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Call to Arms: Panzer Elite News

Call to Arms: Panzer Elite - Early Access Available Now!

[h3] [/h3][h3]Hello Tank Commanders, [/h3][p]We’re excited to announce Early Access is Available Now for Call to Arms: Panzer Elite

[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h3]Call to Arms: Panzer Elite Pricing[/h3][p]Standard Edition - $29.99 [/p][p]Deluxe Edition Upgrade - $19.99 [/p][p]Supporter Bundle - $49.98 - 10% (includes both Standard & Deluxe Edition)[/p][p]
We will offer a Supporter Bundle at 10% off for those who wish to contribute even further to the game’s development and it already includes the Deluxe Edition upgrade!

You may ask why we are releasing a DLC during Early Access. The reason is simple: we are already planning and working on a Deluxe Edition for the full release, and we believe it would be unfair to withhold content from our early supporters who are already helping us during this phase.[/p][p]To be transparent about our plans, the DLC is available at a reduced price during Early Access, and some of its content is already included for you to enjoy. Our philosophy is that the earlier you support us, the less you should have to pay for the game.[/p][p]To make things even better, Early Access will launch with an additional 10% discount during the first week!
[/p][p]Price can vary from region to region [/p][p]If you purchase during Early Access you own the game during & after Early Access. [/p][p][/p][h3]Info on Early Access, what to expect and our Roadmap plans[/h3][p][dynamiclink][/dynamiclink][/p]

[h3]TALK TO THE TEAM, JOIN OUR DISCORD![/h3]

Call to Arms: Panzer Elite - What Is Early Access?

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Hello everyone,
 [/h3][p]We’re excited to share some news on Call to Arms: Panzer Elite & what you can expect with Early Access. Before diving in, we’d like to set the stage by explaining who we are, what Call to Arms: Panzer Elite is (and isn’t), and what you can expect going forward. [/p][p][/p][h3]Who We Are [/h3][p]Digitalmindsoft is an independent studio whose roughly 25, mostly veteran developers share a great passion for tactical and immersive combat gameplay. Starting with Men of War (2009) and both Men of War: Assault Squad titles (2011 / 2014), we were finally able to establish our own IP with Call to Arms (2018).  [/p][p]Together with our brothers in arms at Barbed Wire Studios, we co-developed Call to Arms: Gates of Hell (2021), utilizing over 15 years of experience and continuous improvements in it. We are deeply grateful for our ongoing partnership, and while development on Gates of Hell progresses independently, there will be continued opportunities for collaboration and shared expertise as both projects move forward. [/p][p] [/p][p][/p][h3]What Early Access Means [/h3][p]Early Access means the game is still in development and not yet in a finished state. Bugs and incomplete content will be present, but this is the perfect opportunity to help shape the game's future. [/p]
  • [p]New features will be added, and existing features will be improved. [/p]
  • [p]Content, including new tanks, missions, and maps, as well as game balance, will evolve throughout development. [/p]
  • [p]Your feedback will directly influence the development path and priorities. [/p]
  • [p]We want to work closely with the player base during Early Access to shape the game’s direction for years to come. [/p]
  • [p]If you’re new to Early Access games, we recommend checking out streams and let’s play videos to get a feel for what to expect. [/p][p]
    [/p]
[h3] What Call to Arms: Panzer Elite Is [/h3]
  • [p]A first-person / third-person tank combat game set during the intense armored battles of World War II, focusing on historically accurate tanks and units used in the period. [/p]
  • [p]Maps are inspired by real historical events and battlefields, aiming to recreate authentic environments and tactical challenges. [/p]
  • [p]A “simcade” experience, balancing realism such as real penetration mechanics and historically accurate gameplay with quality of life options and a strong focus on fun to make it accessible. [/p]
  • [p]Includes singleplayer, cooperative, and multiplayer modes, allowing you to command your tank platoon across varied scenarios. [/p]
  • [p]Features destruction physics that can dynamically alter the battlefield, with destructible environments impacting strategy and gameplay. [/p]
  • [p]Features the option to toggle less realistic features on or off to tailor the experience to your preference. [/p][p][/p]
[h3] What Call to Arms: Panzer Elite Is Not [/h3]
  • [p]A fully realistic WWII tank simulator. [/p]
  • [p]A real time strategy title. [/p]
  • [p]A clone of other popular WW2 tank games, nor are we aiming to compete with them. [/p]
  • [p]A pay to win game. [/p]
  • [p]A purely pvp multiplayer focused game. (we offer coop and a singleplayer experience on top!)[/p]
[p]"Overhead view of Campaign Mission Schöneberg"[/p][p][/p][h3]When Is Early Access[/h3][p]We will have additional info in the coming days so stay tuned! [/p][p] [/p][h3]Call to Arms: Panzer Elite Pricing[/h3][p]Standard Edition - $29.99 [/p][p]Deluxe Edition Upgrade - $19.99 [/p][p]Supporter Bundle - $49.98 - 10% (includes both Standard & Deluxe Edition)[/p][p]
We will offer a Supporter Bundle at 10% off for those who wish to contribute even further to the game’s development and it already includes the Deluxe Edition upgrade!

You may ask why we are releasing a DLC during Early Access. The reason is simple: we are already planning and working on a Deluxe Edition for the full release, and we believe it would be unfair to withhold content from our early supporters who are already helping us during this phase.[/p][p]To be transparent about our plans, the DLC is available at a reduced price during Early Access, and some of its content is already included for you to enjoy. Our philosophy is that the earlier you support us, the less you should have to pay for the game.[/p][p]To make things even better, Early Access will launch with an additional 10% discount during the first week!
[/p][p]Price can vary from region to region If you purchase during Early Access you own the game during & after Early Access. [/p][p][/p][h3]Roadmap Plans [/h3][p]Instead of locking ourselves into rigid promises now, we want to listen to your feedback first to help shape the game’s development. We’ve already heard from our testers and are working on quality of life improvements such as a checkpoint system, bug fixes, balancing adjustments, more missions, additional tanks, new maps, and polishing existing systems and assets like sounds.
[/p][p]There will be many updates in the coming days / weeks after launch with fixes and changes. The game is in active development and we plan to work with the community along the development path. We will have more detailed roadmap plans shortly after launch.[/p][p]Please don’t feel pressured to buy the game right now if you’re unsure about its current state. Early Access means the game is still evolving, so it’s perfectly okay to wait until it’s more polished or has the features you want. There’s no rush take your time and join us when it feels right for you. If you’re uncertain whether the game fits your playstyle or expectations, we recommend checking out streams and videos from content creators to get a clearer picture before deciding.
[/p][p]This is the beginning of a journey we’re embarking on together. We can’t wait to hear your thoughts and see how the game evolves with your involvement. Thank you for supporting us and joining us in Early Access! [/p][p]See you on the battlefield! [/p]


[h3]TALK TO THE TEAM, JOIN OUR DISCORD![/h3]

Dev Diary: Maps & Creating the Battlefield



Hello Tank Commanders!

Welcome back to another installment of our dev diary series for Call to Arms: Panzer Elite! [p]Today, we’re taking you behind the scenes of one of the most challenging and rewarding parts of development: map production. Every battlefield you fight on has a story, and creating those maps is where history, research, and gameplay all collide. 
[/p][p][/p][h3]
Research Comes First
 [/h3][p]Our process always begins with research. From famous operations to smaller but equally dramatic engagements, we look for moments in history that can inspire compelling missions. Archival photos, maps, veteran accounts, and even on-site visits all shape the foundation of a map. [/p][p]But we also learned early on that reality doesn’t always fit inside our maps. Technical limitations mean we can’t reproduce every hill, town, and valley of a real battlefield at full scale. Many locations cover vast areas, full of unique challenges and details that simply wouldn’t fit into a single level. [/p][p]Instead, we distill the essentials of the terrain. We take the most interesting features -the chokepoints, ridges, crossroads, and strongholds - and bring them together into one playable area. This way, players can experience a wide variety of tactical challenges inside a relatively compact battlefield, without losing the authentic feel of the original location. 

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From History to Gameplay
 [/h3][p]Take our Mortain mission as an example. The real battle in August 1944 was defined by German forces attempting to recapture the heights around the town. Instead of focusing on the town center, we decided to highlight the surrounding high ground and a railway station - a setting that naturally creates choke points, ambush sites, and room for armored maneuvers. [/p][p]This balance of authenticity and design freedom gives us both the atmosphere of Normandy and the intense gameplay you expect from the tank battle game. 

[/p][h3]
Walking the Ground
 [/h3][p]To truly capture the feel of these locations, our team even traveled to Normandy. Standing on the ridges, walking through the bocage, and visiting Mortain itself gave us invaluable perspective. Photographs can only take you so far - experiencing the terrain in person helps us recreate the mood and flow of the battlefield in a way that feels real, not artificial. [/p][p]During these trips, we also took hundreds of reference photos of landmarks, terrain, and structures. From bridges to old farmhouses, many of these details found their way directly into the game. Whenever you cross a narrow bridge under fire or push through a hedgerow, chances are it was inspired by something we stood in front of and documented ourselves. 

[/p][h3]
Iteration, Iteration, Iteration
 [/h3][p]Map design doesn’t happen overnight. Early sketches are tested, refined, and sometimes completely rebuilt. We brainstorm, block out terrain, and playtest repeatedly until the battlefield feels just right. Each map goes through multiple iterations before it reaches the balance of historical inspiration + engaging gameplay. [/p][p]To support this process, we’ve built our own set of tools. These allow us to quickly block out interesting positions for the player, populate the battlefield with life, and shape the environment so it feels authentic. On top of that, we developed entirely custom mission tools that let us control the flow of each scenario - from the pacing of enemy attacks to the timing of reinforcements. Together, these systems help us transform a rough sketch into a living, breathing battlefield. 

[/p][h3]
Experiencing It All
 [/h3][p]Of course, all this effort - the research, the trips, the tools, the iterations - has one goal: to create a battlefield you can truly feel. We want every map to be more than just a stage for combat; it should be an experience that puts you into the boots of a tank commander. Whether you’re holding the line on a ridge, ambushing through the bocage, or storming across that bridge we photographed, the aim is for you to live history while shaping the outcome yourself. 

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[h3]What’s Next? [/h3][p]Thanks for sticking with us! We can’t wait for you to experience everything we’ve been working on and to appreciate the battlefields firsthand. Every trench, ridge, and farmhouse was crafted with care to challenge your tactics and immerse you in the struggle of World War II. [/p][p]See you on the battlefield - and as always: Happy tanking! [/p]



[h3]TALK TO THE TEAM, JOIN OUR DISCORD![/h3]

Dev Diary: Environment Destruction

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[p]Hello Tank Commanders![/p][p]Welcome back to our dev diary series for Call to Arms: Panzer Elite. In our previous entries, we’ve taken deep dives into our Component-Based Damage system and the intricate details of our Penetration Physics. Now, it's time to shift our focus from the internal workings of your tanks to the dynamic world around them. Get ready to learn about how we’re bringing truly Destructible Environments to life, ensuring every battle feels incredibly immersive and impactful.[/p][p][/p][previewyoutube][/previewyoutube][p]
Forget static battlefields; in Call to Arms: Panzer Elite, the environment is a living, breathing, and most importantly, a destructible entity. From the smallest crate to the largest building, nearly every element can be altered. Immerse yourself in the chaos of tank warfare as you drive, shoot, and blast your way through environments that react to your every move.[/p][p][/p][p]From the very beginning, we set out to create a destruction system tailored specifically to the needs of Call to Arms: Panzer Elite – one that could handle a massive variety of destructible buildings, props, and foliage, all within a fully multiplayer environment. This led us to make a significant decision: we poured a tremendous amount of effort into creating a Custom Destruction System from the ground up. This system allows for full multiplayer support and handles the massive scale of destructible elements, all while ensuring every surface type – be it wood, glass, metal, or stone – reacts with accurate physical properties. The visual effects react dynamically to the physical surface and are supported by destruction sounds that enhance the atmosphere of combat. They also scale with weapon caliber – so whether it’s a light machine gun or a high-velocity tank shell, the difference in destruction and visuals is obvious, letting you instantly recognize what kind of firepower is targeting you.[/p][p][/p][h3]Building Destruction[/h3][p]The building destruction system delivers a visually detailed experience. Watching a large structure collapse under sustained fire adds a dramatic element to the battle. More than just eye candy, destroyed buildings fundamentally shape the battlefield as the battle progresses, providing crucial cover for your tanks and altering tactical possibilities.[/p][p][/p][p][/p][p]Our buildings are incredibly detailed, often made up of hundreds of individual pieces. These include Walls, Roofs, Floors, Windows, Doors, Glass, Shutters, and Corners, all designed to break apart realistically. [/p][p][/p][p][/p][p]Buildings also offer numerous cover opportunities. Each window, for example, can be utilized by infantry, forcing players to pay close attention to open windows and keep a watchful eye out for enemy anti-tank infantry to avoid being ambushed. [/p][p][/p][p][/p][p]To achieve realistic collapses, our buildings use an anchor system that not only links structural elements together but also evaluates the structural importance – or “weight” – of each anchor point. This ensures that when critical supports fail, the upper floors collapse in a believable and consistent manner.[/p][p]In addition, we developed a system that makes destruction even more realistic by dynamically adding extra details to the fractured and damaged parts.[/p][p][/p][h3]
Unique Prop Destruction
[/h3][p]Beyond the standard structures, Call to Arms: Panzer Elite features larger Unique Props with custom hand crafted animations, visual effects and sounds for their destruction. [/p][p]
[/p][p][/p][h3]Medium and Small Props[/h3][p]For smaller, more common objects such as fences, boxes, hay bales, and barrels, we employ a more generic approach to destruction. While still physically accurate and visually satisfying, these elements are designed to be efficiently processed given their abundance on the battlefield. This ensures good performance even with a fully destructible environment.[/p][p][/p][p][/p][h3]Foliage[/h3][p]The natural environment isn't immune to the ravages of war either. Fields flatten under tank tracks, trees fall with a mighty crash, and bushes get destroyed, all contributing to the ever-changing landscape. We've developed a clever system that allows us to easily create intricate hedgerows, fields, and forests within minutes using our own advanced spline tool and Unreal 5’s PCG system, ensuring dense and realistic vegetation across our maps.[/p][p][/p][p][/p][h3]Conclusion[/h3][p]In this series of dev diaries, we've pulled back the curtain on the foundational elements of combat in Call to Arms: Panzer Elite, from the meticulous component-based damage to the nuanced penetration physics and now, our expansive environment destruction system. We are confident that these interconnected systems will provide an unparalleled and truly dynamic tank combat experience.[/p][p][/p][p]We're incredibly excited for you to experience the depth of our destruction systems firsthand. Stay tuned for more dev diaries as we continue to refine and expand Call to Arms: Panzer Elite! Our next entries will highlight other exciting features![/p][p][/p][p]Happy Tanking![/p][p][/p][p]

Dev Diary: Tank Damage System - Part 2

[p]Hello Tank Commanders![/p][p]Welcome back to our dev diary series for Call to Arms: Panzer Elite. In our last dev diary, we unveiled our Component-Based Damage system, showing you how every shot can impact individual parts of your tank. Now, prepare to dive deeper into the mechanics of how those devastating hits are delivered.[/p][p][/p][h3]Hit Outcomes[/h3][p]To understand the impact of your shots, we first need to look at the different Hit Outcomes that can occur the moment your projectile strikes. A simple hit won't guarantee results; for your projectile to inflict meaningful damage, it must successfully penetrate the enemy's armor. A successful hit on an enemy vehicle can lead to several outcomes:[/p]
  • [p]Blocked: Shots can be blocked outright by thick armor, failing to deliver any destructive force.[/p][p][/p]
  • [p]Ricochets: The laws of physics are unforgiving on the battlefield. Depending on the impact angle and the slope of the armor, projectiles can bounce off a tank's surface, harmlessly deflecting into the air. This emphasizes the importance of understanding enemy tank armor layouts and angles.[/p][p][/p]
  • [p]Penetration: Only a successful penetration can truly inflict damage. When a projectile hits armor with sufficient force and at a favorable angle, it will penetrate the armor, allowing its destructive power to unleash havoc on internal components and crew.[/p][p][/p]
[p][/p][h3]Ammunition[/h3][p]Before we dive into the details of penetration physics, let's first examine the various Ammunition types available. Choosing the correct ammunition for the situation is very important. Call to Arms: Panzer Elite features various projectile types, each with unique characteristics and intended uses. Understanding their strengths and weaknesses will be crucial. Here's a breakdown of the ammunition archetypes and their subtypes:
[/p][p][/p][h3]Armor[/h3][p]Experience true vehicle realism. Every armor plate on every vehicle is individually modeled with its own volume, thickness, and material type. This means your tactical decisions matter: a shot aimed at a weakly armored side will behave completely differently than one deflecting off a heavily sloped frontal plate.

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When a projectile strikes a sloped armor plate or hits at an angle, the effective thickness of armor it must penetrate increases. This is a fundamental principle of tank design, known as Sloped Armor. The effective armor thickness is calculated using the impact angle relative to the armor's perpendicular angle. The shallower the impact angle (i.e., the more sloped the armor is relative to the incoming projectile), the greater the effective thickness.[/p][p][/p][p][/p][p]Penetration Physics[/p][p]A projectile's ability to penetrate armor is determined by its penetration capacity. This capacity is influenced by several factors, including:[/p]
  • [p]Projectile Type: As detailed above, different ammunition types have inherent penetration capabilities.[/p]
  • [p]Projectile Velocity on Impact: The further away a target is, the lower the projectile's impact velocity, and thus, its penetration capacity. [/p]
  • [p]Projectile Diameter: A larger diameter projectile generally carries more kinetic energy.[/p]
  • [p]Impact Angle: This is crucial. Even the thickest armor can be overcome if struck at a favorable angle, while a highly sloped plate can deflect rounds that would otherwise penetrate.[/p]
[p]If a projectile's penetration capacity is greater than the effective armor thickness, it penetrates. Upon successful penetration, the armor's thickness is deducted from the projectile's remaining penetration capacity. The projectile then continues its trajectory, potentially with a small deflection due to the impact. It can then proceed to penetrate internal components like the fuel tank, ammo rack, or crew members, or even penetrate the hull again if it still possesses sufficient penetration capacity.
[/p][h3]Conclusion[/h3][p]In this and our previous dev diary, we've laid out the foundational elements of combat in Call to Arms: Panzer Elite, from the component-based damage system to the intricate details of penetration physics. Understanding hit outcomes, the different ammunition types, the realistic modeling of vehicles’ armor, and the factors influencing projectiles penetration capacity will be key to mastering the battlefield. We are confident that these systems will provide challenging yet rewarding gameplay.[/p][p]We're incredibly excited for you to experience the depth of our damage and penetration systems firsthand. Stay tuned for more dev diaries as we continue to refine and expand Call to Arms: Panzer Elite.[/p][p]Our next entries will highlight our realistic and visually impressive environment destruction system and much more![/p][p][/p][p]Happy Tanking![/p][p][/p][p][/p][p][/p]