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Call to Arms - Gates of Hell: Ostfront News

Devblog #85: Visual catalog part 1



Hi everyone!

It’s time for another update. In this issue, we want to tell you about development in general and besides that, we want to start giving you a catalog that simply shows you some of the assets we plan to include in the Early Access version of the game.

Development

This week we announced that we will be going MOCAP. This will impact the way our game will look and with it, we will add something that will feel really new and look really good.
We also added new objects, reviewed mission scripts, refined the bug ticketing system (has to be perfect when we start the beta) and modeled some special railway assets. We will probably show this in a nice comparison between the real thing and the objects in- game, so keep an eye on social media (you can find the links at the bottom of the article).

About our 3d models

How many times have people said that Gates of Hell “is just a repaint of MoW”? We don’t remember, and - to be honest - we shouldn’t care about such comments, because we know better. So we will repeat the same old statement with which we answered such comments: all of our 3d models in the finished game will be new.

Other assets such as houses, barns, industrial buildings, trees and all kinds of objects such as wood piles, water tanks, bunkers, AT objects, trenches, foxholes, fences and many more things also will all be new.

The catalog

The original idea for this devblog has existed for a while. After the previous devblog was written, it was time to get going on this one - because we want to keep our promises as far as possible.
We wanted to show you what assets are there so you can get an impression of the equipment you will be getting to play out the missions we have told you about in many of our previous blogs.
The good news is that we have too much stuff to put it all in just one development update! That is why this one is called “part 1”. In this one we limit the catalog to Soviet vehicles, we will show you more in the next one.

Part 1: Soviet vehicles

So, let’s get on with it; we split part 1 in a few categories. You see the different objects in the screenshot, with a description below. Please be aware that we only show the ones that are finished today, and a last dozen is about to be added shortly pending texturing.

HD link 1) A group of armored and support vehicles. The T-20 and ZIS-30 will be added later

HD link 2) Artillery and the SU-76 SPG, more to be added later

HD link 3) Light tanks. The BM8-24, ZSU-37, BT-2, BT-7a and 4 more subtypes of the T-26 will be added later.

HD link 4) T-34

HD link 5) A trio of SU’s. The SU-152 will be added later

HD link 6) “Large” tanks, actually 1 medium and 3 heavy

HD link 7) WiP equipment. Note the early IS-2 (KV-122) on the right

So here it is! Do you like what you see? We hope you do, and we’ll be working on part 2 in the meantime. The plan is to show that next month. At some point we will also make a listing of missions, as we are preparing for the next phase. If you like to stay tuned and see the stuff we don’t put on steam, make sure to subscribe to any of our social channels:

Thanks and see you next month!

Devblog #84: No land beyond the Volga

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Hello everyone, once more we have an update for you.

In this update we want to do 3 things; first, we want to tell you a little bit about what we’ve been up to and where our development stands at the moment; and second, we want to present a mission to you. Third, we have a little competition for you!
All in all, we have been very busy in these sweaty summer months, toiling to make progress despite the heat, but we will not shed a single tear about it.

"I have nothing to offer but blood, toil, tears and sweat" - Winston Churchill


Development

The past weeks have been quite intense. We have produced many new things such as new textures, new maps & missions, and lots of secondary assets such as houses, barns and other objects. After that we started adding them to our new maps and into the ones we already had.
We have also added new aircraft - among which the legendary Ilyushin IL-2 - and a lot of work was done in the area of engine porting and other stuff.
Besides that, we’ve been testing new things, such as prolonged death animations, we have tested mission scripts and the like. As soon as we can, we will show you in- game footage.
We also plan to give a sort of “visual catalogue” of vehicles and other things in one of our next updates.

The mother of all missions

The second thing we want to tell you about is a mission that may well be the “mother of all missions” in Gates of Hell, set in the city of Stalingrad.

Soviet soldiers in Stalingrad.

Most of you will know about this battle, which made for one of the most bitterly contested battlefields in the history of warfare. Not only did the fighting take a fearsome toll; sickness and starvation added to the cruelty of war in a horrendous way. Also, many civilians fell victim to this battle, which ended when Operation Uranus was a success and the German 6th army surrendered.
Also, most of you will have seen movies and documentaries about this battle, which lasted from august 1942 to february 1943. By the time the fighting ceased, the city - that had been a proud, modern and beautiful city before the war - was reduced to rubble and ruins.

The mission in Gates of Hell

So how will we set this up in Gates of Hell? Let’s start with the name, which is taken from legendary sniper Vasily Zaitsev’s burial site at the Mamayev Kurgan war memorial. He once said: "For us there was no land beyond the Volga". Zaitsev killed no less than 11 enemy snipers and 225 other german troops.

Obviously, we will have street fighting; after the bombing of the city by the Luftwaffe, there was so much rubble blocking the streets that tanks had trouble moving about and they could not freely do what they needed to do. This will be represented in the mission.
We will also include the bloody Volga crossing scenes, with extremely risky ferry trips and German aircraft trying to prevent Chuikov’s 62nd army to reinforce the west bank with troops of all calibres. For these scenes we have built all- new naval units.
We will have fighting over ruins and famous buildings; we will show artillery bombardments that triggered the “hugging the enemy” tactics.

Just like it was in real life, we have created tunnels under the rubble and nests inside ruined buildings. Some of these buildings you can walk through, allowing for intense fighting - and the AI will put up a good fight as well. All in all these elements will make for some very intense gameplay that will favour the inventive player as much as the history- conscious player. Besides that, the map is quite large and it allows for a number of different scenarios to be played out.
We think this mission will spark your imagination, and that you will love it!

Now, let’s show you some of the visuals you can expect; but keep reading, next up is the competition we promised you.

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Stalingrad competition

On to the third subject of this blog.
So now you know about just two of our Stalingrad related maps (Operation winter storm is the other one we have already revealed, see devblog #66).
What if we told you we will be adding 3 more maps related to Stalingrad to the game?

If you had to guess which 3 historic/ iconic Stalingrad locations we will add, which would it be?

We have decided to make this into a little competition for the community.
The first 3 community members to guess all 3 locations correctly get a free game key!
Simply go to the competition page on our website and fill out the competition form, and next week we will let you know who are the lucky three to receive a full game key. How about that?
The competition closes on sunday, september 2nd 2019, at 23:59 CET.

That’s it for this update, folks. Thanks for your continued support, it’s what keeps us indie developers going! Remember, you can always make suggestions in the forum, and don’t forget to subscribe to our social media if you also want to catch the stuff we don’t put on steam:



Thanks and see you next month!

Devblog #83: General update

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Hi everyone!

It was great to receive so many positive messages after the previous devblog, thanks for your support! We are working like hell on our game, and the pace is picking up. This is partially due to the fact that we have taken quite a number of new staff on board. You will see results of their work very soon.
Let’s take you through a number of steps we have taken since the last update.

Engine upgrade

The engine generated a lot of questions (pun intended) when we indicated that there will be many new possibilities. These have to be tailored to our game, which is what we are doing at the moment. Thanks to the BestWay programmers adding many new features, we were able recently to show a new animation type on our YouTube channel and we will produce many more of these in the future.

Cinematic trailer

Many community members want to see a trailer of some sort, and so we are working to make that happen. This depends on a number of things we are working on, such as new textures and animations. We are on it at the moment.

Store page

We also want to do a total remake our store page pretty soon - it’s been a long time since we last updated it so that would be a good idea. The content on our current store page is a bit outdated and we want to get rid of the placeholders that suggest we are building a mere sequel to the MoW series using old 3d models; this is not the case and we want the store page to reflect this. To be continued.

What’s next?

What’s in store for the next updates?
We plan to give you a “catalog” devblog soon, that shows you just about everything we have made so far. This will include all of the tanks, vehicles, artillery, infantry, support vehicles and more. We will present another new mission. We expect to be ready to start the beta. We will be working on a trailer. You name it, there’s lots of stuff to do in our summer holidays!

Workshop support

Another question that is asked very often is about workshop support.
Gates of Hell will have full steam workshop support and you will be able to use all of those new objects in the editor, which will be included in the package.

Gameplay and testing

The reason you have not seen any in- game footage is that we are porting to the new engine, which includes us getting a new user interface. The one we use for testing the new engine is a placeholder interface. We think it does not look good enough to show you, and besides that, it would be kind of misleading and people would not comment favourably for sure. However, as soon as we can, we will show you loads of gameplay screenies and videos.

The community

We were slightly surprised to find out that many Gates of Hell followers didn’t know we are an indie studio. Maybe we were not open enough about that in the past? Well, now that it’s in the open, we also realise that many of you have been following and supporting us for quite long. This is highly appreciated, so we keep pushing to get you the best and most realistic game ever that was built on zero budget. Thank you all!

Your comments

We appreciate the support we get! We also value your opinion. The best place to make sure we see what you think about the game and how you would like it to be is our community forum. Feel free anytime to give us your views and ideas. Many of them have been put in the game already!

That’s it for the moment, but before we go, here’s some stuff we want to show you:

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Meanwhile, this is where you can find other posts and stuff we don’t put on Steam:
  • Vkontakte
    https://vk.com/gates_of_hell_game
  • Facebook
    https://www.facebook.com/gatesofhellgame/
  • Youtube
    https://www.youtube.com/channel/UCMrTBgEINlBPIAKwUieLwtw
  • Twitter
    https://twitter.com/gatesofhellgame
  • LinkedIn
    https://www.linkedin.com/company/18888916/


That’s it for now. Thanks for checking us out! We think we’ll have a new update for you next month. In the meantime, enjoy your summer…

Devblog #82: Where we stand

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Hi everyone, time for a special update.

After many questions from the community we thought it would be a good idea to tell you more about our development schedule. Let’s say we want to show you why we are so sure we will have EA this year.

At the end of last year, we scheduled for mid- 2019 with the intention of publishing on the start date of operation Barbarossa (june 22nd). We now know that 2 things will take us past that date; these are the engine update and content building.

The engine

The new engine itself is quite advanced. Best Way have put in a tremendous effort, working out some great new features and as a result it is a big step up from everything that came before it. It’s the engine of the future.
For Barbed wire studios this means a lot of labour intensive coding work, to make sure we get all the translations right. This “porting” process is time consuming and requires specific skills, and so this depends on just a few guys that can do the job.

Development

As a result of upgrading the engine, we need to re- test and review almost everything we have created so far, while at the same time we are still building more maps and missions, creating new 3d models and textures, etc.
The reason why we had no in- game footage so far is that the UI was/ is not yet ready; it would have been misleading to show you footage with a placeholder UI.

Testing

As soon as we can finish porting to a final engine version, testing can start immediately. We have everything in place and we are ready for the beta. Almost all of our testers are still on board; we are thankful for that. Meanwhile, if you agreed with us to be on the reserve list, keep an eye on your e-mail inbox.
Testing will obviously not be done in a week; with already over 20 hours of gameplay to test we are in for another massive job.

Early Access

The package you will get is nothing other than the beta version with most bugs ironed out. In that sense, we are almost done developing the EA package when the beta starts. Obviously, bugs need to be eliminated but that is usually much quicker than building the game. To make a long story short; we expect to announce EA quite shortly after the beta test.

When will this happen?

The engine update will be done in 2 steps in our case. First we will finish singleplayer content on our current (WiP version) engine, then we will do the same for multiplayer when we have the complete & final engine.
We expect this to happen during the summer, after which we test the beta & prepare release of EA. It’s hard to predict when exactly this will be, but it is clear it will be this year.

"A lot of indie developers who became 'Overnight Successes' were working at it for ten years." - Dan Adelman


Well, that’s it for now. We hope you can see that we are right to be optimistic and we look forward to release this year.
We want to thank you, the community, for sticking with us! Your support is much, much appreciated and that is very important for an indie studio like us. We love how you react to screenshots and updates, so we will keep producing more of those. In fact, let’s not just talk, let’s give you a set of screenies right now:

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Did you know?
  • Our indie team consists of 15 parttime devs from 9 countries
  • The development budget available is $ 0,00
  • The counter for unpaid man-hours for this game now stands close to 26.000
  • The first GoH development updates appeared in august of 2015

Devblog #81: A Crunching Crimean Clash

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Hi everyone, time for another dev update.

We had loads of reactions to the previous one, which is very nice to see! However, we do not sit still and right now it’s time to showcase another mission that will be in Early Access. This one will be included in the USSR campaign.
Besides working on missions, we are putting in a huge amount of work porting the new GEM engine to GoH, which is progressing well; but that is too boring to write about in a devblog.

”The longer the battle lasts the more force we'll have to use!” (Georgy Zhukov).


This update is about the battle of the Kerch peninsula, the scene of bitter fighting in the spring of 1942.
The struggle for the peninsula had already started in december 1941, when a daring counterattack was planned by chief of staff Fyodor Tolbukhin. The operation started with an amphibious landing of the Soviet army at Kerch, followed by more landings in Feodosia.

By I77 - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=33341035

The German 46th infantry division, tasked with holding the peninsula, was overextended badly and the Feodosia landings forced the Germans to retreat 120 Kilometres west to avoid encirclement.
In the months that followed, attacks and counter- attacks were conducted by both sides.
All the time, the Soviets were constructing defensive lines, hoping to be able to halt the German attack which was being planned by von Manstein. When the fifth (!) offensive started, the German attack broke through the first defense line in the marshy south of the peninsula; the place where an attack was least likely.
This is where our GoH mission takes place; you (the player) will not be spared!

The mission in Gates of Hell


It is now may 1942, and you have orders to re- deploy your unit a couple of kilometres east at the next defensive position. You have been granted use of some trucks to move your men and equipment. Neighbouring units will do the same.

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After loading up, your column moves east. But after a few kilometres, a nasty surprise appears on the flank!
Somehow, an enemy tank has broken through with infantry support! What now?
Get those trucks to cover, get your men to spread out, deploy the anti- tank gun! A fight develops in which you need to destroy the enemy tank.
It’s fine if you succeed, but surely there will be more enemies soon. This could be a matter of minutes! You need to dig in for cover immediately, or get overrun by the next attack.

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Indeed, there is evidence of an enemy breakthrough. You will have to dig in and defend while waiting for orders from your commander. Wave after wave, the Germans come forward. The battle is fierce and bitter. Meanwhile, you see air battles taking place right above your position. Fortunately, the VVS can operate from the nearby Taman peninsula to defend against the countless tactical support missions by the Luftwaffe.

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After fighting off a number of attacks, the order comes to retreat to the main defensive position. Get a move on! You can’t afford to lose too many vehicles though, as the supplies they carry will be needed for the next attack wave. Will they be able to get to the next line in one piece? Maybe, if they use the beach instead of the road? Whatever they do, you will stay behind to cover the retreat.

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So you stay and fight, but things get worse; the enemy has also broken the second defense line and you are being threatened from multiple directions. What now? You have nowhere to go while the roar of aircraft engines and explosions gets louder. You think to yourself: “surely, this is what hell looks like, and I am in front of its gates”.
Then you decide to fall back to the evacuation point, save yourself from hell and fight another day.

That’s the mission. We expect you will find it really intense; what do you think?

Did you know?
    General Tolbukhin fought in both world wars and his ashes are buried in the Kremlin wall
    The landings at Kerch were the first ever large scale amphibious operation of the red army
    von Sponeck, the commander that retreated from Kerch against orders, was court- martialed and sentenced to death in january 1942
    The Luftwaffe used SD-2 bomblets to attack the retreating soviet infantry, causing horrific casualties
    Operation “bustard hunt” lasted 11 days and inflicted a total of 28.000 Soviet casualties with some 155.000 being taken prisoner. German casualties were 7600, of which 1700 killed.
    Traces of the fight, remains of the tank ditches, bomb craters and trenches are still visible today. You can use the satellite view in google maps to see it.

    That’s all folks! Do you like this mission? Let us know! We will publish the next update in 4 weeks; in the meantime, feel welcome to share your views in our forum!