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Patch 19.1 Changelog | Remagen Refresh

[p][/p][p]Hello everyone, and welcome to Patch 19.1.[/p][p][/p][p]This update introduces two major areas of change.[/p]
  • [p]The first is a refreshed version of Remagen, aimed at improving gameplay flow across the map while preserving the unique identity of the Ludendorff Bridge and its role as the centrepiece of the battlefield.[/p]
  • [p]The second continues our work on artillery following the changes introduced in Update 19. Based on community feedback, this patch introduces a number of improvements to the artillery gameplay experience, including updates to static artillery, Self-Propelled Artillery (SPA) vehicles, and adjustments to the artillery squad itself.[/p]
[p][/p][p]We are looking forward to seeing you jump into Patch 19.1 and share your feedback. Community input has played a major role in shaping this update and will continue to guide future improvements.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Remagen has long been one of the most unique and challenging battlefields in Hell Let Loose. The Ludendorff Bridge provides an iconic setting, but the map has also generated a significant amount of feedback over time, particularly around the intense bottleneck that often forms around the bridge.[/p][p][/p][p]With this refresh, the development team has focused on improving gameplay flow across the map while preserving the core identity of Remagen as a tense and contested river crossing.[/p][p][/p][p]The aim is not to remove the challenge of attacking across the Rhine, but to give players more strategic options when pushing across the river and contesting objectives.[/p][p][/p][p]US Forces push to take the Ludendorff Bridge on 7th March 1945[/p][p][/p][h2]Historical Update to Remagen[/h2][p]One of the most common questions following the refresh has been around the introduction of pontoon bridges and their historical context.[/p][p][/p][p]Set during the final months of World War II, Remagen has always aimed to recreate the Allied effort to capture the Ludendorff Bridge and establish their first major crossing across the Rhine River.[/p][p][/p][p]In the previous version of the map, we saw the events of 7th March 1945, when American forces captured the bridge before German troops could destroy it. In the days that followed, US engineers began constructing pontoon bridges nearby to reinforce the crossing and support the continued Allied advance into Germany.[/p][p][/p][p]With the Remagen refresh in Patch 19.1, the map’s historical setting has been moved forward to 12th March 1945, representing a later stage of the battle.[/p][p][/p][p][/p][p]By this point, US engineers had completed multiple pontoon bridges across the Rhine, allowing Allied troops and armored vehicles to continue crossing the river while German forces attempted to destroy the growing bridgehead.[/p][p][/p][p]The Ludendorff Bridge itself would eventually collapse from the damage it sustained on 17th March 1945.[/p][p][/p][p]This refreshed version of the battlefield represents the moment when Allied forces had expanded their foothold across the Rhine, establishing a critical route deeper into Germany while still facing heavy resistance.[/p][p][/p][p]A U.S. antiaircraft battery guards a pontoon bridge built by the 291st Engineer Combat Battalion. \[Source: The Bridge at Remagen by Victor Kamenir of Warfare History Network] [/p][p][/p][h2]Additional River Crossings[/h2][p]A consistent piece of feedback surrounding Remagen has been the heavy reliance on the Ludendorff Bridge as the only viable crossing point.[/p][p][/p][p]To help reduce this bottleneck and introduce more tactical variety, additional crossing points have been added along the river.[/p][p][/p][p]These crossings provide both infantry and vehicles with alternative routes across the Rhine, opening up new flanking opportunities and reducing the likelihood of prolonged stalemates focused solely around the bridge.[/p][p][/p][p]The Ludendorff Bridge will still remain a key focal point of the map, but teams now have more options when planning their approach across the river.[/p][p][/p][p][/p][p][/p][h2]Ludendorff Bridge Improvements[/h2][p]While additional crossings have been introduced, improvements have also been made directly to the Ludendorff Bridge itself.[/p][p][/p][p]The bridge has been widened and redesigned to improve player movement and combat flow during engagements across it. The gangway beneath the bridge has also been reworked, making it more accessible from both the bridge deck and the riverbanks.[/p][p][/p][p]These changes create more movement options around the bridge itself, allowing players to manoeuvre, flank, and reposition during battles around this key landmark.[/p][p][/p][p][/p][h2]Capture Point Improvements[/h2][p]We have also seen a lot of feedback from players requesting that the Ludendorff Bridge consistently appear as the central capture point on Remagen.[/p][p][/p][p]With this refresh we are testing a system where the bridge will be selected as the middle capture point by default.[/p][p][/p][p]This change ensures that the map’s most iconic location remains central to the battle while still allowing server owners to customise capture point selections if desired.[/p][p][/p][p][/p][h2]Improved Airhead Opportunities[/h2][p]Another challenge on Remagen has been the limited number of locations where commanders can successfully deploy airheads.[/p][p][/p][p]As part of this refresh, adjustments have been made to the surrounding terrain and river areas to create more viable airhead placement opportunities.[/p][p][/p][p]This introduces additional pressure points across the battlefield and requires defending teams to cover a wider area, helping to reduce the stalemates that can form when all fighting becomes concentrated around a single crossing.[/p][p][/p][p][/p]
Artillery Changes
[p]Following the first wave of artillery changes introduced in Update 19, Patch 19.1 continues to expand on the artillery gameplay experience.[/p][p][/p][p]These updates aim to improve coordination within artillery squads, address frustrations around artillery placement and survivability, and introduce additional resource interactions with the wider team.[/p][p][/p][h2]Artillery Squad Adjustments[/h2][p]Several updates have been made to the artillery squad itself to better define its role on the battlefield.[/p]
  • [p]The Artillery Engineer role has been renamed to Operator, while Artillery Support has been renamed to Gunner. These changes reflect how their responsibilities have evolved with the addition of buildable artillery and expanded squad functionality.[/p]
  • [p]The Artillery Observer loadout has also been adjusted. The sidearm has been removed from the first loadout and the AP mine has been moved to the second loadout. In addition, the Soviet artillery squad now uses the Mosin Nagant M38 for improved historical accuracy.[/p]
  • [p]To better recognise the contributions of the Artillery Observer and the rest of the squad, artillery squads will now receive shared credit for kills achieved using primary artillery weapons. This applies regardless of if squad members are crewing the same vehicle/gun or are outside it.[/p]
    • [p]This includes both static artillery guns and the main guns of SPA vehicles. Infantry weapons and the machine guns on SPAs will not count towards this.[/p]
    • [p]This change ensures that players contributing through spotting, coordination, and squad leadership receive recognition for the role they play in artillery operations.[/p]
  • [p]The default uniform of the artillery squad has also been changed. Now the Operator and Gunner roles will wear infantry uniforms, while the Artillery Observer will match the Officer and Spotter roles. While this is the new default, all roles within the squad will still be able to wear tanker uniforms if players want to better represent the aesthetic of an SPA crew.[/p]
[p][/p][p][/p][h2]Artillery Gameplay Changes[/h2][p]Several changes have been made to how artillery interacts with the wider resource and support systems.[/p]
  • [p]Artillery guns positioned within the radius of a munitions node will now slowly generate ammunition. This applies to both shell types simultaneously but cannot go above the maximum capacity of 50 HE and 35 Smoke.[/p]
    • [p]While the regeneration rate is intentionally small at one shell every 30 seconds, it should help the Artillery gun not be completely reliant on the Commander to resupply, while rewarding actions that benefit the entire team.[/p]
  • [p]The commander artillery resupply ability has also had its cost reduced from 150 munitions to 120 munitions, making it slightly easier for teams to support artillery operations during extended engagements.[/p]
  • [p]To reduce frustrating situations where artillery positions could be destroyed extremely quickly, the time required for enemy players to dismantle an artillery gun has been increased from 10 seconds to 30 seconds. High explosive weapons can still also destroy the gun.[/p]
  • [p]These changes aim to make artillery operations feel more sustainable while still leaving them vulnerable to coordinated enemy action.[/p]
[p][/p][h2]Static Artillery[/h2][p]One of the key goals of the artillery rework has been addressing the long-standing dynamic between recon squads and artillery players. Previously, artillery guns were locked to HQ locations, which often resulted in recon players repeatedly camping artillery positions while artillery players had little flexibility to respond.[/p]
  • [p]With Patch 19.1, artillery squads can now build a static artillery gun anywhere within the first two sectors of their territory. This change allows artillery crews to reposition their guns and introduces more uncertainty for enemy squads attempting to locate them.[/p]
  • [p]The gun is built by the Operator using 50 supplies, and only one artillery gun can exist per team at a time.[/p]
  • [p]The cooldown between artillery guns remains shared between HQ artillery and player-built variants. If a gun is destroyed or dismantled by enemy forces, the same cooldown will apply before another gun can be deployed.[/p]
  • [p]Friendly artillery squad members can dismantle their own gun using a hammer without triggering this cooldown.[/p]
  • [p]To prevent exploitative placement, artillery guns will not fire if their barrel’s line of sight is blocked by nearby objects and they cannot be built on highly uneven terrain.[/p]
[p][/p][h2]Self-Propelled Artillery (SPA) Updates[/h2][p]Self-Propelled Artillery vehicles have received several gameplay improvements aimed at making them feel more flexible and distinct.[/p]
  • [p]The operational range limit for SPAs has been removed, allowing them to move freely across the battlefield without triggering an out-of-bounds timer.[/p]
  • [p]SPAs can now also fire while moving at first gear speeds or slower, allowing crews to reposition more dynamically during combat.[/p]
    • [p]This is determined by the current velocity of the vehicle meaning that if you came to a stop while in fourth gear, you would still be able to fire without having to drop gears.[/p]
[p][/p][h3]SPA Vehicle Balance Changes[/h3][p]All SPA vehicles have received individual stat adjustments to better differentiate their battlefield roles.[/p][p][/p][p]SPAs were designed to focus on a hybrid playstyle between longer range indirect fire and close-range high explosives. With these new changes, while all SPA units will still be capable of both the above-mentioned playstyles, some will perform better at one or the other.[/p][p][/p][p]As a small additional element, the AP rounds of SPAs have been replaced with HEAT rounds (High-explosive Anti-Tank) as these were the AT rounds most of these units would have used due to their slower projectile velocity. The exceptions to this are the KV-2, the Bishop and the Churchill A.V.R.E.[/p][p][/p][p]Currently this is just a name change (aside from the already existing unique proprieties that SPA shells have). This is likely to change with future updates.[/p][p][/p][p]As many players have correctly pointed out, several of these units were historically labelled as assault guns. Whilst assault guns are often classified as a type of Self-Propelled Artillery, these new changes aim to better represent this aspect of their design. [/p][p][/p][p][/p]
  • [p]The Sherman 105 remains one of the most well-rounded SPAs, receiving a turret speed increase and a HE radius decrease, while maintaining most of its original characteristics.[/p]
  • [p]The KV-2 now has a slightly increased explosion radius and slower reload but keeps its previous weapon range.[/p]
  • [p]The Sturmpanzer (Brummbär) now features improved frontal armour and an increased blast radius, at the cost of a slight range decrease and reload speed, making it particularly strong in direct assaults.[/p]
    • [p]The front hull armour has been upgraded from heavy to very heavy. This only affects the front plate section and not the corners, sides and rear of the superstructure which can still be penetrated by medium tanks.[/p]
  • [p]The Churchill A.V.R.E has received the most dramatic changes, now firing its unique “Flying Dustbin” projectile (the official codename for the Petard spigot mortar this unit fired). This round delivers extremely high damage and a large explosion radius but comes with significant drawbacks including a much shorter firing range, slower projectile speed, and a long reload time.[/p]
    • [p]This projectile is unique in that, other than its listed stats shown above, like satchel charges, the contact damage is applied directly to the hull health of a tank, meaning a direct hit from this projectile will be fatal to any enemy vehicle in the game.[/p]
    • [p]Similar to the HE shells fired by other SPAs, the explosion created by the shell has armour penetrating properties, meaning even a near miss can be damaging to enemy armour. The damage has high range fall-off, so it won’t one shot armour outside of a direct hit.[/p]
    • [p]The cost to spawn the A.V.R.E has been increased to 360 munitions to reflect its explosive power and its nature as a heavy tank.[/p]
  • [p]The Bishop now leans further into its role as a dedicated artillery platform, with an increased firing range of 800m.[/p]
    • [p]Much like its real-life counterpart, due to its low barrel height, this maximum range can be exceeded by placing the unit facing up a slope or hill and using the terrain to further increase the turret elevation, although an Observer would likely be required to accurately hit targets using this method.[/p]
  • [p]Meanwhile the Panzer III Ausf. N sacrifices some firepower and range in exchange for faster turret rotation and quicker reload speeds, making it the most agile SPA option.[/p]
[p][/p][p][/p]
Other Changes
[p][/p][h2]Flare Gun Rework[/h2][p]The flare gun has also been reworked.[/p][p][/p][p]Previously, players could repeatedly redeploy in order to bypass the weapon’s intended downtime, allowing for nearly constant flare coverage.[/p][p][/p][p]Flare guns now operate on a standardised cooldown per individual player. This works similarly to how supply box cooldowns currently operate, where once a flare is fired, a five-minute cooldown begins before another can be used. This cooldown persists even if the player dies, redeploys, or changes roles. This change applies to both Recon and Artillery roles.[/p][p][/p][p]We are interested to hear your feedback on these changes, and whether you would like to see any changes to how this works such as cooldowns by using nodes, etc. Let us know in the comments and feedback![/p][p][/p][h2]Console Quick Play Update[/h2][p]The Find Match option on PS5 & Xbox Series X|S is now the fastest way for you and your party to jump into our Official Hell Let Loose servers[/p][p][/p][p]The Enlist screen is still available for community servers or servers hosting a specific map and/or game mode.[/p][p][/p][p]This change lays the foundation for more filters and search options in future updates. We’d love to hear your feedback on this so we can continue to make improvements[/p][p][/p]
Bug Fixes & QOL Improvements
[h2]Bipod[/h2]
  • [p]\[BIPOD] No third person perspective SFX is present for partial and full reloads of the BAR when deployed on a bipod[/p]
  • [p]\[BIPOD] FG42 bipod will clip through the player character hand when deploying[/p]
[p][/p][h2]Death Screen[/h2]
  • [p]\[Death Screen] Cause of death is empty when dying due to bleeding out[/p]
  • [p]\[Death Screen] Cause of death string is empty when dying due to drowning[/p]
  • [p]\[Death Screen] Cause of death string is empty when dying due to fall damage[/p]
  • [p]\[Death Screen] UI string missing for melee kills[/p]
[p][/p][h2]Kharkov[/h2]
  • [p]\[Kharkov]\[H2] Piles of snow has no collision with the player[/p]
[p][/p][h2]Purple Heart Lane[/h2]
  • [p]\[PHL] Multiple assets are misaligned with the environment on sector G4[/p]
[p][/p][h2]RCON[/h2]
  • [p]\[RCON] Conquest mode incorrectly appearing in RCON entries on Release branch[/p]
  • [p]\[RCON] V2 Client gets progressively laggy and stops working after some time[/p]
  • [p]\[RCON] Being punished by the admin will not display the cause of death or the admin message[/p]
[p][/p][h2]Remagen[/h2]
  • [p]Multiple visual and performance improvements made across the Remagen map[/p]
[p][/p][h2]Sainte-Marie-du-Mont[/h2]
  • [p]\[SMDM] \[H8] A puddle's texture looks unnatural[/p]
[p][/p][h2]Sainte-Mère-Église[/h2]
  • [p]\[SME] Outposts can be built inside a specific building asset[/p]
[p][/p][h2]Smolensk[/h2]
  • [p]\[SMO] \[E6] Player can spawn inside an inaccessible building using an outpost[/p]
  • [p]\[SMO] \[C6] Trench area presents with multiple asset misalignments[/p]
  • [p]\[SMO] \[H4] Small world seam visible near destroyed buildings in numpad 1[/p]
  • [p]\[SMO] \[E6] Two wall assets present an observable gap that players can shoot through in numpad 1[/p]
  • [p]\[SMO] \[E3] Crater by the edge of the road presents edges that are misaligned with the ground in numpad 4[/p]
  • [p]\[SMO] \[H5] Rubble pile asset missing both bullet and player collision[/p]
  • [p]\[SMO] \[A5] Entire trench area presents multiple assets with misalignment issues[/p]
  • [p]\[SMO]\[F5] A world seam is present between sectors[/p]
  • [p]\[SMO] \[G4] Multiple assets are misaligned with the environment[/p]
  • [p]\[SMO]\[H6] The rubble pile is misaligned with the environment[/p]
  • [p]\[SMO]\[I7] A mud pile is misaligned with the ground in sector I7[/p]
  • [p]\[SMO] \[G8-H8] Fortress wall has extended player and bullet collision near crumbled areas[/p]
  • [p]\[SMO] \[G5] Players can enter blocked off building using another building's window[/p]
  • [p]\[SMO] Player can spawn inside inaccessible buildings using an outpost[/p]
  • [p]\[SMO] Katyusha strikes will only spawn from the Axis side on second usage of the ability[/p]
  • [p]\[SMO] The German Offensive-Smolensk Dusk shows Night instead of Dusk during loading screen[/p]
  • [p]\[SMO] \[Skirmish] Players deploying at the Soviet HQ2 can be spawned with the Out of Bounds timer active[/p]
  • [p]\[SMO]\[A5] Trench is missing from the Tac Map[/p]
[p][/p][h2]Stalingrad[/h2]
  • [p]\[Stalingrad] \[B6] Steel pillar looks to be levitating instead of touching the ground on a conveyor belt[/p]
  • [p]\[Stalingrad] The player can clip through multiple surfaces while deploying the MG while prone[/p]
[p][/p]
Community Feedback & Ongoing Improvements
[p]Thank you to everyone who has continued to share feedback with us since Update 19 launched in December, both through regular play and the Experimental Branch playtests we have been running over the past month.[/p][p][/p][p]It has been great to see so many players helping us improve Hell Let Loose through their feedback, as well as testing builds for Patch 19.1 and the upcoming Conquest mode. Your feedback continues to play a major role in shaping these features.[/p][p][/p][p]Alongside the changes included in Patch 19.1, the team is continuing work on a number of additional bug fixes and quality of life improvements across in-game systems, as well as further updates to armour gameplay.[/p][p][/p][p]We know many of these areas are important to the community, so we wanted to keep you informed that improvements are actively in progress.[/p][p][/p][p]We look forward to sharing more on these in future updates. In the meantime, please continue to share your feedback and report any issues via the Customer Support team, either on the Hell Let Loose Support website or on our Hell Let Loose Official Discord server. This helps ensure that your feedback is seen directly by the development team.[/p][p][/p][p][/p][h2]War Correspondents Content[/h2][p]As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:[/p][p][/p][h3]TheFreshBakedGoods: [/h3][p][dynamiclink][/dynamiclink][/p][h3]Razbora:[/h3][p][dynamiclink][/dynamiclink][/p][h3]IronHeart: [/h3][p][dynamiclink][/dynamiclink][/p][h3]SoulSniper: [/h3][p][dynamiclink][/dynamiclink][/p][h3]DasAltberg:
[dynamiclink][/dynamiclink][/h3]

Dev Brief #215 | Artillery Changes & Experimental Branch Event

[p]Hello everyone,[/p][p][/p][p]Firstly, a huge thank you to everyone who has jumped into the Experimental Branch to test the Remagen refresh over the past week. We have already received a significant amount of feedback from the community, and the team has been reviewing it closely as we continue to refine the map ahead of the next update.[/p][p][/p][p]For those who may have missed the previous briefing, you can read more about the Remagen refresh here: Dev Brief #214 – Remagen Refresh[/p][p][/p][h2]Quick Overview of the Key Changes on the Remagen Refresh[/h2][p]This refresh focuses on improving the overall gameplay flow of the map while maintaining the core identity of Remagen as a tense and contested river crossing. Key improvements include:[/p]
  • [p]Updates to the Ludendorff Bridge, including widening and improved access to the gangways beneath.[/p]
  • [p]Additional river crossings to reduce the bridge bottleneck.[/p]
  • [p]Terrain adjustments to create more opportunities for airhead placements.[/p]
  • [p]Capture point improvements, including testing the bridge as the default middle capture point.[/p]
[p][/p][p]We will dive into the full details of the Remagen refresh, including the reasoning behind these changes, in the Patch 19.1 changelog closer to release.[/p][p][/p][p]The Ludendorff Bridge has been widened as part of the Remagen Refresh[/p][p][/p][h2]Historical Update to Remagen[/h2][p]One of the key discussion points we have seen following the refresh is the addition of pontoon bridges and their historical relevance.

As part of the Remagen refresh, the historical date shown on the map has also been updated. The date displayed on both the loading screen and tactical map now reads 12 March 1945, replacing the previous date of 7 March 1945.[/p][p][/p][p]Updated Loading Screen[/p][p][/p][p]This adjustment reflects the wider timeline of the battle and the operational use of pontoon bridges used by Allied forces to cross the Rhine. Historical references indicate these crossings were constructed by 11 March 1945, following the initial capture of the Ludendorff Bridge, and prior to the bridge’s collapse on 17 March 1945. Updating the in-game date allows the map to better represent this later stage of the Operation.[/p][p][/p][p]A U.S. antiaircraft battery guards a pontoon bridge built by the 291st Engineer Combat Battalion. \[Source: The Bridge at Remagen by Victor Kamenir of Warfare History Network][/p][p][/p]
New Changes in the Experimental Branch
[p]Alongside continued testing of the Remagen refresh, tomorrow (Friday 13th March 2026) will see a brand new Experimental Branch build introduced, featuring a range of artillery and SPA changes that will be coming to the game in the next patch.

These adjustments focus on improving balance, squad roles, and overall gameplay interactions around artillery systems.[/p][p][/p][h3]Feedback forms[/h3][p][/p][h2]Artillery Gameplay Changes[/h2][p]Several changes have been made to how artillery interacts with the wider resource and support systems in Hell Let Loose.[/p][p][/p][p]Artillery gameplay changes include:[/p]
  • [p]Artillery guns will now slowly generate ammunition when positioned near munitions nodes.[/p]
    • [p]The current rate is one shell every 30 seconds affecting both HE and Smokes at the same time.[/p]
    • [p]The total can’t go above the normal cap of 50 HE and 35 Smoke.[/p]
  • [p]The munitions cost for artillery resupply has been reduced. Was previously 150 munitions, is now 120 munitions.[/p]
  • [p]The dismantle time when an enemy player is attempting to dismantle a friendly artillery gun has been increased to 30 seconds.[/p]
  • [p]Static artillery placement has been updated to improve positioning and usability.[/p]
    • [p]The Operator role can build an artillery gun anywhere in the first two sectors of their team’s side of the map.[/p]
    • [p]It can not shoot through walls.[/p]
    • [p]The cooldown between this placed artillery gun, and the versions found in HQs are shared.[/p]
[p][/p][p]These adjustments aim to improve resource management and reduce some of the frustrations surrounding artillery placement and usage.[/p][p][/p][p]Static Artillery is loaded by the Artillery Squad[/p][p][/p][h2]Artillery Squad Adjustments[/h2][p]The artillery squad has received several updates to better define its role and responsibilities on the battlefield.[/p][p][/p][p]Artillery squad changes include:[/p]
  • [p]The Artillery Squad has seen a few name changes:[/p]
    • [p]‘Artillery Engineer' role has been renamed to 'Operator'[/p]
    • [p]'Artillery Support’ has been renamed to 'Gunner’[/p]
  • [p]The Artillery Squad now receives credit for kills performed by artillery weapons.[/p]
    • [p]This kill sharing applies to all members of the artillery squad.[/p]
    • [p]This only works with the Static Artillery gun and the primary gun of the SPA, infantry weapons and the MGs of SPAs don’t count for this.[/p]
  • [p]Adjustments to the Observer loadout, including weapon changes for improved faction authenticity.[/p]
    • [p]The Observer has had it’s sidearm removed from the first loadout.[/p]
    • [p]Their AP mine has been moved from the first loadout to the second loadout.[/p]
    • [p]The default bolt-action rifle of the Soviet artillery squad (for arty support and arty engineer) has been changed to the Mosin Nagant M38[/p]
  • [p]A rebalance of the flare gun, which now operates on a universal cooldown across artillery and recon roles.[/p]
  • [p]The Artillery Operator’s buildable options have been reduced to streamline the role.[/p]
    • [p]They can no longer build barbed wire and bunkers. These felt too powerful to be included in the kit and instead should be a strength of the regular Engineer role[/p]
[p][/p][p]These changes aim to improve coordination between artillery crews and the wider team.[/p][p][/p][p]Static Artillery in action[/p][p][/p][h2]Self-Propelled Artillery (SPA) Changes[/h2][p]Self-Propelled Artillery vehicles have also received several improvements designed to make them feel more distinct and effective.[/p][p][/p][p]SPA changes include:[/p]
  • [p]SPA vehicles can now move and fire while travelling at first gear speeds or slower. They will not be able to fire while moving faster than this.[/p]
  • [p]Adjustments to SPA firing behaviour so that rounds now travel more directly toward their target.[/p]
  • [p]The range calculation has also been corrected, meaning raising the barrel now increases range as expected. This should also reduce instances where shells followed unnatural trajectories.[/p]
    • [p]Players can still elevate the barrel beyond the calculated range to compensate for terrain elevation differences.[/p]
  • [p]Balance adjustments and stat changes to help differentiate each SPA vehicle[/p]
    • [p]The full stats tables will be added to the Patch 19.1 Changelog.[/p]
  • [p]The operational range limit for SPAs has also been removed[/p]
[p][/p][p]These changes are intended to make SPAs more flexible and tactically useful on the battlefield.[/p][p][/p][p]US SPA on the Ludendorff Bridge[/p][p][/p]
Join Our Organised Experimental Branch Playtest
[p]To help gather more gameplay feedback, we will be hosting an organised Experimental Branch playtest session on Friday after the Experimental Branch update goes live.[/p][p][/p][p][/p][p]This session will be hosted by Community Manager Ben B live on the Hell Let Loose Official Twitch channel, where we will be playing matches on the Experimental Branch alongside members of the development team and the community.[/p][p][/p][p]Playtest Start Time: Friday 13 March 2026[/p]
  • [p]10:00 PST[/p]
  • [p]13:00 EST[/p]
  • [p]17:00 GMT[/p]
  • [p]18:00 CET[/p]
  • [p]04:00 AEST (next day)[/p]
[p]If you want to take part, make sure you have the Experimental Branch installed on Steam and jump into the servers when the session begins.[/p][p][/p][p]If you are unable to join the matches directly, you can still tune in to the stream and join the conversation in chat as we discuss the changes and gather feedback.[/p][p][/p][p]We hope to see many of you there![/p][p][/p][h2]Feedback forms[/h2][p][/p][p][/p][p]US SPA in action on the Ludendorff Bridge [/p][p] [/p]

Dev Brief #214 | Remagen Refresh Testing

[p]Hello everyone,[/p][p]Firstly, thank you to everyone who jumped into the recent ‘Conquest’ mode Experimental Branch test. We received a huge amount of feedback from the community, and the Conquest design team are already hard at work reviewing it and making improvements to the mode.[/p][p][/p][p]Today’s Experimental Branch update shifts focus to another area of the game, with a refresh of the Remagen map.[/p][p][/p][p]This map refresh introduces several gameplay improvements aimed at addressing long-standing community feedback while preserving the unique identity of the map and its focus on the Ludendorff Bridge.[/p][p][/p][h2]Remagen Map Refresh[/h2][p]Remagen has long been known as one of Hell Let Loose’s most unique and challenging battlefields. However, the map has also generated a significant amount of feedback from the community over time, particularly around the bridge bottleneck and the difficulty of breaking through defensive positions.[/p][p][/p][p]With this refresh, the development team has focused on improving gameplay flow across the map while maintaining the core identity of Remagen as a tense and contested river crossing.[/p][p][/p][p]The goal is not to remove the challenge of attacking across the Rhine, but to provide players with more options for how battles unfold.[/p][p][/p][p]We will dive deeper into the Remagen Refresh in our full changelog for Patch 19.1 closer to release.[/p][p][/p][p]Remagen Refresh Eastern Crossing[/p][p][/p][h3]Additional River Crossings[/h3][p]One of the most common pieces of feedback surrounding Remagen is the heavy reliance on the central bridge as the only viable route across the river.[/p][p][/p][p]To reduce this bottleneck and create more opportunities for flanking and manoeuvring, the map now features additional crossing points along the river.[/p][p][/p][p]These new crossings are designed to give both infantry and vehicles alternative routes across the Rhine, helping to alleviate the intense choke point that often forms around the bridge.[/p][p][/p][p]The Ludendorff Bridge will still remain a key focal point of the map, but teams will now have more strategic choices when attempting to push across the river.[/p][p][/p][p]Remagen Refresh Western Crossing[/p][p][/p][h3]Ludendorff Bridge Updates[/h3][p]Whilst we have added new crossings to the map, we have also made improvements to the Ludendorff Bridge itself.[/p][p][/p][p]The bridge has been widened and redesigned to improve player movement and combat flow during engagements across it. In addition, the layout of the gangway beneath the bridge has been reworked to make it more accessible from both the top of the bridge and from the riverbanks.[/p][p][/p][p]These changes aim to open up additional movement options for players and create more opportunities for flanking and tactical positioning during battles around this key landmark.[/p][p]Remagen Refresh Ludendorff Bridge[/p][p][/p][h3]Improved Airhead Opportunities[/h3][p]Another challenge on Remagen has been the limited number of locations where commanders can successfully deploy airheads.[/p][p][/p][p]As part of this refresh, adjustments have been made to the river and surrounding terrain to create more viable airhead placement opportunities.[/p][p][/p][p]These changes aim to introduce additional pressure points across the map, requiring defenders to cover a wider area and reducing the likelihood of stalemates forming around the bridge.[/p][p][/p][p]Remagen Refresh Terrain[/p][p][/p][h3]Capture Point Improvements[/h3][p]We also saw a lot of feedback from players asking for the middle row capture point to always be the Ludendorff Bridge. With the Remagen refresh, we are testing a new system where the bridge will be selected as the central capture point by default. This will not affect server owners’ ability to choose which capture points they want from each column or row.[/p][p][/p]
Known Bugs & Issues
  • [p]Remagen loading screens and map thumbnails may appear as placeholders or be missing.[/p]
  • [p]Some artillery-related issues may occur during this build, including:  [/p]
    • [p]In some cases, artillery assets may not deploy correctly after a map change.[/p]
    • [p]Static artillery may incorrectly fire through certain tall environmental assets.[/p]
  • [p]Some placeholder visual assets may appear on certain items. These are debug elements used during development and have no gameplay impact.[/p]
[p][/p]
Feedback forms
[p][/p][h2]Remagen Tac Map - Refresh vs Original[/h2][p]Remagen Refresh Tac Map[/p][p][/p][p]Original Remagen Tac Map[/p][p] [/p][h2]What Comes Next[/h2][p]This Experimental Branch update focuses specifically on testing the Remagen refresh and gameplay flow improvements.[/p][p][/p][p]Next week, we will be releasing another Experimental Branch build that introduces additional gameplay updates, including artillery and SPA changes. We will share more details on those updates when the build goes live.[/p][p][/p][p]Until then, we encourage players to jump into the Experimental Branch, try out the updated Remagen, and share your feedback with the team.[/p][p][/p][p]Your input will help us refine these changes ahead of the next patch release.[/p][p][/p][p]SPA on Remagen[/p][p][/p]
Community Update
[p]First up, we want to give a big shoutout to the incredible SoulSniper for reaching 100k subscribers on YouTube. Be sure to check out his content when you get the chance! One of his recent videos linked below.[/p][p][/p][h2]WC Content:[/h2][h3]SoulSniper [/h3][p][dynamiclink][/dynamiclink][/p][h3]RazBora [/h3][p][dynamiclink][/dynamiclink][/p][h3]DasAltberg[/h3][p][dynamiclink][/dynamiclink][/p][h3]TheFreshBakedGoods [/h3][p][dynamiclink][/dynamiclink][/p][h3]IronHeart Gaming[/h3][p][dynamiclink][/dynamiclink][/p]

Steam Free Weekend Celebration 2026 | Hell Let Loose

[h2]Welcome to the 2026 Steam Free Weekend Celebration[/h2][p]Welcome in, soldiers, to our 2026 Steam Free Weekend Celebration.[/p][p][/p][p]For some of you, especially those waiting for Hell Let Loose: Vietnam to launch later this year, this may be your first time stepping onto the battlefield in Hell Let Loose. For others, you may already be thousands of hours deep into the war.[/p][p][/p][p]Whether you are a hardened veteran or a fresh blueberry, we cannot wait to see you on the frontlines with us this weekend.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]How Do You Play Hell Let Loose?[/h2][p]If you are jumping in for the first time, or even if you just want to sharpen your skills, we have you covered.[/p][p][/p][p]Over on the official Hell Let Loose YouTube channel, we have launched a brand new community supported series called "How to Hell Let Loose?" featuring some of our incredible War Correspondents.[/p][p][/p][h3]New to the frontline?[/h3][p]Start with IronHeart Gaming’s 5 Top Tips for New Hell Let Loose Players, where he breaks down the essentials every new recruit needs to know.[/p][p][/p][h3]Looking for class specific guides?[/h3]
  • [p]Recon: SoulSniper dives into "How to play Recon Class" and operate effectively behind enemy lines, along with several other in depth tutorials.[/p]
  • [p]Armor: RazBora shares his 5 Top Tips for Tanks, helping you dominate the battlefield in armor. Fellow tanker TheFreshBakedGoods also has more powerful tutorials on the way so be sure to follow the course playlist on YouTube.[/p]
  • [p]Infantry roles: Competitive maestro DasAltberg has been putting together exceptional role base guides for those looking to elevate their infantry gameplay.[/p]
  • [p]Resources and nodes: Want to understand how the economy of war works? Gebatron has created the ultimate node & resource breakdown to get you up to speed.[/p]
[p]During our 2025 Free Weekend, we also published a beginner’s guide over on our website. If you are looking for even more detail, be sure to check that out as well.[/p][p][/p][h2]The Fundamentals[/h2][p]At its heart, Hell Let Loose is about teamwork.[/p][p][/p][p]If you remember nothing else this weekend, remember this:[/p]
  1. [p]Communicate
    Talk to your squad. A coordinated unit is always stronger than a silent one.[/p]
  2. [p]Stick together
    Running off alone rarely ends well. Move with your team and support one another.[/p]
  3. [p]Play tactically
    This is not a run and gun shooter. Think before you push. Positioning, patience, and planning win battles.[/p]
[p][/p][p]Ultimately, the best way to learn is by jumping in and experiencing it for yourself.[/p][p][/p][h2]Hell Let Loose: Vietnam[/h2][p]We know many of you are excited for Hell Let Loose: Vietnam, arriving later in 2026.[/p][p][/p][p]If you are enjoying your time on the WWII frontlines this weekend, this is just the beginning. Be sure to follow us across our social channels for the latest updates. We will be sharing more information very soon, and you will not want to miss it.[/p][p][/p][p]Now gear up, squad up, and we will see you on the frontlines.[/p][p][/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p][p][/p]

Dev Brief #213 | What is Conquest + Early Playtest

[p][/p]
Introducing Conquest
[p]Hello everyone,[/p][p]Today, we are excited to share more details on our upcoming 50v50 game mode, Conquest.[/p][p][/p][p]We have been hard at work developing this mode over the past development cycle, and it has gone through multiple iterations to reach the version you will be learning about here, and now you have got the opportunity to test it early on Steam via our Experimental Branch.[/p][p][/p][p]As we mentioned back in Dev Brief #211, we have introduced a new approach to testing. Our Community Manager, Ben B, has broken down how this works in our February Dev Diary video, where he has also been joined by Matt, Creative Director at Expression Games, and Xander, Game Designer at Expression Games, who share further insight into how Conquest has progressed behind the scenes.[/p][p][/p][p]As a reminder, Conquest is still a work in progress, and this test is an opportunity for the community to help shape the final version of the mode and ensure it is the best it can be. Please be sure to submit your feedback directly to the devs using the form linked below, as your input is essential to Conquest’s development.[/p][p][/p][h2]Conquest Dev Diary: February 2026[/h2][previewyoutube][/previewyoutube][p][/p]
What Is Conquest Mode
[p]Conquest is a new 50v50 symmetrical game mode built around sustained territory control and morale management.[/p][p][/p][p]Unlike existing modes, victory in Conquest is not achieved through a single decisive push. Instead, teams must balance controlling objectives over time while actively reducing the enemy team’s morale through combat.[/p][p][/p][p]Each team begins the match with a fixed pool of morale. Morale is gradually depleted through player redeployments and through holding fewer objectives than the opposing team. The first team to run out of morale loses the match.[/p][p][/p][p]To secure victory, teams will need to consistently apply pressure, win firefights, and maintain control of the majority of objectives for extended periods, rather than relying on short bursts of momentum.[/p][p][/p][p]Conquest features five capture points spread across the map:[/p]
  • [p]Three central objectives positioned evenly between both teams[/p]
  • [p]One objective on the left side of the map[/p]
  • [p]One objective on the right side of the map[/p]
[p]Mock-up demonstrating the average placement of capture points[/p][p][/p][p]Unlike in Warfare and Offensive, all capture points are active at all times and can be captured in any order. This means teams are not forced into a linear push and are instead encouraged to flank, probe weak defenses, and capitalize on unguarded objectives.[/p][p][/p][p]Basic visual mock-up of conquest territory control[/p][p][/p][p]Using the in-game grid system, capturing objectives affects territory ownership differently depending on their position:[/p]
  • [p]Capturing any of the three central objectives grants control of only the grid square that objective sits within[/p]
  • [p]Capturing the left or right objective grants control of the entire row/column of territory on that side of the map[/p]
[p][/p][p]Because of this, the outer objectives are more strategically valuable, as they influence a much larger portion of the battlefield.[/p][p][/p][p]In this initial community test, the maps that we will have available for you to play include:[/p]
  • [p]Smolensk[/p]
  • [p]Foy[/p]
  • [p]Carentan
    [/p]
[p]Smolensk In-Game Conquest Tac Map[/p][p] [/p][p]Foy In-Game Tac-Map[/p][p] [/p][h2]Morale and Win Conditions[/h2][p]Morale is the core resource that determines victory in Conquest.[/p][p][/p][p]Each team starts the match with a set amount of morale. Once a team’s morale reaches zero, the match ends immediately and the opposing team wins. If the match timer expires, the team with the higher remaining morale is declared the winner.[/p][p][/p][p]In this initial version of the Conquest mode, we have set the starting figure at 1000 morale per faction.[/p][p][/p][p]You will be able to see the current morale standings as part of the UI at the top of the screen, similar to how Warfare and Offensive UI systems operate. As with all aspects of this test, please do give us your feedback on the current morale values, and whether you’d like to see any alterations to this.[/p][p][/p][p]Conquest UI[/p][p][/p][p]There are two ways morale is lost during a match.[/p][p][/p][h3]Morale Bleed[/h3][p]When one team controls the majority of capture points, the opposing team begins to lose morale over time. The rate of morale bleed increases based on how many more objectives one team controls compared to the other.[/p][p][/p][p]For example:[/p]
  • [p]A one objective advantage causes a slower rate of morale bleed[/p]
  • [p]A larger objective advantage results in morale draining more quickly[/p]
[p][/p][p]This encourages teams to contest objectives constantly and prevents matches from stagnating.[/p][p][/p][p]For this upcoming playtest, the following morale bleed will be in effect. Please note that this is subject to change with player feedback.[/p]
  • [p]1 Territory Advantage = -2 morale per 10 seconds[/p]
  • [p]2 Territory Advantage = -4 morale per 10 seconds[/p]
  • [p]Full Territory Advantage = -6 morale per 10 seconds[/p]
[p][/p][h3]Morale Depletion Through Redeployments[/h3][p]Every time a player redeploys, whether manually or due to being killed, one unit of morale is lost for their team.[/p][p][/p][p]There are a few important exceptions:[/p]
  • [p]A player’s first deployment into a match does not cost morale, including players who join mid-match[/p]
  • [p]Redeployments during the warm-up phase do not reduce morale[/p]
  • [p][/p]
[p]This system reinforces the importance of survival, coordination, and avoiding unnecessary losses.[/p][p][/p][h2]Capturing a Sector[/h2][p]Capturing objectives in Conquest uses a familiar strong point system, with players inside the strong point contributing three times the capture weight.[/p][p][/p][p]Captures are decided by total capture weight, not player count alone.[/p][p][/p][p]Importantly, all captures always take two minutes, regardless of how many players are present. Player numbers only determine which team is capturing, not how quickly the capture progresses.[/p][p][/p][p]For example, a smaller group positioned directly inside the strong point can out-capture a larger force spread across the wider area if their total capture weight is higher.[/p][p][/p][p]There is also a three minute warm-up phase at the start of the match before objectives can be captured or combat begins.[/p][p][/p][h2]Conquest Starting Vehicles[/h2][p]Conquest is designed to remain fully symmetrical.[/p][p][/p][p]Since factions in Hell Let Loose share similar vehicle capabilities, both teams will begin matches with identical vehicle line-ups.[/p][p][/p][p]Starting vehicles are subject to change for balancing purposes, but during this test each team will begin with:[/p]
  • [p]One Transport Truck at each of the three HQs[/p]
  • [p]One Supply Truck at one HQ[/p]
  • [p]One Medium Tank at one HQ[/p]
  • [p]One Light Tank at one HQ[/p]
  • [p]One Recon vehicle at one HQ[/p]
  • [p]One Self-Propelled Artillery (SPA) vehicle at HQ #3[/p]
  • [p]One pre-placed Jeep at every HQ.[/p]
[p] [/p][h2]First Public Test Focus[/h2][p]This first Conquest test is focused on validating the core structure of the mode.[/p][p][/p][p]We are primarily looking at:[/p]
  • [p]Objective flow and pacing[/p]
  • [p]Morale drain rates and match length[/p]
  • [p]How players approach territory control and flanking[/p]
  • [p]Whether the balance between combat and objective play feels right[/p]
[p][/p][p]Some values, including morale bleed rates and starting assets, are still work in progress and may change between tests.[/p][p][/p][h2]What Comes Next[/h2][p]This test is the first step in refining Conquest alongside the community.[/p][p][/p][p]Your feedback will directly influence how the mode evolves, from balance changes to broader structural adjustments. Future tests will build on what we learn here, and we will continue sharing updates as development progresses.[/p][p][/p][p]Thank you for taking the time to jump in, test the mode, and share your thoughts with us.[/p][p][/p][h2]Known Issues [/h2][p]We are aware of a number of bugs/issues currently in the mode, however the main ones you may notice include:[/p]
  • [p]Capture bar displays incorrect colors when in contesting state[/p]
  • [p]Inconsistent coloring in HUD when capturing an enemy sector[/p]
  • [p]Capture points do not regenerate progress if no ally is present in the zone[/p]
  • [p]Restarting capture progress presents visual issues on the tac map[/p]
  • [p]Post-match screen shows incorrect information (capture points instead of morale)[/p]
[p]If you do come across other issues in your testing be sure to let us know via the below feedback form:[/p][p][/p][h2]Community Feedback Form - Conquest[/h2][p]Give your feedback on Conquest here[/p][p][/p][h2]How to Join the Playtest - Experimental Branch[/h2][p]Starting now, (Friday 20 February 2026), we have launched our latest Experimental Branch build on Steam. Through this branch, players will be able to join our early test builds, provide real-time feedback, and help shape Conquest up until release.[/p][p][/p][p]As with previous Experimental Branch builds, server owners can host their own community servers on the branch. If you are wanting to organise community games on the Exp Branch, please contact your GSP who can move your server onto the branch for testing using your own RCON tools.[/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]The “None” option is the default/main branch that has the current Update 19 build.[/p]
  • [p]The “experimental_branch” right now has the new Conquest game mode included.[/p]
[p][/p][p][/p][p][/p]
Community Update
[p]With server owners able to bring their community servers over onto the Experimental Branch, we are sure to see many events taking place in the coming week to try out the new Conquest mode. One such event is being hosted by the DraftHAUS & SoulSniper's SOF. [/p][p][/p][p]This will be kicking off at 2pm EST on Saturday 21st February. Make sure you have the Exp Branch downloaded and ready to go so that you don't miss it![/p][p] [/p][h2]War Correspondents Content[/h2][p]As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:[/p][p][/p][h3]SoulSniper:[/h3][p][dynamiclink][/dynamiclink][/p][h3]IronHeart:[/h3][p][dynamiclink][/dynamiclink][/p][h3]Razbora:[/h3][p][dynamiclink][/dynamiclink][/p][h3]TheFreshBakedGoods:[/h3][p][dynamiclink][/dynamiclink][/p][h3]DasAltberg:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p][h3]Gebatron:[/h3][p][dynamiclink][/dynamiclink][/p]