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Call to Arms - Gates of Hell: Ostfront News

Call to Arms: Panzer Elite - announced!

[h3]Steel clashes in the scorched fields of Normandy. Summer, 1944. As commander of a German tank platoon, the fate of your men – and history itself – is in your hands.[/h3][p][/p][p]Call to Arms: Panzer Elite delivers the most immersive and tactically rich tank platoon simulation of World War II. Take direct control of up to five tanks, switching between them in real time as you battle across the war-torn countryside of Normandy. Each battlefield is alive – every shell, crater, and destroyed building reshapes the combat landscape, demanding quick thinking and strategic adaptation.[/p][p][/p][p][/p][p]Experience the authenticity of true-to-life tank handling, realistic ballistics, and advanced armor simulation. Coordinate attacks, organize the defense, and lead daring counteroffensives – solo, in full co-op, or against other players in intense PvP modes.[/p][p][/p][p][/p][p]Features[/p]
  • [p]Single-player & Co-op Campaign: Play alone or with friends in fully supported cooperative mode.[/p]
  • [p]Historical Campaign: Experience authentic World War II battles in realistic settings and scenarios.[/p]
  • [p]Tank Platoon Gameplay: Command up to five tanks simultaneously, switching between them in real time.[/p]
  • [p]Destructible Environments: Every shell and explosion reshapes the battlefield, making each encounter unique.[/p]
  • [p]Extensive Arsenal: A wide range of tanks, artillery, anti-tank, and anti-aircraft guns in thrilling solo missions.[/p]
  • [p]Realistic Simulation: Advanced ballistics, physics, and detailed tank armor create an authentic combat experience.[/p]
  • [p]Cutting-Edge Graphics: Experience World War II battlefields in unprecedented visual quality – powered by Unreal Engine 5.
    [/p]
[p][dynamiclink][/dynamiclink]Ready to rewrite history?[/p][p]Add Call to Arms: Panzer Elite to your Steam wishlist and join the front lines this summer![/p]

Devblog #158

[p]Hello everyone, we’re back with more information about the upcoming DLCs, and we have an anniversary to celebrate with you!
We’ve already mentioned in previous blogs that several smaller DLCs are coming first, and that we will probably release the British faction later this year. In this blog, we tell you everything about the “twin DLC”.

[/p][h2]10 years of Barbedwire Studios[/h2][p]Even though Call to Arms - Gates of Hell was published in 2021, and even if that is our first title as a studio, we have been at it for a lot longer.
10 years ago today, we were just a few developers who decided to join forces and start up a team that would be able to develop a unique RTS game.
The fact that the game has been successful allows us to keep working on it, and deliver on the ever growing expectations of our community. As a matter of fact, our game still retains the 'legacy' build in beta options, which you can freely enter to see how the game played 4 years ago.

[/p][p]In those 4 years, we've released well over 50 updates, big and small, read thousands of bug and feedback reports, and worked together with you to bring over 5,000 changes to the game. We're very proud of how far we've gotten, and I hope that you can be proud of the game we've built, too. From the completely free worldwide open beta of the game in March 2021, to the last update in time for the Wargame sale last month, you've been there in the line of fire with us to make Call to Arms - Gates of Hell the most played WWII themed RTT in the market today.

[/p][p]Step by step, we kept developing and improving the game. The team grew to include dozens of new and talented devs - even if, to this very day, our team is still one of the smallest in the business.

We think we have one of the most loyal, knowledgeable and helpful communities in the world of gaming. We’ve had tremendous community support, right from the early days and all the way to the present; there’s no way Call to Arms - Gates of Hell would have turned out the way it did without our fantastic community. And so, it’s time for us to give something in return! This time we not only want to give you some unique content, we also want it to be a salute to our community.

[/p][h2]Jubilee DLC[/h2][p]As a celebration of our history we will be releasing the Jubilee DLC, a free small addition to the game that will contain bonus missions, nostalgic locations and assets, and a bunch of easter eggs. This package will celebrate the trajectory of the whole franchise of games made in the GEM engine that eventually led to Gates of Hell.
To us, this is the most fitting way to say “thank you” to all of our loyal community; we wouldn’t want to pass up the opportunity to do so.

[/p][p]We intend to release the “Jubilee” DLC on june 19th. You can check out the store page HERE.

So, 10 years after the first tiny steps by the 4 devs that started the project, it’s time to celebrate! While we’re in our 10th year, there’s also every reason to look to the future.

[/p][h2]Supporter’s Pack[/h2][p]Several players and community members were asking whether we would open a way to support the game further. The answer is here! We will be releasing a supporter's pack DLC, that will grant the players special accents in their public name and profile in the game as a special thank you for going above and beyond to support our project.

This DLC will not contain any game content or game progression perks, to ensure that there is no paywall or preferential treatment by acquiring this DLC. Rather, the Supporter Pack will contain out-of-game items like the Gates of Hell artbook, windows theme, and more.

This package is specifically aimed at our most ardent supporters, who we believe will enjoy the artwork and other perks, such as the special behind-the-scenes content.
Our aim: All the proceeds of the Supporter Pack will go toward improving the game engine architecture further, to tackle the most pressing issues that we've been unable to address thus far, and ensure the game is as future proof as possible.

Check out the store page for the Supporter Pack HERE. The Supporter Pack and Jubilee DLCs will be jointly released roughly a month after the 4th anniversary of our gold master, on june 19th. In June 2021 we put the final release date on our project and decided to keep our free playtest running until the very end, fully confident that we would launch with the appraisal of the community. Today, 4 years later, we reaffirm our commitment and our passion for our project.

[/p]
Finest Hour
[p]As the community is aware, our main effort has been on the Commonwealth DLC since the end of 2023. Today we announce its name!
We can formally announce that Gates of Hell - Finest Hour will arrive at the end of 2025.
The title has been taken from one of Sir Winston Churchill's eloquent speeches, dating back to 1940.

[/p][p]Finest Hour will grow to be our biggest production to date, covering the entire Commonwealth action in western Europe from 1940 to 1945. We're sure that the long wait will be worth it, and you will soon be able to observe the scale of the production. Among other things, it will contain:
[/p]
  • [p] British, Scottish, Canadian and Polish forces within the Commonwealth, all with their voices, uniforms, equipment and perks.
    [/p]
  • [p] Complete asset collections for the Netherlands and Flanders, bringing novel landscape locations to the game.
    [/p]
  • [p] 170 new vehicles for the Commonwealth and Germany
    [/p]
  • [p] Over 500 human models and over 100 equipment items for the Commonwealth
    [/p]
  • [p] The Commonwealth nation for conquest and multiplayer in early, mid and late war.
    [/p]
  • [p] 16 single player, 20 multiplayer and 20 conquest maps.
    [/p]
  • [p] Commonwealth and German campaigns spanning 1940-1945, to a new degree of cinematics, gameplay and detail. [/p]
[p]When we are closer to the release, we will reveal the Finest Hour store page, the trailer and more information.

[/p][h2]Turkish localisation[/h2][p]Thanks to @Rum Nova we have been able to add the Turkish language to Call to Arms - Gates of Hell! It will be released as part of the Jubilee DLC.
Thank you once again for your continued support.

[/p][h2]Did you know?[/h2]
  • [p] All changelogs put together, we passed 5.000 tweaks and changes
    [/p]
  • [p] Gates of Hell was a free open beta for 3 months before release[/p]
[p][/p]

Game Update - open beta ends



Community members! Version 1.051.0 becomes the new game version today.
Thanks to the open beta, we’ve been able to test everything and we’ve even fixed a few issues.
If you took part in the beta, thanks for your efforts!

[h2]Changes from Open Beta[/h2]
  • Added in game options ability to disable new mouse/cursor hints
  • Added prop 'no_mouse_hint' so modders can disable the new armour thickness hint text on specific units/vehicles
  • Fixed underside of sdkfz 222a shield cover
  • Fixed broken texture on DCG_lalobbe
  • Increased manpower cost of m4_105, m4a3_105, stuh42 due to range increase (+10-30mp)
  • Increased kill/game score for su100 and isu122s
  • Reduced kill/game score for kv85 and isu152
  • Disabled mouse cursor tip on animals
  • Updated Chinese localization
  • Updated maps of domination gamemode, to select starting objective in the middle more often
  • Day of Days (usa 01): several tweaks
  • Operation Bustard Hunt (rus 03), several tweaks
  • Seelow Heights Skirmish (rus skirmish 04), several tweaks
  • The Bloody Ardennes (ger west 05), several tweaks

To read the entire changelog, click HERE.

Questions? You’re welcome to join our Discord by clicking on the banner:

Update 56: V 1.051.0

Update 56: V 1.051.0


Change Log


[h2]Source code/Crashes[/h2]
  • Fixed crash when firing bombs (weapon_bomb) in manual control
  • Fixed crash in actor_state command if selected actor has no brain
  • Fixed generic crash
  • Fixed several bugs/crashes with auto medic feature in coop and mission scripts

  • Updated entire interaction script to be disabled during scene shutdown
  • Updated error msg when conquest doesn't find maps
  • Updated entities to be removed that cannot be found from campaign files (instead of crashing)
  • Updated game to return COLOR::MINE if Steam user is invalid instead of crashing
  • Removed associated entity from entity spawn command (which should be a gamecommand anyway). technically, just ignore that it isn't there. fix 'entity' naming shadowing which only adds more confusion


[h2]Conquest[/h2]
  • Fixed "mines sign spotted" talk warning case where in cooperative mode if mine field/signs were at or near middle of the map (0,0,0) when host spawns units it would cause the warning to play as game engine spawns and teleports user units for split moment via center of the map. Script now checks if units are still near mine sign for real.
  • Improved "mines sign spotted" warning so that nearest soldier to mine sign will say it(name) even if its tank commander inside tank.
  • Fixed ai crew fixing their vehicle(s) and then just running off. If any human of a squad is repairing "repairing" tag treat it same as SQUADinSCRIPT and ignore it.

  • Fixed indestructible table3(0xd37) in the middle of village yard on dcg_pinsk
  • Fixed broken ocean mask and terrain fx/pp on dcg_pinsk
  • Fixed missing heightmap polygons, broken ground textures and water terrian pathing on dcg_semois_river
  • Fixed floating trees on dcg_mikli_winter map
  • Fixed on DCG Maupertus Airfield parked/wrecked planes floating


[h2]Single Player[/h2]
  • Fixed in USA mission: Hedgerow Hell - Increased viability for allied infantry units
  • Fixed in USA mission: The Waal Bridge - scripts for coop
  • Fixed in FIN mission: Through Ice and Fire - invincible user soldiers(2)

  • Fixed in GER mission: Operation Luttich - clean up of assignment of arriving tanks with passengers on them
  • Fixed in RUS skirmish: Bloodshed at Seelow Heights - all russian vehicles at player hq made usable
  • Fixed in RUS mission: The Citadel - missing heightmap polygons and broken ground textures
  • Fixed in RUS mission: Closing the Pocket - misaligned trenches and ocean mask

  • Tutorial 5: Trial by Fire(2-combat)
    - fixed assignment of arriving reinforcements as in coop its possible for crew to bail/stay inside or half to bail before cinematic/assignment.
    - remove all enemy ai humans personage.

  • Day of Days:
    - Fixed coop crash (crash-support-specialk6)
    - Fixed localization
    - Fixed water zone
    - Fixed some map specific pathing issues
    - Teleport player units to part2 clip if any outside of it
    - Removed player medic rally on the beach
    - Increased viability for allied infantry units
    - Fixed missing broken ground textures and floating entity

  • Hold Fast!
    - Fixed Sherman arriving at barriers(task4) not being assigned in coop upon destruction of barriers.
    - Fixed barriers destruction check, in case they are somehow vaporized or disappear instantly in coop.

  • Carpathian Turmoil
    - fixed narrator/09 playing many times over in coop.
    - fixed all scenarios to stop using trigger on next(bad for coop!)
    (DO NOT USER trigger on next/cancel in scenarios! Only use event on next/cancel)


[h2]Multiplayer[/h2]
  • Fixed minimap for 1v1 farmland
  • Fixed on MP 4v4 Sikovitsy missing polygons in water area and fixed ocean mask


[h2]Everything Else[/h2]
  • Added "under-mouse" hints to editor and Singleplayer (already exists in MP modes)
  • Added "Armor" parameter (volume thickness) to under-mouse hint
  • Added missing localization references for new key assignment options for DE and ES languages

  • Grenade changes:
    - Increased primary blast wave radius for m36 impact grenade from {2m min, 3m max} to {3m min, 5m max}
    - Increased 2nd blast wave energy for m24 and m32 stick grenades from 0.70 to 0.95
    - Increased 2nd blast wave radius of f1, mk2 and m32 grenades to match rgd33 {3m min, 9m max} to {4m min, 10m max}
    - Reduced threshold for humans to take extra damage from grenades blasts from 0.9 to 0.8 energy

  • Increased range of USA Sherman 105mm HE from 180m to 190m
  • Increased range of USA Sherman 105mm HEAT from 170m to 180m
  • Increased range of German Stuh42 105mm HE from 180m to 190m
  • Increased range of German 105mm HEAT from 180m to 190m

  • Cleanup of unused ground textures (test folder)

  • Updated some Ostfront ground texture
  • Updated portraits of soviet partisan and winter soldier narrators

  • Fixed missing fire fx for tank ammo destroyed events
  • Fixed panzer2f x model and texture
  • Fixed panzerjager 1 shields to swap textures when the body component is broken
  • Fixed suspension for the kubelwagen variants
  • Fixed Sturmpanzer 4 from being able to use Stielgranate 42 shell from other vehicles

  • Fixed building sandbag line with engineers sometimes skipping sandbags. Happens when they touch each other/too close together
  • Fixed euro trench_frame entities to cast obstacles so units don't get stuck on them when placed as "destroyed" trenches
  • Fixed concrete bunkers regel_bau_134, regel_bau_501, regel_bau_621 missing roof after damaged
  • Fixed concrete bunker regel_bau_23 from deleting when damaged

  • Fixed missing explosion sounds for fx ex_mort_sm_wood
  • Fixed incorrect fireSoundclose for 122mm_m30s gun




[h2]Changes from Open Beta[/h2]
  • Added in game options ability to disable new mouse/cursor hints
  • Added prop 'no_mouse_hint' so modders can disable the mouse hint text on specific units/vehicles

  • Fixed underside of sdkfz 222a shield cover
  • Fixed broken texture on DCG_lalobbe

  • Increased manpower cost of m4_105, m4a3_105, stuh42 due to range increase (+10-30mp)
  • Increased kill/game score for doctrineonly su100 and isu122s
  • Reduced kill/game score for doctrineonly kv85 and isu152

  • Disabled mouse cursor tip on animals
  • Updated CH localization
  • Updated maps of domination gamemode, to select starting objective in the middle more often

  • Day of Days (usa 01)
    - Improved user units during transfer from end of part1 to part2. Now, if player have some soldiers in the back that's not part2 clip such as front bunker or manned German mortars, all those units will properly transition along with other player units.
    - Move 101 sniper/rifleman as before only if they are not crewing a mortar(don't try to waypoint linked human).

  • Operation Bustard Hunt (rus 03)
    - Reworked part1 to part2 user units transfer including fixing chance of coop crash.
    - Now user will get to keep most of his units from part1 instead of only small area from part 1.
    - Disabled allied medic auto heal to prevent issues of healing map corpses(especially if loading save).

  • Seelow Heights Skirmish (rus skirmish 04)
    - fixed supply trucks pathing issues(at spawn/purchase).

  • The Bloody Ardennes (ger west 05)
    - Fixed situation where player would clear entire south area of the village thus no enemies around prisoners but could not free and use prisoners until entire village was cleared(task2). This was confusing.
    - Prisoners are now freed and assigned to player when player clears area round them even if task2 is not completed.

r1656-1949

Game update/ hotfix: Open Beta


Community members and friends, we have a game update ready to go. Soon after the last version updates, some bug reports began to come in, and these have all been investigated. Today, we will start the open beta to fix those errors. You can join the open beta for the next 3 days.
If, after that, we have confirmation about these fixes, the update will go live.

[h2]New feature[/h2]
A brand new feature is the display of armor value (thickness of volume) when the user's cursor is on a vehicle. It does not include slope or any other relative parameter; it only includes the thickness of the armor itself at that spot (cursor position). It works on all vehicles and has been added to all game modes (MP, SP, Conquest, and editor).

This is how the new feature looks on- screen.

[h2]Crashes[/h2]
We have fixed some crashes that were reported, with numerous potentially problematic situations. You can see these in detail at the top of the list in the change log.

[h2]Conquest[/h2]
We have fixed several glitches that relate to warnings about minefields and repairing, while also correcting some cosmetic details on DCG maps. Details for this can also be found in the change log.



[h2]Single Player[/h2]
We have also done more work on existing maps and missions. Several bug fixes and improvements were introduced to these single-player missions:
  • Hedgerow Hell
  • The Waal Bridge
  • Through Ice and Fire
  • Operation Luttich
  • Bloodshed at Seelow Heights
  • The Citadel
  • Closing the Pocket
  • Tutorial 5: Trial by Fire
  • Day of Days
  • Hold Fast!
  • Carpathian Turmoil
There will be many other minor fixes and tweaks, mostly QoL and cosmetic issues, such as the “ammo cook-off not showing fire effects”. If you want to know every detail of the many changes in this version of the game, please check the change log.

[h2]Opting in[/h2]
To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you don’t need to do anything at all to reverse the process.
If you want to participate, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.

That’s it for now; enjoy the beta - and don’t forget to join our Discord server by clicking below.