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Call to Arms - Gates of Hell: Ostfront News

Developer blog #156



Community members! As the Spring Sale has started which now offers the largest discount on our WW2 bundle to date. We also have some news and visuals for you from the team.
Have you checked your discount yet?

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

[h2]Community[/h2]
A month or 2 ago, we passed 30K members on the Call to Arms - Gates of Hell official Discord server.
The community is currently involved in a fierce 1 v 1 PvP competition, which is being organised by the community itself; it has already started, but you can still spectate. You’ll find the details on our Discord.

On Reddit, we passed 10K members last week - even if we only started using Reddit in earnest when we announced the Liberation DLC. These numbers go hand in hand with a growing playerbase and we’re very, very happy about all of the activity and the incredible mutual support in our community.



And that’s not everything; we currently run a meta game on Discord, and the best 3 vehicle spotters after a set number of challenges win a key to the next faction (the British). You can still join the battle by clicking the banner at the bottom or HERE.
There is a new challenge every Sunday evening (evening in CET), and since we currently have 5 different points scorers with 1 point each, a single correct answer would put you on the leaderboard immediately!



[h2]Other development[/h2]
A number of things are in the works; of course, we’re working on improvements and new content. As you can tell from the screenshots, progress is being made on the British DLC, which is going according to plan.
Other updates we’ve been working on are also progressing nicely. We’re sure they will be received quite well.

For the “Liberation” DLC we’ve decided to overhaul a few of the single player missions according to the feedback we received and improvements we’ve always wanted to add. They will now play quite differently, both more historically but also in a much more detailed format, to eliminate the monotony of some of the mission stages, where the players told us it just felt like “cleaning the map from enemies”. The missions which will be upgraded are Day of Days (Pointe du Hoc landings) and Hedgerow Hell.



There’s also some new developments which we are making for the whole game. Some of them we are not yet ready to announce, as they are still in the early stages, but they’re improvements that have been a long time coming. We don’t know when we will be able to finish them, but you will hear from us when we’re ready to announce them.

One of the features which is currently in development is the automatic medic feature. It will enable you to select a spot, customised in location and size, where your medic will be automatically attending to wounded soldiers. This will enable you to lift the heavy burden of micro-managing the soldiers in need of medical attention, whilst also controlling the limits of where your medic goes.



Another greatly anticipated feature is close quarters AI improvements. We have changed the way the AI engages enemies over the full range of their weapons. At long ranges, the AI will wait for the recoil to settle between bursts. At short distances however, the AI will magazine dump and engage a lot more aggressively. This will improve the perceived annoyance that soldiers stay idle without shooting at point blank range.

Moreover, we’ve done some improvements to the UI accessibility. Already in the last update, we added reloading bar indicators on the icons and UI elements, to observe the state of the weapon reloading. Now we’ve added the vehicle damage messages to the direct control UI, so that you can keep up to date with when your vehicle is being damaged. Other quality of life improvements will also be included in the update.



We will issue release predictions for all of this as soon as we’re ready for it; there’s a lot still to do but we’re eager to get there sooner rather than later, and we’ll keep you posted.
In the meantime, let’s not forget we have a sale going on. Let’s grow that community, tell all your friends about that insane discount:

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

[h2]Did you know?[/h2]
  • The addition of "Automedic” was originally a community request.
  • Compared to the first month after release in 2021, our player base has increased by 350%
  • Planned development will continue in years to come
That’s it for today; are we right in thinking the “auto medic” will be a welcome addition? Let us know in the comments!

Developer blog #155



Community members! With the Steam Strategy Fest behind us, it’s time for a new blog.
As spring is approaching, we want to have a look at current development and reveal some work in progress. We will comment on our plans for years to come and celebrate the project’s 10th birthday. There’s plenty to look forward to, so let’s dive in!



[h2]Overview[/h2]
We have plans for several releases in 2025. Those who follow us already know that at some point in 2025, the British faction will be released.
The British faction will be depicted on the Western front, as we have announced earlier. Currently, we’re working on its trailer and on its content. Progress is good at the moment.



There’s a lot of work ahead because the British DLC, the title of which will be revealed in the trailer, will contain a ton of new content, and we’ll be pushing hard to get it released in 2025.
To recognize the anticipation in our community, we have started our 5th meta-game on our Discord server. It’s great fun! We expect to announce the three competition winners in about 3 months. You can still enter; there are 10 more chances to score points and win a game key.

If you want to join the metagame, you can still do that; there’s a new challenge every Sunday on our Discord server! You can join by clicking the banner at the bottom or HERE.
Our Discord is also the quickest way to get support should you have issues with your game.



[h2]Roadmap[/h2]
The roadmap on our website shows you that for 2025, we plan to do 2 paid releases in 2025.
One of these will be the British faction. The other will be a much smaller production, and we’ll be announcing its content soon. The second thing to be published in 2025 will be the British faction; the smaller production will probably come first, and we’ll reveal its content as soon as we can. Work is ongoing on both, and as usual we’re working to improve the game as well, in several areas.
Development will continue well beyond 2025 since we have a series of steps in mind that will see Call to Arms - Gates of Hell continuously expand and improve in the future.



[h2]Other development[/h2]
As always, we are working on several aspects of the game, looking for potential improvement and working to upgrade the game wherever we can. Other than adding content, we are working to improve Call to Arms - Gates of Hell all the time.
There are several other smaller improvements in the works; for instance, we may be adding another language to the localization, and we’re working to revamp our game manual.

We’ll comment in more detail when it’s time to reveal all of the bits and bobs that are coming to you in 2025. One thing is for sure: it’s just never quiet on the development front, and we’re not nearly done with this game!



[h2]Did you know?[/h2]
  • The Gates of Hell project started exactly 10 years ago this month
  • It was our very first project as a studio
  • Gates of Hell was released in June of 2021

That’s it for today’s blog; have you been with us since the very beginning or did you join later? Let us know in the comments!

Update 54: V 1.049.0 - Community Update 4, part 2

Update 54: V 1.049.0
Community Update 4, part 2


Change Log


[h2]Highlights[/h2]
  • Soviet human model and helmet update
    - Added over 560 new Soviet human models
    - Removed old/outdated Soviet human models
    - Updated breed (soldier) files
    - Replaced all existing Soviet head-wear with new models
    - Added 140 new Soviet head-wear model variations

  • Added Frontlines Maps:
    - 1v1 Karjala [Talvisota]
    - 2v2 Tali Ihantala [Talvisota]
    - 4v4 Mannerheim Line [Talvisota]

    - 1v1 Operation Cobra [Liberation]
    - 2v2 Bastogne [Liberation]
    - 3v3 Normandy [Liberation]
    - 4v4 Siegfried Line [Liberation]

  • Increased CP for Frontlines Defender side from (110, 140, 170) to (125, 150, 175)


[h2]Single Player[/h2]
  • Fixed gaps on the terrain on DCG Laisniemi
  • Fixed in USA mission: Battle of the Bulge [SKIRMISH] - 3 soldiers using invalid building place slots
  • Fixed in USA mission: Dropped into the Fire - a case in single player or coop with friendly fire off, where if player manned AA guns task, then it could not be destroyed
  • Fixed in GER mission: Among the Heavens - a sequence of events that could block final end game
  • Fixed in RUS Skirmish Mission: "Battle of Smolensk" some soviet soldiers having German bandages



[h2]Multiplayer[/h2]
  • Added Frontlines Maps:
    - 1v1 Karjala [Talvisota]
    - 2v2 Tali Ihantala [Talvisota]
    - 4v4 Mannerheim Line [Talvisota]

    - 1v1 Operation Cobra [Liberation]
    - 2v2 Bastogne [Liberation]
    - 3v3 Normandy [Liberation]
    - 4v4 Siegfried Line [Liberation]

  • Updated in Frontlines that the spawn positions change only if first flag of a phase is fully captured, instead of just being contested
  • Updated panzer5a to use "heavy tank" unit timer modifier for Frontlines instead of medium tank
  • Updated cool-down of all armored vehicles in wheeled vehicle tab with 30 second cool-down, to be in line with 60 second cooldown of other armored vehicles
  • Moved gameDuration lobby setting for Frontlines into Advanced section

  • Increased CP for Frontlines Defender side from (110, 140, 170) to (125, 150, 175)
  • Increased Frontlines unit timers modifier for Attacker infantry from 0.33 to 0.66
  • Increased Frontlines unit timers modifier for Attacker and defender vehicles from 0 to 1
  • Increased Frontlines unit timers modifier for Attacker light tanks from 0.25 to 0.5
  • Increased Frontlines unit timers modifier for Attacker medium tanks from 0.75 to 1.0
  • Increased initial unlock timer for m36_gmc_late from 360s to 720s

  • Reduced cost of doctrine 90mm_m1a1 from 800 to 650 mp to reduce its score
  • Reduced command point cost of 82nd_crew to be same as other crew types

  • Fixed crash in Frontlines game mode (> scene:quant:ge) related to type-o for map point/spawn setup
  • Fixed timed explosives, detonating in humans hands not having an activator, giving the "world" credit for the kills instead of the human

  • Fixed issue with AI pathing of edge of bridges on 3v3_voronezh by adding invisible pather service entities to bridge edges
  • Fixed missing building and floating wood stacks on 2v2 Olshanka
  • Fixed entities under the terrain on frontlines/2v2 Tali-Ihantala

  • Fixed USA late war 101st_crew missing MP and CP cost
  • Fixed missing small icons for 2 squads



[h2]Everything Else[/h2]
  • Soviet human model and helmet update
    - Added over 560 new Soviet human models
    - Removed old/outdated Soviet human models
    - Updated breed (soldier) files
    - Replaced all existing Soviet head-wear with new models
    - Added 140 new Soviet head-wear model variations

  • Added friendly_fire flag to bullet and blast damages (can be checked in interaction script)
  • Added the chinstrap on SSH39-40 helmets down
  • Added new sapper variants human models

  • Increased blast resistance of pillbox and build-able Finnish 45mm_pillbox to require a 105mm or greater to break

  • Updated Finnish version of BT-5 and T-26 M1933 to NOT have mantlet lights and turret antenna
  • Updated head-wear of some Soviet soldiers to add more variety
  • Updated all soviet engineer pioneers with the the pioneer shovel
  • Updated Soviet Marines head-wear with more randomization
  • Updated Soviet Marine head-wear, removed red star from SSH36 helmets and gave pilotka variations to soldiers

  • Fixed issue introduced in v1.048.0 where vehicle secondary weapons do not shoot when in direct control
  • Fixed vehicle move behavior for AI controlled units to stop and engage enemy, instead of moving to flags/capture zones (same behavior before last patch)

  • Fixed commander pose of all 40mm Bofors variants
  • Fixed enumerator bone relocated onto shield component for KV1_40e
  • Fixed wrong fuel type on some BT, T28 and T35 models
  • Fixed position of break lights on M7B1
  • Fixed T-34-76 41 engine part's pivot bone problem
  • Fixed Finnish version of the 7.5cm Pak 40 and 5cm Pak 38 to have winter textures (used German textures as place holders for now)
  • Fixed flashing of base vehicle sprite in vehicle view when being repaired

  • Fixed missing roof volume for pillbox (Liberation entity)
  • Fixed a wooden fence door missing obstacle
  • Fixed grouped wooden barrel entities from playing crush FX infinitely when contacted by moving emplacements
  • Fixed obstacles and garrisons for train station tower

  • Fixed German bazooka ammo having blast-waves from interaction code instead of the ammo
  • Fixed Brandenburger late war soldier having too low rifle ammo
  • Fixed missing human movement sound fx for "rock" terrain fx
  • Fixed ssh35 helmet references in various soldier files (breeds) and missions with ssh36 equivalent
  • Fixed missing textures for veshmeshok gear
  • Fixed sapper breeds referencing wrong human models
  • Fixed Soviet Naval helmet textures
  • Fixed soviet capes mesh
  • Fixed soviet paratroopers get their characteristic smock in mid war and paratrooper helmet
  • Fixed missing material for ushanka
  • Fixed missing snow texmod to cossack cloak
  • Fixed commissar cap
  • Fixed ammo wrong pouches on several soldiers
  • Fixed all soviet paratroopers use the jumpsuit

  • Fixed various localization issues
  • Fixed soviet localization for soviet border guard militia

  • Removed Tsarist navy insignia from Soviet Naval Helmets


r506-791

Call to Arms - Gates of Hell: command and dominate!



Strategy lovers and friends! Meet Call to Arms - Gates of Hell, the Strategy game that is much more than just a strategy game. In this short message, we explore which elements make up its insane replay value.

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

[h2]The Game[/h2]
Call to Arms - Gates of Hell is unlike any game in its theme. We’d like to think that is because of how it was designed; the elements that set it apart are its replay value, realism, and the use and recreation of actual historical battlegrounds.
It offers PvE and PvP options and five game modes.



The main goal of this game was to create something intricate while not entirely forgetting about entertainment value. We spent a lot of time making 3d models and maps, researched historical scenarios for SP campaigns, and recreated the associated landscapes from real locations, resulting in a pretty realistic-looking game that is still fun to play.

[h2]Damage model[/h2]
In Call to Arms - Gates of Hell, the internal components of tanks and vehicles are modeled.
That means it matters where you hit your opponent’s tank, which can be decisive in battle. Combine this with the fact that landscapes in this game are recreated from the actual battlegrounds, and you will have a situation in which real-life tactics actually work!



[h2]Instantly Switchable Views[/h2]
Besides the classic top-down views, this game also offers (instantly switchable) first-person views of vehicles, tanks, and artillery.
For infantry, the top-down view is also available. However, you can choose to play infantry in 3rd person view as well! Some infantry units offer 1st person views, such as snipers and officers carrying binoculars. Regular infantry can be used in 3rd person view.
The main thing is that you can directly control every unit to make it do exactly what you want it to. These views are available in every game mode and can be entered and exited with a single keystroke, so they’re extremely easy to use, and you can have total control of your units.
This also means that you can play exactly how you like to, in a way that suits your personal playstyle best; you can go for the gut reaction skill-based shooter appeal just like you can go for the top-down “armchair general” playstyle.



[h2]Skill[/h2]
Will a game like this be easy to learn? Probably not.
The difference with other games is the level of micro-management it allows and requires.
In Call to Arms - Gates of Hell, a series of extensive tutorial missions is available; these are highly recommended, especially if you are new to the game, but even seasoned players have confessed that they learned something from these tutorials. We’ve extracted and bundled the tutorials into a set of 3 videos, available on our YouTube channel in a separate playlist that can be found by clicking HERE.
If you want to see what content creators have produced for this game lately, check YouTube or Twitch.

[h2]Content of the WW2 bundle[/h2]
The WW2 bundle currently contains the following;
  • 4 factions
  • 59 single-player missions, of which five tutorial missions
  • 16 skirmish missions
  • 98 multiplayer maps
  • 5 Multiplayer game modes
  • A Dynamic Campaign Generator
  • 31 dynamic campaign maps
  • Over 750 different tanks, vehicles and weapons
  • Thousands of high-quality map assets
  • Action in Eastern, Northern and Western Europe
  • A built-in editor

Since we will keep developing this game, you can be sure this list will be updated to show higher numbers as we continue adding more content.
In 2025, we will add the British Commonwealth on the Western front.
We encourage you to compare the list above to similar games; alternatively, skip that step and go straight for the bundle:

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

So there you have it. Call to Arms - Gates of Hell will be on sale for just one week; if you’re that strategy lover looking to get something that’s endlessly replayable, exciting, and intricate, this is your chance!
If you have questions, you can get quick answers and support by joining our official Discord server by clicking below.

Developer blog #154



Community members and friends! We hope you all had a smooth transition into the new year.
As far as Call to Arms - Gates of Hell is concerned, we simply continue developing in 2025, and we’ll still be doing the same thing several years from now - we’re not nearly done!
We wish everyone a prosperous year and we look forward to the first thing we have planned for the new year, which is to give the community another free update. So what’s in it?

[h2]Human Models[/h2]
We announced last year that we would be upgrading the human models for the Soviet Union, and we will. This kind of upgrade is quite a lot of work, but it looks like the new uniforms will be ready in time to be published with the rest of “Part 2”.
here’s a few images of work in progress:



[h2]Frontlines maps[/h2]
In part 1 of CU4 we included the new game mode, Frontlines. We call it a new mode, since it works differently from what players were used to in previous games. For this mode, we’ve now produced some more maps. The initial set was mainly for “Ostfront”, this second set includes a number of maps for the various DLCs as well.
There will be 7 new maps in this update and we’re quite sure you’ll like them!



[h2]Open Beta[/h2]
For this part of Community Update 4 we have planned a short open beta once again.
The beta will start a few days before the planned introduction, and we’ll announce it when it happens (soon). We have a special section for open beta feedback on our Discord server that has proven very useful before; however, there are a thousand other reasons to be on there. You can join by clicking HERE or on the banner below.

[h2]Did you know?[/h2]
    Call to Arms - Gates of Hell is Barbedwire Studios’ first and (so far) only title
    We released 13 game updates in 2024
    GoH related design choices are stated on the studio’s website