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Dev Brief #202 | May 2025

Hi all,

We’d like to start off by saying a big thank you to the community for their involvement with the recent VE Day 80th Anniversary Hell Let Loose event, and for the generous donations made towards SSAFA.

The reason for this developer briefing is that we have recognised that communication between the development team and the community has slowed recently, and we would like to address that. Typically, our developer briefings are centered around PTE’s and official updates to the game. Going forward, we’d like to take a different approach by giving you more frequent glimpses into what the team is working on between major updates. With that in mind, we’re excited to share some behind-the-scenes progress on the roadmap and offer a closer look at our development process.

We're excited to announce that we'll be running multiple PTEs in the coming months, featuring both upcoming features from future updates, as well as experimental content we’d love your feedback on. Stay tuned for more details in upcoming dev blogs.

[h3]Notes:[/h3]
  • Everything you see here is work-in-progress at various stages of development, and is subject to change.
  • The content shown in these developer briefings is not an exhaustive list of everything coming to the game, and will be spread out across various updates and briefs.
  • Do comment, and give feedback on anything that you see whether positive or constructive.


Maps


[h2]Objective Mode[/h2]

As promised in the live Q&A, we’d like to invite the community to take part in several paused maps and modes from back in 2023. We’d love to know your thoughts on the modes as a whole, how/if they fit in Hell Let Loose, and whether we should continue exploring this direction (either by adapting these mechanics into the larger maps or developing them as standalone experiences).

The following maps will be available to test in an upcoming PTE.

[h3]El Alamein (Destruction)[/h3]
Objective Mode - El Alamein

[h3]Brécourt Battery (Destruction)[/h3]
Objective Mode - Brécourt Battery

[h3]Danzig Post Office (Destruction into Capture Phase)[/h3]
Objective Mode - Danzig Post Office

More details to follow in an upcoming PTE.

[h2]Stalingrad Map Refresh[/h2]

[h3]Level Design[/h3]

After extensive research into the community sentiment behind Stalingrad and reviewing the map in engine, the Level Design team have started work on making improvements to the map, firstly by adjusting the HQ spawner positions for a more balanced experience.

[h3]HQ Blockout[/h3]

The team has completed a blockout pass of pre-placed cover to protect players when immediately spawning in. This has been done to varying degrees across all German Force and Soviet Force HQ’s.

Stalingrad Map Refresh - Capture Point - HQ Blockout

Iterations on the central Capture Points have focused on cover, gameplay routes, and a sense of Capture Point identity. As with all map refreshes, our goal is to enhance the existing experience (building on what’s already there, rather than taking away from it).

[h3]Capture Point - Train Station[/h3]

Stalingrad Map Refresh - Capture Point - Train Station

Stalingrad Map Refresh - Capture Point - Train Station

[h3]Capture Point - Carriage Depot[/h3]

Stalingrad Map Refresh - Capture Point - Carriage Depot

Stalingrad Map Refresh - Capture Point - Carriage Depot

[h2]Environment Art[/h2]

The Art team have also been making some significant headway in improving optimisation in Stalingrad:

[h3]Material Reduction and Collision Improvements:[/h3]
Some of the details used to populate the map had redundant amounts of material slots and overly complicated collisions. This caused larger draw calls and slowed things down. Some have been reduced from 18 materials down to around 4 or less and had unoptimized decals removed. Here are some examples of reductions without losing fidelity.

Basic Example of Material Reduction

Collision Improvements/Optimisation 30-6

[h3]Izba Optimisation and Cleanup[/h3]

The burned out Izba’s had similar unneeded material slots, collision in need of improvement and were merged in a non-optimized way. We’ve improved this to aid gameplay (such as player traversal issues) and draw calls.


This process allows us to make some significant gains on the overall performance in the map, without compromising on quality.


Features


[h2]Medic Rework[/h2]

With the Medic role, we have gathered feedback and begun to address a lot of the key issues raised about the gameplay experience. The aim is to bring the current forces into parity in terms of timings, to tweak the core game loop, and to make the role a more attractive experience to play.

  • Medic Revive Speed decreased from 2.4s to 2s
  • Soviet Medic Revive speed brought into parity from 3s to 2s
  • Downed players are now revived to full health

[previewyoutube][/previewyoutube] Medic Rework - Soviet Revive Speed & Full Health

Note: We currently have our animators tweaking the animations to match the new speeds.

  • Medic Revive XP increased from 30 to 75
  • Getting revived by a Medic XP increased from 30 to 75

[previewyoutube][/previewyoutube] Medic Rework - Post-Match XP

  • Medic Self Bandage Speeds decreased from 2.4s to 2s

[previewyoutube][/previewyoutube] Medic Rework - Self Bandage Speeds

  • Medic Bandage Ally Speeds decreased from 3.9s to 2s

[previewyoutube][/previewyoutube] Medic Rework - Bandage Ally Speeds

[h2]Bipod Rework[/h2]

The bipod system has been reworked to allow more flexible and realistic deployment by detecting objects in the player’s deployed path, rather than relying on hardcoded limits. This aims to reduce instances where the players body could be pivoted into hard surface objects.

Pitch angles have been improved to reflect the surface height, allowing for greater range, like aiming lower from a low ledge or higher from a high one.

Deployment checks are now handled server side to fix issues where players would initiate a deploy, but get cancelled out of it mid-animation. Additionally, both standing and crouching now use the same deployment limits, removing the need to switch stances to test deployment spots.

[h3]Prone Position[/h3]
The range of motion has been unlocked, so that players are no longer restricted to the previous bounds. They can now turn a full 360 degrees.
[previewyoutube][/previewyoutube] Bipod Prone - First Person Perspective

[previewyoutube][/previewyoutube] Bipod Prone - Third Person Perspective

[h3]Crouch Position[/h3]
Another common issue is using the bipod through open windows. By unlocking the system, we can now control the range of motion to make using the bipod more viable through windows. The next steps are to add collision checks to prevent any excess clipping through objects.

[previewyoutube][/previewyoutube] Bipod Crouch - First Person Perspective

[previewyoutube][/previewyoutube] Bipod Crouch - Third Person Perspective

[h2]Post-Match VOIP[/h2]

Players can now retain voice communications for the Leadership and Squad channels during the post-match flow, this allows players a grace period to discuss the match, or plan out next steps for the upcoming match.

[previewyoutube][/previewyoutube] Post-Match VOIP

As mentioned previously, this is this first in a regular series of updates of what the development team are working on, a sneak peak at the future of Hell Let Loose, and your chance to share any early feedback and thoughts. Until next time, see you on the battlefield.

Community Updates


Hey everyone, Ben here — your Hell Let Loose Community Manager!

Over the past couple of months, we’ve been working hard to ramp up our community engagement and bring you closer to the heart of the action. One of the highlights so far has been our very first episode of ‘Best of the Community’, which we had the pleasure of live streaming with the incredible RazBora.

If you missed the stream, don’t worry - the full VOD is now available on our YouTube channel, ready for you to watch at your convenience. Be sure to check it out and see some of the awesome community moments we featured!

Our next episode is due to air on Thursday 29th May 2025, and will be all about the Competitive HLL Community. If you are a member of the competitive scene, and would like to show of your best clips or what it is you do in the space, head over to our Discord channel and submit your entries today. I'm excited to be joined by the incredible DasAltberg - our resident HLL Comp expert. 



As well as the first 'Best of' stream, we also ran a phenomenal charity event on May 8th celebrating the 80th Anniversary of VE Day. This was an amazing 3.5 hour stream, where alongside some community games casted over by our War Correspondents, we also had five incredible interviews from members of our community. If you are interested in watching these interviews be sure to head to our YouTube and find them in the Community Interview playlist we've created. You can also watch the full VE Day VOD of the stream on our YouTube as well. 

We would also like to thank everyone who donated to the fundraiser we did during the stream for the SSAFA. If you are still interested in donating, the fundraiser will remain live till the end of the month. 

[h2]Community Events[/h2]

Alongside events that we are throwing, we wanted to shoutout BR1 Gaming who are back with another 'Road to D-Day' event. This year's event will bring together both PC and console communities, with matches set for both platforms. If you're interested in taking part or want to donate to their charity of choice, be sure to visit their website and register today. 

This will be taking place on June 7th 2025, with the first match starting around 4:30pm EST. 

Here is BR1 with a bit more information on the event itself:

"Since its inception in 2021, BR1Gaming has embarked on a mission to support veterans and unite gamers for a meaningful cause. This year, they have decided to focus their fundraising efforts with the Fisher House Foundation, this renowned foundation is dedicated to taking care of our nation’s wounded, injured, and ill service members, veterans, and their families. As of 2025, BR1Gaming has successfully raised $11,498.22, a testament to their commitment and the generosity of their supporters. Through their endeavors, BR1Gaming has not only raised vital funds but has also raised awareness about the challenges faced by veterans, fostering a community of compassion and support among gamers."



[h2]War Correspondents[/h2]

As always, our War Correspondents have been creating some phenomenal content for us all to enjoy. Here's what they have created recently:

[h3]TheFreshBakedGoods[/h3]
[previewyoutube][/previewyoutube]

[h3]Gebatron[/h3]
[previewyoutube][/previewyoutube]

[h3]SoulSniper[/h3]
[previewyoutube][/previewyoutube]

[h3]DasAltberg[/h3]
[previewyoutube][/previewyoutube]

[h3]Razbora[/h3]
[previewyoutube][/previewyoutube]

Thank you for reading this dev brief! Next up for Hell Let Loose will be some PTE's which we cannot wait for you to join!

Have a wonderful weekend.

Update 17 | Hotfix | Changelog

"Thank you to everyone who has jumped into Update 17 of Hell Let Loose!
The team has loved seeing your reactions to the new map, Tobruk, and everything else the update brought to the battlefield.

Of course, with any major release, a few bugs have crept through but we've been hard at work squashing them. Today’s hotfix addresses several of the issues you flagged, and we're pleased to share that it's now live.

A huge thank you to everyone who reported bugs and shared feedback across Steam, Discord, Reddit, and social media. Your support helps us improve the game for everyone.

We hope you continue to enjoy Tobruk. See you on the front lines!"

– Team17 & Expression Games.
Below are some key fixes and improvements that are incoming with this latest hotfix patch.

[h3]XP Bug Fixes:[/h3]
We have noticed that a lot of people reported that Support Effectiveness XP is immediately granted to users who ping enemy locations, allowing them to confirm locations via the scoreboard. To combat this, we are doing the following:
  • Rewarding player XP and scores for accurate marks or pings on the tac-map has been disabled.
  • XP and scores for accurate markers or pings are only rewarded to the player upon: the players death, the player leaving the server or the match ending.

[h3]Bug Fixes[/h3]
  • [A6] Players could see beneath the map and fall through in sector A6 of Tobruk.
  • Damage indicator remained permanently on screen after redeploying.

[h3]Admin Camera Fixes[/h3]
  • Missing keybinds for Admin Camera in the keybindings menu.
  • The R key still has no functionality when unlocked from a target, but that button prompt has been removed. When locked to a target it still has the original functionality of Toggling locked rotation

[h3]Environment Fixes Across Tobruk[/h3]
[I6] Unnecessary fence removed.
[J5] Certain area looked too symmetrical.
[D8] Road spline texture visibly splitting.
[A8] Disconnected power cable pole.
[I7] Unnatural ridge without landscape painting.
[I7] Fallen electrical pole clipping with environment.
[I3] Floating assets covered by terrain layer.
[I3] Crates partially blocking tent entrance.
[J3] Poor fence blending at top British HQ.
[F8] Broken blue door fallen out of a green door frame.
[F8] Terrain covering a house foundation.
[D8] Missing pavement poly face at the sea wall.
[B4] See-through cliff terrain in sector B4.
[C7] Misaligned terrain inside a mud pile.
[I5] Rocks missing player collision.
[B4] Guard Room strongpoint missing on the tactical map.
Intense shadows on windows and doors in multiple locations.
[H3) Misaligned terrain in sector H3.
[D5] Misaligned house with the ground in sector D5.
[F8] Clipping through walls in Admiralty House.
[E6] [E7] Boxes missing player collision.

[h3]Other Fixes[/h3]
  • Field Manual – Tobruk entry partially obscured in the Locations tab.
  • DAK Panzerdivision & Afrikakorps Tropenfeldbluse – Stretched arm textures.
  • Purple Heart Lane Map – Rare lightning strikes.

[h3]Improvements[/h3]
You may also notice an improvement to the interiors across Tobruk as well, courtesy of our art department

[h3]Future updates[/h3]
Unfortunately, not all identified issues were able to be added into this hotfix. That being said, we wanted to make you aware of the following bugs that are currently being addressed which will release in a future hotfix update.
  • Loading into queue UI disappearance - Thank you to all the players who have noted this issue. Although frustrating we wanted to assure this bug does not impact your spot in the queue and only visually removes the UI showing you exactly what spot you were in.
  • The Leichte Afrika Division Uniform on Support, the backpack is clipping with the fuel tank.


We appreciate your continued support and patience as we work through these fixes!

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Update 17 is OUT NOW | Dev Brief #203 | Full Changelog

Hello Everyone,

Update 17 has deployed on all platforms!

This update brings the release of the brand new Tobruk map, Dynamic Sandstorms and some Quality of Life Improvements!


The Second Siege of Tobruk was a short lived battle set in Tobruk - Libya that saw the capitulation of the British defences, within a single day. Set on 20th June of 1942, the Second Siege of Tobruk featured the successful campaign of the Deutsche Afrika Korps against the British 8th Army, as the harsh summer sandstorms rolled in. Aside from the close-quarters combat of the city proper, the map also features various caves, aptly named the “Desert Rat Caves” after the defenders of Tobruk, who were often referred to as the “Rats of Tobruk”.

Tobruk comes with the following game modes:
  • Warfare
  • Offensive British
  • Offensive German
  • Control Skirmish

[h2]New Map - Tobruk[/h2]

[h3]Watch the Tobruk Deep-Dive Video Overview:[/h3]
[previewyoutube][/previewyoutube]

[h3]Map Rationale[/h3]
When planning what kind of thematic map we wanted to create, we referred to the existing maps that are currently available to players to help us decide. As a team, we decided that this map could be:
  • A desert map that is different to El Alamein yet feels cohesive in nature
  • An opportunity to provide players with new fighting experiences including: caves, creeks, accessible rooftops and the overall blend of urban and rural areas
  • A map that incorporates dense urban areas but does not restrict vehicles/armour
  • A map that has diverse Capture Point themes that contrast each other yet remain thematically cohesive overall
The desert nature of Tobruk has given us the freedom to experiment with the natural topography, allowing us to create interesting natural areas unique to this map. We had concerns about the open flat plains that the desert provides, however, we addressed this issue by utilising natural rock formations and sand dunes which provided cover but retained the authenticity of a believable desert landscape.

Tobruk - High Resolution Tactical Map

[h2]🖱️Full info on Tobruk's Capture Points.[/h2]



Changelog


[h2]Features[/h2][h3]General[/h3]
  • Improvements made to the XP System
  • Improvements made to the dynamic weather system
  • Improvements made to the Flamethrower
[h3]Maps[/h3]
Tobruk - The following time of day scenarios have been added:
  • Morning
  • Day
  • Dusk
The following game modes have been added for Tobruk:
  • Warfare
  • Offensive British
  • Offensive German
  • Skirmish
Updated Tobruk themed main menu

Updated Tobruk themed loadout screen

Updated Soviet Practice Range:
  • New distant landscape added
  • Reworked materials
  • Added new roads and snow details
Updated lighting for the Soviet Practice Range:
  • A new skybox was added to create a more dramatic morning setting
  • Tuned fog settings to ensure they worked well with the lighting conditions
  • Updated HDRI, again tuned so that the specular values are less harsh
  • Tuned direct lighting settings to be slightly more pink and less intense
  • Tuned post-processing to add a subtle blue filter

[h3]Weather System[/h3]
The technical art team has collaborated closely with the programming team to improve the weather system originally developed for Elsenborn Ridge and Purple Heart Lane. This updated system introduces greater flexibility and adds an extra layer of randomness to the weather patterns. In the previous version, the weather would cycle through various intensities at predictable intervals (e.g. every 2 to 5 minutes), always ending in an extreme setting before cycling back down. The new system alters this behaviour, making it less predictable when an extreme weather event will occur. As with the original system the transitions have a time range and cool down time range, however, from here we can breakdown each of the scenarios to give them separate weighting. We can control how long it will stay at medium compared to heavy or extreme, we can control the maximum amount of occurrences for each scenario. This also means that when it reaches a heavy scenario it can sometimes move back to mild or medium rather than always going to extreme.

As part of our plan to expand the dynamic weather system, we are now able to introduce sandstorms to Tobruk. The sandstorm features four distinct modes, beginning with a light flurry of dust and sand particles and escalating to a full-blown sandstorm. The extreme setting reduces visibility, creating intense dust clouds and particles around the player. These moments offer players an additional layer of dynamic cover, and with the updated system, the occurrence and duration of these events are now less predictable.

Due to the nature of the sand dust and cloud particles the technical art team needed to update how the occlusion system worked. Traditionally the system was handled this way:
  • Capture a world aligned top down heightmap
  • Particles then sample the heightmap using their world position
  • If the particle’s own height is lower than the sampled heightmap, that particle is occluded/hidden
With the updated method we do a small ray-march for each pixel in the direction of its motion. We do this to check the distance that it will get occluded in the future and we use that distance to start reducing the opacity before it reaches the occlusion boundary.



Environment Art - Expression Games

[h3]Flamethrower Buffs[/h3]
The following buffs have been made to the flamethrower to allow it to destroy more buildable structures:

Previous Behaviour - Previously could destroy:
  • Garrison
  • Outpost
  • Forward Position
New Behaviour - Now is able to destroy:
    Fuel Node
    Manpower Node
    Munitions Node
    Repair Station
    Supply Drop
    Ammo Drop
    Ammo Box
    Supply Box
    Explosive Ammo Box
    Medic Box
  • Garrison
  • Outpost
  • Forward Position
Based on feedback from the community after the PTE, the following changes have also been made:
  • Flamethrower effective range increased from 23m to 35m
  • Flamethrowers now suppress enemies


[h3]Structure Durability[/h3]
Player built structures now have varying durability levels. These are categorized as Light, Medium and Heavy. Upgrading structures will increase their durability. This will allow us to explore how various weapons interact with different structures.
  • Bunker (Tier 1) - Light
  • Bunker (Tier 2) - Medium
  • Bunker (Tier 3) - Heavy
  • Barricade (Tier 1) - Light
  • Barricade (Tier 2) - Medium
  • Barricade (Tier 3) - Medium
  • Hedgehog - Medium
  • Belgium Gate - Medium
  • Barbed Wire - Medium

[h3]Precision Strike[/h3]
The first change we have made, along with the new structure durability, is that precision strikes can now destroy Light and Medium structures, giving commanders a tool to break through tough enemy defences.

Previous behaviour - Previously could destroy:
  • AT Gun
  • AT Mines
  • AP Mines
  • Ammo boxes
  • Supply Boxes
  • Medic Boxes
  • Garrison
  • Outpost
  • Forward Position
  • Fuel Node
  • Manpower Node
  • Munitions Node
  • Repair Station
  • Supplies
New behaviour - Now is able to destroy:
    Bunker
    Bunker Upgrade 1
    Barricade
    Barricade Upgrade 1
    Barricade Upgrade 2
    Hedgehog (US & BRITS)
    Belgium Gate (GER & DAK)
    Barbed Wire
  • AT Gun
  • AT Mines
  • AP Mines
  • Ammo boxes
  • Supply Boxes
  • Medic Boxes
  • Garrison
  • Outpost
  • Forward Position
  • Fuel Node
  • Manpower Node
  • Munitions Node
  • Repair Station
  • Supplies

[h3]New ways to get XP[/h3]
As a first step to promote some positive play, we’ve added more ways for the player to gain XP whilst playing the game as it is intended to be played. These include the following:
  • XP for accurate infantry marks/pings
  • XP for accurate vehicle marks/ping
  • XP for accurate OP/Garrison Markers
  • XP for suppressing enemies
  • XP for kill assists
Bug Fixes

[h2]General[/h2]
  • Recon Outposts layer on top of all other outposts
  • Player icons may block the ability to click on outposts
  • The active Outpost icon fails to layer on top of other outposts
  • Microphone Check Settings Reset After Closing Game
  • HQ spawn timers freeze while the "Unit Join Request" pop-up is on the screen.
  • All British helmets sit too high on the character’s head
  • Aim down sights triggers read/write of the input.ini file multiple times per ADS
  • A crash will occur after performing a network disconnection and then reconnecting and progressing past the IIS


[h2]Map Specific[/h2]
[h3]Sainte-Mère-Église[/h3]
(I8) Additional stone wall on the road
(G4) Deploying on an outpost placed next to the house causes the player to become stuck in the building
[h3]Sainte-Marie-du-Mont[/h3]
(H8) Players can use an Airhead to spawn into an inaccessible area
[h3]Purple Heart Lane[/h3]
(E2) The player can become stuck inside the building after deploying
[h3]Omaha Beach[/h3]
(D6) Players can spawn in a locked building
[h3]Kharkov[/h3]
(F1) Misplaced artillery prevents the player from exiting the seat
(F1) Floating artillery
[h3]Foy[/h3]
(F4) Two buildings are overlapping
[h3]Elsenborn Ridge[/h3]
(H3) The player gets stuck between a sandbag wall and a pile of barrels
(D10) The snow is not blending correctly with the road and ground
(C2) There are wooden boxes and pallets without snow in the open
(HF) (H3) Missing polygon face at the end of a trench network
(H8) Small seam that the user can see out of the game world
(H4) Big snow pile with furniture appears low resolution
(G6) Misaligned snow terrain
(C5) A little bit of snow texture is poking through the roof asset on the interior side.
(C3) The Back face of a rockface that is alongside a road is missing

DLC

[h2]Deutsche Afrika Korps[/h2]
Deutsches Afrikakorps: At the helm of the Afrikakorps, command directed sweeping offensives across North Africa. With Tobruk in their sights in June 1942, they launched a coordinated assault to seize the key port and strengthen Axis control. 21. Panzerdivision: As one of the Afrikakorps’ primary armored divisions, the 21st Panzer Division advanced toward Tobruk in June 1942. With tanks at the forefront, they aimed to smash through British defenses and secure the key stronghold. 90. Leichte Afrika Division: The 90th Light Afrika Division operated across North Africa, specializing in fast, flexible warfare. In June 1942, they advanced on Tobruk, tasked with breaking through its defenses and seizing the vital port for the Axis.
[h2]British Eighth Army[/h2]
Eighth Army:Eighth Army Command oversaw pivotal battles throughout the North African Campaign. After the defeat at Gazala, miscommunication led to the Tobruk garrison failing to evacuate in time. This resulted in the formation of an ad hoc defensive force tasked with preventing Axis forces from capturing the port. Cameron Highlanders: The Cameron Highlanders saw action across North Africa, enduring the hardships of desert warfare. In June 1942, they braced for the Axis assault on Tobruk, ready to defend the strategic port against the advancing forces. 1st Armoured Division: The 1st Armoured Division took part in some of the largest armored battles in the Western Desert Campaign. After defeat at Gazala they retreated East, with elements breaking off during the disarray to resupply at Tobruk.
[h2]Long Range Desert Group[/h2]
LRDG:The eyes of the British Eighth Army in North Africa, the Long Range Desert Group tracked Axis movements deep behind enemy lines. This unit supplied vital intelligence to Allied forces, helping to turn the tide of the Western Desert Campaign.

Upcoming Roadmap

We hope you enjoyed what we brought to the game last year, and we’re excited to share what’s coming next. As Hell Let Loose continues to evolve and grow, our next four major updates bring the following content:

🗺️ Two brand-new maps, in two very different locales.
🔧 A map refresh of Stalingrad, refining the player experience and addressing long-standing performance issues.
⛽ Powerful new vehicles to shift the tide of battle.
🔫 DLC content bringing new thematic cosmetics to further personalise your loadout.
🎉 And much more!

🗒️ Please note that this roadmap highlights just some of the key additions coming to the game. Each update will also include a variety of new content, quality-of-life improvements, and bug fixes. As we progress we’ll be diving deeper into each update to share more details with you all.

📽️ This starts on Friday 21st March 2025, where we will be hosting a live Q&A with the game devs. Keep an eye on our socials this week for more details.
❓ If you would like the devs to answer your questions, be sure to submit them in the Hell Let Loose Discord server or on our Hell Let Loose Reddit.
Question submissions will close on Thursday 20th March.



We are super excited for another year of Hell Let Loose and cannot wait to experience these updates with you. Thank you for your continued support— see you on the frontlines!