1. United 1944
  2. News

United 1944 News

Craft-your-own-guns shooter United 1944 is having a three-day playtest that's live right now




The WW2 shooter United 1944 struck me as a potentially interesting twist on the genre when I first heard about it back in March. Shooting enemies and capturing control points are mixed with exploration, scavenging, and crafting: You start the game "literally with nothing," and must dig up resources and plans so you can assemble weapons, fortifications, traps, and other items that will enable you to start fighting in earnest...
Read more.

UNITED 1944 Closed Beta II is NOW LIVE

Starting now and until Sunday October 1 at midnight PT, battles are waged across the French cities fighting for liberation and in the North Africa operations. You’ll need a lot more than just your shooting skills to stay standing, however, as this unique take on urban fighting features crafting and building as centerpieces of survival.

You’ll be scavenging for resources, fortifying bases, defending outposts, crafting your gear and fighting the enemy in WWII battles that aim to be realistic yet rooted in fun gameplay. Squad up in 16v16 domination matches in the WWII theaters of a new map set in a French city, where the push inward of the Allies was at its peak after D-Day, and a revamped and improved North Africa map, with better team balancing and new landmarks. Many new features have been implemented following player feedback, including an updated day-night cycle, improved movement, and new guns. You can check out the complete patch notes for UNITED 1944 Closed Beta II here.



This is your chance to prove yourself not only in action-packed domination matches, but also in an all new survivor mode! This new mode makes its debut today and takes the scavenging and open construction approach to a whole new level of tension. It’s a dog-eat-dog world: everyone is an enemy, and your only means of staying alive is what you can find around you. Look for resources, explore the city, and set up improvised bases anywhere as you fight for survival. Build, raid, kill, steal, scavenge, and destroy as you need for survival. Play for as long as you want, do your best to stay standing, and extract with as much loot as you’re capable of. Will you become a survivor of World War II... or will your bones be buried forever in this city?

Check out this Survivor Mode gameplay overview to know more about this new game mode and how it works:
[previewyoutube][/previewyoutube]
This closed beta runs uninterrupted for almost three full days starting now and ending on Sunday October 1 at midnight PT, with servers in Europe, North America, and Asia to ensure that all players in these regions get a smooth experience in the battle trenches. To request access to the beta, you can click the ‘Request access’ button on the UNITED 1944 Steam page and join the official Discord server for developer updates, feedback and technical support. Please note that submitting a request DOES NOT guarantee that you'll have access, so we encourage you to enlist now! If you participated in the previous beta of UNITED 1944, you don’t need to request access again, as you can download the game directly and load up straight into battle anytime during the weekend!

Also, if you're a Twitch enthusiast, don't miss out on the ongoing Twitch drop campaign, which offers exclusive in-game items. Be sure to tune in to your favorite content creators as they stream UNITED 1944 to claim your rewards. If you’re a content creator on Twitch, all you need to do is visit the Twitch drops campaigns page and register for the UNITED 1944 campaign. For more info, visit Twitch drops streamer FAQ.


Remember to join the official UNITED 1944 Discord server for developer updates, feedback and technical support.



We're absolutely thrilled to bring you this opportunity to experience the game and put our months of hard work, new features, and improvements to the test. See you in the frontlines!

UNITED 1944 Closed Beta II patch notes

[h3]NEW FEATURES[/h3]
  • A brand new game mode has been added, Survivor, a long session sandbox game with open communication, where parties of up to three players fight others for their extraction from a conflict zone, roaming, building bases, racing to obtain treasures and recipes to unlock better equipment for other matches. This mode is actually still in early stages of development & only available in the France map. We are keen to hear your feedback and craft a unique gaming experience with your help. You can check the Survivor Mode gameplay overview here.

  • Facial Hair has been added as an option in customization for male characters, players can choose beards, mustaches and goatees, allowing more unique avatars.
  • In order to improve the quality of life we have polished & added some features to the user interface, along to those changes we have added an Allied Players health bar encircling the widget above the head of allies, it shows their life & is quicker to discern if they have been hurt or they need support during skirmishes.
  • A brand new toxicity System has been added to the game. The game monitorizes the behavior of players during a match and can act accordingly in response to their actions, misbehaving will now have consequences, and playing as a team and respectfully should feel more rewarding.
  • A whole new map has been added to the game, France, the heart of a small European town devastated by war, with broad open boulevards and narrow streets, is a balanced war scenario where long range weapons gain protagonism.

  • We have added a new family of weapons to the skill tree & loadout, the Light Machine Guns, the British Bren gun & Japanese Type 99. This family focuses on offensive capabilities for suppressing enemies or a little bit extra firepower to attack & destroy enemy fortifications, without compromising player mobility.

  • More customization features have been added for the players for expressing themselves, backgrounds, frames trackers, poses, titles & badges can be equipped in the player card in profile, new emotes, social paints and voice lines added to social wheel, more designs & charms for the weapons & new outfits for the player character.


[h3]IMPROVEMENTS[/h3]
  • The player health system has been revised & simplified, (the health boost a second life bar that growed empty over the time has been removed, the max health of all players is now a maximum of 100 points)
  • The player movement has been improved, the mobility of the characters in 3P is now more natural & readable. The traversal is a very important part of our game & we are making every effort possible to make sure that the overall feeling is positive and doesn't feel unfair.
  • Both Loadout & Character menus have been streamlined, they are no longer divided in two subcategories dictated by factions, the customization of the weapon selection & avatars is independent of the team .
  • Africa Map has been reworked, we detected through many playtests that the Axis main base was slightly desfavorable towards the defending team, and thus the Fortress zone and its outskirts have a new layout that now offers a more balanced experience.

  • All weapons have been meticulously re-balanced based on your feedback, gunplay is now more diverse, each weapon has its place in the game, we want that each skill point spended in weapons feels rewarding and useful.
  • Shotguns: All shotguns' overall reliability has been improved. They should now feel as a real threat in close combat. (In the previous beta, shotguns were a little bit underwhelming and they often ended up generating unexpected results at close combat.)
  • Pistols: All pistols have suffer minor changes to make their overall feeling improved (We considered that the pistols fill their role in a very acceptable way during the past beta, so we made some adjustments to make them feel more comfortable)
  • SMGs: SMGs efficiency, specially from hip-fire, have been rebalanced (During the past beta we were impressed by the SMGs' flawless efficiency and dominance in matches, so we took the necessary actions to ensure their balance with the rest of the weapons ecosystem)
  • Semi-auto Rifles: Semi-auto rifles short and long range efficiency have been reduced. We also removed the instadown mechanic for them, now they have a normal head multiplier (In the past beta we observed that semi-auto rifles, a mid-long range designed weapon, could be used from almost any possible range. Their high control capabilities made close combat chances to win very high and the insta-down mechanic made it a serious threat again sniper rifles)
  • Sniper Rifles: Sniper rifles in-combat performance has been increased (We noticed that snipers were not a very secure option to play with, their downsides were more appreciable than their strengths so we tried to balance them in order to feel them more satisfying)
  • MMGs: MMGs performance against structures has been increased (MMGs were weapons designed to offer an strategic option towards buildings & outposts so we tweaked their damage)
  • Rocket Launchers durability has been decreased & also the player speed with the weapon equipped (A late game weapon with such destruction power needed from handicaps to restrain the abuse of them )
  • Now players can always manually cancel the reload of every weapon at their will, as long as they have at least one bullet loaded in the magazine, when they shoot or aim. This is to ensure players reactivity in pursuit of the gameplay first rule.
  • All crafting recipes have been reworked, the resources requirements are now more consistent between items families & addressed some problems wheres more scarcity of resources along the development of a match
  • Support for multiple region type Keyboards was added & proper keybindings are represented inside options & in game. We got some reports that the bindings did not work properly with keyboards from other regions.
  • By popular request, we’ve added voice chat to the main menu, so when you’re In a Party you don’t lose communication with your friends and teammates when the game session finishes.
  • The bootcamp experience has been reworked & improved, learning the ropes of the game should be more clear for newcomers and returning players.
  • The Day Night Cycle has been overhauled towards improving the gameplay, the nighttime is now brighter and much less obtrusive for everyone.
  • The skill tree has received some improvements both in UI functionality, distribution & dependance of skills. The wood and metal chest ability is now part of both wood & metal constructions abilities respectively.


[h3]FIXES[/h3]
Following our last BETA, we've been actively listening to the valuable feedback from our dedicated players, along with the numerous bug reports. Your passion and engagement mean the world to us, as our ultimate goal is to provide you with the finest gaming experience possible. While UNITED 1944 remains in BETA development phase, we are committed to delivering a gameplay experience that is as stable as can be. To that end, here's a list of the bugs we've successfully addressed:
  • Fixed an issue with the bindings of the mouse buttons and in game menus, where you could open the desired menu with the new binding but it was impossible to close it.
  • Fixed a bug where the widget of a captured base didn’t appear if the base was captured while the player was dead
  • Fixed the behavior where the deployed razor wire prevented explosion damage, acting as a shield.
  • Fixed a bug that made the player footsteps silent while recharging weapons
  • Fixed a bug that made chat messages always visible after deploying in the map
  • Fixed a bug that made the player unable to move if they jump while reviving an ally
  • We addressed multiple bugs and problems in the Egypt map
  • Fixed a UI bug that the showed number of planer parts captured by the team didn’t refresh if the player was near a command desk or an outpost
  • Fixed an audio bug that reproduced the sound of picking up an outpost kit when trying to pick up one when there's none available.
  • Fixed a UI bug that displayed inconsistently the stacks of certain items, while the backpack of the player is full.
  • Fixed a widget bug that make the items & weapons part of the player HUD disappear in the bootcamp if the player dies meanwhile
  • Fixed a malfunction in the mute players functionality
  • Fixed a controller problem that made players unable to move if they were doing some kind of animation, (vaulting climbing or an emote) while the game transitioned from the prewarm screen towards the match
  • Fixed an issue that made the character unresponsive if the player tried to deploy a construction while vaulting or climbing.
  • Fixed a problem where the player got the ironsight got triggered permanently if the try to open a radial menu ( construction, social, voice chat, ping)
  • Fixed an issue with certain items that got highlighted permanently but remain unresponsive if the player dies with the focus on them.
  • Fixed various issues related to the loss of focus of the game, while using menus or entering windowed or fullscreen modes.
  • Fixed a camera problem that caused players to perceive as if they were falling beneath the map if they try to stand in places where there's no headroom
  • Fixed a issue that displayed the knife in front of the eyes of the player if they change from any weapon to it while vaulting or climbing any obstacle


Remember to join the official UNITED 1944 Discord server for developer updates, feedback and technical support.



We're absolutely thrilled to bring you this opportunity to experience the game and put our months of hard work, new features, and improvements to the test. See you in the frontlines!

Closed Beta II - Dates and details

It took us a bit of time, but good things come to those who wait! We can now set our sights on the next beta period, one which promises to be the biggest yet! UNITED 1944 Closed Beta 2 goes down the weekend of September 29 to October 1! Not only will you revisit a redesigned North Africa battlefield, you’ll also stand on the frontlines of French guerrilla warfare activity in a BRAND NEW map set during the height of the resistance. Players can also look forward to hunting for loot in a new game mode, Survivor.

[previewyoutube][/previewyoutube]
While the first beta had set times, Beta 2 will run uninterrupted for three days. It starts on Friday September 29 at 6 am PT and ends on Sunday October 1 at midnight PT, allowing more flexibility for everyone to jump in at their convenience. Squad up in 16v16 base conquest matches in the WW2 theaters of a new map set in France, where heavy fighting between the Allies and the Axis took the spotlight after D-Day, and a revamped and improved North Africa map, with better team balancing and new landmarks.


It’s not all about team versus team, however, as the new Survivor mode makes its debut and takes the scavenging and open construction approach to a whole new level of tension. It’s a dog-eat-dog world: everyone is an enemy, and your only means of staying alive is what you can find around you. Look for resources, explore the city, and set up improvised bases anywhere as you fight for survival. Build, raid, kill, steal, scavenge, and destroy as you need to stay alive. Play for as long as you want, do your best to stay standing, and extract with as much loot as you’re capable of. Will you become a survivor of World War II... or will your bones be buried forever in this city?

Also new to this beta are an updated day-night cycle with better visibility in the dark, improved movement, quality of life additions, and the Bren & Type 99 weapons which introduce the Light Machine Guns family to the game. These will give anyone an edge when trying to reduce enemy fortifications down to rubble and penetrate their defenses.

You can check all the details on the improvements and changes made on UNITED 1944 for the Closed Beta 2 here.


The upcoming closed beta will have servers in Europe, North America and Asia, ensuring that all players in those regions get a smooth experience in the trenches.

To request access to the beta, you can now click the ‘Request Access’ button on the UNITED 1944 Steam page and join the official Discord server for developer updates, feedback and technical support. Please note that while this upcoming beta will have a larger capacity for a bigger and better playtest, submitting a request DOES NOT guarantee that you'll have access, so we encourage you to enlist now! Players who participated in the previous beta of UNITED 1944 don’t need to request access again, as they can download the game directly and load up straight into battle when the beta goes live!


Also, if you’re a content creator, you can take part in the Twitch drops campaign that will take place during the beta weekend. Creators can participate by joining UNITED 1944 in the drops campaigns opportunities, and linking their game account. Broadcasting the game will grant their viewers exclusive in-game items. Read more about Twitch drops here.

Remember to join our Discord server for technical support, updates, and to share your feedback with us during the Beta.



Join the Closed Beta now and see you on the frontlines, soldier!

Dev Update - Road to Closed Beta 2

Hello everyone!

Since our first beta back in May, we’ve been a bit silent. Well, that’s normal. And that silence ends… today!

We were silent because we’ve been working digesting all the feedback we received from you - thank you for taking a moment to answer our surveys! We converted all that feedback into tons of improvements, fixes, changes and even new content based on what you liked / disliked!

We’re pouring all our efforts into making United 1944 as good as we can make it, and as community-focused as possible. Your input is vital to making United 1944 unique.

That’s why it’s taking us a bit longer than expected to announce our second beta, but rest assured that it’ll be soon, and it’s going to be GREAT!

Below you can see all the work we’ve done so far since our last beta, and all the improvements and changes you’ll be able to find the next time you jump into the frontlines of battle.

[h3]Bootcamp[/h3]
  • Firstly, we’ve redone the bootcamp. It kinda worked originally, but some mechanics weren’t explained as well as they could. The new bootcamp presents building, skill tree and the game loop in a much clearer way. We want everyone on the frontlines and ready to battle as quickly as possible!

[h3]Map improvements[/h3]
  • We’ve made lots of improvements to the Africa map, and you’ll notice an important change in the design when you navigate through its streets. We addressed some level design issues that were affecting team balancing. Basically, the Ally side had a 60% victory ratio. This is normal: balancing maps is a fine art! We have rebuilt about 1/4 of the map.
  • But we didn’t stop there! We’ve also been polishing our second map, France, so it can be playable for the 2nd beta. We want to give you the feeling of what fighting after D-Day was like as the Allies and the Axis fought inland in Normandy.

[h3]Weapons[/h3]
  • Everybody wanted more weapons. Hence, we’ve added new weapons! The Bren and the Type 99 are part of a new family of weapons, the Light Machine guns or LMGs. That weapon family belongs to the end game alongside the MMGs. This family focuses on offensive capabilities for suppressing enemies or a little bit extra firepower to attack and destroy enemy fortifications, without compromising player mobility. Both weapons have similar layouts, but contrary to popular belief, the Type 99 is not a copy of the Bren, in fact mechanically they do not have anything significantly in common. Both weapons are based on the Czechoslovakian ZB vz. 26. Fun fact: the Japanese were the only nation in WW2 to add a bayonet to a light machine gun, in this case the Type99, which we did not add to the game.
  • We got the logical feedback that some weapons were overpowered, and others too weak. After analyzing all the data, we meticulously worked on fine-tuning the controls and responsiveness of the SMG, shotgun and semi auto, aiming to strike an immersive and compelling experience, and making sure all weapons are interesting to play and feel different.

[h3]Day-night cycle[/h3]
  • We got a lot of feedback about our day-night cycle. Players loved the idea, but felt our night was too dark. What is this, Resident Evil? We have redone the night code so it adds a cool different atmosphere, but is not obtrusive for players.

[h3]3P movement[/h3]
  • While the majority of players were happy with our network performance, we saw reports of players who had trouble following enemies. Therefore, we’ve spent long hours making 3P movement and traversal improvements - that means that you’ll have better tracking of other players when aiming at them.

[h3]Team balancing[/h3]
  • Another area of work has been our team balancing system. Balancing a multiplayer game is tricky, especially one with squads and player parties. Beta 1 sometimes could deliver non-optimal team balancing, because the balancing was done as players joined. Now, we have moved to a system where balancing is computed when everyone is ready. This means we have all the information, and can thus guarantee a more balanced session for everyone.

[h3]QoL improvements[/h3]
  • We’ve also added the Allied players HP UI so you can easily check on the health of your teammates and run for medical support when needed.
  • We’ve implemented a new toxicity system. A well-designed toxicity control system plays a vital role in shaping a healthy and welcoming gaming environment. Hence, by integrating reporting mechanisms, behavioral analysis, and community involvement, we aim to cultivate a culture of respect and inclusivity within United 1944. This, in turn, enhances the overall gaming experience for everyone and ensures that United 1944 remains a source of entertainment, camaraderie, and enjoyment for everyone.
  • We’ve implemented international keyboard support to accommodate AZERTY and QWERTZ layouts, to ensure accessibility and usability for users worldwide.

  • By popular request, we’ve added voice chat to the main menu, so when you’re in a party you don’t lose communication with your friends and teammates when the game session finishes.

  • Needless to say, we’ve worked a lot on bug fixing to make the beta 2 as stable as possible, especially considering that the second beta is going to be much bigger in capacity.

Oh, and “one more thing”…

We’re excited to announce that we’re investigating a new game mode! This is going to be an alternative to Domination, so players will have two ways to battle. The new game mode prioritizes our “strategy” heart even more. An experience more focused on conquest and defense of bases, where territory control strategy is deeper and requires advanced teamwork. We can’t confirm when the new mode will be ready, but we’re so excited we wanted to share the news with you all!

That’s all for now. We will soon announce the dates of our next beta, where you will have the opportunity to test all of the above, so please stay tuned for updates and make sure to join our Discord and follow us on Twitter to stay updated.

Also, if you still didn’t add UNITED 1944 to your wishlist, remember to do it - that helps us a lot! :)

https://store.steampowered.com/app/2152790/UNITED_1944/

On behalf of all the development team, thank you so much for your support. Together, we are about to embark on a truly extraordinary adventure. The second closed beta is the next step in our shared journey, and we can't wait to see what we'll achieve together!