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2024 Roadmap: WWII Online

WWII Online’s 2024 Roadmap
This year’s roadmap is a continuation of efforts initiated in 2023. We currently have three major projects going on simultaneously:
  • Continue to improve/optimize WWII Online 1.0
  • Re-design WWII Online in Unreal Engine 5
  • Continue the conversion of WWII Online: Chokepoint from UE4 —> UE5

It’s going to be a jam-packed year for CRS, and great progress is being made on all fronts for WWII Online. Keep reading to learn more about how your support is turning into action!

QUAD ANTI-AIRCRAFT GUNS COMING TO WWII ONLINE
As the years of the war progressed, innovation for anti-aircraft gunners enabled some pretty uber stuff to shoot enemy aircraft down. All of these guns will be made available in the Army branch as towable ground units. You will be able to spawn these from depots, army bases, and forward bases.
  • Flakvierling 38 (Germany)
  • Polsten 20mm (England)
  • M45 4x.50 (United States & France)


And if you wanted to get an idea of how much fun these can be, enjoy this clip from Waterworld where it shows the M45 going to town:
https://youtu.be/3nNJ4v-k_Ng?t=35

NEW TANKS COMING TO WWII ONLINE
For a long time we’ve had players requesting that we add completely new tanks to WWII Online, and we agree - it’s time. FYI: It’s important to note that the resources working on these do not include developers currently working on our conversion to WWII Online 2.0 or Chokepoint.

We’re pleased to let you know that we intend to add the following tanks this year:
  • Panther Ausf.A (Germany)
  • Valentine Mk X (England)
  • M18 Hellcat (United States & France)
REVAMPING OLDER MODELS FOR WWII ONLINE
We completely revolutionized our approach to modeling during 2023 and had some fantastic results. We’re going to continue this effort and we have several items not only in progress, but planned. We are not only creating NEW artwork and improving the visual appeal of the game, but we are also cleaning up technical debt by addressing known issues with each vehicle as it goes through the pipeline.
This creates a future proofing opportunity and optimizes gaming experiences now found in WWII Online 1.0. Keep your eye out for more vehicles being improved, and be sure to use the official bug tracker to report any known issues which is located at http://www.wwiionline.com/bugs. (Include vehicle types, descriptions of the issues, and any relevant picture or video and it will get prioritized).

TANK CREW - TRACK REPAIR
We now have a working concept of tank crews being able to repair their tracks, development continues and is approaching testing. WWII Online tankers are about to have the ability to fix their own tracks and get mobile again (up to a certain amount of times) if this occurs. We had this on our roadmap last year, and while work did occur we didn’t quite get it where we wanted. We intend to move this forward and get it available to tankers this year.

BETTER EWS REPORTING
Particularly for our underpopulated forces, we’re looking at adding some helpful - yet somewhat vague - information on where enemy infantry forces (only) are at via system/chat. For example, “Enemy infantry spotted northeast.” So again purely designed to help increase situational awareness and support the side with less people online.

AFK PLAYERS & BALANCING MECHANISMS
Some players go AFK and are still considered part of the balancing mechanisms that determine the number of attack objectives, capture speeds, and so on. We’re planning to remove AFK players from this consideration in fairness to the rest of the active players, and we plan to go a little deeper than just someone who types .afk or nudges their player every so often. This is a problem with someone who has multiple accounts and is distorting real numbers.

SHOW FB DAMAGE ON SPAWN
We want to simplify things a bit here. Long story short, when someone spawns into their forward base, we want to report the percentage of damage instantly and easily to the player. Normally you’d have to click on your forward base on the map and type .own to see the percentage (Infantry: 20%, Vehicle: 80%, Other: 22%) etc. Basically this will just automatically happen as you spawn in to give you immediate situational awareness and help all players, new and veteran alike.

TOWN ALTITUDE ON MAP
For bombers, indirect fire weapons and paratrooper aircraft, it is critical to know the specific town altitude in game so you can range your sight or drop paras at a safe altitude. Our goal is to get the specific town height of the town marker (statue/obelisk) to be displayed on the in-game map. For example, when you hover your mouse over a town you can see the available brigades, garrisons, and town owner in a small pop-up window. In this case we’ll expand that window to include town altitude information.

SATCHELS CLIPPING INTO VEHICLES
Players have identified several reports of satchels clipping into vehicles. We have some working theories on this and will be prioritizing some effort here as this should not be happening. Using the bug tracker you can help our team find out (faster) where these specific hot spots might be by tank type.
We ask your support on this because you’re experiencing it daily and it will help us figure out those issues faster and turn around a result at a faster pace. When creating a ticket include: 1) Tank type, 2) picture of tank / satchel placement, 3) identify with some annotation via picture where it’s happening, 4) a video works too, all of that = a sure fire way to identify what needs cleaning up.

INFANTRY DYING TO STOPPED VEHICLES
This is one of those important quality of life things. Let’s say we have a sapper hunting down an enemy tank, and the vehicle stops. Sometimes infantry die simply by touching their character model with the vehicle, even though it’s “stationary”. We’re planning to clean this up for a more appropriate experience.

WWII ONLINE 2.0
Other than the continued technical debt cleanup you’re seeing on the Production side through our new vehicles and Chokepoint’s infantry system/animations being worked on (as seen below), 2.0 is continuing to receive under the hood, technical treatments. A lot of what we have to report on this is very technical and isn’t something we can show as it would expose IP or trade secrets.

The majority of our internal development resources have been deployed to this re-design of WWII Online within Unreal Engine (currently running on UE 5.3). As stated before, this will be a multi-year effort and we’re seeing positive movement internally. It’s very important that we allow our developers the time and breathing room (grace) they need to get the hard lifting done, by far the most difficult and time-consuming part of this process.

WWII ONLINE: CHOKEPOINT ROADMAP
As we announced in mid-2023, we had to completely rebuild our Chokepoint team. Given all of the other moving parts of our organization here at CRS, and the high-demand to press updates for 1.0 and 2.0, things were a bit slower than desired to get things going. So we appreciate your grace as we’ve had to navigate the recruitment and training of personnel, and picking the project up from the original development team. By no means, is that a simple thing to do.

Our commitment to Chokepoint remains because it is acting as a training tool for our Production team and as we’ve described all along, it is being sought out to replace the current infantry system for WWII Online 1.0 for many reasons.
UPGRADE TO UNREAL ENGINE 5.3
Chokepoint is currently running within UE 5.1, it’s important for us to pursue the latest and greatest capabilities and stay on top of our game (pardon the pun). As much as we can help it, we do not want to fall behind. Initial conversion steps from 5.1 → 5.3 are underway.

REBUILDING INVENTORY SYSTEM
This has been identified as a key hurdle we need to get past. UE4 utilized a custom-built inventory system which has been totally deprecated as part of the conversion over to UE5. We plan to leverage UE5’s new inventory system called, “Lyra.” Efforts were made to see what could be transferred over from UE4 → UE5 but have mostly fallen flat. This is part of the exploration process of our new team picking up the pieces and recognizing that we need to build anew.

The inventory system manages character inventory, which weapons are assigned to whom, loadouts, etc. Rebuilding it actually gives us native compatibility with UE5 which in turn makes it better long-term for support for not just in Chokepoint, but anything WWII Online 2.0 intends to use from these systems. It also means that the general knowledge of how this works will be better documented (as it is provided by Epic Games itself) and our new team will be more capable of sustaining it.

To do this, we intend to strip out the current system entirely and start small by adding a single weapon to be shared across all classes and building from there.

Fortunately, we have lots of data still intact and weapons, animations, sounds, etc which should make that process start to pick up speed once we get base functionality working. We’ll keep you posted on progress, this a very difficult task and touches many areas of the code/blueprints.

CODE CLEAN UP
We’re at a much better point now to isolate deprecated elements of our code base and blueprint(s) post-conversion. So things that are hanging around from UE4 will be jettisoned that are no longer in use by our programming team, to reduce technical debt and ensure optimal workflows going forward.

CLEANING UP EXISTING MAPS & MODELS
Our environment artists have been steadily repairing Carentan & La Fiere, and have made some strong progress. Our next goal is to unlock a technical issue preventing artists from being able to work on Eglise (the night time map), so we can get that game ready as well.

Several models have received UVs, textures, placement adjustments, and so on. These were mostly post-conversion issues that demanded attention.

CLEANING UP ANIMATIONS
There are several animations requiring attention, and our animator has already been addressing the more obvious animations in third person. As soon as the inventory system is online, we’ll be able to do more thorough first-person animation improvements as well, as we can properly test results.

BUILDING, DEPLOYMENT & PLAYTESTS
Once we have our inventory system functioning again, our next step is to clean up our application building process for PC and work on deploying those binaries to our dedicated host. This will effectively get us back into the routine development swing of things.

Then we can get updates deployed via Steam and all key holders of Chokepoint will be able to dive back into playtests and get the ball rolling. Then it will all be about players reporting issues, our team prioritizing them, cleaning things up and deploying new builds, and so on. This will be the ultimate sign that we’re on the right path and we can be more certain about release timelines.

TRANSPARENCY & EXPECTATIONS
This stuff isn’t easy. We’re a mostly volunteer team with three major projects going on simultaneously. We’ve laid out what’s happened, our commitment to rebuild and get things back online and that we’re staying the course as best we can to get Chokepoint to be operational. But it’s got some challenges that we’re currently navigating through.

Keep your expectations reasonable and know that until otherwise stated, we’re continuing to move forward on all fronts.

We are exceedingly grateful to our community for the continued support of the CRS 2.0 Team over the years by your subscriptions and annual fundraiser donations. We are 100% self-funded organization remains committed to bringing the unique strategic and tactical gaming experience of WWII Online into the Unreal Engine.

Sincerely,
Cornered Rat Software

All-access weekend, Feb 16-18: OP BLUE BALLS - Campaign Server

REMEMBER: Our Training Server is available 24/7 to train and experiment with equipment. You can also use the OFF-LINE mode to work on key maps and how equipment and vehicles work.

OP: Blue Balls
WHEN: February 18th at 12PM Server Time / GMT-8
WHERE: Campaign Server for combined arms battles
DURATION: 3 hours
UNLOCKS: All-Access Weekend

Join us to participate and witness:
• Ground units assaulting
• Dogfights and level bombers dropping payloads
• Massed infantry assaults
• Tank columns storming through expansive terrain
• Scores of paratroopers dropping over the objective
• Artillery bombardment and smoke

All of the above are accompanied by the "soundtrack" of WWII Online's gunners firing anti-aircraft, light machine guns, and the whistling of artillery. Experience YOUR immersive "WWII Online Moment."

Every soldier is requested to RSVP right away. Doing so encourages more players to participate. Spread the word, let's go! Here is the Discord link to the event . . . https://discord.gg/wwiionline


See you at the Front!
Cornered Rat Software

ALL-ACCESS WEEKEND: OP BROKEN RESOLUTIONS, Jan 19th - 21st! Times listed below!

We want EVERYONE to have a good time this weekend so join the fun and remember to RANK-UP so you can access the late-war equipment that is in historic CAMPAIGN 200!


OPERATION NAME: Broken Resolutions
WHEN: January 21st at 12PM Server Time / GMT-8
WHERE: Campaign Server
DURATION: 3 hours
UNLOCKS: All-Access Weekend

Join us to participate and witness:
• Ground units using the newest PPO – the Bailey Bridge
• Dogfights and level bombers dropping payloads
• Massed infantry assaults (maybe an amphibious assault?)
• Tank columns storming through expansive terrain
• Scores of paratroopers dropping over the objective
• Artillery bombardment and smoke


All of the above are accompanied by the "soundtrack" of WWII Online's gunners firing anti-aircraft, light machine guns, and the whistling of artillery. Experience YOUR immersive "WWII Online Moment."

Every soldier is requested to RSVP right away. Doing so encourages more players to participate. Spread the word, let's go! Here is the Discord link to the event . . . https://discord.gg/wwiionline


Thanks!
Cornered Rat Software

Campaign 200 Celebration Events: Friday, Dec 15th with start times in article

Dear Friends,

Campaign 200 is upon us as the Axis side won Campaign 199 this past Sunday. As we reach the milestone of 200 campaigns, we thought it appropriate to have some community-based events.

Upcoming are some fun events:

Armor Death Match - this massive armor event takes place just north of Bastogne as American armored forces from the American 4th Armored Division relieve Bastogne and encounter the 4th Kompanie of the Schewere-Panzer Abteilung 506th who are rushing their Tigers to push back the Americans.




FAILURE TO READ THE RULES CAN RESULT IN THE LOSS OF YOUR TANK & SUPPLY!

Objective: Capture & hold the bend in the road between the Houffalize-Bastogne Forward Base and Bastogne.
Capture: At least 1 FRIENDLY tank must be CONTINUOUSLY occupying the rectangular capture area (600m x 2700m) to consider the area to be captured. Dead in the area means NOT under your team’s control.

Capture Area: 600m x 2700m


Capture Area Coordinates:
NW Corner: 50.1.37N / 5.41.38E
SW Corner: 50.0.52N / 5.41.38E
NE Corner: 50.1.37N / 5.44.57E
SE Corner: 50.0.52N / 5.44.57E


Supply: Limited
Duration: 60 mins or exhaustion of supply
Multi-crew: Available as a choice

RULES:
AB/FB are NOT to be capped/blown.

Allied tanks cannot move NORTH of Latitude 50.1.37N

Axis tanks cannot move SOUTH of Latitude 50.0.52N

If you drive out of bounds, IMMEDIATELY return to the field of play or LOSE your tank.

If you kill a tank while out of bounds, your team can be penalized by loss of FRIENDLY tank.


And finally, who doesn't like a little Grand Prix racing around the Spa track? CRS has been hard at work and is anxious to showcase the efforts of some of our unsung team members.


THE BELOW EVENT OCCURRED ON DECEMBER 13TH: Axis Victory!
Infantry Royal Rumble - a true cage match with limited supply as the famous 506th Parachute Infantry Regiment of the 101st Airborne Division takes on the 3rd Fallschirmjager in the defense of Bastogne!

OPERATION NAME: Infantry Royal Rumble
FORCES: US Army vs German Army
WHEN: December 13th at 6PM Server Time / GMT-8
WHERE: Training Server – Bastogne
DURATION: 60 minutes minimum
SUPPLY: Custom infantry equipment list suited for assault/capture (no armor)



Rules of Engagement:
* Infantry Death Match
* Capture/hold the 2nd floor “office” of the warehouse
* At least 1 infantry player from your side must be CONTINUOUSLY occupying the room to consider the room to be captured
* Dead in the room means the room is not under your team’s control
* Duration: 60 minutes minimum (at the discretion of CRS) or exhaustion of one side’s supply
* Rules: None, last man standing

[previewyoutube][/previewyoutube]










Armor Death Match - this massive armor event takes place just north of Bastogne as American armored forces from the American 4th Armored Division relieve Bastogne and encounter the 4th Kompanie of the Schewere-Panzer Abteilung 506th who are rushing their Tigers to push back the Americans.

As the week progresses, we will be updating this post to reflect each event so watch this space!

Season's Greetings,
Cornered Rat Software

"Better with friends" Steam Award - Vote for World War II Online!



World War II Online is not just a game; it's a journey back in time to the tumultuous years of 1939-1944, where every decision and action can alter the course of virtual history. This is no ordinary battlefield - since 2001 it's a massive, persistent, and borderless map of Western Europe, alive 24/7 with community-driven warfare, requiring players to dive into a real-time war game where strategy, leadership, and tactics make the difference​​.

At its heart, World War II Online is a Massively Multiplayer Online First-Person Shooter (MMOFPS), where cooperation and teamwork are not just encouraged but essential. The scale is vast, allowing an unlimited number of players to join as infantry, tankers, pilots, or captains on a single, immense map. It's a game that demands strategy, patience, and a commitment to learning.

The game thrives on teamwork. More than any other MMO, victory in WWII Online is contingent upon effective collaboration. It's a place where Allied forces comprising French, American, and British troops clash with German forces, reliving the fierce battles that shaped our world​​.

WWII Online's authenticity is unmatched, featuring historically accurate vehicles and weapons that have been meticulously modeled based on extensive research, ensuring an experience that's as close to reality as possible. This isn't just another arcade-style WWII shooter; it's a tribute to historical accuracy and realism.

In essence, nominating World War II Online for the "Better With Friends" award at the Steam Awards is about fostering a deep sense of squad communities and their teamwork, and continually pushing the boundaries of what a war simulation game should be with friends.



As we celebrate 20 years of World War II Online, we're excited to share our latest big step: moving to Unreal Engine 5. Cornered Rats Software has always listened to what our players want, and we've made hundreds of updates based on your ideas. Our move to Unreal Engine 5 is all about keeping the game fresh and exciting. It's a big change that promises to make our game even better. We're committed to making World War II Online a game you'll love to play with friends for many more years, using the latest technology to create an even more amazing experience for our community. Our aim is to maintain the authentic World War II moments, where teamwork and strategy are key. We're committed to continue to provide a game that's both true to history and thrilling to play.




World War II Online has stood the test of time thanks to the bounds between our players. Your support has been invaluable in our journey, and today, we need it more than ever. By nominating World War II Online for a Steam award, you don't just honor the squads of the past; you pave the way for a future rich in historical exploration and cutting-edge squad-based gaming experiences. Join us in celebrating our legacy and shaping our future. Your vote is a tribute to history and a step towards an innovative gaming world!

Read more about the future of our game here.

"Success is not final, failure is not fatal: It is the courage to continue that counts." - Winston Churchill

S!
Cornered Rats Software


Connect to our Social Media to get more updates and help us gain visibility to grow the community and reach new players to play with:

Discord: https://discord.com/invite/wwiionline Youtube: https://www.youtube.com/channel/UCOQ90QTMviaKRqIMlUthW2A TikTok: https://www.tiktok.com/@wwiionline Twitch: https://www.twitch.tv/corneredrats Facebook: https://www.facebook.com/WWIIOnline Twitter: https://twitter.com/corneredrats

Have a look at our current 2023 Roadmap, and see its progress on our TRELLO.

Wishlist our next game Chokepoint, our prelude to WWIIOnline 2.0!

https://store.steampowered.com/app/1576780/WWII_Online_Chokepoint/