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Patch 14.7 is Now Live!

Hello everyone,

Patch 14.7 is now live on all platforms! This update is primarily focused on bug fixing and enhancing the in-game experience. This version also targets some of the crash issues that console players have been incurring.

Up next is Patch 14.8 – a larger, content-heavy update that we’ll expand on in Dev Briefs soon.

Thank you to everyone who participated in our Mortain PTE. The feedback has been invaluable, and we will be detailing what’s changed in the weeks ahead.

[h2]Patch 14.7 Changelog[/h2]

[h3]General[/h3]

  • [Fixed] When disconnecting controller, players cannot use the mouse to clear the "Controller Disconnected" prompt
  • [Fixed] Lost Connection to Host dialog box cannot be navigated with controller
  • [Fixed] Focus is lost from the "Accept Invite?" prompt when spamming "request permission to join a unit"
  • [Fixed] When launching the title in Offline mode a softlock is occurring on the IIS screen
  • [Fixed] The DAK - Uniform is clipping with Erich's head in game and in barracks
  • [Fixed] The Churchill Mk III presents extended invisible collision when attempting to place a satchel on the front of the tank.
  • [Fixed] There is no Chat page in the Communication tab of the Field Manual
  • [Fixed] Relaunching the game will reset multiple Gameplay settings to default
  • [Fixed] The title does not render text in the Basic Training menu when the device is localized to Japanese.
  • [Fixed] Player is unable to join some servers due to an error that occurs when a large number of servers are displayed at once
  • [Fixed] Player is unable to join some servers due to a Game is Full message despite multiple empty slots being present
  • [Fixed] Disconnecting on the Enlist menu, backing out and then re-accessing the menu will occasionally cause a crash.
  • [Fixed] [Console] The player encounters a crash when suspending the application during the bootflow
  • [Fixed] [Console] The title sometimes crashes when attempting to join the server in Warfare & Offensive mode



[h3]Stalingrad[/h3]

  • [Fixed] [B5] Burned wood asset has a metal PFX when being shot
  • [Fixed] Brick stove asset presents wooden PFX and SFX when being shot
  • [Fixed] [B5] Players can clip inside the terrain in sector B5
  • [Fixed] [H8] The terrain in sector H8 has no player collision
  • [Fixed] [F8] Players are able to clip inside a part of the terrain found in sector F8
  • [Fixed] [E5] A specific mudbank is missing player collision in sector E5
  • [Fixed] [D4] Players are able to clip inside a part of the terrain found in sector D4
  • [Fixed] [I4] The player can clip through the terrain in sector I4


[h3]Hill 400[/h3]

  • [Fixed] [F6] Mud SFX can be heard while walking inside the bunker


[h3]Hürtgen Forest[/h3]

  • [Fixed] No footsteps SFX can be heard inside bunkers


[h3]Utah Beach[/h3]

  • [Fixed] No footsteps SFX can be heard inside bunkers


[h3]Kharkov[/h3]

  • [Fixed] Mudbanks have slush/water sound effect when the player is walking/sprinting


[h3]Kursk[/h3]

  • [Fixed] [C2] Invisible collision present on one side of the bridge


[h3]Purple Heart Lane[/h3]

  • [Fixed] When quickly turning around, the rain effect on PHL will briefly disappear and will then slowly come back in.
  • [Fixed] Rain effects in PHL cannot be seen when shadow quality is set to High or lower.

Dev Brief Mortain | Weekend PTE Now Live!



First off, a huge welcome to our new players; our recent influx of players who've joined us on console and PC. It’s completely normal to be closing down your machine for the day after an abundance of deaths, compounded by disorientation and dubious reactions from veteran players.

The first round of public testing for our new Warfare and Offensive map, Mortain, starts now! Taking place over the weekend, running until Monday 22 January, 11 am GMT.

We loved seeing your excitement for Mortain’s reveal in our previous Dev Brief [read here], so we’re opening the doors early for feedback. Mortain is still a few months out, so we want to collate your impressions as soon as we can, to ensure it’s polished and balanced for release.

This testing period aims to gather your insight on the overall level design – we want your thoughts on capture points, playstyles, vehicle spawns, artillery positioning, pre-placed garrisons, flow, art, and any issues you may encounter.

Please scroll to the bottom of the page for links to the forms to fill out feedback. Thank you to all of you who are taking the time to participate and help improve Mortain.

[h2]Historical Summary of Mortain[/h2]

In 1944, German forces attempted a counter-offensive against the allied Operation Cobra breakout from Normandy. This counter-offensive was known as Operation Lüttich. This was planned to cut off the US spearheads, establish a German defensive perimeter in Normandy, reach the coastal port of Avranches, and seal the Operation Cobra breakout.

On the 7th of August, German forces assaulted the US-held Mortain and was successful in capturing key locations. This assault led to bitter and fierce fighting at Hill 314, with the US forces being surrounded becoming one of the recognisable heroic stands of WW2.

[h2]The Ambient Sounds of Mortain [/h2]

As this is the first full map release after taking the project on from Black Matter, we wanted it to have as much detail as possible from a sound perspective.

Mortain uses a newly developed audio system, where random ambient sounds are switched out depending on your location on the map. In short, these ambient sounds follow you wherever you go and are playing all the time, but will dynamically change when you enter a new location. This covers urban areas, forests, destroyed buildings and so on. A similar system was already in place for explosions, so it seemed like a nice progression to move this into the ambience system to support the lush areas created by the environment art and level design teams.

In the last major update, we added functionality for weapons to sound different when fired in enclosed spaces like churches, bunkers, houses and so on. We wanted this to continue in Mortain; so all interior spaces have this treatment, from pillbox-type bunkers in the forests, right up to large houses in the destroyed town. We loved seeing the positive reactions when players first heard these changes last time and would like this to continue when playing in Mortain. We really hope you enjoy the sound of this new map as much as we enjoyed creating it.

Richard Blackley - Audio Director, Expression Games


[h2]The Art of Mortain[/h2]

Mortain introduces extra detail not previously achievable on Hell Let Loose maps. It's important to us as a team that we strive to improve the visual quality with every new map and so I'd like to mention a couple of changes we’ve made when creating Mortain that gives examples of where we’ve improved previous workflows.

The foliage has been reworked from the ground up. On previous maps, this was procedurally spawned using the landscape materials, which added a huge performance impact when blending several surfaces. Every tree, bush and blade of grass has been hand-painted to allow us more flexible control over foliage density, variety and different species. New meshes, shaders and textures have been implemented across foliage types, which visually are a marked improvement on previous iterations.

Given the density of this new foliage, there may be cause for concern surrounding performance, however in our testing so far, foliage has shown to be very performant. Although PCs in general tend to have more processing power than consoles, console players should expect the same foliage quality as PC players without impact.

Almost every building in Mortain has been reworked with new textures, geometry and shaders, which in extreme cases have up to 100x fewer draw calls than buildings in other maps. These buildings all utilize detail normal maps, which is a technique used to enhance visual fidelity up close, while not making a significant impact on performance. This technique has also been applied to props where possible to offer similar benefits.

Something we’re proud of, is providing players with an accurate depiction of the region, so the terrain uses real-world DEM/height data and has been compared with maps from the period to ensure we stay true to the shape of the battlefield at the time, accommodating for gameplay where needed.

Being the first map without Black Matter input, there has been a tremendous effort from the team to understand how Hell Let Loose maps are built and thanks to this we believe that Mortain offers a unique experience that no other map does, but also sticks to the principles that make them so immersive and believable.

We’re looking forward to hearing your feedback, listening to any concerns and implementing changes where necessary so that when Mortain releases officially, we can offer an enjoyable experience that players are excited to play.

Ryan Thomason-Jones - Senior Environment Artist, Expression Games


[h2]The Level Design of Mortain[/h2]

Mortain is officially the first map the team at Expression Games has researched, designed, and built from the ground up with new workflows and processes.

It was important for the team to choose a map that offered something different compared to other maps we currently have in Hell Let Loose.

Mortain was not only of historical importance during WW2 and Operation Lüttich, but also the location itself and how it could support the Hell Let Loose game modes. Mortain provides our community with a new, but still ‘tied to its roots’ experience and stood out to us as a location with lots of potential.

Mortain has a lot of history both before and during WW2, with iconic and memorable locations, including the battle-scarred town of Mortain featuring the US headquarters - Hotel De La Poste, Hill 314 that was held by US forces against German attacks and the stunning Petite Chappelle Saint-Michel that sits on top a cliff south of Hill 314.

It was very important for the team to include all of these locations and do it the right way, with extensive research and careful consideration for historical accuracy, but with a little room for creative license that still felt grounded and believable.

Mortain offers an abundance of variation, one of which is the elevation of the map, including cliffs, steep slopes and hills. The map also features lots of dense forests, fields, rocky formations and farms, and it is this level of variation that will challenge squad teamwork and tactics in different ways and emphasise the importance of different roles, which we feel is critical to creating memorable Hell Let Loose battles.

I’m incredibly proud of the team and the amount of love and care they have put into the map. We hope our community enjoys playing the map as much as we’ve loved making it.

Chris Robinson - Lead Level Designer, Expression Games


[h2]Capture Point - Hill 314[/h2]

For Hill 314, we wanted to take a location that is both historically accurate and exciting for a Hell Let Loose experience never seen before in a central Europe map. The high elevation provides excellent vantage points and supports rugged challenging terrain for vehicles to have to navigate. The defensive trenches provide opportunities for gritty infantry-focused crossfire battles to take place.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Hill 314

[h2]Capture Point - Petite Chappelle Saint-Michel[/h2]

To capture the majesty of the Petite Chappelle Saint-Michel, we decided to make that the heart of the Capture Point theme. Taking reference of the existing countryside at the time, this enabled us to cater a dense woodland experience to break up those long sight lines. The natural terrain encourages players to build their defensive network to maintain maximum control of the point.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Petite Chappelle Saint Michel

[h2]Capture Point - Hotel De La Poste[/h2]

Situated as the last bastion of the U.S. defence of Mortain, the Hotel De La Poste tells the story of how battered the town was with artillery fire during Operation Lüttich through a Capture Point blend of narrow, partially destroyed streets, fragmented urban warfare and close quarters combat.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Hotel De La Poste

[h2]Capture Point - German Recon Camp[/h2]

With this Capture Point, we wanted to create a fictitious yet believable outpost that the German forces could have used to scout the Allied forces at Petite Chappelle Saint-Michel and Hill 314. This camp features two netted trench systems, tiered in height to allow for infantry crossfire between them. Both trenches surround a lookout tower, which is the prime position for Officers to mark approaching enemies through their binoculars and coordinate the team's defensive strategy.

Kienan Southern - Junior Level Designer, Expression Games


Capture Point - German Recon Camp

[h2]Capture Point - Destroyed German Convoy[/h2]

The Destroyed German Convoy captures the theme of a true story based on fleeing German forces that was stopped in their tracks by artillery fire. We knew these events happened but were unsure of where exactly. Because we found the story compelling, we decided to use this event as a Capture Point theme and provide routes along a main road that vehicles would have to either carefully navigate, or employ their strategic battle plan to circumnavigate the area.

Carl Rutter - Senior Level Designer, Expression Games


Capture Point - Destroyed German Convoy

[h2]Development Approach[/h2]

Our approach to map creation follows a series of stages from our internal workflows and processes, with feedback and reviews to follow each stage. With Mortain we focused on the layout and theme of the Capture Point first, going through several rounds of iteration and feedback to make sure that they flowed nicely, and were believable, before expanding this process out into what we call “Transitional Areas”. A “Transitional Area” is defined as a space in between that connects each of the Capture Points, to allow the player a seamless transition from area to area.

With a close collaboration with the art team, we have been able to create a believable map from the ground up that not only looks amazing but also functions well for a Hell Let Loose experience. The art team was given the flexibility and freedom to add their artistic flair on top of the existing blockouts, and really bring the story of the map to life.

Carl Rutter - Senior Level Designer, Expression Games


Mortain - Tactical Map - Work in Progress

Mortain - Transitional Area - Early Blockout


Mortain - German HQ - Early Blockout


Mortain - German HQ - Early Blockout

Mortain - Le Hermitage Farm - Early Blockout


Mortain - Destroyed German Convoy - Early Blockout


Mortain - Town - Early Blockout


Mortain - Hotel De La Poste - Early Blockout

[h2]Playtesting[/h2]

With regard to playtesting, it was important to not only enjoy the fruits of the teams' labour but to highlight and catch any fundamental issues with how the map flows and functions. Dedicated Commanders, Officers, and Tank Commanders, who had a lot of experience with Hell Let Loose, were assigned beforehand, to ensure that no matter what stage of development the map was at, the match would be played as close to authentic as possible. Following the conclusion of the match, a debriefing session was held, to discuss any issues/feedback from the team, these were always captured and collated so that we could take appropriate action to strengthen the map.

We were also not afraid to contrive our playtests to cater to specific scenarios, for example: If we were unsure of how a particular Capture Point worked from a Level Design point of view, we would spend time focusing only on the single Capture Point and address any feedback afterwards.

Carl Rutter - Senior Level Designer, Expression Games


[h2]Known Issues[/h2]

  • [WIP] The client will crash when choosing to leave the server.
  • Floating Artillery - Offensive only - Functionality OK
  • [Mortain] The user is unable to place down outposts or garrisons when standing on rubble piles or sidewalks


[h2]Where is the Roadmap?[/h2]

It’s essentially finished. The content is all planned and dates have been set. We just need to do our due diligence and ensure that all disciplines agree on timelines, to ensure we can deliver promised content on time. Then we can focus on turning an exhaustive spreadsheet into an appealing asset. We’re hoping to share this in February! We’ll keep you posted.

[h2]Work In Progress[/h2]

These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on Steam, we encourage everyone to take part to be able to share feedback.

[h2]Streaming & Recording PTE Sessions[/h2]

You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs and other issues.

[h2]Feedback Questions[/h2]

Once you have completed a game and are ready to provide feedback, please use the forms below!

[h2]How to Take Part[/h2]

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the new game mode!

Submit Feedback: https://forms.office.com/e/ZcW9ccDYbi

Share Bug Reports: https://forms.office.com/e/UWa8kRYhMQ

Please note:

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any XP and your progress will not be carried over to the live game.

Developer Briefing #197 | Looking Ahead to 2024

Hello everyone,

Welcome to our final Developer Briefing of the year. This edition will focus on 2024, showcasing a glimpse of our plans for the year ahead. Thank you for your continued, valuable feedback throughout the past twelve months — your insights helped us shape Hell Let Loose, and we believe we’re now heading in the right direction. Patch 14.6 is behind us, with work underway on 14.7, which will be the first update of 2024.

We plan to reveal the new Roadmap early next year to showcase upcoming content. Meanwhile, let’s have a look at some early-in-progress assets. These are all works in progress and are expected to be released across multiple updates throughout next year. The following WIPs are not an exhaustive look into next year, just a few snippets of content to expect.

[h3]US Commander - Patton[/h3]

A new commander uniform, inspired by US Army Officer George Patton; a revered practitioner of mobile-tank warfare in the European and Mediterranean theatres during WW2 – his illustrious military career only marred by brash and erratic behavior.

“Lead me, follow me, or get out of my way.”



[h3]US Infantry Winter Uniform[/h3]

This new uniform is a part of the Winter rework. The coat is covered with the residue of frozen conditions.



[h3]Purple Heart Lane [/h3]

We’ve updated the rain VFX workflow on Purple Heart Lane and enhanced the puddle placements to be procedurally generated – improving the look of wet roads.





[h3]Tactical Map [/h3]

Going into 2024, we are planning to clean up some key UI elements that continue to cause poor User Experiences across HLL. Each one contributes to a lack of understanding for newer players, complex onboarding systems, accessibility, clarity, and legibility flaws, and mounting design debt that prevents flexibility to adapt to future developments in the game.

For the Tactical Map, there have been lots of considerations surrounding all aspects of the design. However, our main focus was highlighting the most important information, reducing clutter surrounding the player, and providing clarity on the state of the game.

Designs not final





[h3]Field Manual[/h3]

For the Field Manual, we understand that onboarding new players and helping existing players is not where we want it to be. We are continuing to look into different ways we can enhance the Field Manual to support those who need help understanding the core mechanics of the game.

Designs not final




[h3]Fire Rework[/h3]

Updated on the right – the fire is completely reworked to improve performance and reduce the blown-out look of the original. VFX particle behaviour has also been reworked as well as adding in LODs that were missing on the original.



[h3]Crusader Mark III[/h3]

We’re implementing this primary British cruiser tank – used in the early part of WW2 – with the British Rework update Part Two. Sporting a more powerful cannon, the MK3 still boasts an impressively short reload time of 6 seconds – clearing the path for firing more rounds to finish enemies. This tank demonstrates fantastic engagement opportunities owing to its flexibility, allowing it to strategically peek over ridges in most maps.



[h3]Gammon Bomb[/h3]

The second part of the British Rework will introduce the Gammon Bomb (No.82 Grenade) to Hell Let Loose. Developed as a replacement for the Sticky Bomb; a volatile grenade known for being temperamental and dangerous – the Gammon Bomb served as an improvised alternative primarily used to destroy parked aircraft or vehicles.



[h2]Mortain[/h2]

Mortain is a new map for Warfare and Offensive modes, due early next year. This map is based on the US defense of the French town of Mortain, which sits in a shallow valley – where the US rallied against German troops amid Operation Lüttich. The battle took place in August 1944, in Normandy, France.

Units from the 30th Division, including the 2nd Battalion, 120th Infantry, and two tank destroyer platoons, were dispatched to relieve the 1st Battalion, 18th Infantry. Their directive was to defend the town of Mortain, strategically utilising Hill 314 (also known as MontJoie) as a tactical defensive and overlook position.

During Operation Lüttich the town was destroyed, left in ruins with only a few buildings standing. The destroyed version of the town will be featured in the map.

Offering a plethora of notable locations – both historical and natural – Mortain features themes of contrasting areas throughout. Rock formations permeate the map alongside hilly areas of countryside and farmland.

[h3]Petite Chappelle Saint Michel[/h3]

Fight for control of the famous Petite Chappelle Saint Michel from Mortain. Set atop the steep inclines of Hill 314, we have accommodated on-foot infantry routes by providing ample surrounding natural woodland cover for players to ambush their enemies and opportunities to be able to use the natural terrain to their advantage. While the Armour units must forge a path through the dense forestry, or navigate the winding dirt roads leading up to this rural central Capture Point.



[h3]Hotel De La Poste[/h3]

Set in the beating heart of urban Mortain, fight over the iconic Hotel De La Poste. Infantry players must navigate the destruction of nearby shelled buildings, using rubble to their advantage amongst the devastation. Building defences at key locations can soon turn the tide of battle. Meanwhile, Armour squads have been provided routes to navigate the narrow streets of the town around the U.S’s last stand Capture Point.






Mortain is the first map built from the ground up after the departure of Black Matter. We wanted to take the principles of how Hell Let Loose maps are currently built, continuing to honour the core aspects of how the level and art is made, but also improve on them wherever possible.

We have updated Foliage, which allows us to create dense luscious forestry areas without performance impact. Stories, references and documents from the time have been thoroughly researched, to recreate historically accurate buildings where possible, and give Hell Let Loose players a glimpse at what war was like for the soldiers during that period. We look forward to talking more about these features, our process and sharing information about the development of the map as a whole soon.

The team is incredibly talented and dedicated. We’re always listening to player feedback, so we are incredibly excited to get it in front of players when the time is right. But for now, please enjoy these images that give a preview of what you can expect from Mortain, and we look forward to being able to share, test, and play it with you all in 2024

- Ryan Thomason-Jones, Senior Environment Artist


Thank you for your continued support, we look forward to seeing you next year! Have a wonderful Holidays and New Year. There's much more to share in 2024!

Patch 14.6 is Live! Full Changelog Inside

Hey everyone,

Patch 14.6 is now live! This update focuses on bug fixing and refining gameplay, with the addition of two night map variants: Stalingrad and Kharkov.

We’ve also made improvements to vaulting, and addressed some of the rain issues on Purple Heart Lane — we’re looking to fully resolve this in 14.7. Please see full details in the changelog below.

[h3]Night Maps[/h3]

We’re continuing to implement more night variants with this update, to offer a variety of experiences for each map. In the weeks ahead, we’ll be giving you a first look at an entirely new map and tanks for Warfare and Offensive.

Kharkov Night | Wide open snow-covered fields illuminated only by the moon and flames


Stalingrad Night | A derelict battlefield permeated with destruction


[h3]Red Skies DLC - Soviet Airborne Uniform [/h3]

The largest Soviet airborne operation of World War II took place during fighting around Vyazma in January and February 1942. German forces were partially surrounded, and the Soviet command developed a plan to cut them off. For nine days, more than 7,300 paratroopers were dropped under adverse weather conditions. The operation was a disaster, with the majority of airborne troopers becoming surrounded themselves. The depleted survivors fought their way out during the next several months.

After the Dnieper operation, there were further small-scale missions; however, the airborne forces continued fighting primarily in an infantry role. Airborne soldiers were dropped in actions against Japan in 1945 as well. In that theater of operations, their missions were largely to secure territory rather than take it from the enemy.





[h2]Patch 14.6 Changelog[/h2]

[h3]Night Map Variants[/h3]

  • [Added] Kharkov Night
  • [Added] Stalingrad Night


[h3]New Paid DLC[/h3]

  • [Added] Red Skies (The Soviet Airborne uniform)


[h3]Vaulting Improvements[/h3]

  • [Changed] It was found that a previous vaulting bug fix had inadvertently introduced opportunities for the server and client to become de-synchronised, during vaulting under certain network conditions. This would sometimes cause vault initialisation to fail, leading to unwanted behavior. This fix was reworked to solve the issue while maintaining the synchronisation of the client and server.


[h3]General[/h3]

  • [Fixed] Undefined splash VFX where the raindrops
  • - Please be aware this does cause an issue wherein rain will not appear on Xbox consoles and will also not appear on shadow settings below “Epic” on PC due to legacy issues with the setup of Rain, we’re planning to have this fixed in the next update as a high priority
  • [Changed] Visual Rain effects were previously broken on Xbox Series consoles, we have had to disable the rain for now on Xbox Series consoles however are looking into these rendering issues as a priority
  • [Fixed] The options changed in the 'Audio' tab do not persist after closing and reopening the game
  • [Fixed] "Gameplay" and "Control" options don't persist when relaunching the title
  • [Fixed] When destroyed, AT Guns produce no explosion VFX
  • [Fixed] Explosions VFX will move several meters away from their location when a rebase is triggered in the game world
  • [Fixed] The 'drystone wall' asset used throughout French maps has collision in places that look passable without having to vault over the wall
  • [Fixed] The Churchill MkIII bounces on its wheels when the player enters and exits the pause menu
  • [Fixed] Hovering over the block button in the scoreboard displays a placeholder texture
  • [Fixed] The MK-II Helmet is clipping with the headphones of the support class
  • [Fixed] Joining every time in a new server will trigger a functionality issue for the VOIP
  • [Added] The user can now skip the boot flow


[h3]Kursk[/h3]

  • [Fixed] [C3] A large log pile asset will cull at an observable distance
  • [Fixed] [F4] Wooden Bridge over a trench has a blocking volume, not allowing a player to cross


[h3]Driel[/h3]

  • [Fixed] [G4] Standing in sector G4 causes performance issues


[h3]Purple Heart Lane[/h3]

  • [Fixed] The raindrops look unnatural
  • - Noted on Xbox the rain droplets will not appear, this is due to underlying rendering issues which we’re looking to resolve as soon as possible
  • [Fixed] Distant water reflections on PHL are displaying major corruption
  • [Aware Of] Missing procedural grass due to terrain materials not rebuilding
    * - We’re aware of an issue on Purple Heart Lane from the previous update wherein grass is not appearing correctly, we’re looking to resolve this as soon as possible.


[h3]Foy[/h3]

  • [Aware Of] Missing procedural grass due to terrain materials not rebuilding
  • - We’re aware of an issue on Foy from the previous update wherein grass is not appearing correctly, we’re looking to resolve this as soon as possible.


[h3]Kharkov[/h3]

  • [Fixed] [F1] Multiple assets are misaligned
  • [Fixed] Soviet side artillery guns are misaligned with the terrain, with the leftmost gun trapping the player once entered
  • [Fixed] A specific yellow house asset has draw distance issues from 20m

PTE Skirmish Mode | El Alamein & Driel Bridge - live for 24hrs!

Hey everyone,

Public Testing for our new Skirmish Mode variations is now live for 24 hours on the Hell Let Loose (Public Testing) Steam App!

A huge thank you to all of you who participated in our first PTE for Skirmish. We appreciate the time taken to share feedback; the insights into your experience have been instrumental in helping us tweak and improve gameplay, and we’re working hard to remedy the issues.

We’d like to take this opportunity to reinforce that Skirmish is optional – this mode offers a shorter gameplay experience for players looking to learn the mechanics and immediately throw themselves into the action.

If you missed last week’s PTE, you can read about Skirmish, for a full explanation of what the new mode entails: [Click here]

[h2]El Alamein Changes [/h2]

We’ve redesigned El Alamein to deliver an improved gameplay experience that accommodates Skirmish. Map visuals and layout have been enhanced and improved – bringing graphical consistency to the level with an overall colour and tone pass. We’ve transformed the roads to increase visual quality; populated many open, empty areas; and new military posts have been set up across the map. Please see the full list of adjustments and improvements in the changelog below.


The roads in El Alamein have had a major overhaul to increase the visual quality

The Oasis location has been extended and now includes two towns connected by a bridge that overlooks it


[h2]New Skirmish Mode variations[/h2]

This PTE includes two new variations of Skirmish Mode that we have been developing named Phased and Majority.

Both these variations play out quite differently compared to Foy and Kharkov Skirmish which involved both teams fighting for control over a single Capture Point.

[h2]What is Phased Skirmish?[/h2]

Phased Skirmish is based on two or more phases during a match with one team attacking and the other defending. Each phase can include several Capture Points that must be captured by the attacking team to progress to the next phase. The Defending team always has initial control over the sectors with pre-placed garrisons to support their defensive tactics.

[h3]Win Conditions:[/h3]

  • The attacking team must capture all Capture Points in each phase
  • Defending team must prevent the attacking team from capturing all the Capture Points


El-Alamein and Driel Bridge are our two Phased Skirmish maps



[h3]El-Alamein - Phased Skirmish[/h3]

  • German Africa Corps are the defenders, British Eighth Army are the attackers
  • Map orientation is east to west
  • The match is structured around two phases, with Capture Points located in the middle sectors of the map
  • Only the territory in the middle sectors can change hands by gaining control of the relevant Capture Point(s)
  • Only the hard capture radius is active


[h3]Driel Bridge - Phased Skirmish[/h3]

  • Germany are the defending team, Great Britain are the attacking team
  • Map orientation is north to south
  • The match is structured around three phases, with Capture Points located in key sectors around the bridge
  • Similar to offensive mode, the attacking team can gain control over the majority of the map sectors except for the HQ sectors
  • Only the hard capture radius is active


[h2]What is Majority Skirmish?[/h2]

Majority Skirmish is based on both teams fighting for majority control over several Capture Points. All Capture Points are unlocked and can be captured and retaken at any time throughout the match. When the match ends, the team with the majority control over the Capture Points wins!

[h3]Win Condition:[/h3]

  • Capture and hold the majority of Capture Points when the match ends



Driel (non-bridge version) is our Majority Skirmish map

[h3]Driel - Majority Skirmish[/h3]

  • Germany and Great Britain teams are fighting for majority control over all of the Capture Points
  • Map orientation is north to south
  • Only the territory in the middle sectors can change hands by gaining control of the relevant Capture Point(s)
  • Soft capture and hard capture radius are active



[h2]Why are there two Driel Skirmish maps in the PTE?[/h2]

We wanted to try out two different versions, one that focuses on the bridge and one that doesn't.

We also wanted to see what different variations of Skirmish mode the Driel map could support and test both versions in the PTE to see what our community thought about each one and whether or not players prefer one more over the other.

Many of the rules and details from the Foy and Kharkov Skirmish still apply, such as…

  • 40 minutes match duration
  • Limited armour and recon squads
  • New Forward Position
  • Smaller map size



[h2]Further info:[/h2]

  • Match duration is 40 minutes with 3 min warmup
  • Skirmish mode takes place on a smaller map. Playable space is 1.4km x 1.12km (10x8 Skirmish grid)
  • Sectors and grid sizes are also smaller to reflect the new map size
  • Grid square is 140 compared to 200 in Warfare
  • Skirmish mode features a new type of garrison called the Forward Position. Forward Positions have a distance rule of 140 meters from each other. The radius is visually shown on the tactical map
  • For Driel Majority Skirmish, We show on the tactical map the soft capture i.e. 2x2 grid square where the Capture Points reside




[h2]Updates & Changes in El Alamein[/h2]

  • Currently, the tactical map has not been updated
  • Some performance issues on the El Alamein level have been highlighted. We are currently doing a full level pass where we are tackling assets that are not performant and reducing the draw calls of smaller assets to increase the frame rate of the level for release
  • New HQ locations for Skirmish mode
  • New Capture Point locations for Skirmish mode
  • Populated open and empty areas with trenches, buildings, and military outposts to provide more cover and improve the overall flow of the map
  • The map visuals and layout have been enhanced and improved, with an overall colour and tone pass to bring visual consistency to the level
  • The roads in El Alamein have had a major overhaul to increase the visual quality
  • The Oasis location has been extended and now includes two towns connected by a bridge that overlooks the Oasis
  • A large number of exposed empty areas have been populated with winding canyons that provide more cover for infantry and visual interest
  • Various capture points now have new themes and storytelling added
  • New mine tunnels have been fully implemented into the map, creating alternative paths and refuge areas for infantry spawns
  • New military posts have been set up across the map
  • Trench visuals have been improved and redressed in multiple locations around the map.
  • Added a variety of trees and vegetation
  • Heavy optimisation of the level has been implemented and is currently an ongoing task.


[h2]Updates & Changes in Driel[/h2]

  • Currently, the tactical map has not been updated
  • New HQ locations for Skirmish mode
  • New Capture Point locations for Skirmish mode


[h2]Other Updates and changes[/h2]

Based on the 30th November PTE feedback we have made a temporary improvement change and reduced the opacity of the Forward Position radius in the tactical map



[h3]Work In Progress
[/h3]
These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on PC, we encourage everyone to take part to be able to share feedback.

[h3]Streaming & Recording PTE Sessions
[/h3]
You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs, and other issues.

[h3]Feedback Questions[/h3]

Once you have completed a game and are ready to provide feedback, please use the forms below!

[h2]How to Take Part[/h2]

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the new game mode!

Submit Feedback: https://forms.office.com/pages/responsepage.aspx?id=dzO7_29vdE2wkFIXThwvGavPYX8LIbRMtn3WncW9OkpUNUcwUVNESVkxREc3VFlVQU9TWDZMMUU1NC4u


Share Bug Reports: https://forms.office.com/pages/responsepage.aspx?id=dzO7_29vdE2wkFIXThwvGavPYX8LIbRMtn3WncW9OkpUNlpORllYSk8wWkhQT0pHNlRETkRTUFFZNC4u


[h3]Please note:[/h3]

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any exp and your progress will not be carried over to the live game.