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Developer Briefing #191 - Our Focus for The Remainder of 2023

Hell Let Loose is an indie title that was given the opportunity to grow, thanks to you, a community of passionate players.

We’re keen to acknowledge that it has not been an easy period for the game and community - with poor communication around recent changes, the premature discontinuation of PTEs, and what was a less-than-ideal trailer.

Initially, the 2023 roadmap set out to offer an ambitious plan to increase content delivery on a linear and predictable timescale - one year of the war for each game calendar year - while inviting more like-minded players to experience Hell Let Loose. However, we’ve stepped back and thought carefully about the way we introduce these new features - ensuring we are deepening the existing experience - as opposed to potentially splitting the player base and diluting it.

We have spent the last several weeks in many discussions, revisiting plans and reshaping them with the aim of preserving the core aspects of Hell Let Loose, while also looking to drastically shift the way in which we have been communicating, so that we’re able to work with you on new features long before release.

We know many of you are excited to see the introduction of new maps and additional forces, and this remains in our plan, however, we know that we must focus our efforts and priorities on addressing your feedback first.

[h2]What’s Changing?[/h2]

[h3]Our Focus & The Delivery of More Frequent Patches[/h3]

For the remainder of 2023, we will be focusing on attempting to address some of the issues that have been raised by the community. In doing so, our efforts to deliver the original 2023 roadmap will instead change focus to a slower speed of content delivery - bringing you more 100-player Warfare and Offensive maps, alongside existing planned cosmetic DLC, as we continue to work on resolving as many bugs as possible, and begin the planning for a longer-term future of Hell Let Loose alongside the community.

With this shift in focus, we will now be working towards delivering more patches, rather than major content updates - beginning with Patches 14.2 and 14.3.

[h3]Player Locomotion Speed & Dive to Prone (Patch 14.2)[/h3]

Starting with an open PTE, we will be looking for your feedback as we begin the process of removing the running and sprinting speed increase, including the acceleration speeds, as well as the dive to prone functionality.

We are aiming for the PTE to take place on the 20th of July, to test the removal of these recent changes and assess any potential broader impact, before the adjustments can be confirmed for Patch 14.2 - a patch that will introduce this adjustment, to be released once a successful PTE has been carried out.

We understand that there are members of the Hell Let Loose community who will be disappointed with the decision to remove the increase in speed, however, recent fixes intended to reduce the impact of these changes haven’t been as successful as we had hoped. This led to further investigations to be carried out to understand the deeper components of Hell Let Loose, including vehicles, and how these currently affect our ability to make balancing tweaks, without impacting the wider game.

[h3]Brécourt Map[/h3]

With our roadmap adjustment, the new Objective game mode will be moved back in the current timeline. While we recognize the excitement around the option for a shorter game mode, we are taking some time to look at how this can be implemented, so that we can continue to focus on delivering more fixes, as well as better understand how we release this game mode in the future and will communicate clearly when we’re confident of a way forward.

We will be organizing PTEs for players to test this new mode and provide much-appreciated feedback before it returns to our release schedule in the future.

[h2]The British Forces[/h2]

We know that many of you, after years of being promised, have felt the initial introduction to the British forces to be underwhelming. We want to build upon these forces and are committed to reworking and expanding them, including introducing more historically accurate weapons and uniforms, such as desert uniforms for both the British and German forces, as well as making updates to the existing loadouts.

However, the limitations and inadvertent impact that tweaking certain features or firearms, like the Bren gun, would cause, is something we need to address on a wider scale; reworking and rebalancing some items from the ground up. While we don’t have a full timeline for this work right now, we are aiming to further tackle weapon sway, bolt handle animations, and weapon fire rate, as well as ensuring all British firearms are correctly zeroed, for Patch 14.3.

A PTE will be held in advance of Patch 14.3 that will allow you to submit feedback that we can action, prior to release.

[h2]What else will arrive in Patch 14.3?[/h2]

[h3]Basic Training Environment[/h3]

One of the key mantras in our aim to introduce new players to Hell Let Loose is to use a variety of methods to help them learn the fundamentals of the game - not to change the fundamentals of the game to suit a new player.

Taking inspiration from Churchill’s War Room, this new scene - accessible from the main menu - is one of our first steps in our aim to provide a smoother onboarding experience. It will give players the opportunity to explore a reworked Field Manual, as well as tune into basic video tutorials to help get to grips with some of the gameplay complexities, before accessing the Practice Range.



[h3]Practice Range[/h3]

We know that the community has long asked for a Practice Range, and the first iteration will be arriving in Patch 14.3.

To begin with, the Practice Range will offer a basic, solo experience on the US forces and introduce a new environment for players to test out weapons and vehicles, without needing to be in a live game. Many of you will know that each Update can radically shift aspects of the game, and we will be updating the Practice Range to reflect this, while also including other forces as we continue development.

Complete with a range of targets, including scarecrows, sandbags, bullseye targets, and barrels - we’ll be dedicating a future Developer Briefing to diving deeper into the Practice Range, but for now, here’s a sneak peek.









[h3]In-game Store[/h3]

We fully understand that your trust in us is rightfully not where it should be. The in-game store was developed as part of an effort to round out the DLC aspect of the game and make it a more accessible experience to purchase DLC on all platforms.

The in-game store was supposed to sit alongside a large amount of content - content that is now undergoing changes as part of our re-prioritization. We have had several internal discussions about whether we can pull this out of the release cadence and have come to the conclusion that it will cause rolling production issues and potentially delay further changes due to the way it is set up - necessitating us to release it. However, we want to offer some additional information to clarify any concerns the community has.

The store will never:
  • offer any pay-to-win items
  • offer non-historical cosmetics that break immersion (i.e. pink camouflage)

We also want to assure the community that no resource has been diverted from bug-fixing for the implementation of this feature.

[h3]Bug Fixing[/h3]

With the moving back of our Brécourt map and Objective game mode, Patch 14.3 will predominantly focus on bug fixing, aiming to tackle a range of bugs and issues, including:
  • In-game Stutter
  • Panther Reload Speed
  • Sherman Firefly Frontal Damage
  • British Gun Sights
  • British Weapon Sway
  • British Weapon Fire Rate
  • British Weapon Bolt Animation
  • Correctly Zero British Weapons
  • Doubled Explosion VFX
  • Ultra Widescreen Support
  • Servers Missing from Server Browser
  • [Xbox] Missing Weapon Audio


[h2]What makes some of the issues so difficult to tackle?[/h2]

When we are able to reproduce a bug, we can apply that knowledge to submit a fix.
However, some bugs are seemingly isolated to live builds, occurring only once an update has been released. We are looking to approach testing differently, with the aim to reduce instances of certain bugs occurring.

While there is a chance that some of these bugs may continue to evade us, we hope that renewed efforts across future updates will see more success. We are planning to use PTEs with a new build process, alongside additional logging, to hunt down some of the more elusive issues, including the loadout bug.

[h3]Loadout Bug[/h3]

Around since the dawn of time, the loadout bug has never achieved a solid reproduction.
This particular bug causes players to spawn with an incorrect loadout, and makes it very difficult or impossible to fix by switching back to a desired loadout, unless the game is restarted.

In live builds, extended idle periods seem to increase the chances of the bug occurring.
With this knowledge, and the use of the game analytics, alongside a change in the build process for an upcoming PTE session, we are hoping to better understand how this issue occurs, so that we can attempt to tackle it or determine the way in which loadout progression works in future development.

[h3]Grenade Bug[/h3]

Players who experience this bug will see the grenade-throwing animation played, but will not actually throw the grenade, which we understand can cause a great deal of confusion.
We can see that the issue occurs more frequently with higher network latency, and understand that the bug can be avoided by ensuring that the whole animation of the throw plays.

Our investigations into the issue have since confirmed a successful reproduction, and we will be submitting a potential fix for players to test in our upcoming PTE session for Patch 14.2.

[h3]Balancing Fixes[/h3]

Balancing the Axis forces has remained a topic of discussion for some time, and investigations into varying balancing requests are ongoing. However, when working on Update 14, we discovered that German soldiers had marginally faster acceleration, compared to that of the other forces, meaning the time taken to reach the maximum speed for both sprinting and running would be quicker.

When tuning the player acceleration for the last patch for Update 14, we ensured that all forces had equal acceleration, fixing this imbalance. As the player speeds and accelerations are now being re-adjusted, we will ensure that player acceleration is kept consistent between the forces to ensure the forces are balanced.

[h3]Console Server Browsing[/h3]

While we do plan to bring further parity between platforms, this is going to take time.

Hell Let Loose, as it currently exists on console, does not have the necessary foundations to support server browsing. When the original conversion of Hell Let Loose to console was done, it was set up with the intention of supporting cross-play between console platforms only. As a result of this decision, an entirely separate set of infrastructure was created to support online play in a way that would meet console platform holder requirements.

The servers for both platforms are completely different, and use different providers. The code that powers the game is not the same as the code responsible for logging into the servers and platform services, or sending invites and friend requests.

We fully recognize the lift in experience that being able to select a familiar server brings to Hell Let Loose, and will continue to investigate other methods of preference selection that can support matchmaking on console in the meantime.

[h2]New Maps & DLC In 2023[/h2]

While bug fixing is going to be our primary focus for the remainder of 2023, we are looking to also release desert uniforms for the British and German forces, while continuing to deliver 100-player maps, as well as DLC. To ensure these can remain our focus, we plan to revisit some aspects, such as the base winter uniforms and address feedback around them, next year.

[h3]Summer Warfare DLC[/h3]

The Summer Warfare DLC will be back in store tomorrow, on the 13th of July, and will be available for free for both console and PC players for a limited time only.


[h3]Night Map Variant of Sainte-Marie-Du-Mont[/h3]

A night map variant of Sainte-Marie-Du-Mont that has previously been worked on will be coming in a future release after Patch 14.3, allowing players to experience the D-Day engagement between the US and German forces that occurred in the early hours of the 6th of June, 1944.

[h2]Reddit AMA & War Correspondent Podcast[/h2]

Join us on the 19th of July for a Reddit AMA session where we will address some of your questions, and aim to later go into further detail about the still yet-to-be-announced new content and cosmetic DLC that will be coming later this year, in a podcast with War Correspondents, RazBora and The Fresh Baked Goods, which we’ll announce soon!

[h2]When will Patch 14.3 be released?[/h2]

The confirmed release of Patch 14.3 will be announced in a future developer briefing, while we continue to verify our preparations for the remainder of the year, and plan ahead for a PTE.

[h2]How will the new PTEs work?[/h2]

We want to make sure that your feedback can be brought on board at an earlier stage of development, and in order to do this, are spending time rearranging our release schedules so that we can factor in more PTEs.

Planned upcoming PTEs will include:

Patch 14.2 PTE - Targeted for Thursday, 20th of July
While testing the re-adjustment of the recent player locomotion changes, and confirming the grenade bug fix, we will also be activating logging in an attempt to capture further data around the Loadout bug. Information for this first PTE will be shared in advance on the Official Hell Let Loose Discord, alongside details of how we intend to collect data as well as your feedback.

Patch 14.3 PTE
A PTE for the planned bug fixing will be announced closer to release.
This PTE will aim to test fixes to the British weapons, as well as the other items aiming to be resolved for this update.

Night Map Variant of Sainte-Marie-Du-Mont PTE
Stay tuned to find out when you’ll be able to jump into an early PTE session for the next map planned to be released.

[h2]What can you expect from future Dev Briefs?[/h2]

We’re now looking to have Developer Briefings go live earlier in the week, and will continue to aim to post two briefs a month. As we gear up towards Patch 14.3, we’ll be taking a closer look at what will be coming in the update and share our progress on bug fixing.

[h2]PC Server Performance Testing & Fixing[/h2]

[h3]Rubber-banding[/h3]

We are continuing to investigate server performance, and as part of those investigations, have been running a test across certain PC servers that aims to understand whether a change made to server command lines has been able to reduce instances of rubber-banding, particularly when operating vehicles.

The initial results of the test have been positive, and all GPortal Servers will now be running an updated command line, and we will look to begin rolling this change out to other providers soon. We will continue to investigate other potential issues impacting performance.

[h3]Stuttering[/h3]

Our continued investigations have also identified the potential cause of increased stuttering in-game; a process called “world origin rebasing” that has been present within the game for a long time, was recently altered to happen more frequently. We believe this may be inadvertently creating increased stutter.

Games with a large open world can sometimes cause the math to break down due to something called "floating point error" - as you move away from the world origin.
This can cause many issues, and most notably, visual glitches.

Hell Let Loose currently uses world origin rebasing so that when you are a certain distance away from the origin of the world, it will move everything in the world so that you are closer to the origin, ensuring that the math remains stable, and you don't see visual glitches.

Prior to the release of Update 14, we noticed that these visual glitches were occurring on some of the British weapons when moving away from the world origin. This was due to the combination of the models and the animations being used for some of the weapons.
To prevent this, we reduced the distance you would need to move before actioning the world origin rebase process. This fixed the visual issues that we were observing on those weapons.

However, we have since discovered that, at times, the process of doing a world origin rebase can be particularly expensive, causing the game to freeze for a moment. This is not a new issue, however, it will be seen much more frequently now as rebasing will happen more frequently as you move around the world.

We are continuing to investigate potential resolutions, and are looking into ways of reducing the performance hit of doing a rebase. We must also consider whether it would be possible to fix the initial issues that the rebase aims to resolve, in a different way entirely, as it is possible rebasing may be the root cause of many bugs over the years.

[h3]Game Analytics[/h3]

With the recent increase in performance issues, the new game analytics have been raised by some members of the community as a potential cause. We can confirm this is not the case, as the new game analytics are logged only once a match has ended and therefore offers no performance impact while a match is in progress.

We know some server owners have also experimented with disabling a bAnalyticsEnabled flag on their servers. This flag is not in relation to the new analytics. It is instead for analytics that were present in the game some time ago. Those analytics did indeed cause issues in the game and were disabled, however, the code was not completely removed. It is possible that the remaining code could have a performance impact. Therefore, we will completely remove all of this legacy code for Patch 14.3.

[h2]A Message From The Studio[/h2]

Thank you, for continuing to support Hell Let Loose.

We know this dev brief is a long one, so we won’t keep you any longer - but we hope it has made our intentions clear - we want to work with you on building a Hell Let Loose that you enjoy, and aim to resolve as many issues as we can.

As always, we will make sure to keep you up to date with our progress, and will be looking forward to seeing you on the frontline!

Update 14 Patch Now Live

Hey everyone,

We have been investigating reports of some servers having not moved over to the latest game version for the Update 14 patch, which was released this morning. These servers were missing from the Enlist screen, however, working with our Game Server Providers and partners, we have rolled out a fix that involved switching to a different version of the server exe file, but are still investigating the underlying cause.

All servers should be starting to come back online, however, if you experience particular performance issues, please use our new report link where you can directly report any in-game issues, and share helpful information with the team.

Update 14 Patch


As our investigations into some of the issues raised with Update 14 have required additional time to resolve, this patch is not inclusive of all the issues raised.

For Update 15, we are already in the final stages of preparing fixes for some issues we know have been frustrating players, such as the delayed weapon audio and missing reload sound for the Karabiner 98k on Console. Issues with performance, as well as bugs such as the grenade and loadout bugs, are ones that, like you, we are keen to see resolved. While these may take time, we are working on ensuring more issues are fixed for Update 15, and plan to address a range of other community-raised issues which we will be discussing in a future Developer Briefing.

Patch Notes


[h2]Improvements[/h2]
We have made a 20% decrease to the overall acceleration speed as a part of our ongoing plan to refine player locomotion. This change should ease players into the max speed from standing and during sharp movement, making it feel less abrupt and more realistic.

We understand that tanks require some revisiting, and we are investigating how this can be done while minimizing the risk to the wider game mechanics, and ensuring players won’t be able to outrun heavy tanks.

[h2]HUD/UI[/h2]
  • [Fixed] Incorrect experience awarded during post-match XP Screen

    A bug was introduced in U14 where the awarding of XP during a match could reset the amount of XP earned in the match, resulting in a lower amount of overall XP being awarded at the end. This has now been fixed.
  • [Fixed] The Server name filter box is deselected when the player is attempting to type in on the Enlist Screen menu.

    For U14, we fixed some instances where you could not correctly navigate the UI if using a gamepad. It had the unintentional side effect of making this filter box hard to use when typing into it. This has been fixed so the UI works as expected with all input devices.
  • [Fixed] Holding ‘F’ Actions

    There was a bug causing various ‘F’ key interactions – healing, entering a vehicle and ‘letting go’ during the critical state – to be cancelled when opening the map. This has now been fixed, with the exception of the dismantle function which is as intended
  • [Fixed] Incorrect Amount of Votes to Kick

    The newly introduced vote to kick function on console has been fixed. You will now find only 20 votes are required to successfully kick a player. Evaluating how we can scale this feature is ongoing, and we will keep you up to date with progress.

[h2]Audio[/h2]
  • [Fixed] Breathing while sprinting audio overlapped itself

    It was found that two instances of the sprint breathing audio were playing at the same time; causing a noticeable doubling to occur. This has now been limited to one instance per player to prevent this from happening in future.

[h2]General Bug Fixes[/h2]
  • [Fixed] In-game vehicle movement stopping when opening the scoreboard.

    When adding the feature for vote to kick on console, and making sure that the UI worked correctly on gamepad, we made changes to ensure that the UI reacted correctly when receiving the prompt to vote to kick someone. However, this logic would clear player input whenever opening the scoreboard, stopping actions like being able to drive vehicles. This has been changed to only happen if the voting UI is active, fixing the issue.
  • [Fixed] Dive to Prone used to appear to move faster and avoid conflict

    We have modified and tweaked the Dive to Prone so that the player’s stance can't be changed until the dive to prone animation is completed.
  • [Fixed] Opening the map stops the player from performing multiple actions.
    In U14, we fixed a dismantling exploit, however, this fix made any action also be stopped when opening the map. It has been changed so that it only dismantling will be stopped when opening the map, fixing the unintentional side effects of the previous change.
  • [Fixed] British weapons have increased sway when ADSing

    We have included some changes that should make using British weapons a closer experience to that of the other forces. Work still needs to be done to find the root issue causing these weapons to have increased sway.
  • [Fixed] British AT gun has inverted controls

    This setup error has now been fixed.
  • [Fix Submitted] The "Lost Connection to Host" prompt appears after finishing a match whilst the map is open.

    With the map open when finishing a match, the client was repeatedly sending the same message to the server over and over again, so fast that the server would disconnect the client for spamming. This has had a fix submitted so that only one message is sent.

[h2]Weapon Bug Fixes[/h2]
  • [Fixed] British Weapons are not calibrated/zeroed correctly.

    Issue improved, but work is still ongoing for some weapons (dropping at 100m).

[h2]Driel[/h2]
  • [Fixed] [D4] Invisible collision encountered above the player's head under a bridge.

    There were collision issues with the Landscape LOD that would block player bullets. The landscape “opening” that accommodates the bridge asset has been adjusted and further debris removed to prevent any collision issues.

Developer Briefing #190 - A New Plan For The Future

Hey everyone,

We would like to start off by saying thank you for your dedication to Hell Let Loose. The voice of the community will always be an important influence for us, and we understand that your trust is earned with actions - not just words.

To ensure we can deliver higher quality updates, we will be delaying Update 15.
We have already begun revising our plans, and are reviewing what these changes mean to the existing roadmap - and intend to keep you up to date with any progress and changes, across developer briefings.

Today, we can announce the initial steps we are taking:
  • We’re putting plans together for structured PTEs, where players can provide feedback after each session that will be filtered into the development process. In order to ensure this process is effective, we’ll be rolling this out in stages, while building upon it.

  • We’re working on ways to adjust our schedule to see what is possible to better accommodate fixes and patches in between larger updates. This is an ongoing process, and will take time to perfect, however, we are committed to the course of action.

  • We have increased our QA resources to begin better supporting both quality of life fixes and new content.

  • We’re structuring new ways to address gameplay changes that can take player feedback into consideration, prior to finalizing for release. This process will also include the recent speed increase, and aims to be adopted for any future changes.


[h2]Update 14 Patch[/h2]

Thank you to everyone who provided feedback regarding Update 14. We have read all of the feedback and observed many of the same issues. The patch for Update 14 is not inclusive of all the issues raised, but we are working on getting many fixed, with the view to target additional bugs for Update 15, with a revised date to be announced.

Planned for the 22nd of June, the Update 14 patch targets several UX/UI issues, as well as updates to the dive to prone mechanic and player locomotion.

Lowered Sprint Acceleration
The Update 14 patch will introduce some refined player locomotion for players to test that will lower sprint acceleration, which aims to combat the current experience and prevent players from zig-zagging in order to avoid gunfire.

Dive to Prone Exploit
The new dive to prone feature introduced with Update 14, unfortunately, left room for players to dolphin dive. With this patch, players will no longer be able to cancel the animation and will not be able to use the function until the animation has been carried out.

XP Rewarding
We have identified that the XP earned at the end of the match was incorrect. Experience was not being rewarded for multiples of the same XP reward. We have since fixed this and continue to investigate to ensure the XP Reward system is as intended.

British Weapons
We have read your feedback surrounding some of the British weaponry, and for the Update 14 patch, will be submitting fixes for the reports of British weapons not being correctly zeroed, as well as the increased weapon sway when ADSing.

Holding ‘F’ Actions
There was a bug causing various ‘F’ key interactions – healing, entering a vehicle and ‘letting go’ during the critical state – to be cancelled when opening the map. This has now been fixed, with the exception of the dismantle function which is as intended.

Incorrect Amount of Votes to Kick
The newly introduced vote to kick function on console has been fixed. You will now find only 20 votes are required to successfully kick a player. Evaluating how we can scale this feature is ongoing, and we will keep you up to date with progress.

Inverted Controls
Your reports showed that the British AT-gun movement was inverted. We have now fixed this so that the controls are as expected – the ‘S’ key will cause the barrel to lower and the ‘W’ key will cause the barrel to rise.

Invisible Barrier on Driel
The invisible collision present under the bridge on Driel has been resolved. Players will now be able to shoot or drive vehicles through the space.

Server Filter Bug
When typing a server name in the Server Filter box on PC, a bug was causing the box to deselect after each character, making it difficult to type out and search for a server name. This issue has now been resolved.

Breathing Audio
The audio for the sprinting action has been reworked so it no longer overlaps.

Lost Connection to The Host
We have received a number of reports indicating some players have been running into an issue where they are met with the ‘lost connection to host’ prompt once a match has ended. A fix for this issue has been submitted for this patch.

[h2]Other Known Issues[/h2]

Some issues have been harder to reproduce, or require further time to ensure we can submit a successful fix. We are still investigating the following issues:

Sherman Firefly
The British forces’ Sherman Firefly tank’s frontal hull can be penetrated using high penetration weapons, allowing players to destroy the tank from the front. This issue is continuing to be investigated.

El Alamein & Driel Map Dates
Due to our existing development process and in order to maintain the integrity of our files, we are unable to change the accidentally switched map loading screen dates for Driel and El Alamein, with this patch. The change will instead be implemented once Update 15 is released.

Similarly, other text, such as the misspelling of ‘Panther’, will also be amended in Update 15.

[h2]A New Plan For The Future[/h2]

There are other issues and additional fixes that we plan to use this time to begin tackling, before releasing new content, and will communicate these once we have scoped how we can deliver them.

We are incredibly grateful to serve such a passionate community, and endeavour to continue working on our transparency, moving forward with a new approach to PTEs that offer the chance to provide quality feedback, alongside seeing what fixes are possible to introduce.

We’ve got a lot of work to do, so we’ll see you all on the frontline!

Hell Let Loose devs "deeply apologize" after glitch-filled trailer

Hell Let Loose developers Team 17 and Cover 6 say they are "sorry" after a trailer for the upcoming Devotion to Duty update featured a number of technical and visual glitches, leading the community to review bomb the FPS game on Steam. In a statement sent to PCGamesN, the developers say they have been "slower" than they had hoped with regards to addressing issues with gameplay in Hell Let Loose, and that they are "embracing" player feedback ahead of future updates.


Read the rest of the story...


RELATED LINKS:

Hell Let Loose is being review bombed on Steam after glitchy trailer

"Embarrassing" Hell Let Loose trailer has floating arms and A-posing

Hell Let Loose dev leaves WW2 game for "next project", but don't panic

A Message to The Community

We’re sorry, everyone.

What we’d hoped would be an exciting and immersive trailer for our next update - Devotion to Duty - has unfortunately fallen short of expectations. We understand that you were eagerly awaiting the trailer, and we deeply apologize for the disappointment, frustration, and sense of let-down felt among the community.

Hell Let Loose has always aimed to provide an authentic and immersive experience, and the latest updates haven’t reflected this as well as they should have. We hear and value your feedback and are dedicated to actioning it across future updates.

Team17 and Cover 6 Studios’ vision is to remain true to the game's origins, retaining the core strategic squad-based shooter Hell Let Loose is known for, while inviting more like-minded players, so everyone can enjoy the game.

Like Hell Let Loose, communication is the key to success, something we are continuing to work to improve. With an initial focus on improving the Hell Let Loose experience, we have been slower than we had hoped in addressing the core gameplay and meta, with our latest updates having fallen short of expectations. Although such changes won’t happen overnight, our commitment remains unwavering.

We want to improve on each update we deliver and are learning from and embracing your experiences and feedback. We will take steps to address this in future updates and are revisiting the ways in which we can actively work with you, with a renewed focus on delivering the best possible Hell Let Loose experience.

In our next Dev Brief, landing on Friday the 16th of June, we’ll be outlining the initial fixes for the patch releasing on the 22nd of June. In subsequent dev briefs, we’ll deliver an overview of when fixes for other known issues come online, while determining how we further improve the quality of life of Hell Let Loose, keeping you up to date with any progress and changes.

Thank you for all of your heartfelt feedback, passion, and continued support.

We’ll see you all on the frontline.