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Beasts of Steel News

Closed Beta: Update #76

[h3]ADDED:[/h3]
● Voice system when objectives are lost or captured.
● Voice lines/acting options added to the brand new action wheel.
● Voice system when a battle ends.
● Visual cue on the UI to let you know when you are or aren't in the capture area of an objective.
● Brand new Conquest 32 players setup for smaller scale engagements.
● Hitmarkers will now be shown upon melee attacks.


[h3]CHANGED:[/h3]
● When in spectator mode, instead of all UI cues being red, they will now be red for the attacker team, and blue for the defender team.
● Flag UI element is now lower (15m vs 30m).
● Grenades (AP and AT) will no longer damage walls.
● Marker wheels has been repurposed into an action wheel.
● Graphics quality preset upon game first install will now be based on your PC score (calculated based on your hardware).
● Updated map loading screen images.
● Normandy farm map has been updated a bit.
● Improved flags' capture area decal on the ground quality and fidelity.
● Bleeding/hurt UI icon will now be displayed directly to the left of the player's nickname.
● Spawning at mobile spawnpoint is now disabled when enemies are within 30 meters of the spawnpoint.


[h3]FIXED:[/h3]
● When reaching negative merit points you could not spawn anymore.
● Spanish localization had missing entries.
● Flags UI shenanigans.
● One instance of AI freeze.
● One type of bush would spawn in the middle of the screen when driving over it.
● AT grenades not dealing any real damage to vehicles.
● Game was not properly picking the best gamemode setup based on a given player count (picking the 32 players gammode setup when 40 players was chosen).
● Order in which players or objects are processed during an explosion. It will now be properly from closest to furthest.
● Small arms despawn check process could stop running sometimes (as client, not host).
● Doing melee could deal damage to a player or objects more than once during the animation.

Closed Beta: Update #75

[h3]ADDED:[/h3]
● Possibility to spectate a match (new button added where you choose a team).
● Introducing a brand new 'Merit Points' system to fluidify the use of vehicles and render them not so OP (less of an revenge tool).
You will earn Merit Points for performing various actions throughout the game (killing enemies, healing allies, capturing points...).
But you will also lose Merit Points for team killing.
Also, all vehicles / infantry classes will have their own Merit Point cost. This way, a King Tiger does not require the same amount of 'farming' as a Panzer II.
This way, you could actually see more light tanks on the map instead of the usual heavies since there was 0 downsides to having heavies only, when given the choice.
● Reason for banning a player. Whenever you start a ban procedure mid game, you will have the possibility to add a reason/explanation to the ban.
● Frontline gamemode setup on the Normandy Farm map.
● Specific footstep sound effects for when walking on specific objects (wooden floor inside the houses, on rocks, etc).


[h3]CHANGED:[/h3]
● What bot can or cannot man/crew static weapons (infantry classes restrictions).
Now all classes are allowed except engineers or medics.
● Improved the look of craters in winter season.
● Colors of some vegetation elements.
● Improved the look of AmbientOcclusion (increased rendering range from 15 to 300 meters).
● Added FOV settings.
● Settings now all are scrollable.
● Mobile spawnpoints construction time reduced from 30s to 15s (-50%).
● Wind has been increased on the Normandy Farm map to increase dynamism/make the scene more alive.
● Updated all localization files.
● AI engineers will build things closer to flags when a gamemode has flags.


[h3]FIXED:[/h3]
● AI tanks sometimes not entering engagement mode because of false positive inclincation.
● Settings quality dropdown option not being refreshed when not matching with a default preset when in game (not in the main menu).
● No light going through when in FPS view in tanks.
● Nebelwerfer was unusable due to velocity being the real life one instead having the 50% modifier applied like other regular artillery guns.
● Touch bending on vegetation not working properly.
● Getting into a vehicle that was abandonned by someone would make you instant respawn.
● Issues when trying to repair modules on vehicles. Not very reliable (look action).
● Tank crew FPS view UI issue with some tanks.
● Some trees would stay on the map after you destroyed them. Sort of duplicate issue (visually).


[h3]REMOVED:[/h3]
● Spawn cooldown on vehicles. The new 'Merit Points' system replaces it.

Closed Beta: Update #74

[h3]CHANGED:[/h3]
● AI tank units will now be able to hear other tank engines and spot them this way if they are within 50 meters, even when behind bushes or trees etc.
If you want to be truly camouflaged and hidden, even when at short distance, you will need to turn OFF your engine.
● Avoidance system for AI. When a vehicle is idle (not moving) for more than 5 seconds, an avoidance area will be added around it and trigger a refresh of all bots paths to make sure they don't bump into it. Hopefully it is enough to solve it :)


[h3]FIXED:[/h3]
● IS-2 crew FPS external view was not high enough / clipping into the turret too much.
● Wooden fences would not spawn shards when destroyed.
● One wooden fence type could not be destroyed while driving over it.
● 1 road clipping issue.
● Trees colliders issue (accuracy and mesh non readable during runtime causing issues with pathfinding).
● AI tanks often going out of their movement path and ending up stuck in various map features (buildings, etc).
● AI tanks having issues acquiring enemy tank as target.
● SU-76M gun barrel base collider slight issue.

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!