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Words of War from the Alpine Front

Photographs and drawings from the First World War might catch the eye, but the letters and diaries of the participants can give a far more detailed understanding of how it felt to actually fight under the grim conditions of 1914-1918. Letters and diaries allow us to reconstruct battles like the fighting for the ‘Castelletto’ – a fortified Austro-Hungarian position with a commanding position over strategically important supply routes. Despite the strength of the position, it was exposed and Austro-Hungarian commanders felt it was only a matter of time before the Italians took it.

Following multiple failed attacks, the Italian Alpini resorted to mining into the mountain below the Austro-Hungarian positions, first using picks and eventually pneumatic drills. The Austro-Hungarian commander of the Castelletto at the time was a 19-year-old given the posting because he was young with no family. Hans Schneeberger wrote letters describing the fighting around the position. Eventually the Italians finished their tunnel, which the Austro-Hungarians learnt about from an intercepted transmission. Schneeberger wrote: “Everything is like yesterday, except that another 24 hours have passed and we are 24 hours closer to death.”

A mine detonated beneath a mountain position, from Itinerari Della Grande Guerra. They include it with an article about the Castelletto, but it seems more likely to be an Austro-Hungarian mine at Monte Lagazuoi.

Miraculously, Schneeberger would survive having 35 tons of explosions set off beneath him while he slept in the Austro-Hungarian barracks on the Castelletto, fight off an Italian assault, and then eventually withdraw under cover of night. War diaries like those of Erwin Rommel, who was a young officer during WW1 and fought on the Italian Front, often go into great depth about the challenges of battle in the mountains.

An Italian assault on Austro-Hungarian positions on the Marmolada map in Isonzo.

[h2]Weight of Words[/h2]
Almost 4 billion letters and cards were sent to and from Italian soldiers during the First World War – this compares to around 10 and 30 billion items sent by the larger armies of France and Germany respectively. But another factor to consider is that alongside having less total soldiers mobilized, Italy also had a rather low literacy rate: at the outbreak of war there were perhaps 40% of the population who couldn’t read or write.

With no other way to communicate with their loved ones, or sometimes just to express themselves and find an escape from the experience of the war, illiterate men would either learn or get help writing from their comrades or military chaplains. The Italian military issued a large number of postcards, many in a format designed to be easy for less literate soldiers to fill out, with some preprinted text, clear spaces for addresses. However, these cards may have had a dual purpose: in giving such a limited space for actual writing, it would prevent soldiers writing too much about their experiences, controlling the amount of information getting out to the civilian population and making the job of the mail censors easier. Mail censorship was common during the First World War, and means that a lot of letters and cards are more vague and less expressive than they might otherwise have been.

This Italian postcard from the front was written in 1917, and uploaded by a Wikipedia user. Note the purple stamp indicating that’s it’s been checked by a censor – and are all those flags really necessary...

Along with descriptions of the usual machine guns, artillery, and poison gas are the unique dangers of high altitude combat. Boulders rolled down the steep slopes and cliff faces, avalanches triggered by shell fire, and simply cutting ropes or ladders – Schneeberger recollects his sergeant cutting a rope ladder being climbed by Alpini and laughing as they fell to their deaths.

Fighting through the ice tunnels of Marmolada.

You might not have to worry about avalanches when fighting in the mountains of Isonzo’s higher altitude maps, but where available tunnels will provide cover from artillery and aircraft, while you will need to watch your step on some narrow cliffside paths – well worth the risk for the chance to take your enemies by surprise.

Dress for Alpine Warfare with the fittingly named Alpine Units Pack, featuring uniforms from mountaineer units alongside winter clothing for regular soldiers and a range of accessories.

https://store.steampowered.com/app/1815511/Isonzo__Alpine_Units_Pack/

The Story of the Ice City

It’s 1916. The Austrian troops have occupied what they called Forcella Vu. It’s the most strategic position, right at the top of Marmolada’s glacier with a connection to the nearby bastion of Height 3153. However, the only supply route was being watched by the Italian troops situated in the Serauta bastion. Braving the trip to Forcella Vu would mean you had to not only watch out for the regular avalanches and snow storms, but also the hail of Italian lead. However, that summer Lieutenant Leo Handl had an idea. If you can’t go over, why not go under?

[h3]The City of Ice[/h3]

Thus, construction of a tunnel began. No one actually knew how well this was going to work. They had to test the materials, few explosives and technologies they had on hand. After all, no one had done this before! There was a lot of trial and error involved, but eventually they dug their tunnel.

Source: Marmolada Grande Guerra Museum

However, the tunnel ended up being surprisingly pleasant. You don’t have to worry about avalanches, snow storms can’t reach you and the icy walls insulated the tunnel to a relatively comfortable 0 °C. Functionally, it became a big, subterranean igloo. The protection from avalanches was particularly salient given the disaster of White Friday on December 13, 1916. Heavy snows and unusually warm temperatures (for the mountain top, so still very cold!) led to perfect avalanche conditions. Both sides exacerbated the situation by firing artillery to try and collapse snow onto their foes. Thousands of soldiers would be killed by avalanches that December, but the worst might be the destruction of the Austro-Hungarian barracks atop Gran Poz, which saw 270 soldiers buried alive beneath the snow.

Source: Marmolada Grande Guerra Museum

Additional offshoots were dug out the sides of the initial tunnel. These offshoots became hallways as rooms were created. The rooms got purposes: everything from barracks, toilets and provisions & ammunition storage to a kitchen, field hospital, chapel and various gun emplacements for machineguns and even artillery. Ultimately, the Ice City took 10 months of heavy labor to be created and could house and provide for more than 200 soldiers in its 12 kilometers-worth of tunnels.

Source: Marmolada Grande Guerra Museum

[h3]Italian counter-offensive[/h3]

The Italians already began their counter-mining works, but accelerated their efforts upon being shelled by artillery from the subterranean city. Thanks to drilling machines, they rather quickly dug their way below the city and destroyed several key positions with explosives, including artillery emplacements.

Source: Marmolada Grande Guerra Museum

With the superior supply line of the Italians, the Austro-Hungarians found themselves on the defensive and had to continue digging more and more to counteract the movement of the Italians. The mining and countermining from both sides continued until the Italians surrendered their positions following the Battle of Caporetto in late 1917.

[h3]The fate of the city[/h3]

As the Italians backed off, the Ice City lost its purpose. It was abandoned by the Austro-Hungarians and ended up in disrepair. As the glacier started to melt, the city was destroyed and little evidence of the city’s very existence remains to this day, though sections of the various structures continue to re-emerge.

If you’d like to learn more about the Ice City, as well as Marmolada as a whole, be sure to give the Museum of the Great War in Marmolada a visit. They have many exhibitions about the Ice City, including items they've recovered from the City's remains. This blog is for a large portion based on their documentation. Find out more about the museum through their website.

Source: Marmolada Grande Guerra Museum

[hr][/hr]
You can explore our rendition of the Ice City on Marmolada, the latest map added to Isonzo as part of the free White War expansion. Get lost in the tunnels, fight over the bridges and gain or keep control over the supply line!

Want a more authentic Marmolada experience? Be sure to check out the Glacial Units Pack and dress up for the cold!

https://store.steampowered.com/app/2214670/Isonzo__Glacial_Units_Pack/

A Year of World War One - 2023 Roundup

It's been a great year for the WW1 Game Series, with special Christmas Truce and Wolf Truce events in Verdun and Tannenberg, and Verdun appearing in a French museum exhibit. The series also celebrated our 10 year anniversary, since Verdun entered Early Access!

Isonzo especially has had a good year - starting off by winning the IndieDB Indie of the Year 2022 award, thanks to your generous votes! 

For our part, we made sure to implement masses of new content. From our first big expansion with the Piave map all the way to a snowy end to the year with the White War release, the game has grown substantially!

- 4 Huge New Maps!
- 8 New Weapons!
- 2 Cosmetic DLC Packs!
- Mac Support!
- Much more!

If you haven't yet felt the crunch of Alpine snow beneath your boots, Isonzo is currently 67% off with DLC up to 30% off until January 4th.

[h2]Four New Battlefields for Isonzo![/h2]
[h3]Piave - Caporetto Offensive[/h3]

[h3]Grappa - Caporetto Offensive[/h3]

[h3]Piana - Mountain War Offensive[/h3]

[h3]Marmolada - White War Offensive[/h3]




Upwards and onwards!

We completed a lot of our roadmap milestones in 2023 just as planned, and there are plenty more coming in 2024!

There'll be a new map, more weapons, additional cosmetic DLC packs... and a special game mode! We're maintaining radio silence about the new game mode for now, but keep your ears to the ground and you might pick up some teasers.


[h2]Marmolada Video Dev Blog[/h2]
Go behind the scenes with map designer Kian as he discusses the creation of Marmolada in this YouTube video - including almost 1000 reference images!

[previewyoutube][/previewyoutube]

Verdun at the Museum

In the aisles of the History Center of the Notre-Dame-de-Lorette Memorial'14-18 you’ll be able to find a special exhibition! The War games. Playing with History exhibit allows visitors to immerse themselves into WW1 history, by having 10 games available to play. We’re very pleased that Verdun is one of those games!

The exhibit runs until May 2024, and entry to the museum and exhibition are both free. If you’re in the area, check it out!



[h2]Christmas Truce[/h2]
The Christmas Truce is live once again in Verdun, and you’re able to participate in multiple activities together with other soldiers who joined the Christmas Truce. Join a friendly match of football, have a snowball fight or just take a nice relaxing stroll and enjoy the winter scenery.

The Truce event runs until January 7th!


https://store.steampowered.com/app/242860/Verdun/

[h2]Wolves in Tannenberg![/h2]
In October, the wolves returned to the forests of Tannenberg, asking the question: would you cease fire with your human foes to battle a new enemy? Some of you will have managed to hold a successful truce to fight off the canine aggressors, and others, not so much.


https://store.steampowered.com/app/633460/Tannenberg/

Last but definitely not least... thank you!

We're extremely grateful for all the support from our great community this year, and it's been wonderful to see people enjoying themselves with our games.
We can't wait to show you what we have planned for 2024! On that note, we'll end with a little WIP image...

Join the Christmas Truce at the Western Front

Hello Soldiers,

During the war and especially around Christmas, there were several unofficial and spontaneous truces where armies agreed not to shoot at each other.
A notable example occurred on December 1917, amidst the brutal winter in the Italian Front's mountainous areas, where a striking incident unfolded. The intense weather posed immense challenges for the Italian and Austro-Hungarian troops, subjecting soldiers on both ends to brutal conditions like frostbite, avalanches, and scarce supplies. At times, when the weather turned unbearably harsh or when both sides mutually recognized the futility of battling in such extreme environments, impromptu truces emerged. These unofficial pauses in fighting permitted both factions to tend to their injured, honor and bury their fallen, and occasionally even trade goods or share information. There are even rumours in 1916 near Lavarone and Folgaria of Italian and Austro-Hungarian singing carols to each other across no-man’s land. Boosting each other morale, which can be seen as them throwing each other a life-line in their harsh living environments which they shared together.

All though this wasn't an official occurence, on the Western Front there were several official Christmas Truce's taken place which we reinvisioned in Verdun.

For the 11th time, you can participate in this historical event on the Western Front in our game Verdun. Starting today (Dec 21) until January 7th, you can join by simply choosing the ‘Christmas Truce’ option from the Play menu in the game.

[previewyoutube][/previewyoutube]

[h2] Experience Christmas on No Man’s Land [/h2]
On the Christmas Truce map in Verdun, there are multiple activities you could do with your fellow truce holders. Play a match of football (soccer), have a snowball fight, and attend a burial for the fallen.



Gather around the bonfire and listen to classic Christmas Carols in-game and don’t forget to send your Christmas greetings to your loved ones right from Verdun!

[h2]Send postcards & join our raffle [/h2]
On the Christmas Truce map you can find post offices that allow you to send people outside the game digital Christmas cards, which might feel like you're throwing them a life-line!. There are several ones, so be sure to explore the map and find all the special post offices. If you decide to send postcards through Verdun, you'll automatically join the raffle to win some prizes!



[h2] Join the Chrismas Truce now! [/h2]
Currently Verdun is on sale with 80% off! Right in time for you to join the Christmas Truce or gift a friend the game so you can both experience this historical event together in-game.

https://store.steampowered.com/app/242860/Verdun/

The rest of the WW1GameSeries, including Isonzo's DLC, are on sale as well, so be sure to get yourself (or someone else) a gametastic present this holiday season



Happy Holidays everyone! 🎄

Devblog #63 - Meet the Dev 06

Hello Soldiers!

It’s been a month since we’ve released the White War expansion with the Marmolada map! We hope you’ve been enjoying the map, new weapons and the newest Glacial DLC as well.

In case you’ve missed it, here’s our announcement about it with everything added.
https://store.steampowered.com/news/app/1556790/view/3791528713027549895?l=english

Now we would like you to (re)introduce you to one of our mappers, who you might’ve seen before on our YouTube channel.

[h2] Meet Kían [/h2]

Hello! Could you introduce yourself

Hello! I'm Kian, 27 years old and I live in the cheese capital of the world, Gouda!
I joined the team mid 2020 right after graduating from the HKU in Utrecht here in the Netherlands.
Besides working on and playing video games, I love everything about music and my band "PANSHIR" (shameless plug), which mixes a few of my interests namely middle-eastern art and music. It's all I focus on in my spare time. Been playing the drums all my life and recently also picked up the piano to maybe also do some songwriting myself!

What is your role in BlackMill Games and for the games?

I'm an environment artist/level artist or mapper as we call it. It's a pretty broad role involving everything to do with the maps.
But mostly we work on researching and gathering photos of the chosen location, designing the gameplay layout in the maps, blocking that out and then detailing them, while making sure all the gameplay systems are correctly implemented and run without issues.
My role in the team is a little broader than that though, as I also worked quite a lot on creating a few of the trailers and flyover videos for Isonzo.

For example, the Caporetto expansion trailer for which I recorded all the footage, animated explosions and bots, and composition of the shots.

[previewyoutube][/previewyoutube]

Next to that I also made all the animated bridge, cave explosion events there are in the game, worked a little on improving some of the particle effects and created cloud shadow cookies for the maps.
So a little bit of animation and FX work here and there as well!

Where did your passion come from?

I've always been quite creative as a kid.
But the Far Cry 2 map editor is where my passion for creating environments really started. I was just blown away by how easily I could create a level.
I remember being super excited and telling my dad to come look at how I had made a river in a savannah area and was now driving through it with a boat!
You also had the map browser which you could use to play published maps from other players. Eventually I found a series of levels called "escape".
In these levels players made the player parkour/platform through maps, and created puzzles that utilised glitches to solve along the way to the finish line. Like clipping through walls by dismounting HMGs that were close to walls.
Even though the game only had gamemodes like TDM or free for all, they had built their own unofficial mode sortoff. You ’d go into FFA and then play the level.

In later Far Cry's this mode would actually be an official one called extraction.
I took this idea and started making escape levels for my friends! Difficult puzzle and platform maps heavily inspired by Tomb Raider.
And they would try to complete them. And after they did, I would then create a new even more difficult level for them! A friend of mine started doing the same thing and I would play his maps.
I think that's where it all started for me. Those are some very fond memories of mine. I continued doing this all the way till Far Cry 4. All the maps are still online on PS3, PS4 and PC. Funny how this actually became my job eventually.



What was the first thing you made in Isonzo?

Caporetto's attacker spawn sector and village sector were the first things I worked on. Set dressing, mostly to get to know the workflow. It changed a lot after that though.



After that, the first real big thing I worked on was the Fior map , which I did research on, designed, blocked out and then dressed up completely. Placed all objects, particles etc.
Fun fact: all the trees and grass patches were placed completely by hand one by one mostly! A lot of hours building that map.



What is a memorable moment in the development of Isonzo?

In one of the meetings early on, I remember Frank showing some of the new assets and tech we were gonna use for Isonzo. The visual upgrade was pretty big!
Seeing it change from Tannenberg like visuals into the Isonzo visuals was very promising, that was very exciting to me.

The release was very exciting too. And ofcourse the first time seeing the map I designed be played by big streamers online was like a dream come true!
Recently Marmolada was released which I'm very proud to have worked on. Seeing people like it so much was such a great moment. All the hard work finally paid off after nearly 8 months.

Can you show off some of your work process and tell us what you’re doing?

Yeah! So the process of creating a level is a lengthy one. It can take months to create. There are many steps before a map is finished.
We start with design meetings and doing research on the chosen offensive. Photo references and design sketches. In this time we work on an initial version of the map. The blockout then gets playtested by the team and iterated upon until we are happy.





Then the dressing phase starts. Detailing the entire map, making sure everything is working as well like the HMG’s or wire cutting points. Most of my time is spent here, sculpting and painting Unity terrain, and placing assets. Here are a few before and after shots, from the blockout to the dressed version!







Though you could say the main thing we’re doing is composition.
Whether it be trailer shots, matching set pieces with photos or creating nice looking set dressed areas. Each one of them has lots of elements that need to come together in just the right composition to make the best possible version of it. Story, realism, gameplay, the general fun factor and making a nice looking picture too.

Also everything that I place down in the level is for a reason. Placing a tree or crate somewhere will have an impact on the gameplay and the visuals.It has to look nice, but also work in gameplay. So it's important to consider everything I place, that it is for a reason.

Even if it’s obvious, I want to mention that the levels in the game are never completely done by 1 person. Some of the levels I detailed/dressed were designed by other level designers. Shoutout to Robin Nielsen! Who unfortunately left the team. But for example he designed and blocked out Cengio, I then took over and detailed the map front to back. Then Frank came in and modelled the Fort. I then detailed the interiors with crates, chairs, trees, grass, particles. etc,.

Which other game dev/studio inspires you?

Ubisoft inspires me. Especially old Ubi around early 2000 - 2012. Back then they took risks in game design and settings. They created so many unique games back then which turned into my favourites of all time.
It seemed like they weren't afraid of scaring players off. And the themes used in those games were taken to the next level.
They had next level atmosphere in games like Prince of Persia SOT, WW, and ofcourse Splinter Cell Chaos Theory. Don't forget mechanics like malaria in Far Cry 2.
Also the way they combine history and different time periods into their games has always been amazing to me and has inspired, and continues to inspire, me in my art and music to this day.

Favorite game atm?

I've been playing Lethal Company with friends lately!
I like the tension you can get in the game with the different monsters and generated dungeons. You never know exactly what to expect! And I like not knowing if your team is still alive if you are using voip. Your entire run is on the line, so you really care about surviving. I wish more horror games had some of these elements incorporated. Mystery and actual risk. Very fun game.

My all time favorite game is probably Red Dead Redemption or Prince Of Persia or Splinter cell CT or Battlefront 2. And some others, I can't really choose :)



Anything else you wanna share?

In case you want to see a bit more of the level design process, there was a previous dev blog where I showed how we designed a part of the Ice CIty on our map Marmolada! Check it out!

[previewyoutube][/previewyoutube]

[h2] Festive jingles at the Western Front [/h2]

That’s it for our latest devblog! The dev team will go soon on their Christmas break but don’t worry, our annual Christmas Truce will take place in Verdun! Keep an eye out for our announcements for when it goes live! Maybe make a list already to whom you want to send a postcard too ;)



If you want to join your first Christmas Truce but don’t own Verdun yet? You can now get the game with a 80% discount!

https://store.steampowered.com/app/242860/Verdun/

[h3]See you next time soldiers![/h3]