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Call to Arms - Gates of Hell: Ostfront News

Development update #93: Assorted news

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Hi, everyone, time for another update.
In this one we want to show you some more of the content you will find in our initial release.
Most of you will know that the background of our campaign missions is always a historical battle, and that we use the actual location for our maps.
Since we will have a dynamic campaign generator as well, it’s important to note that our DCG maps are an exception to that. But now, on to the SP mission we want to show today, which plays out in late 1943 when the weather becomes wintery.

The Wotan line in WW2

Following the battle of Kursk, a change of strategy seemed to be necessary for the German army. Abandoning the “blitzkrieg” idea, the germans wanted to switch to a strategy that would lead to a battle of attrition, assuming the Soviets could be stopped by a strong defensive line, and that the losses that the red army would suffer when attacking the line would exhaust their offensive capacity. A construction order was signed on august 12th, 1943, and work began on a line that spanned from the Finnish gulf to the Crimea.
The northern part of the line was called the “Panther- Stellung” and the southern part was called the “Wotan- Stellung”. It ran along the Dnieper river for most of its length.

In retrospect, the fate of this defensive position seems obvious. The lack of building capacity and suited materials led to mediocrity and in the fall of 1943, the red army was already on the Dnieper and threatened to break through the line in several places. In late 1943 and early 1944, several breeches appeared and many german defensive positions found themselves threatened on their flanks. In many places they successfully repelled attack after attack but in other places the sheer weight of the soviet attacks could not be checked.

This is how Newsweek magazine presented the situation at the Wotan line in their december 6, 1943 issue


The mission in Gates of Hell
November/ December 1943. You command a small part of Heeresgruppe Mitte. You overlook a German defensive position just west of Gomel, and you are about to find out how many soviet units have already crossed the Dnieper river.
The weather is awful; the wind blows the snow around, chilling your men to the bone, and visibility is not very good either.
At first, you feel confident that your position can withstand any infantry attack from the east; you are fortunate to have the 20th panzer division on your south flank. But then, the red army attacks in force.
From the northeast, wave after wave of enemy infantry comes forward; the russian 3rd army is not short of anything and it shows!
Even if your position has no real bunkers, you should be able to fend off the waves of infantry. Your fate now depends on your ability to keep your troops supplied and keep your enemy out of your trenches.
Then, a familiar sound is heard from the southeast. Tanks! A first wave of T-34’s appears at speed, coming for your part of the line. You need assistance immediately! After a call to the 20th panzer, some tanks are put under your direct command. But how to stop an enemy that outnumbers you?
Well, that is for you to answer when you play this mission. If you want to get the historical outcome (defensive success) you’ll have to give it everything you’ve got!
We included some screenshots from this mission, what do you think of these?

HD link Our buildings are destructible, allowing positions like this to be made

HD link muzzle flashes last under 0,2 sec.

HD link Listen to the sergeant’s orders and prepare for the attack

HD link If needed, you can hide your StuG in a smokescreen

HD link The enemy doesn’t throw snowballs
Doctrines

On to a completely different topic, one that has been a wish we have had ever since we started developing. This was one of our long- time goals, and now it’s complete; the addition of “doctrines”. This feature will be available in multiplayer.
What we call doctrines is a way of allowing each player to make choices based on their personal approach to doing battle.
Doctrines are sets of equipment that come as extras (special units), on top of your regular equipment. Depending on the task you see ahead, or based on your personal tactical preferences, you can choose a set of goodies to help win your battle.
They change depending on the historical period of your game. Examples of these doctrines are “breakthrough”, “order of the red banner”, “lend lease equipment” and the like. Each of these has its own set of units that will fit the role.
In a next update we will specify these doctrines, of which we have more than a dozen in the Ostfront release.

HD link Screenshot from the Glushkovo mission, see the note below.
Did you know?
  • The Elefant/ Ferdinand tank destroyer used the hulls that had been built for Porsche’s failed Tiger I design.
  • The first KV-85s appeared at the front in september 1943, but production was halted after 148 had been built, just 3 months later.
  • The KV series of tanks was named after Kliment Voroshilov, the defence kommissar and general who had commanded the red army in the winter war (after which he was made deputy premier of cultural matters).
  • The T-34 was still in use in no less than 9 countries in 2018.
  • The BT series of tanks followed a first modification (BT-2) of the american Christie tank, which was refused by the US army.
  • Gates of Hell campaign missions are based on real locations. Check out how our Glushkovo minimap compares to satellite imagery HERE.

That’s it for now, thanks for stopping by & thanks for your continued support!

Devblog #92: Testing times



Hi everyone, we’re back and there’s a lot going on at the moment, so let’s have a look at what we’ve been up to. We’ve also promised to give you more schedule info, so here we go.
In general, we are progressing very well at the moment.

General

Our previous update was followed by our trailer, and we can only be pleased by the awareness and the positive reactions it generated.
Apart from that it’s been business as usual, so we’ve been very productive in the past weeks. A lot of work was done on the UI, while more new animations, new voice lines are being added and new DCG maps have been finished.
With the DMS support we get, it’s been a smooth ride and a real co-production so far.
Some examples:
  • New Pak40 model is ready and in the texturing stage after the old one was discontinued due to some deviations from blueprints.
  • Windmill is now fully finished with destructibility
  • 72-K and SgrW 42 were exported (WIP)
  • Winter Depot map is ready.
Beta testing

The beta will start as soon as we finish the UI. This is just a bit later than we intended but we’re going flat- out. The beta will be a big landmark because our testers will be the first ones outside the studio to see the game and as the saying goes, “the proof of the pudding is in the eating”.
Perhaps we should note that our beta test is a closed beta. We were asked very often by people who want to take part, but we’re not planning any changes or additions to the team at the moment.


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Discord

Our Discord server will go live when we start our beta. We intend to use it for communication with you, the community. Of course we will try to entertain you with visuals, maybe a Q&A here and there and a meta game. Meta games are a different format than the game they support. Ours will prepare you for your first campaign mission, and there’s some fun to be had on the way. More about that later.

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Release

We planned to tell you the release date today. However, It's a bit early to be announcing a definite release date at the moment. We are sure we can tell you very soon.

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The past weeks have been quite intense for us. We are edging ever closer to releasing the first game we ever made. After all that happened, we now want to see our indie baby get born!

That’s it for the moment; so thanks for stopping by, and see you next time.

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Men of War successor Gates of Hell is now a Call to Arms expansion - due out later this year



Gates of Hell is a game we've had on our radar for a while now. It was definitely on our 'Most Anticipated' list for 2019, not sure if we'd spotted it before then. A real-time tactical WW2 game, it was shaping up to be the Men of War successor we all deserved, but developed by the creators of the original engine that powered Men of War - Best Way Soft.

Something weird happened behind the scenes at the end of 2019/early 2020, and the actual developers of Gates of Hell split away from BWS. They've now been picked up by Digitalmindsoft - the company that made many of the later games in the Men of War series, like Men of War: Assault Squad 2.

It was hinted at back in June, but today those same developers - now officially Barbed Wire Studios - have announced that Gates of Hell will be coming later this year as an 'expansion' to DMS's Call to Arms game. It's also called Gates of Hell: Osfront, which means we get ANOTHER game set on the Eastern Front. Yay.

There's an official announcement trailer you can watch here:



Read the rest of the story...


RELATED LINKS:


Steel Division 2 - Black Sunday Review

The King of Battle - A Guide to Artillery in Steel Division: Normandy ‘44

Access Granted: Call to Arms


Call to Arms - Gates of Hell: Ostfront -- Announcement!



We are happy to announce Call to Arms - Gates of Hell: Ostfront!

Digitalmindsoft, the makers of Men of War: Assault Squad 2 and Call to Arms, teamed up with Barbedwire Studios to deliver a new and exciting WW2 gameplay.

Call to Arms - Gates of Hell: Ostfront is aimed to convey the realism that strategy players have always desired: Historically accurate visuals and locations, no health bars, no simplifications, no shortcuts taken. Offering unrivalled immersion to give the most legitimate WWII RTS/RTT to date.

Learn more about the game in our announcement trailer and new store page!

https://www.youtube.com/watch?v=rD0o9xC8lkM

https://store.steampowered.com/app/400750/Call_to_Arms__Gates_of_Hell_Ostfront/?beta=1

Development update #91: Features and support



Hi everyone, we are still going strong, and we hope you are too!

Development is progressing nicely and we will soon be able to tell you the alpha test is done and the beta is looming. We’re getting a bit more excited now!
While we are preparing to update our store page, we think it may be nice to highlight a few features that you will encounter in Gates of Hell.
Some of these have been discussed in our devblogs over the past years, and because it’s hard to keep track (plus too much work to read all updates) we decided to do just a short list of selected features of which we think they will make Gates of Hell a completely new experience.


Community input

Many features have been asked for by the community, through our forums and social media; so thank you all for giving us such excellent feedback. We’re quite sure we’ve got the most wanted features right. Chances are that you see your own suggestion here already! Keep in mind that we will develop more after release; because development on the first DLC will start immediately after release. We plan to do quite a number, adding factions as we go along, and adding features wherever we can.

Here’s a selection of features:

  • At least 150 vehicles of all sorts (including civilian), 70 human models, 80 small arms for the 2 factions in “Ostfront”.
  • 12 historical missions, 10 multiplayer maps and 15 dynamic campaign maps
  • All SP missions are historical and all SP maps are historical locations
  • Realistic representation of ammunition and ballistics
  • Realistic armor
  • Suspension for vehicles
  • All authentic vehicle and weapon sounds
  • Crew hatches and other vehicle peripherals like smoke screens are operational
  • Dynamic campaign mode
  • Doctrines in multiplayer to specialise your army in different tactics.
  • Authentic voice acting
  • Flight models for aircraft have custom parameters for each type
  • Detailed mechanics for all game items: Land mines include fragmentation mines, bouncing betty and magnetic mines. Bayonets and various melee weapons. Countless types of tools you can use in singleplayer to sabotage the enemy, and to build boobytraps
  • Multiplayer gamemode mechanics representing a historical experience (“territory” gamemode)
  • Peer to server multiplayer netcode in 64 bit architecture for smooth multiplayer experience, thanks to the advanced DMS platform.
  • Realistic logic for repair and engineering work in the battlefield
  • Vehicles have realistic crew settings, including large cannon, which may have up to 6 crew members
  • Visualization for damage in each vehicle component. There are no health bars, but there's hints on the status of the component's durability.

There are many more new things, which you will find out on release!

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Historical missions and DCG

Co-operating with DMS developers there are some very nice features that our game will benefit from. Thanks to the fact that DMS has developed (and is still developing) a Dynamic Campaign Generator, we have a great extra asset. For this mode we have developed a number of purpose- built maps, some of which can be used in other game modes too.
These maps are different from the ones we made before, because of the purpose they serve; this means that unlike our SP missions and campaigns, DCG maps are not based on historical events; you will have to write history yourself on these. We’ll be giving more details about the DCG feature later.


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Voice actors wanted

We are steadily working to deliver a fresh new game, in which we will have new voice acting. It’s almost complete, and yet we could still do with some voice actors. So, if you have a decent microphone and if you are a native russian speaker, please fill out the form on our webpage. Thanks!

Mac and Linux

Because we have switched to a different engine we must also point out that, as a result, we can’t provide Mac and Linux support any more. These OSs do not support our advanced directX and we are not in a position to change that. We’ve always aimed to be one of the few, but it is now beyond our reach unfortunately. We apologize if you are among those in our community who uses either of these OS’s. At first sight there is nothing we can say to “ease the pain” except that we will of course let you know immediately should this change again in the future.



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Trailer

We are putting the finishing touch on our new trailer, which we made to update our store page. When that is finished, we will put it on YouTube too. We expect this to be finished before the next blog. So subscribe to our YouTube channel (link below) to make sure you don’t miss it!

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