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Call to Arms - Gates of Hell: Ostfront News

Update 58: V 1.053.0

Update 58: V 1.053.0


Change Log


[h2]Highlights[/h2]
  • Added new feature to CooP lobby of skirmish/campaign missions (not conquest) that allow the hosts to change how purchased reinforcements are distributed the players:
    - If on, enables reinforcements to go to the player who buys the unit from the reinforcements tab
    - If off, reinforcements are distributed evenly to all players regardless of who buys the unit

  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
  • Fixed crash if an explosion occurs before GUI is fully created
  • Fixed crash during scene destruction
  • Fixed sync of able changes (fix soldier dropping into bleeding state not throwing the weapon away on client, because personage able change from interaction script wasn't synched to client.)


[h2]Conquest[/h2]
  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen

  • Fixed cases where price modifier for infantry with rifle grenades was +20 instead of +10
  • Reduced price modifier for infantry with rifle grenades from +10 to +5 for infantry in squads. Single buy (2 man teams) remain same price as before
  • Reduced price modifier for USA infantry with a bazooka from +50 to +40
  • Reduced price modifier for GER infantry with flamethrower from +60 to +50 (matches current multiplayer pricing)

  • Fixed broken texture on DCG Elsenborn


[h2]Single Player[/h2]
  • Added new feature to CooP lobby of skirmish/campaign missions (not conquest) that allow the hosts to change how purchased reinforcements are distributed the players:
    - If on, enables reinforcements to go to the player who buys the unit from the reinforcements tab
    - If off, reinforcements are distributed evenly to all players regardless of who buys the unit from the reinforcements tab

  • Skirmish scripts and logics updated:
    - refined and fixes to randomized enemy towable vehicles reinforcement
    - enemy side now uses additional value to determine whether it should bring better units even if player did not advance. If flag captures are exchanged back and forth a lot and enemy keeps recapturing them it boosts their morale.
    - towed cannons by ai that are detached via logics will rotate and build sandbags when not engaged, facing general location of user army.
    - tow vehicle and towed cannon actions improved when engaged or noted user forces.

  • Fixed lack of autosaves in the mission: Pavlov's House(1942_09_pavlovs_house)
  • Fixed chicken & tomato plant damaged buildings blocking enemy ai defenses and positions in the mission: The Siege of Sevastopol(1942_06_sevastopol)
  • Fixed small number of users who crash during intro related to animations at start in the mission: Dropped into the Fire(1944_06_02_sainte_mere_eglise)

  • The Legend of Krasny Bor(1943_02_krasny_bor)
    - Fixed "suicidal" rush by enemy tanks(mostly above normal difficulty) for players HQ ignoring combat in most instances.
    Now, all tier tanks of enemy have a chance to engage in combat and only resume pathing if ai brain allows it, this is not for all tanks but controlled by few factors like how close they are and not all tanks can do this.
    - Adjustement of some timings and loops during attack wave per difficulty.

  • Among the Heavens(1942_09_elbrus)
    - Fixed issues related to "Eliminate Enemy Mortars".
    - Enemy mortars now properly setup and reach intended destinations.
    - Rewritten enemy mortars task logics, they bombard coverage area unless they see player units, then they will operate normally until they no longer see player.

  • Through the Fire(1941_08_porlampi)
    - full QA pass as this mission had references via tags to many entities (rus_phase2) which no longer exist, and some slotid# would attach themselves to various entities such as medic_zone2 of user medics and other things, which in turn when command called on them would result in problems.
    - retreat calls clean up, and clean up of various orders to enemy units.
  • this was done to determine if recent coop crash in this mission was in fact tied to script and old items no longer existing being tagged and resulting in things like medic_zone2 being tagged of user medic.

  • The Siege of Sevastopol(1942_06_sevastopol)
    - Fixed enemy infantry at first 3 strongholds having very aggressive advance settings and free modes resulting in many enemy soldiers leaving their defense task areas.
    - Added minor ai logic tweak where infantry at first 3 strongholds will react to player units detected inside the zone and close combat and attempt to move and fight while player is in the zone(seperate per each stronghold).

  • Stalin's Big Guns(1941_08_ino_station)
    - Fixed enemies being active mid way through clip 1 progress far in clip 2 and shooting at player from the fog.
    - improved clip 1 -> 2 transition teleport of players units.
    - Fixed map bugs and broken polygons.

  • The Siege of Sevastopol(1942_06_sevastopol)
    - Fixed trench_modular entities blocking entrances to all the machine gun nests(trench_pillbox).
    - Fixed coop double voices of narrator due to multiple instances of same trigger.

  • Through ice and fire(1939_12_summa)
    - Fixed not controllable sniper in small guard tower[volume attach01 saved as touch 0 able map since script entity was inside while f2 save

  • Yugoslavian Heroes (1945_04_yugoslavia)
    - Fixed destruction of gold boxes

  • The Trap (1944_03_trap)
    - Fixed softlock when skipping last shot during cutscene
    - Fixed walls and sandbag for town MG in SP Trap

  • Red Tide (1941_12_feodosia)
    - Fixed date in RU localization
    - Fixed typo DE localization


[h2]Multiplayer[/h2]
  • Reduced price modifier for USA infantry with a bazooka from +50 to +40
  • Reduced price modifier for infantry with rifle grenades from +10 to +5 for infantry in squads. Single buy menu (2 man teams) remain same price as before

  • Fixed flying grass on 2v2_hutor
  • Fixed broken texture sets on 3v3_general_winter
  • Fixed frontlines 1v1_barbarossa defender spawn to have less objects in area
  • Fixed small lake on 2v2_hunting to be more shallow

  • Fixed in MP modes, AI bots crew that exit a vehicle to repair it from just running off


[h2]Everything Else[/h2]
  • Increased range of Sherman m4a3_75w_e4_5 hull flamer from 40m to 55m
  • Increased thickness of canvas material on vehicles to 0.5mm

  • Updated reverse speeds (increase) for M5 Stuart, M8 HMC, M18 Hellcat, M26 Pershing, and T26E4 to match newer found data
  • Updated tank's turn start and stop times to be slightly faster for lighter vehicles (~15%) and taper off to being no change for the heaviest of tanks
  • Updated mine sign with new default texmod provided by community member (Red_Snow) that is easier to see

  • Fixed sync with clients of the repairing tag for humans repairing vehicles used for AI and bot scripts in CooP campaign, conquest, and MP modes with bots

  • Fixed track trace fx coming from wrong location on M18 Hellcats
  • Fixed t28 variants turret transparency issue
  • Fixed t35 and t28 mesh issues
  • Fixed no texture swap for when the gun is broken, and added missing gun_r & gun_b animation. (For pz4g, pz4h, pz4j and finnish pz4j)
  • Fixed t1e3_m4a1_75_xx missing face on the engine_hatch1
  • Fixed Sherman floating turrets
  • Fixed missing "ammo" volumes for the m4a3_75w_e4_5 (Flamer Sherman) for flamethrower fuel
  • Fixed double meshes for the M3 Halftrack
  • Fixed minor texture and mesh issues with the Kfz 70
  • Fixed and remade gun_b anim. Fixed texture swap for mantlet on stug3f. Added missing hatch sounds for anim. open & open1.
  • Fixed gun_b anim and texture swap for mantlet on stug3g_late.
  • Fixed gun break animations on MO-4
  • Fixed 3rd/1st person views for m4a1_75_dd
  • Fixed disabled MG reload animation for m15a1_cgmc
  • Fixed MO-4 searchlight to be disabled when broken
  • Fixed marder2 to not have "hatch" open/close option to hide crew member on MG
  • Fixed molotov grenades when dropped from inventory and contacting a vehicle spawning many fire fx and not causing fire/burn damage

  • Fixed aimingTolerance of rifle pattern file
  • Fixed missing "fix" bones for dutch_church02
  • Fixed missing x model to Dutch church02
  • Fixed french_shop blocking vision in some of the windows

  • Fixed issue with Turkish localization
  • Fixed missing localizations for actions burn and call_ally

  • Removed duplicate portrait icons


r2336-2530

Game update 58: Open Beta



Community members! We have put together a game update that addresses several community-reported issues and adds a highly requested feature, made possible by the revenue from the Supporter Pack DLC. This feature, a cooperative multiplayer function, has been requested many times and is expected to be quite welcome. There are other minor updates and adjustments as well.

[h2]Highlights[/h2]
We will introduce several changes to single-player, conquest, and multiplayer.
Our wizard programmers at DMS have added a feature that has been requested many times.
  • Added new feature to the cooperative gamemode that allows the hosts to change how purchased reinforcements are distributed to the players:
    - If “Buyer gets units” is on, it enables reinforcements to go to the player who buys the unit from the reinforcements tab
    - If “Buyer gets units” is off, reinforcements are distributed to all players, prioritizing those who have fewer units in the field, which is the behaviour that existed until now. This means that the player who bought the unit didn’t necessarily get it. Good for balancing, but not necessarily the preferred option for group games with friends.

  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
  • Fixed crash if an explosion occurs before the GUI is entirely created
  • Fixed crash during scene destruction

Note that the new co-op reinforcement feature is the very first change made possible thanks to the revenue from the Supporter Pack, and this is only the start. If you would like more of these changes, you could consider getting the Supporter Pack:

https://store.steampowered.com/app/3588040/Call_to_Arms__Gates_of_Hell_Supporter_Pack/

We have begun work on more highly requested features thanks to your support. We will let you know more details when we are ready to announce them. We’d like to take this opportunity to thank the players who have purchased the supporter pack in this first month since its release, and are, effectively, sponsors of this upgrade to the cooperative game mode.

This is how you set the new feature

There is a lot more to this game update, as you will be able to read in the Changelog, which has over 50 entries.

[h2]Planning[/h2]
The Open Beta for this version will start now and will run for a few days before becoming the live version.
While this is being added, we continue working on the game and new content.
The Finest Hour DLC is steadily taking shape.
When it’s done, it will be one of the biggest DLCs we’ve made, if not the biggest! Here are a couple of screenshots:



[h2]Opting in[/h2]
To join the open 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.
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.

The summer sale is almost over



Just a quick reminder of the fact that the Summer sale ends Thursday, July 10th. Time to make the tactical decision to complete your game; there’s not much time left!

[h2]High discount[/h2]
The discount is good, but bundles are even better! You get an additional 10% off whenever buying one of the bundles. Check your bundle discount here:

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

[h2]New to the game?[/h2]
If you have any questions about Call to Arms - Gates of Hell, or if you want to find players, you should really join the official Discord by clicking on the banner below.

For those who have been unaware, our next release will feature the British Commonwealth on the Western Front. Here’s a teaser image:




See you on the battlefield!

This is for the Strategy lovers!



Calling all strategy adepts to join the fastest growing WW2 RTS/RTT community!
Call to Arms - Gates of Hell is a fairly realistic game, in which you can control each unit on the battlefield as you like. It offers the option to switch views between top-down and 3rd person, or 1st person for tanks and vehicles. Its content is based on historical battles, which includes maps depicting the original WWII battlefields.



We released our first title, “Ostfront”, in June of 2021. Since then, we have added several nations to the roster by releasing DLCs. Current development is for the Commonwealth faction, which we will depict on the Western Front, from the start to the end of the war. This will be released late in 2025, and further development is planned for years to come.



Added together, this is what the base game plus the DLCs contain so far:
  • 4 factions
  • 62 singleplayer missions, of which 5 are tutorial missions
  • 16 skirmish missions
  • 103 multiplayer maps
  • 4 multiplayer game modes
  • A Dynamic Campaign Generator
  • 89 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

As you can see, there’s plenty of replay value, and with the current sale, it’s beyond great! Check the store page:

https://store.steampowered.com/app/400750/Call_to_Arms__Gates_of_Hell_Ostfront/

[h2]Learning the game[/h2]
Many people joined the Call to Arms - Gates of Hell community in recent months.
For novice players, this is a game that takes a while to fully master. It features a vast array of mechanics for an RTS.
Some of these are unique and play an important part in the game’s realism and immersion; it’s not the easiest or most forgiving gameplay. In other words, there is a learning curve.

We therefore recommend playing the in-game tutorial missions. These tutorials show you the basic ways of playing our game. They’re available on YouTube, you can find them HERE.



[h2]Jubilee[/h2]
Last week, we celebrated 10 years of Barbedwire Studios. To commemorate this milestone, we released the Supporter Pack and the Jubilee DLC. The Jubilee DLC is our gift to the community in return for the support we’ve had these 10 years. It would be fair to say that our community has helped shape the game ever since its inception!
This week, however, it’s all about the Steam Summer Sale. Tell all your friends, the discount is up there:

https://store.steampowered.com/app/400750/Call_to_Arms__Gates_of_Hell_Ostfront/

[h2]Supporter Pack[/h2]
Simultaneously with the Jubilee DLC, we have launched the Supporter Pack. It contains some extraordinary visuals, such as an artbook, a Windows theme, UI elements, and more. The proceeds of this DLC 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. You don’t need to buy this to enjoy the game, but if you choose to, you’re helping shape its future. And for that, we’d be incredibly grateful.

This is the store page for the Supporter Pack:
https://store.steampowered.com/app/3588040/Call_to_Arms__Gates_of_Hell_Supporter_Pack/

If you should have questions or require support, the quickest way to get answers is the official Discord server. You can join by clicking the image below.

Releasing the "Twin DLC"



10 years of Barbedwire Studios starts with a bang! We will release 2 DLCs today, while commemorating the past and looking to the future. We proudly present the “Jubilee” DLC and the “Supporter Pack”!

[h2]Jubilee DLC[/h2]
The Jubilee DLC, is a free addition to the game featuring bonus missions, nostalgic locations and assets, and a bunch of easter eggs.
It’s a celebration of the history of games in the GEM franchise, and a way for us to say “thank you” to our community and friends.

The store page is live!

https://store.steampowered.com/app/3588030/Call_to_Arms__Gates_of_Hell_Jubilee/

[h2]Supporter Pack[/h2]
As per our earlier devblog, and as requested by many community members, today we launch a way to support the game further.
The Supporter Pack will contain out-of-game items like the Gates of Hell artbook, windows theme, and more.
And as a reminder, 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.

This is the store page for the Supporter Pack:

https://store.steampowered.com/app/3588040/Call_to_Arms__Gates_of_Hell_Supporter_Pack/

We have also set up a Deluxe Bundle:

https://store.steampowered.com/bundle/55502/Deluxe_Edition/

[h2]Turkish localisation[/h2]
Thanks to @Rum Nova we have added the Turkish language to Call to Arms - Gates of Hell! It’s part of the update. We hope the Turkish community enjoys the game even better now.

[h2]Did you know?[/h2]
  • We have opened an account on Bluesky
  • Our Subreddit now has over 13K subscribers
  • Our community has grown by over 20% in 2025
  • The official GoH Discord now has a server tag