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Beasts of Steel News

Closed Beta: Update #73

[h3]ADDED:[/h3]
● Brand new map to play on!
● Brand new Soviet tank, the mighty IS-2, model 1944.


[h3]CHANGED:[/h3]
● Updated the game engine.
● Updated many of the assets we are using across the project.
● Shadows distance setting (0-100m).


[h3]FIXED:[/h3]
● Could not respawn after being killed in a vehicle.
● Shadows quality.
● Turret/Guns not rotating at their actual speed. They were moving around 10% slower than their target speed.
● Guns/turrets will no longer destroy vegetation elements or buildings. Only tank hulls.
● Projectiles would go between turret and hull of the T-70 and kill crew members.
● Panzerbuchse 39 bipod rotation was wrong.


[h3]REMOVED:[/h3]
● Previous only map available.

Ongoing progress

Hello everyone!

It's been a while since our last official dev update, and some of you may have noticed the pause. Here’s what’s been going on:

As you know, we’re a small team—just my brother and me—developing this game. Over the summer, we took a well-deserved break to spend time with family. When we returned in September, I needed to address some issues and make updates to our first game, Hex of Steel, which took about a month.

While I was busy with Hex of Steel, my brother continued work on BoS. However, the updates he made didn’t warrant a full changelog as they weren’t major changes. Right now, he’s developing a brand-new map set in Normandy, designed with more open spaces to improve tank engagements and overall visibility. He’s also optimizing our vegetation assets for better performance.

On my end, I’ve finally started working on humanoid infantry—a feature that’s been long overdue. We needed to establish a solid foundation before making such a significant change (which was my priority). With the game’s current state stable enough, it’s now time to bring this feature to life!



Venturing into 3D character development is uncharted territory for us. For those of you who have been following our progress, you know this is the first time we’re dealing with 3D characters and animations. It’s an exciting challenge, and while it may take some time to implement, I’ll aim for quick, functional results so we can get back to testing as soon as possible.

Additionally, the IS-2 tank will be included in the next update, and you’ll notice an upgrade in texture quality. We’re shifting to a new texturing workflow using Substance (for those familiar with it), and the results are significantly more realistic and high-quality. We think you’re going to love it!







I wanted to share this update to keep you all in the loop on our development progress. For more frequent updates and sneak peeks, be sure to join our dev channel on Discord. We’d love to see you there!

Thank you for your attention!

Closed Beta: Update #72

As you all noticed, we have not been actively working on the game lately, sadly.

We took a well deserved break during the summer, and then after that I spent all my dev time polishing our first game. Developing two games at the same time is a hard task, even more so when you are a team of two, and when there's only one programmer :)

So, just a few words to let you know that the project is NOT abandoned in any way, we're just short on time in general. We are however getting slowly back into it, so we are hoping to be pumping out more updates on a more regular basis.

Our first game being the one that is still paying our bills being on a higher priority than developing something entirely new, it is hard to split dev time equally.

We hope that you will understand the situation we're finding ourselves in, and still enjoy the game as it slowly grows.

A brand new map will be coming soon-ish to replace the current one, as soon as Jules finishes his work on it!

[h3]ADDED:[/h3]
● Missing 'Ping' value in the lobby. Finally!


[h3]CHANGED:[/h3]
● Updated game engine (Unity).
● Updated Steamworks API.
● Updated multiplayer API.
● Mobile spawnpoints max HP = 100 (vs 150).


[h3]FIXED:[/h3]
● ISU-152 external DshK had missing ballistics data.
● AT mines not dealing much damage to vehicles when being driven on.
● AT mines not destroying wheels or tracks when driving on them.
● Mines were not 'damaging' the terrain (making dirt and small craters).
● You could not repair wheels on wheeled vehicles once they got destroyed.

Closed Beta: Update #71

This will be the last update for the next 2 weeks as we going in vacation :)

See you when we get back!

[h3]CHANGED:[/h3]
● Mobile spawnpoints have 3x more HP.
● Mobile spawnpoints takes 3x longer to build.
● Each player can now build a maximum of 1 mobile spawnpoint.
● Mobile spawnpoints can no longer be damaged/destroyed by regular bullets.
● You can now damage objects with melee attacks (doors or mobile spawnpoints).
● If an enemy is near a spawnpoint, it will disable the spawnpoint for the team (works for any spawnpoint).
● APHE shells now have a post penetration damage bonus.
● Improved physics / reactivity of wheeled vehicles.
● Projectiles will now go through wheels/tracks if they have enough damage.
● Bloom effect.
● Ambient Occlusion system.


[h3]FIXED:[/h3]
● Smoke would not spawn in some cases.
● Vegetation graphics issues.
● Potentiall fixed melee issues.
● Doors not destructible sometimes.
● Casing ejection not working properly on Vickers MG and quad maxim.
● OQF 25-pounder had no killfeed icon.
● D-5T gun had too low damage (115 vs 130).
● Daimler AC had no wheels module (destructible).
● Comet I had no gun recoil.
● Sd. Kfz. 251 wheel materials issues with summer and winter camouflage.
● Double farm house would have clipping doors inside.

Closed Beta: Update #70

[h3]ADDED:[/h3]
● You can now dismantle buildables. Simply have your hammer equipped as an engineer and look at a buildable object, then follow the UI indications. Construction points will be refunded after the deconstruction is completed.
● Farm houses are now fully destructible! I have disabled the 'drive over' possibility, otherwise it would be too easy to remove all cover for infantry. They remain destroyable by explosions or direct projectile hits.


[h3]FIXED:[/h3]
● Black/White (depending on platform) bar in the middle of the screen.
● Winter season not working properly (vegetation issues).
● Inverted zoom in the in game map when trying to zoom in/out on Windows.
● Damage UI indicator would quote twice the module hit even when you were damaging the hull on on land vehicles.
● Possibility to hit the host or join button many times and it would execute the logic several times. Could result in very odd things happening.
● Explosive projectile never being despawned in some rare cases when an error happened in the code.
● When a player left the game after he was killed in a vehicle after he respawned, well the vehicle would never despawn, as the network authority would never be transferred.
● New player could not play after freshly installing the game (hosting a game would work but chosing a team would not).
● Destroyed pieces of destructible objects would/could stay floating in the air after being immobile for some time.
● No damage dealt to tanks in some cases when hitting sideplates armour close to tracks/wheels.
● Panther D left track and right track were inverted.
● Some destructible colliders issues.
● AI visibility issues still.
● Reduced AI team killing. It still happens, but so far, what I have seen is things I cannot foresee / would be too expensive to solve for the small bonus it would give. Example: AI is about to fire, LoS is clear, but an ally is running and will be there when the bullet will be mid flight. Or due to the dispersion of fire.