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Call to Arms - Gates of Hell: Ostfront News

Releasing the “Finest Hour” DLC



Hello everyone, we’re immensely proud to announce the release of Call to Arms - Gates of Hell: Finest Hour!
This marks the arrival of the Commonwealth forces to our game, in our biggest DLC to date.

[h2]”We shall never surrender”[/h2]
This quote has almost become the studio’s battle cry. After a lot of toil, tears and sweat, it’s finally here!
We have indeed toiled endlessly to get this DLC completed; it is by far the biggest single package we have produced so far. Get it today:

https://store.steampowered.com/app/3691330/Call_to_Arms__Gates_of_Hell_Finest_Hour
When the original base game, “Ostfront”, was released in 2021, it was a bit smaller in size than the Finest Hour DLC is today.
Call to Arms - Gates of Hell: Ostfront has since grown in size considerably, as we have added a lot of content to the base game in a series of big, free updates.
That does not change the fact that “Finest Hour” is the largest of the set of DLCs we have produced so far. This inspired us to add a special challenge to this festive release moment!

[h2]”We shall fight in the fields” Challenge[/h2]
Let’s celebrate this moment by doing something special. Let’s break a record!


We want to invite everyone who has ever bought our game to play Call to Arms - Gates of Hell for an attempt to set a new record in concurrent player numbers this week.
The definition of “Concurrent users” is simply the number of people in-game at any given time. That means you don’t need to be playing in PvP or be online otherwise; anyone who is in-game will be part of the all-time record. Are you up for it?
The attempt takes place every day, for 5 days (Tuesday through Sunday), at 22:00 CET / 23:00 Moscow / 9:00pm GMT / 4:00pm EST / 1:00pm PST.
The number to beat is 8.919; we will announce the result of our challenge on Monday December 8th.
Will you take part in this challenge? Let us know in the comments!


[h2]Thank you[/h2]
We want to thank everyone who contributed to this enormous labor of love: our translators, testers and volunteers, and the content creators who have done a great job in showcasing the DLC. You know who you are! Thanks a lot.


Just before release we spotted an issue with multiplayer air strikes. They are not usable for now. This will be dealt with in the next 1-2 days via a hotfix. We apologize for the inconvenience.

That’s it for now - see you all on the battlefield!

Update 62: V 1.057.0

Update 62: V 1.057.0

[h2]Finest Hour release version, purchasing available at 10am PST / 7pmCET[/h2]

Change Log


[h2]Conquest[/h2]
  • Fixed crash in conquest unit library
  • Fixed Conquest to be able to support multi-vehicle unit types
  • Fixed USA platoon_com missing CP and MP cost in conquest
  • Fixed conquest user support airstrikes not working
  • Fixed crash in conquest when clicking into empty library view

  • Increased bot minimum manpower points to match players "start value" of manpower points in Conquest
  • Increased bot manpower multipliers on the higher income settings

  • Improved spg/td ignore in logics to prevent unwanted behavior(excessive rotation) while still reacting to enemy in all valid situations in Conquest and MP
  • Updated 'lvl' values for conquest infantry to reduce number of AT and sniper infantry for all nations


[h2]Single Player[/h2]
  • Fixed coop issue with stuck cinematics
  • Fixed cinematics gettings stuck on tactical videos


[h2]Multiplayer[/h2]
  • Fixed Crash in MP related multi-vehicle buys and position sync

  • Multiplayer Mission Scripts
    - fixed all invalid "interface/gui/" sound paths in mi files.
    - fixed some include mistakes.
    - 2v2_industry - removed obsolete "training" tutorial related items.
    - 3v3_voronezh - removed invalid set clip and clips script.

  • Frontlines
    - all released frontlines map support
  • eng mine planting by bots
    - few fixes

  • Updated Tier 3 Doctrine buys to unlock at 30 minutes into game instead of 25min. Adjusted CP increase and mission scripted sound FX to match the new timer
  • Updated unit timers for Multiplayer based on changes to the Tier 3 Doctrine timer change
  • Updated some vehicle prices and static mg prices
  • Updated multiplayer officers to spawn with binocular equipped
  • Updated nation flag thumbnails in multiplayer lobby

  • Standardized vehicle and tank crew manpower costs to avoid rounding of total cost and ease pricing on weaker vehicles where crew takes a up larger portion.
  • Rebalanced the parameters of the 84mm K18 gun, in order to make it compliant with the gun's parameters as used in the british upcoming arsenal
  • Swapped the T2 Doctrine buys in both Mid and Late war Finland for the 122mm M1910 and the 84mm K18
  • Reduced DP cost of 84mm K18 for Finland to 50 earlywar, 45 midwar, 40 latewar

  • Removed 'i' info button in Multiplayer lobby doctrine unit preview (not intended to work there)


[h2]Everything Else[/h2]


  • Switched steam patching to a new fully deterministic byte-for-byte system, which will allow future updates to be much quicker to download and write, but in turn, this update will appear quite large.

  • Added following German vehicles to Ostfront (base game):
    - Sdkfz 251/1 Ausf. B
    - StuG 3 Ausf. A
    - Panzer 4 Ausf. B
    - Bf 109 E-4/B
    - U304(f)
    - Geschuetzwagen 39H(f) (7.5cm)
    - Pz.Kpfw B2 Flamm

  • Added 3rd HE blast wave to 75-95mm HE shells, similar to 105+ He shells but weaker and less radius so that it is scaled appropriately based on filler and mass
  • Standardized artillery accuracy using new internal formula. Most stayed approximately the same with that changed enough to be mentionable:
    - Improved accuracy for: 105mm M3, 114mm M1, 122mm M1910, 122mm A19, 15cm Grille, 15cm sFH18, 155mm M1, 203mm B4, M1, 21cm Morser, 60cm Thor
    - Reduced Accuracy for: 152mm BR2, 17cm K18

  • Updated minimap icons so that neutral vehicle icons are the bottom layer and occupied vehicles will stack on top if they are next to each other
  • Updated range of the 84mm K18 to be inline with other support guns from 210m to 180m. Increased accuracy to adjust for this change
  • Updated firing arc of USA 75mm Howitzers (support guns) to be inline with other nations infantry guns firing arcs
  • Updated WP tank shells to be useable against infantry and cannons when already loaded into gun
  • Updated German Waffen Sniper human model
  • Updated some ostfront building textures
  • Updated HE filler for ENG 3-inch Howitzer HE shell
  • Updated filling amount of UK 95mm HE
  • Updated tank interaction code for reloading to only happen if in place "gun" so secondary weapons like MG's don't trigger main gun reload sounds and animations
  • Updated bottle crate entity
  • Updated "contact" cooldown time for humans specifically when hit with flamethrower particles so more of them can contact the targeted human.inc
  • Updated layout and lighting of to the library view
  • Updated Waffen human models
  • Updated specular power of small arms entities

  • Increased inflammation_time for humans (health for fire damage) ~50% to adjust for flame particles contacting humans.
  • Increased 'body' volume numbered support for 'car' class vehicles from 9 to 19

  • Fixed m36_gmc shell_eject animation
  • Fixed roof eastern-europe_farm
  • Fixed bridges rendering bump maps to a longer distance
  • Fixed missing slope multiplier for 75mm K/44
  • Fixed Browning .303 sound close reference
  • Fixed vfx that plays on medium and small wood parts being destroyed to a smaller vfx
  • Fixed flying electric poles on DCG Malschbach
  • Fixed broken polys and flying bushes on Frontlines 2v2 Tali Ihantala
  • Fixed gunner3 from jumping out of Panzer4 Ausf.B upon enemy contact
  • Fixed typo error in Waffen skins causing crash
  • Fixed flammenwerfer_b2 weapon crashing

  • Reverted change in recent patch: "Updated restrictions list for digging trenches/fox holes to include "road" terrain_fx type (cannot dig into road fx type)" as it also unintentionally applies to 'road' pather type
  • Removed Dot44 fieldcaps and replaced with alt camo

r5264-6029

Devblog #162



Community members! There is a lot of news to tell you. We are on our way to another game update, for which we plan an open beta. Besides that, we want to showcase a single-player mission from the “Finest Hour” DLC, as has become tradition. Also, we are sure you want to hear the release date for “Finest Hour”. Are we right? Keep reading!



[h2]Finest Hour Single Player campaigns[/h2]
As has become tradition, we will now proceed to reveal one of the 16 single-player missions that will make up the 2 Finest Hour single-player campaigns. We have already revealed that the Commonwealth campaign will consist of 7 scripted missions and 3 skirmishes, while the German campaign will have 5 scripted missions and 1 skirmish. Today, we look at one of the Commonwealth missions.

[h2]Operation Goodwood[/h2]
This operation happened roughly 6 weeks after the D-Day landings.
It was a major British armored offensive, intended to break out from the Caen bridgehead. In the bigger picture, this operation was to draw German forces away from the American front.



Following an enormous aerial bombardment early on July 18th, British armored divisions of Lieutenant-General Richard O’Connor’s VIII Corps advanced south from the Orne River bridgehead.

One of the main stages of the operation was the village of Cagny, positioned on rising ground east of Caen, overlooking mostly open fields; it proved to be an ideal location for the Germans to set up defensive positions. Its location made it one of the most critical German strongpoints the British had to overcome in this operation.

This photograph of Cagny was taken by a PR Mk.IX Spitfire of 16 sqn RAF, just before noon on the day of the attack, showing damage resulting from the heavy bombing

The bombing had indeed inflicted heavy damage on nearby villages and German positions, but Cagny itself - already fortified and occupied by elements of the German 21st Panzer-Division - would prove to be a formidable obstacle all the same. Hidden anti-tank guns, dug-in infantry, and cleverly positioned tanks allowed the defenders to survive the bombardment and prepare for the British attack.

[h2]The mission in Gates of Hell[/h2]
The first thing to do in this mission is to select your doctrine. Different doctrine choices (Offensive, defensive, all-round and irregular) will give access to different types of troops. This is a recurring theme in the Finest Hour campaign. The choice of doctrine also determines which objectives you get. Every doctrine has its own set of cutscenes, voice lines and achievements.

The second thing you see obviously involves the landscape around Cagny; as mentioned earlier, this area would become one of the main scenes of this bloody battle.
We have recreated the battlefield using aerial reconnaissance and survey photographs, since post-war development has rendered the landscape very different from what it looked like in WW2.

https://youtu.be/PaEXScjioCU
”Goodwood” mission intro cutscene

As the player, you are part of the second armoured unit to arrive on the scene at Cagny; the 11th Armoured Division rolls ahead of your unit in the initial stage of the battle, coming under fire from some German Pak and Flak, while your unit - the Guards Armoured Division - witnesses the 11th getting hit. The situation clearly demonstrates the need to overcome the German guns hidden in the treelines on the North side of Cagny.

How will you go about it? You have a good number of units at your disposal, including specialised armor. Depending on your choice of doctrine, the specialised armor can be Churchill Crocodile, Churchill AVRE, Cromwell Mk.VI CS or Sherman crab.
You will need to make sure to position your Cromwell and Sherman tanks well enough to prevent any surprise flanking manoeuvres by the German 21st Panzer division.

Like in real life, German Pak are hidden somewhere in a treeline

You will have to find a balance between caution and aggression. All the time, the realization that you don’t have forever to take Cagny dominates. You have a need to advance beyond the first treeline to take the entire village as well; it will be largely up to you to find solutions to this tactical problem quickly, or risk enemy reinforcements reaching the scene. You will get a good feel of the scale of Operation Goodwood and get plenty of resources.

A selection of Finest Hour weaponry

A selection of late war tanks

A selection of early war tanks

Some of the Churchill tanks

More Churchill tanks

Some of the armored cars

[h2]Game Update 62[/h2]
We will introduce a game update in a few days. To ensure that this update is stable before we release the Finest Hour DLC, it will be in open beta until the release day.

[h2]Release path[/h2]
Assuming the Open Beta for game update 62 runs trouble-free, we expect to be able to release the Game Update in parallel with the release of the Finest Hour DLC, on the 2nd December at 19:00 CET or 10:00 AM PST - barring any unforeseen events, of course.
Press access to Finest Hour is already here; a number of content creators we are subscribed to will be revealing parts of the DLC - you can see who we recommend (and subscribe to) on our Youtube homepage.
Wishlist Finest Hour today:

https://store.steampowered.com/app/3691330/Call_to_Arms__Gates_of_Hell_Finest_Hour/

[h2]Steam Awards[/h2]
Is Gates of Hell a labor of Love? Steam seems to think so:

“This game has been out for a while. The team is well past the debut of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years.”

If you agree with this notion, we’d be thankful if you would nominate us too! You can find it here:
https://store.steampowered.com/steamawards/nominations/2025

[h2]Did you know?[/h2]
  • Several interesting websites describe Operation Goodwood in detail
  • Countless old French aerial photos from the Cagny (and other) area(s) can be found HERE
  • The Finest Hour DLC contains more vehicles and tanks than “Ostfront” did in 2021 (on release)
  • Finest Hour also introduces 6 new aircraft


That’s it for this blog. Will you be playing the Operation Goodwood mission solo or in co-op?
Let us know in the comments!

See you on the battlefield!

Nominate Call to Arms - Gates of Hell for the Steam awards!



Community members! Now’s your chance to help Call to Arms - Gates of Hell in getting elected for the "Labor of Love" Steam Award!

In a few days' time, we will make our next big announcement.
Before that, please vote- thank you for your support in the past 4 years!

The Open Beta for update 61 ends



Community members! We want to thank all those that contributed to testing our 61st game update. It goes live today!

[h2]Open Beta ends[/h2]
With the end of this open beta test, “game update 61” becomes game version 1.056.0.
A number of changes, including a few QoL improvements are introduced to the game:
  • The “Unit info” cards have returned in multiplayer
  • Cinematics are now skippable in co-op
  • Fixed a few crashes
  • Added the ability to select and move camera keyframes in the editor
  • Adjustments to the aiming codes

The full list of changes in this update is quite a bit longer; you can find every detail in our changelog.

[h2]Game Version 1.056.0[/h2]
If you opted in for this beta, your game will automatically be the same as the live version. If you wish to revert to another version to finish a campaign, you can do so by right- clicking your game in the Steam library. Go to “Properties” - “Betas” and select the previous version of the game.


[h2]Finest Hour[/h2]
In the meantime, have you seen the trailer for our next DLC, “Finest Hour”?
https://youtu.be/b-43QDMhUOw?si=aPUie8RtEDlH1K5D
Its store page is also live, wishlist “Finest Hour” today:

https://store.steampowered.com/app/3691330/Call_to_Arms__Gates_of_Hell_Finest_Hour/

That’s it for today, have a great weekend – and we’ll see you on the battlefield!