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Your WW1 Game Series 2025 Recap is here!

[p]What do you mean you’ve already had way too many recaps this year?[/p][p][/p][p]Hello everyone![/p][p]We hope you’ve had a great 2025! For the WW1 Game Series, it was a very special year. We’ve been very busy behind the scenes preparing for the release of Gallipoli in 2026, but let’s take a moment to look back on everything that happened in 2025.
[/p][h2]The Moschin Expansion & free DLC Upgrade[/h2][p]Isonzo got its final expansion: Moschin! This map is the only night map in Isonzo, set in the burning woods of the Grappa massif. As the Austro-Hungarians attempted to circumvent the Piave river in June 1918, they commenced a heavy bombardment on the Italian defenses. However, the Italians knew what they were up to, and counterattacked at just the right time.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Along with the map came the Beretta M1918, an Italian semi-automatic carbine with an incredible fire rate and capacity, perfect for aggressive manoeuvers. For the Germans looking for a grenade with a bit more bang for your buck, the M1917 Geballte Ladung 6x is all you need!
[/p][p][/p][p]The Avanti Savoia Units DLC that came for free with Isonzo for those who got the game in the first week of launch had a huge uplift. It’s now a fully- fletched DLC with over 50 rare and late-war items. The best part: if you already had the original DLC, this upgrade is completely free. Thank you for your continued support![/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][h2]The Big Gallipoli Announcement[/h2][p][/p][p]Of course, the highlight of the year is the announcement of Gallipoli! This fourth game is taking the series to the Ottoman Fronts, where the Entente, notably including Anzac and Indian forces, open up the attack on the Ottoman Empire.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]For Gallipoli, we put a big focus on the look & feel of the game, taking the immersion and simulation aspects to the next level. It’s set to release in 2026, so be sure to add it to your wishlist if you haven’t already![/p][p][/p][h2]Anniversary Trailer[/h2][p][/p][p]We celebrated the 12 Year Anniversary of the WW1 Game Series with a huge sale and a compilation trailer for a trip down memory lane![/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]More Gallipoli Info[/h2][p][/p][p]In the months following the announcement, we started sharing more info about Gallipoli. [/p][p][/p][h3]Expedition Game Mode[/h3][p]We first took a look at the game mode of Gallipoli: Expedition. This mode captures combat as it was like on the Ottoman Fronts, revolving around momentum and all-out assaults. Objectives are now also randomized to a degree, so work with your squad to make decisions on the go!
[/p][p]For the full explanation of the Expedition game mode, check out the blog![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Ctesiphon & Anzac Cove[/h3][p]Next, we looked at two of the maps coming to Gallipoli! [/p][p]Ctesiphon is set on the Mesopotamian front, where British and Indian forces landed to secure Basra and the oil fields further inland. This is an arid region with vegetation along the banks of the river Tigris, but it’s prone to sandstorms. You may want to take shelter by the Arch of Ctesiphon![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Anzac Cove is known for the landings by the British and Anzac forces on the shores of Gallipoli. Their goal was to capture Constantinople and knock the Ottoman Empire out of the war, but they faced much stronger resistance from the Ottomans than expected. The terrain consists of ridged hills and vegetation that can provide both some cover and make you cross wide-open areas.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]First Gameplay Details[/h3][p]Then, we shared some of the work-in-progress gameplay changes planned for Gallipoli. From pacing to animations, damage and ballistics, we showed a lot of the improvements coming to the game. Take a look for yourself![/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h3]Changing the Gallipoli Subtitle[/h3][p]Now with Gallipoli coming together, we’ve taken a close look at the scope of the game. To better reflect the fronts outside of the Middle East that saw Ottoman action, like the Gallipoli campaign itself, we’ve decided to change the subtitle of Gallipoli from “Middle Eastern Front” to “Ottoman Fronts”. [/p][p]In the upcoming months, we’ll reveal more maps coming to Gallipoli at launch. Stay tuned![/p][p][/p][h3]Movember Returns![/h3][p]Back in Isonzo-land, the Movember Handlebar moustache is back! If you’d like to stick this mighty moustache on your upper lip, be sure to get it now. It’s still available until January 5th![/p][p]Proceeds are donated to the not-for-profit Movember Organization in support of their cause.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][previewyoutube][/previewyoutube][p][/p][h3]Christmas Truce starts today[/h3][p]The Christmas Truce just went live! Be sure to join the festivities, throw some snowballs, write a Christmas card and challenge friend and foe for a little game of football. Find out more here:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][p]Those are the highlights of 2025! We have a lot of Gallipoli news and showcases in the works for early 2026, so please look forward to that. For now, we really hope you have the merriest of Christmases and a great New Year. [/p]

Gallipoli - Ballistics & Damage

[p]Aside from gun play, we’ve also taken a close look at damage and ballistics for Gallipoli. We’ve taken a more granular approach, which makes firing weapons feel more realistic, as well as different from each other. As an added benefit, having more numbers to tweak will also help us with balancing! [/p][p]If you missed our reasoning and gun play changes, be sure to check out our previous blog.[/p][p]We would like to preface this blog with a little disclaimer that everything in this blog is a balancing matter and so very much subject to change.[/p][p][/p][p]Note: If you can't see the images, try the blog on Reddit![/p][p][/p][h2]Ballistics[/h2][p][/p][p]We’ve introduced simulated ballistics in Gallipoli! Bullets should now much more closely behave like you’d expect from the caliber and weapon they’re fired from.[/p][p]Two of the included changes are bullet travel time and bullet drop. We no longer use hitscan; bullets now take a bit of time to travel over great distances and drop a bit along the way, depending on the weapon and the bullet. The effect will be quite minor in most circumstances if you use a weapon for their intended range, but you’ll really notice it if you try to snipe with a revolver.[/p][p]
[/p][p][/p][h2]Damage[/h2][p][/p][p]One area we looked at is damage fall-off, the amount of damage lost when hitting a target from long range. The amount of damage fall-off depends on the weapon you’re using: damage from small arms like pistols start to drop off after 10 meters, while rifles start to be affected between 50 and 100 meters. Regardless of weapon used and damage lost over range, a headshot will always take out your target in one hit.[/p][p]On that topic, the body has been split up into more parts, each with their own damage modifiers to make damage more granular. In our previous games we distinguished between the head, arms and body when it came to calculating damage, but we now make use of all the different body parts: neck, belly, pelvis, upper limbs, lower limbs, hands and feet. Each of these has its own damage multiplier based on how much it sucks to get shot there.[/p][p][/p][h3]Penetration[/h3][p]Bullet penetration also got some attention! Materials now more accurately affect bullets passing through. Fabrics have little effect, wooden poles a lot more! The harder the material, the more stopping power is lost once the bullet comes out the other end – if any stopping power remains.[/p][p]It’s generally not recommended to use your squad as a human shield.[/p][p][/p][p][/p][h2]How it’s calculated[/h2][p][/p][p]Damage, bullet travel time, bullet drop and penetration are all calculated based on the muzzle velocity of the weapon used, bullet weight, bullet diameter and the shape of the bullet nose.[/p][p]On an individual level, every weapon does have unique characteristics that reflect what they were like in real life. Now, we don’t expect you to learn the ins and outs of every single weapon, so you’ll be able to compare the stats in-game![/p][p][/p][h2]What it all means[/h2][p][/p][p]These changes both really make firing weapons feel more realistic, but also makes sure weapons aren’t too effective outside of their intended role. Semi-automatic pistols should feel great at close range, but shouldn’t be effective at longer ranges as well. Scoped rifles should be best suited at long range, but hitting your target should still be a fair challenge![/p][p]While everything we mentioned here may sound complicated, it all feels natural in practice. Firing and aiming weapons is more realistic, but there’s no need to whip out a calculator to hit a distant shot with a rifle. Gallipoli is not a full-on simulator, but closer to a ‘milsim-lite’ than our previous games![/p][p][/p][hr][/hr][p][/p][p]Thanks for reading! This blog was a bit more technical, but we hope you found it interesting. More blogs are coming your way, so be sure to wishlist and follow Gallipoli on Steam to get everything right in your library.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Time To Grab Your Ice Picks! ASCENT IS BACK!

[p]Winter is on its way across the Northern Hemisphere. For the soldiers of the Great War, it meant bitter cold, frozen trenches, and long nights beneath the snow. Today, it’s a reminder of their endurance and the harsh realities they faced.[/p][p]So put on your warm gear, you'll need it to climb the summit of Marmolada, because from right now until December 1st, Ascent is back!
[/p][h3]For the people that missed the trailer (or wants to watch it again)[/h3][previewyoutube][/previewyoutube][p][/p][h2]What's an Ascent?[/h2][p]The Ascent game mode is a free event available to everyone who owns Isonzo. The goal is control of the capture point at the summit of Marmolada. The Italians are on the offense and elected to go to shortest route: straight up the cliff. With ice picks and rope in hand, they'll have to climb their way towards the capture point. As they do, the rope they placed will form a quick way up for those who come after.[/p][p][/p][p][/p][p]The Austro-Hungarians are on the defense and aren't planning to let the Italians waltz up their mountain. To make sure the Italians don't reach the summit, they're armed with their trusty rifles to send the Italians back to the bottom. However, supplies are scarce up there and ammunition is hard to come by, so they only have one clip per soldier.[/p][p][/p][p][/p][p]If you happen to be an Austro-Hungarian with a distinct lack of ammo, don't worry, Mother Nature's got you covered. Scattered around the mountain you'll find piles of rocks that work just fine against Italians. Just drop them over the edge and gravity takes care of the rest![/p][p][/p][p][/p][p]That's Ascent Summarized! If you need more details or just want to read up on the history behind this in-game event, You can read our original blog here:
[dynamiclink][/dynamiclink][/p][h2]Bundle up, lads, it’s a cold one out there[/h2][p]
The wind bites harder at the summit, so you might want to equip yourself with the Glacial Units Pack and Altitude Units Pack to brave the cold in style. Featuring mountain-ready uniforms and gear inspired by the real soldiers who fought across the icy peaks of the Italian Front.[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p]

Gallipoli - Major Improvements to Gun Play

[p]Some of the biggest changes in Gallipoli compared to the previous games can be found in the gunplay. It has received a major set of improvements and reworks to really improve the realism and pacing of the game, while also making it more satisfying. You’ll feel greater differences between the weapons in the game.[/p][p]
Before we get into the actual changes, let’s discuss our reasoning![/p][p][/p][p]Note: if you can't see the images, try the blog on Reddit![/p][p][/p][h2]Pacing & Immersion[/h2][p]While we believe our previous games were a good showcase of what fighting in WW1 was like, we really wanted to take it to the next level with Gallipoli. For this, we took a close look at pacing and immersion, how we could more closely capture what combat was like as a soldier on the front. We hope to push teamwork and smart decision making more in Gallipoli and make battles feel more realistic. Every weapon should have their own challenges, yet be fun and rewarding to use.[/p][p]Now, that’s easier said than done. There’s no ‘immersion slider’ we can tweak a little. So to achieve this, we’ve made some major improvements in all kinds of different areas of the game. A lot of these are related to weapon handling and player status, how a soldier would react in the heat of combat. Let’s take a look at some of the improvements we’ve made![/p][p][/p][p][/p][p][/p][h2]Reloading[/h2][p]Reloading got a lot of love in Gallipoli. All of the reloading animations are upgraded massively and are completely unique for each and every single weapon! Reloads and bolting are a bit slower and methodical in Gallipoli to better reflect real life, which also requires you to be more tactical with when and where you reload.[/p][p][/p][p][/p][p][/p][p]Each weapon in Gallipoli has their reload split into three stages: unloading, reloading and closing the bolt. For single-round reloaded weapons like rifles, every round inserted functions as an extra stage.[/p][p]Completing a stage essentially functions as a checkpoint in case you need to interrupt the reload. It’s more realistic that way; once you put a round into the weapon, you won’t have to do so again after getting interrupted.[/p][p][/p][p][/p][p][/p][h2]Suppression[/h2][p]One of the other biggest changes is how suppression works and affects you at the receiving end. In Isonzo, getting suppressed was mostly a visual effect, restricting your vision. In Gallipoli however, it triggers your fight or flight instinct![/p][p]Being suppressed initially increases sway and recoil. As you continue to get suppressed, you’ll start to panic and the effects get much more severe. Your vision darkens and you lose color perception. Your hands start shaking, making it very difficult to aim and return fire. Near misses from bullets cause you to flinch and throw off your aim. [/p][p]If you’re heavily suppressed, you may also struggle to properly close the bolt, the last stage of a reload. It’s not a gun jamming mechanic that requires manual input. You will always succeed in reloading, but it takes a second longer than usual. Of course, this comes with another unique animation![/p][p][/p][p][/p][p][/p][p]Suppression by bullets happens when bullets are whizzing past you. Machine guns have the easiest time suppressing others due to the volume of fire, and doing so should be the main priority. Bullet suppression is stronger at longer ranges, to make sure you don’t get all shaky in one-on-one close-quarters combat.[/p][p]Explosions also suppress. The strength and range depends on the size of the explosion. Explosives that are designed to stun instead of destroy, like certain types of grenade, cause relatively more suppression. Explosions and stunning are a big topic on their own, so more on that in a later blog![/p][p]The best way to combat suppression is to go prone, preferably behind cover. Lying on the ground makes you partially resist the effects of suppression and helps you recover quicker.[/p][p][/p][p][/p][p][/p][h2]Weapon Handling[/h2][p]Once you spawn in, weapon in hand, you’ll first notice some general changes we made to handling. We’ve built on the systems used in Isonzo to add more layers of depth and realism to the weapons in Gallipoli. [/p][p][/p][h3]Drag & weight[/h3][p]Drag is a new feature in Gallipoli and determines how quickly your weapon follows your movement, based on its weight. Lightweight weapons like pistols respond only slightly slower to turning around, aiming down sights and the end of a sprint. Heavy weapons like machine guns take a bit longer to do all of that. Overall we balanced it to make it a bit more challenging to snap on target, but not take 3-5 business days to do so either.[/p][p][/p][p][/p][p][/p][p]Weapon modifications do affect a weapon’s weight, so an SMLE MK.III without bayonet or scope will be snappier than one with.[/p][p][/p][h3]Sway[/h3][p]Weapon sway has gotten a lot of attention and now more closely reacts to your status! The basic ‘breathing sway’ pattern has been completely reworked to match reality more closely, but we’ve also added two new factors: ‘hand wobble’ and ‘arm fatigue’. Both add a bunch of little movements that come with handling a weapon of different weight classes.[/p][p]Hand wobble is the inaccuracy that comes with handling lighter weapons like pistols, while arm fatigue is the strain on your arms from carrying around a big chunk of metal like a machine gun. Of course, holding your breath to focus on aiming massively reduces all sway for a limited time. [/p][p][/p][p][/p][p][/p][h3]Surface Resting[/h3][p]You can now rest any weapon on any surface! Previously only an option for weapons with bipods, it’s now extended to all weapons in various degrees. [/p][p]If you’re aiming from behind cover or are lying prone on the ground, you’ll have an easier time aiming your weapon. Unlike bipods, there’s no setup required to benefit from it. Bipods are still available on some weapons and do still require deployment, but have a way stronger effect on aim than surface resting.[/p][p][/p][p][/p][hr][/hr][p][/p][p]That’s all for now! There are a bunch more improvements that really elevate the immersion, but we’ll show those another day. If you’d like to stay up to date, be sure to wishlist and follow Gallipoli on Steam![/p][p]If you’d like to learn more about the history of the Middle Eastern theater of WW1, be sure to check out our new video with Dr Chris Kempshall![/p][p][/p][previewyoutube][/previewyoutube]