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Beasts of Steel News

Closed Beta: Update #60

It's been a long while!

But we are resuming our weekly playtest now!

If you still aren't a member of our Discord, then consider joining it to take part in the playtests :)

Here's the changelog for this new version:

[h3]ADDED:[/h3]
● Brand new map. Made from scratch. Normandy Farm.
It is still in a 'rough' state, as it is missing some props, but that will come soon.
● Brand new dispersion system for all weapons.
Instead of bullets being like 'laser beams' (as in their trajectory was absolutely perfect) now dispersion will add some sort of 'randomness' to the projectile's trajectory.
No, this isn't turning the game into an RNG, don't worry, we are still sticking to realistic results :)
● New graphics setting: Screen Space Reflections.
● Lens flare visual effect (light).
● Lens dust when looking at bright source of light visual effect (light).


[h3]CHANGED:[/h3]
● Fullscreen setting (toggle) has been turned into a dropdown offering the possibility to play in either fullscreen mode of your choice: Extensive Fullscreen, Windowed, Borderless.
● Several changes to the multiplayer API (frequency of data being exchanged, 32Hz --> 16Hz).
Less bandwidth required to play online.
● Several graphical changes, as well as environmental ones. New roads, new vegetation (wheat, etc).
● Camera rendering path: Forward --> Deferred.
Improves performances by a bit!


[h3]FIXED:[/h3]
● Camera flicker when changing seat in third person.
● Singleplayer not working/suttering.
● Penetration of shields on static weapons. Projectile will now normally penetrate the weapon, damage it, and kill anybody standing behind it, given the weapon is powerful enough to go through the shield.


[h3]REMOVED:[/h3]
● Light component from projectiles. Not really needed during the day, will enable back only for night time scenarios/setups (which don't exist yet).
● Old Normandy Fields map.

More work in progress

Happy Victory Day everyone!

One more short post to keep you updated on the work being made on the game.

I will be honest with you, I have failed to create more free time to develop BoS, my focus stayed on HoS for the past few weeks. So progress on BoS was thin on my end.

However, I have finally completed the entire revamp of ammo for all weapons of the game. All of them now have proper penetration table and stats, as seen below (few examples):


Dispersion system also seems to be working just fine:


Soviet ZiS-5:


British Lee Enfield:


I will be creating a new UI menu which will list all weapons in the game and all of the data you see above will be accessible from within the game. Should make it easier to spot any mistake that could have been made, but also make a cool encyclopaedia!

New Pak36 gun model:


And its winter camouflage variant:


Next up will be the British 2-pdr!

The store page screenshots will be updated as soon as my brother finishes his work on the brand new test map with improved graphics and vegetation :)

Sneak pic of the improved environment:




If you want to be notified every time we do some work on the game (more often than a monthly thread here on Steam) then I encourage you to join our Discord server where all of the progress we make is published on a daily/weekly basis!

Have a great one all :)

Work still underway!

Hello everyone!

Those of you who are on Discord will know about all of what's going to follow, as this post is meant for those just looking at the page of the game on Steam from time to time.

First of all, welcome if you're new! I appreciate you're taking the time to read through this :)

Now, I know it's been a while since any changelog were published, the reason is that I am still actively working on my first published game and it takes a huge amount of my time. Working on two projects at the same time is a daunting task, especially when you are the only programmer!

My brother and associate however is focusing only on BoS, but modelling and texturing is a very slow process, he also recently had to learn a bunch of new tools and technics (to work on buildings) so this took time too.

We are currently working on making a brand new map, with all of the new tools we have acquired in the last few months.

So, yeah! That multiplayer upgrade is well under way now, we have played several playtests since then, finally with all vehicles unlocked! So, it's playable :)

I have also started reworking the ballistics of all projectiles in the game to have a super-duper detailed ballistics system with as much control as one can have, example screenshot:


Since we have over 184 weapons currently, this will take a little while to complete... Remember, I'm the only programmer, and some weapons have up to 5 or more types of shells, so this is a really time consuming task. BUT, this is for the best, we will end up having a super nice ballistics system which goes really in depth.

As part of this ballistics upgrade, I have actually finally started working on an actual 'dispersion' system for projectiles. Previously (currently) projectiles obviously have realistic physics, but the thing is they will have a perfect parabolic trajectory. No wind, no nothing. So I am working on that too, using some real life accuracy tables, which will be on a per shell type basis...

All of this on top of still actively working on our first game while maintaining a social life is obviously hard and comes at a cost... of time!

Hope you all guys can understand, it's not a 30 people team here, nor a 10, but a two people team (with external help from the community, we love you guys!)

Will be publishing more news when stuff is actually over, take care in the meantime ;)

Closed Beta: Update #59

[h3]CHANGED:[/h3]
● Re organized a big chunk of the netcode, hopefully making it more efficient :)
● Changed the way of notifying players of a host change during the game (now in the chat instead of in the killfeed).
● Frontline line of defense 1 now allows armoured cars on both sides.
● Moved flags a little on Conquest.


[h3]FIXED:[/h3]
● Zooming in on sight when in the middle of the 'animation' of aiming down would keep the camera zoomed in even though you cancelled the aiming down right after starting it.
● Kills with grenades if the player died after he threw the grenade would not be registered.
● After reloading a static weapon, the amount of ammo available would not be refreshed until you fired the first shot.
● You could kill Tiger II (H) crew members inside the tankby doing some weird ricochets outside the hull, getting inside the tank.
● Campaign not starting anymore.
● Paratroopers attack gamemode would not allow any infantry to be spawned by the player.

Closed Beta: Update #58

[h3]ADDED:[/h3]
● M3 Lee american tank with brand new armour model and physics system.
● New Steam achievement: Geneva convention (Kill an enemy medic while he is tending to someone else).
● New Steam achievement: What about the rules?? (Kill an enemy medic as a medic).
● Door logic. Doors can be opened or closed.


[h3]CHANGED:[/h3]
● Updated the armour model and colliders of the Sherman M4A3E8.
● Minor optimizations.


[h3]FIXED:[/h3]
● Units Encyclopedia: Armour hit angle when testing armour was offsetted by 90 degrees (like correct angle value + 90 deg).
● Ping value shown in the lobby was wrong.
● Time values like 'ms' or 's' were not properly being localized/translated.