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Experimental Branch | Build #4 Live Now | Update 19 Testing

[h2]Build #4 for Update 19 has just gone live on the Experimental Branch.[/h2][p][/p][p]We want to thank you everyone who has been jumping onto the Branch and giving us feedback. We hope you enjoy the improvements being made with this build.[/p][p][/p][p][/p][p]SPAs:[/p]
  • [p]Reload times increased to 10 seconds, previously 8 seconds.[/p]
  • [p]Explosive radius increase to 31m, previously 16m.[/p]
  • [p]Firing range on SPA increase to 600m, previously 500m.[/p]
  • [p]Operational limit decreased from 1200m to 1000m.[/p]
  • [p]Removal of the outpost accuracy system on SPA rounds.[/p]
  • [p]Velocity of shells has increased-shell accuracy is improved at close range.[/p]
  • [p]The damage of SPA AP rounds has been slightly increased. Was previously 800, is now 950.[/p]
  • [p]US Sherman SPA re-textured.[/p]
[p]Artillery Unit Changes[/p]
  • [p]Artillery Units re-increased to 2.[/p]
  • [p]Both Artillery Observer loadouts come with a flare gun.[/p]
  • [p]Smolensk has additional sites to build artillery cannons in all HQs[/p]
  • [p]3 in central HQ and 1 in each of the outside HQ's (for a total of 5 per team)[/p]
[p]Commander Changes[/p]
  • [p]Commander artillery rebalanced[/p]
  • [p]Per strike it is 150 munitions (was tested at 375 in Build #3, and was previously 125)[/p]
  • [p]Increased the commander ability cooldown so that it takes 16 mins to recharge[/p]
[p]Smolensk[/p]
  • [p]We have also been hard at work on other bugs that have been reported as well. Thank you to all of those who have submitted any issues you've noticed with Smolensk on the Bugs Reports Form.[/p]
[p][/p]
Feedback forms can be found below:
[p][/p]
Community Event - Sunday 23 November
[p]This Sunday, SoulSniper and his Soldiers of Fortune, will be joining forces with the folks over at DraftHaus to host a few games on Smolensk on the Experimental Branch Build.[/p][p]The goal is to get as many players as possible to join the server so we can get some full matches in on Smolensk, the new map coming next month with Update 19![/p]
  • [p]When: Sunday, 23 November 2025[/p]
  • [p]Time: 9am PST | 12:00 EST | 17:00 GMT | 18:00 CET[/p]
  • [p]Where: On the experimental build (see instructions on how to access this below)[/p]
  • [p]Server Name: SOULSNIPER'S EVENT AND TESTING SERVER[/p]
  • [p]Who: Open to anyone (on Steam) - invite your friends![/p]
[p][/p][p][/p]
Previous Builds Info
[p]As a reminder, Build #3 tested changes included:[/p]
  • [p]AT Launchers ammo count increased from 2 to 3[/p]
  • [p]Ammo Depot ammo count increased from 10 to 20[/p]
  • [p]Supply crate added to Mechanic loadout for Crewman[/p]
  • [p]Artillery Strike now costs 375 Munitions > Previously 125 Munitions[/p]
  • [p]Artillery Squad reduced from 2 to 1[/p]
[p]As a reminder, Build #2 tested changes included:[/p]
  • [p]Further Smolensk map improvements[/p]
  • [p]Improvements made to SPA projectile motion[/p]
  • [p]Improvements to the Killed In Action screen[/p]
  • [p]Artillery Squads can dismantle their own OP[/p]
  • [p]All maps are now available on the Experimental Branch. This means you can now test artillery squads on different maps to give us feedback on how they perform.[/p]
[p][/p]
Best of the Community Livestream - Ep #5
[p]Also, as we look forward to Update 19, Ben is back this Friday for Episode 5 of our 'Best of the Community' series, this time co-hosted by our newest War Correspondent; IronHeart Gaming.

🎥 Be sure to tune into us over on the Hell Let Loose Official Twitch

📆 Friday 21 November
🕓 8am PST | 11am EST | 4pm GMT
[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p]

Experimental Branch | Build #3 Live Now | Update 19

[p]Heading into the weekend, we have released the latest development build of Update 19 onto the Experimental Branch.[/p][p]This one comes with many changes that have come directly from your feedback. We cannot wait to hear your thoughts on the changes. Here are some of the following changes you can expect.[/p]
  • [p]AT Launchers ammo count increased from 2 to 3[/p]
  • [p]Ammo Depot ammo count increased from 10 to 20[/p]
  • [p]Supply crate added to Mechanic loadout for Crewman[/p]
  • [p]Artillery Strike now costs 375 Munitions > Previously 125 Munitions[/p]
  • [p]Artillery Squad reduced from 2 to 1[/p]
[p]There has also been other bug fixes that have been addressed across Smolensk as well. Also, expect to see some more SPA changes in next week's build! Please keep sharing your feedback with us.[/p][p]Feedback forms can be found below:[/p][p][/p][h2]SPA & Artillery Feedback Form - NEW FORM[/h2][p]We have created a new form specific for SPA & Artillery feedback. Please can we ask you to fill this in if you have had a chance to play the new Experimental Branch.[/p][p][/p][h2]Bugs Reports Form[/h2][p]The bugs form remains the same.[/p][p][/p][h3]
As a reminder, Build #2 included:[/h3]
  • [p]Further Smolensk map improvements[/p]
  • [p]Improvements made to SPA projectile motion[/p]
  • [p]Improvements to the Killed In Action screen[/p]
  • [p]Artillery Squads can dismantle their own OP[/p]
  • [p]All maps are now available on the Experimental Branch. This means you can now test artillery squads on different maps to give us feedback on how they perform.[/p]
[p]And for information on what the Experimental Branch is, and how you can access it be sure to read our blog from Monday.[/p][p][dynamiclink][/dynamiclink][/p]

Experimental Branch #1 for Update 19 | Plus Hotfix #3 Info

[p][/p]
Experimental Branch #1 - Update 19
[p]Welcome to our first Experimental Branch for Hell Let Loose. [/p][p]In this Update 19 test, get ready for:[/p][p]We have also heard your feedback since Update 18 regarding our new UI changes. Upon jumping into this first Update 19 test, expect to see the following inside of the settings menu.[/p]
  • [p]Ability to toggle on/off information from the KIA screen[/p]
  • [p]Ability to toggle on/off network instability icons[/p]
[p]If you would like to get more information on Smolensk and the Artillery Squad & SPA additions, do head over to Dev Brief #211 for more information.[/p][p][/p]
Feedback Forms:
[p]Please share your feedback to us using the below forms:[/p][h3]Bugs Reporting Form[/h3][h3]Update 19 Testing Feedback Form[/h3][p] [/p]
Known Bugs & Issues
[p]When you jump into Experimental Branch #1, please be aware of the following issues & bugs that we are aware of.[/p][p]Do note that the majority of the issues are related to the new SPA vehicles. With this in mind, we are really interested to see how the changes to artillery with the inclusion of the New ‘Artillery Squad’ plays into the Hell Let Loose gameplay loop, rather than just the SPAs due to a few of the known issues.[/p]
  • [p]The title will crash when loading into any none Smolensk Map [/p]
    • [p]For Server Owners looking to move your servers over for testing sessions with your communities, Smolensk should be the only map in rotation for this test. Do not use other maps.[/p]
[p]In-game known bugs to be aware of include:[/p]
  • [p]\[SPA] Visual ballistic trajectory of shells does not appear realistic.[/p]
  • [p]\[PTE]\[SPA] \[Smolensk] RUS attacking commander can spawn a Soviet SPA[/p]
  • [p]\[Tank Rework] Recon Tanks' speeds have no terrain modifiers applied[/p]
  • [p]\[SPA] SPA artillery shells bounce upon first impact[/p]
  • [p]\[SPA] KV-2 driver's coaxial machine gun fires straight on only.[/p]
  • [p]\[SPA] Artillery squad outpost cannot be picked up.[/p]
  • [p]\[Artillery] Artillery squads can drive recon tanks.[/p]
  • [p]\[SPA] The Brummbar has a turret health pool without having a turret.[/p]
  • [p]\[SPA] The KV-2 can be penetrated by the panzershreck from all sides.[/p]
  • [p]\[SMO]\[B4] Rubble pile turns purple when viewed from a distance[/p]
[p] [/p]
How to access - Steam 'Experimental’ Branch
[p]Many of you may not have used the beta branch system before, so we’ve popped in a description of how to access this new branch below[/p][p]You can access the New Steam Branch by navigating to:[/p][p]Steam → Hell Let Loose → Properties → Betas → Experimental Branch[/p][p] Please note:[/p][p][/p]
  • [p]The “None” option is the default/main branch that has the current Live Update 18 build.[/p]
  • [p]The “experimental_branch” right now has our first testing build for Update 19.[/p]
[p][/p][p][/p][p]Head to the Properties section of the Hell Let Loose app on Steam. Do this by right clicking on Hell Let Loose, or hitting the settings cog within the Steam page.[/p][p] [/p][p][/p][p]Go to Betas, and then select ‘experimental_branch’[/p][p] [/p][p][/p]
Hotfix #3 - Releases tomorrow on 11 November
[p]As well as our Experimental Branch launching today featuring new additions to Update 19, but we also have our final Hotfix for Update 18 releasing tomorrow. This is a relatively minor hotfix with the majority of the major issues fixes in Hotfix 1 and Hotfix 2, as well as the work we continue to do with GSPs on server stability. [/p][p]That said, we’ve fixed a few of the client-side crashing issues:[/p]
  • [p]The title crashing due to team kill prompt[/p]
  • [p]\[RCON] Being punished by the admin will not display the cause of death or the admin message[/p]
  • [p]Client crash when exiting admin camer[/p]
  • [p]\[GSP] Server crash inside FRigPivot when updating actors[/p]
[p][/p][p] [/p]

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Dev Brief #211 | Smolensk & SPA Info | A New Approach to Testing

Our New Approach to Testing
[p]Today we have been going through the final build designed for the PTE, tested it thoroughly, and unfortunately, it’s not in the right place to share with you just yet as a PTE.[/p][p]As a result, we’ve made the decision to cancel the upcoming PTE for now.[/p][p][/p][p]That said, we have taken key learnings from Update 18 and are using them to make positive changes to how we test and gather feedback moving forward.[/p][p][/p][p]Starting on Monday 10 November, we will be launching our first Experimental Branch build on Steam (initially seen during Hotfix 2). Through this branch, players will be able to join our early test builds, provide real-time feedback, and help shape Update 19 up until release.[/p][p]This approach differs from the traditional PTE system and brings a number of additional benefits. By using the Experimental Branch, server owners can host their own community servers, allowing them to test CRCON tools and configurations directly. This creates far more authentic testing conditions and helps us identify issues faster.[/p][p]Another big benefit is ease of access. There’s no need to download a separate application. You can simply switch to the Experimental Branch through the game’s Steam properties. We also plan to update this branch regularly, giving you the chance to try out new builds as they become available.[/p][p]Unlike previous PTEs, the Experimental Branch will be an ongoing development build that we’ll update regularly as work continues towards Update 19. Each new build may contain known issues, which we’ll outline clearly alongside the specific areas where we’re looking for your feedback.[/p][p]We’re confident this change will make testing more accessible, flexible, and collaborative for everyone involved.[/p][p]In the meantime, we still wanted to share what’s coming next. Dev Brief #211 takes a closer look at what to expect in the Experimental Branch launch next week, including new details on Smolensk, the Artillery Squad, and Self-Propelled Artillery.[/p][p] [/p]
[p][/p][h2]Smolensk[/h2][p]Upon its launch, you can expect to see three variants of Smolensk: day, dusk and night. We look forward to hearing which is your favourite.[/p][p]We also wanted to share with you the tac-map for Smolensk. Within it, you can clearly see it’s three distinct regions: industrial, urban, and riverside. We look forward to seeing how you battle it out in each area.[/p][p]Smolensk Tac Map[/p][p] [/p][h2]New Artillery Squad, Static Artillery and Self-Propelled Artillery[/h2][p]We have been making some big changes to how artillery works for Update 19 and look forward to hearing your thoughts. Although all of the following will be included in the testing builds, the final implementation found in the game may be subject to change, so please let us know in the feedback your thoughts on the different artillery.[/p][p]SPAs on Smolensk[/p][p]First up, the SPAs that will be available in the game on Smolensk include the KV-2 for the Soviets, and Sturmpanzer IV Brummbär for the German Forces. 

Expect to see other SPAs join the game as well, and we look forward to sharing which ones this includes in a future SPA briefing.[/p][p]KV-2[/p][p] [/p][p]Sturmpanzer IV Brummbär[/p][p] [/p][p]Upon launching the Experimental Branch next week, you will find the various types of artillery (static artillery guns and Self-Propelled Artillery, abbreviated as SPAs) are now merged together into an umbrella ‘Artillery Squad' with a maximum of three player slots.[/p][p]The aim of these new features are:[/p]
  • [p]To have both options of artillery (static and SPA) to be equally viable with their own advantages and drawbacks with both being considered equally fun to play and counter[/p]
  • [p]To highly encourage teamwork and communication between the different members of the artillery squad, with each having a clear and engaging niche to fill within the team[/p]
[p] [/p][h3]Artillery Squad[/h3][p]Artillery Observer – Scout and mark enemy positions while coordinating with Command and Officers. When your squad opts to use the SPA, your outpost enhances your squad’s artillery accuracy within its radius, making placement and protection essential. This mechanic does not affect the static artillery, which has the same scatter values as it always did. Observers also have anti-infantry mines to protect their squad.[/p][p]Artillery Support – Drive, aim, and fire artillery while deploying supplies to build guns, nodes, and defences. Equipped with the squad’s only supply box and anti-infantry mines, you play a vital role in construction and protection.[/p][p]Artillery Engineer – Operate and maintain artillery platforms. Whilst you can drive, aim, and fire, your wrench and blowtorch make you essential for repairing damaged artillery and building fortifications, keeping your squad’s firepower in action.[/p][p] [/p][h3]Static Artillery Guns[/h3][p]In order to ensure that both artillery units are equally viable and fun to counter, the following changes apply:[/p]
  • [p]Reduced range from 1600m to 1400m. This means they are incapable of firing into the final objective on any map[/p]
  • [p]The static artillery must first be constructed by the artillery squad using supplies. Only one static artillery gun can be built at any given time.[/p]
  • [p]Artillery guns can now be dismantled by opposing players simply by holding F (interact key). They can also be damaged/destroyed by explosive weapons.[/p]
  • [p]Should an artillery gun be dismantled/destroyed then it must be rebuilt using the same amount of supplies it was originally constructed with. There is a cooldown of 5 minutes before another gun can be built.[/p]
  • [p]Instead of the static artillery gun costing munitions to fire, it will have a limited supply of ammunition that can be replenished by a commander ability costing munitions[/p]
[p] [/p][h3]Self-Propelled Artillery[/h3][p]Whilst capable of directly firing at opponents, SPAs excel at bombarding targets from greater distances. Avoid direct confrontations with enemy armor and work with the Artillery Observer to accurately hit targets. This vehicle type has three seats being the driver seat, the gunner seat, and the spotter seat.[/p][p]To make up for the increased vulnerability and decreased range an SPA unit has compared to static artillery, the SPA will have the following advantages, not counting its armour and mobility.[/p]
  • [p]More accurate compared to static artillery (once an Artillery Observer has placed an outpost): Due to being fired at a much closer distance, the SPA shells will gain lower scatter values upon an Observer outpost going down, making them more precise. Without the outpost SPAs scatter values are actually greater than static artillery.[/p]
  • [p]Shots capable of doing much more damage to enemy armour and fortifications/garrisons/ops.[/p]
  • [p]They are able to (albeit with difficulty) direct fire upon enemy targets as a means to defend themselves[/p]
  • [p]Much like the static artillery, their accuracy will be increased through the actions of the Observer role, albeit with a higher total accuracy.[/p]
[p][/p][p]We are really interested to see how these changes plays out in the community testing, especially with how the new Artillery Squad plays into the Hell Let Loose gameplay loop. [/p][p]The final implementation in the game may be subject to change, so please let us know in the feedback your thoughts on the different artillery.[/p][p][/p][p]We are planning on a releasing a specific blog detailing all SPAs and artillery changes prior to Update 19 launching.[/p][p] [/p][h2]Known Bugs List[/h2][p]On Monday, when the Experimental Branch goes live, we will issue out the full list of known bugs so that you can be fully aware when you enter the game.[/p][p] [/p][h2]Feedback Forms[/h2][p]Alongside the Known Bugs List, we will also release both a Feedback and Bugs form for you to complete upon playing the Experimental Branch.[/p][p] [/p][h2]Smolensk Images[/h2][p][/p][p] [/p][p][/p][p] [/p][p][/p][p] [/p][p][/p][p] [/p]