Artillery duel" and "Counter-battery warfare" — will not be the main focus of the game, but they are definitely an important part of the game experience in Men of War II.

Earlier, we wrote about flashes in Fog of War when a unit makes enough “noise”. Let's focus on this in more detail now.


This is the transitional stage of the unit. It is still not clearly visible to the enemy, but based on the "noise", its location can be estimated. This happens at a high level of noise when the icon with a red light bulb is displayed above the unit. The higher the noise level during the "red light" - the smaller the area where flashes are displayed, and thus the enemy has a more precise estimate of your unit’s position. It will be easier for the enemy to hit you with “blind fire” from their guns, even if they still don't see the unit on the map.

Alright, but what if a unit is constantly being detected, and every shot sends you into a desperate scramble for its life? Camouflage is here to save the day.

Camouflage is a mechanic unique to the Men of War series. Most units have a special button on their hot bar, with an icon in the form of a branch with leaves - "mask a position with a camouflage net or greenery".


After pressing the button, camouflage bushes and nets begin to be applied over the unit. When the indicator is filled - the unit will be camouflaged.


Camouflage allows you to "dampen" a small part of the noise from the shot, which slows down the increase in the visibility level and makes it reset faster. It also does not allow enemy reconnaissance planes to detect your unit from the air. Even ordinary scouts can only see a camouflaged unit from a shorter distance.


If a unit does not have camouflage, it will be quickly detected by an enemy reconnaissance aircraft.

Bonus fact: one effective means of combating aircraft is anti-aircraft guns, which can be added to the battalion. Or you can use the help of an ally playing for a battalion with air defense specialization. But we recommend putting some distance between your unit and the anti-aircraft gun; otherwise, the aircraft may reach its target before it is hit by air defense.

You can also detect a unit using saboteurs and artillery spotters. They can penetrate enemy territory and remain unnoticed until enemy units discover them. Artillery spotters are one of the special units that are not visible in enemy territory in game modes using the Front Line mechanic. Most of the other units are invisible to the enemy only in your territory (unless they make too much noise and get spotted), but always visible in enemy territory. With their help, you can penetrate the enemy's rear and find the enemy gun hindering your team’s attack.

There they are, and we not only see the enemy gun perfectly but also get a bonus to aiming our artillery thanks to the Spotters’ special ability. All that's left is to take the shot…


The enemy is defeated!

However, the enemy has the opportunity to escape from such a situation. What should you do in their place? Suppose you continue to be fired upon after changing positions, even though you are sitting quietly, and the eye mark (detection) does not go away over time. In that case, someone is following you, a saboteur or an artillery spotter.

At this point, the right decision would be to change position again and call in an infantry squad, which will find the saboteurs and teach them not to spy on other people's guns.

The enemy is not sleeping, and your positions, even in the very rear, are never completely safe. The game has specialized battalions of saboteurs, as well as squads of saboteurs in infantry battalions.

Bonus fact: even ordinary bushes can give camouflage to a unit if you control a soldier or a small gun. So you don't always have to spend time masking them manually when nature can do it for you.

So, today we have learned a little more about the revamped Fog of War mechanics in Men of War II, levels of detection, and how familiar types of troops are revealed in these new conditions. And this is just a tiny part of the gameplay we showed you from the narrow point of view of the huge, unwieldy, but powerful towed guns. For example, this mechanic works differently for infantry and saboteur battalions.

Stay tuned for more news, and soon we will tell you even more about important and exciting innovations in the game, but before that, you can check the new mechanics in the upcoming Open Beta — May 11-15. The process is simple:

  • You need to head over to the Men of War II Steam store page where you will have the option to ‘Request Access’ for a ‘Men of War II Playtest’ - you can do so right now and get an e-mail notification once the beta goes live. Otherwise, clicking the button at anytime during the beta will grant you instant access.
  • If you have already taken part in the Multiplayer Tech Test, you do not need to sign up again, the ‘Men of War II Playtest’ will simply become available to install/play in your Steam Library once the beta starts.
  • Wait and jump into the action on Thursday, May 11.

The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test. But please understand, it is still not a finished game, and even more polish and tweaks will be implemented before release.

Men of War II will be available in 2023. Remember to add the game to your wishlists!

https://store.steampowered.com/app/1128860/Men_of_War_II/

And if you want to stay up to date on all news about Men of War II, join the game's official Discord server, and follow Fulqrum Publishing on social media!

New Game Modes, New Maps, New Details about the Open Beta!



Greetings, Commanders!

As the Open Beta of Men of War II draws ever closer (it will run from May 11 to May 15), we are excited to unveil our biggest news about it yet. We have previously detailed the single-player content you will get to experience, but of course, the multiplayer part will be greatly expanded and enhanced as well.

First of all, a completely different way to experience PvP multiplayer will be introduced - the Combined Arms battle mode. In up to 3v3 battles, this mode does not limit you to using a specialized battalion, instead, you have a much expanded regiment available that you can customize from all the units available for your chosen nation. The Command Points limit is also raised in Combined Arms, from a maximum of 30 that you've experienced before, to 50 - so you will be able to field more units at the same time. In the Open Beta, you will be able to play Combined Arms variants of the Front Line mode via match-making or the Front Line, Assault Zones and Combat modes via the lobby system.

Second, we will give you a glimpse of the PvE multiplayer, with a new Line Defence game mode. In it, you team up with up to 4 other players to defend three zones against AI opponents, who are trying to capture these by pushing the Front Line around them. Victory points are awarded for time spent controlling each zone.

And last but not least, two new multiplayer maps will be playable:

Airfield will see you take the fight to the sandy dunes of North Africa, in a battle for control over a strategically important airport. This map will be available for the Front Line and Combat game modes.



In the Carpathians, you will visit calm, forest-covered hillsides and idyllic villages from a bygone era, as war brings ruin and destruction to the lush countryside. It will be possible to play it in the Front Line, Combat and the PVE Line Defence modes.



Of course, all the multiplayer content you had a chance to experience already in the previous Tech Test will be making a repeat appearance. To sum it up, in the Men of War II Open Beta, you will be able to experience:
  • 3x Multiplayer Game Modes in the new Combined Arms variant
  • 1x new PvE Multiplayer Game Mode
  • 4x Multiplayer Game Modes in the standard PvP version
  • 7x Multiplayer Maps (including the new Airfield and The Carpathians)
  • 3x Single-player Mission (also playable in coop multiplayer)

If that sounds like a lot of content, rest assured - it is still only a small sample of what the full release will bring. If you haven't yet, remember to sign up for the Open Beta coming on May 11. The process is simple:

  • You need to head over to the Men of War II Steam store page where you will have the option to ‘Request Access’ for a ‘Men of War II Playtest’ - you can do so right now and get an e-mail notification once the beta goes live. Otherwise, clicking the button at anytime during the beta will grant you instant access.
  • If you have already taken part in the Multiplayer Tech Test, you do not need to sign up again, the ‘Men of War II Playtest’ will simply become available to install/play in your Steam Library once the beta starts.
  • Wait and jump into the action on Thursday, May 11.

The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test. But please understand, it is still not a finished game, and even more polish and tweaks will be implemented before release.

Men of War II will be available in 2023. Remember to add the game to your wishlists!

https://store.steampowered.com/app/1128860/Men_of_War_II/

And if you want to stay up to date on all news about Men of War II, join the game's official Discord server, and follow Fulqrum Publishing on social media!