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Discount: 25% off Hell Let Loose until Oct 26th!

Hey everyone,

Today we're pleased to kick off a week long discount for Hell Let Loose!

From now until 5pm BST / 6pm CEST on October 26th you can pick up Hell Let Loose at a 25% discount:

https://store.steampowered.com/app/686810/Hell_Let_Loose/


Hello to our new players!


To those of you that join us in the sale, welcome to Hell Let Loose and thanks for picking up our game!

You're joining us at a very exciting time as we head towards Update 8, our next big content drop:



As you can see we've got a lot of cool stuff (and more) on the way!

If you'd like to see learn more about what we're working on we share a community update each week in the form of a Developer Briefing, our weekly community check-in where we let you know what we're working on and take a moment to address your questions and comments.

Here's a selection of recent ones for you to check out:

Developer Briefing #98 - Unit Designation & More Hurtgen Forest Overhaul! Developer Briefing #97 - PTE, Balancing and HLL Competitive Developer Briefing #95 - Grease Gun, New Hitbox System & Flinching!

This stems from the core mantra of Hell Let Loose - community is the heart of the game. We're building the game through Early Access and beyond together and as such, seek to include the community in the process as much as possible.

On that note, our existing community are a great bunch consisting of players from all over the world, so you should totally get to know them!

You can find them (and the Devs) at the following locations:

Here on the Steam forums
Over on the official Hell Let Loose Discord Chatting and memeing on the Hell Let Loose Reddit

That wraps up the post!

Welcome to Hell Let Loose, we'll see you on the frontline.

Developer Briefing #98 - Unit Designation & More Hurtgen Forest Overhaul!

Hey everyone,

Welcome to Dev Brief #98!

Today we're going to be talking about some more cool new features coming in Update 8, some of which are a direct result of you sharing your thoughts on teamwork and team composition with us.

Lead Developer Max will be going into full detail below, and make sure to stick around until the around for some brand new Hurtgen Forest overhaul images and more...


A Message From Max - Unit Designation



Hi everyone,

We’re preparing for a series of weeks where we’ll be deep diving into some of the largest changes coming in Update 8. In the meantime, we wanted to touch on something rather small, but that will have a relatively significant impact on team coordination and communication.


Unit Designation


We’ve received brilliant feedback from the community about the need to allow Officers to broadcast to the team what the function of their unit is. Currently in Hell Let Loose, the only information available is the unit name (which we keep consistent to allow for each inter-unit identification) and the type of unit it is (Infantry, Armoured or Recon).

The design of Hell Let Loose has always been a constant tension between keeping things functionally as simple as possible while allowing players to specialise into all manner of roles - both individually and as a unit. The community has often asked for specific unit types (artillery, logistics etc). While we totally agree with the principle of this, we’ve been very reticent to introduce more and more unit types, as the ruleset and architecture behind each is very specific and is delineated to make the code side of things as simple as possible.

That said, we’ve long recognised the need to allow Officers to let the rest of the team know that they’re focused on a particular task - especially so that the Commander is able to get a sense of the resources at their disposal.

Therefore, in Update 8 we’re implementing the ability to mark your unit in the deployment menu with several key designations to better quickly let your team know what your intended role on the battlefield is.

You can now select two different options:

1. You are a VOIP only unit. By toggling this, you will be indicating to the players who join the unit that they are expected to use a microphone.



2. Unit designation. This can be set at different points in the battle by your Officer. Clicking the little arrow will open up a choice of four different designations - Offensive, Defensive, Logistics and Artillery.



We feel that these additions to the UI will serve a key purpose in giving the team a much greater sense of coordination, as well as allowing mic-using players to specifically group together.

While we have designed much of Hell Let Loose to be playable without a mic, we strongly suggest that all players use one in order to have the best experience possible.


Coming Soon


Update 8 is set to be another huge update. In the coming weeks we’ll be deep diving on some meaty changes to the game, including:
  • Rework of resource nodes to play a specific function on the battlefield (not just something to hide!)
    explosion SFX and FX overhaul.
  • Deep dive into adjusted bullet damage when it comes to being hit in the extremities and how we’re looking at weapon balance while preserving a fast TTK.
  • New Engineer deployables, hammers and the ability to upgrade fortifications. We’ll also be addressing how these are destroyable.
  • Transport truck and Supply truck functionality
  • Hurtgen Forest overhaul (we’ve kept the topography of Hurtgen Forest, but introduced a lot more cover, but also more clear sight lines).
  • Large scale optimisations
  • New customisation options
  • An expanded level cap and ways we’ll acknowledge your level in-game


Hurtgen Forest Overhaul - New Images


Now an update on the Hurtgen Forest overhaul...
























Teamwork makes the dream work!


That wraps up this week's Developer Briefing!

We hope you liked your first look at Unit Designations and how we're further empowering teamwork on the frontline. Finally Commanders, you'll know exactly who your Arty crew are and Arty crews, you can wear your unit badge with pride!

Those of you who paid close attention to the 'Coming Soon' bullet points will have noticed some more content reveals, we'll be talking about all of those in our upcoming Dev Briefs - so if you have a question you'd like answered on anything in that list let us know and it might well get answered when the time comes!

Have a great weekend everyone!

See you on the frontline.





Developer Briefing #97 - PTE, Balancing and HLL Competitive

Hi everyone!

This week we’re going to chat through the introduction of a public test environment, as well as the way we’re approaching the competitive side of Hell Let Loose.

What is a PTE?

A Public Test Environment is a version of the game available for download that lets you play unreleased, beta-phase content. It’s a way we can get your help in testing new content at a much larger scale than our internal QA. We’ll be testing new features, vehicles, maps, customisation, weapons and looking for bugs and server and client crashes. It’s also important to note that the content may have significant issues, bugs and incomplete features.

Why haven’t you done this earlier?

Until now we’ve held off on running a PTE as it has a significant effect on the impact of a release from a marketing perspective. The core playerbase - who follow the game closely - become hugely familiar with the content that is going to be released and this can then lead to lack of excitement around the release itself.w

Another issue is that an open PTE can cause large amounts of confusion as to what content is currently available in game, and tandem conversations begin to happen within the community - where some players may like or dislike the unreleased content, while some players may not have realised it was playable in the PTE. For example, releasing bullet penetration on the PTE will lead to conversations about that feature, but then cause players in the Release branch of the game to think that penetration is buggy or not working due to its absence from their game.

For both of these reasons, we’ve been keen to put the key gameplay pillars in place and finalise large systems overhauls before putting a PTE in place.

Why are you doing it now?

Whereas before our goals were to achieve quality systems that needed huge overhauls, we’re now changing pace slightly to focus on the finer tuning of the game, as well as catching large scale crashes and other endemic issues before public release.

Can I share content from it?

In order to create a focused feedback environment, we’ll be asking all those who join the PTE to submit their feedback in a designated channel so as not to mix feedback with the Release version of the game. We will also be placing the contents of the PTE under NDA, in order for us to keep some of the excitement around the coming content fresh. Please note that the features that you will be testing will also be incomplete, with ugly bugs occurring.

When will the PTE happen?

We’re keen to create focused testing at high capacity so that we can catch the worst high-population issues, as well as see how a particular feature is working when a server is at full capacity. We’ll be advertising specific test days in the near future.

How can I be part of it?

We’re currently setting the environment up and completing some testing to make sure it’s smooth to join. We’ll then release information shortly.

Competitive Hell Let Loose

We’ve been thrilled and surprised to watch the competitive scene in Hell Let Loose consistently establish itself over the course of our Early Access period. As developers of an unfinished game, we’ve always been very keen to support the competitive side, but we’ve also been aware of how many huge aspects of the game will shift as new planned features come online. Due to fundamental systems being absent our priority has very much been on filling out the game content as fast as possible while trying not to rock the boat too much (something that we hope to get better at as development continues).

A competitive scene is something that we hoped may emerge, but not something that we planned on this early in the life cycle of Hell Let Loose (especially while in Early Access). We consider our Early Access period a time in which we can flesh out the core Western Front content and the key systems and pillars that support the game.

That said, we want you as a community to know that we follow the competitive side and will be playing a much larger role in the discussion (and playing in matches) as time goes on and the meta starts to settle after the addition of some large features left to come in Early Access.

Asymmetrical Balance

In looking at the conversation around balance, we know that there are significant issues we can work on that will vastly improve the competitive experience while also having net positive effects on the public games. We’re aware of the advantages the US forces currently have - whether in terms of armor cost and balance, or overwhelming unit-level firepower. Over the course of our continued development, we’ll be making moves to adjust the potency of each faction in order to bring them into competitive balance. Our goal here is to reflect the historical asymmetry of the forces, but to achieve parity with regard to win/loss ratio. We’ll be working closely with the community in order to be very specific about our changes - as we don’t want to superficially nerf or buff something in a way that achieves balance by creating a worse experience for a particular player (especially something that contradicts the historical account).

Metagame

Separate from balance is the metagame. Our changes in U7 focused on creating a much more significant frontline experience. As a result, this has led to more static games that revolve around the center capture point. Fortunately, there are multiple tools in our toolbox to address these issues.

Dialling values (total number of Garrisons, distance of Garrisons and many more) is incredibly easy for us to do in seconds, and we’ll be working with the competitive community to achieve better results here. The second aspect is that we still have significant feature additions to come that will radically shift the metagame - especially around more ways to deploy friendly troops in enemy-owned sectors now that Garrisons can no longer be established in red zones. Halftracks, transport trucks, more Commander abilities and additions to role loadouts (gadgets and weapons) as well as many more features will give teams greater ability to orchestrate flanking attacks and other strategic maneuvers that were always carried out previously by dropping a Garrison.

Finally, we’re very aware of the issues around Offensive mode. The time it takes, the unsatisfying nature of it and the inherent issues within the gamemode. We’ll be addressing these issues as a focused effort during our Early Access period - with initial changes coming in Update 8.

Our Commitment Moving Forward

Lastly, we want to thank the community for playing such close attention to the game and the way it develops. We also want to assure you that we are hard at work finalising key aspects of the title and will be continually working on game balance and the satisfaction found in the metagame.

As we’ve stated, we have a very long plan for the development of Hell Let Loose and we look forward to continuing to work on it alongside the community in order to achieve the best gameplay outcome possible.

And that wraps it for this weeks DB, and again we really appreciate all the continual support & feedback.

We hear you!

See you on the frontline :D

New tanker customisation will be coming spoon...

Developer Briefing #96 - QA Behind The Scenes!

Hey everyone,

Welcome to Developer Briefing #96!

This week we give you a unredacted all access pass into the wonderful world of QA in Hell... Let Loose.

In the coming weeks we'll once again focus on upcoming content but we wanted to share one of the most critical aspects of the dev process that's also rarely spoken about.

Toss a bug to your QA.

Without further ado it's time to go behind the curtain, let's hand over to David from Team17 QA!

A day in the life of QA


A typical day in QA starts out with smoking the new build. This is a relatively short test plan that has checks for the most basic functionality of the game. The aim is to quickly identify any issues that could affect testing on the new build or that are incredibly noticeable and weren’t occurring in the previous build, such as Smoke VFX looking a bit off.



There’s always a focus for the day, and once the smoke is completed, we’ll begin working on it. In the case of new content, we’ll usually have a test plan that has been prepared by the lead QA with checks that cover all the design specifications for the new feature. The checks are divided into various sections, for example, on Recon Vehicles we have a number of checks for the Controls and Movement, Animations, Audio, Resupply and Repair, damage taken to the different areas of the vehicle, and of course the unique Recon Ability functionality.

Once the test plan has been completed, we’ll focus more on destructive testing around the new feature. This involves being as creative as possible in trying to find ways to break this feature of the game. When an issue is discovered we then work towards systematically isolating variables to find out which action or series of actions lead to the issue occurring. After identifying a solid set of steps, QA enter a bug report into our database, which then gets sent to Black Matter. The aim is to always provide BM with steps that are able to reproduce the issue 100% of the time.

Issues that are fixed then require QA to go back and regress them. We attempt to reproduce the issue to ensure that it is no longer occurring and that the fix hasn’t caused any knock-on effects or created new bugs. The issue is then closed if it has been successfully fixed, or reopened with additional information to help Black Matter with resolving the issue. In the instance below, fixing a texture issue on the stone fence ended up also granting it levitation powers.



QA also help by providing feedback on the game, either as part of our testing or as part of playtest sessions we occasionally organise with team members working on other projects. There are times when a new feature may take a relatively short time to implement but take significantly longer to test and ensure it’s bug-free, so QA is constantly communicating with Black Matter developers and production to ensure we are all on the same page.

While there is always an overarching plan, QA is always ready to adapt to the needs of the project and shift focus at a moment’s notice. Just to give some perspective, QA submit an average of 200 issues per month, and we have closed just over 6600 issues since the project began. The bottom line is that there’s no shortage of things to test in a game like Hell Let Loose, and we’re here to do our best in ensuring our players have the best possible experience!

All Work and No Play...


While QA requires a lot of patience, attention to detail, focus, and hard work, you can always count on events or issues that will make you laugh, chuckle, or at least bring a smile to your face. We wanted to share a few images that (fortunately) never made it to the live environment.

This came about when we were testing debug commands on the main menu and realized we could move the debug camera.



The upcoming Golden Gun DLC for Update 008*

*QA are legally required to clarify that there is in fact not going to be a Golden Gun DLC for Hell Let Loose

This one was fuel for nightmares. It came about when all head cosmetics were updated.

Yes it occurred in-game as well, and bandaging the “creature” made for an eerie scene.

A special thanks to our community for reporting issues!


QA wanted to thank you for your participation in reporting issues you encounter. This is far more useful than you can imagine. Whether it be in-game, on the Steam forums, Discord, Reddit, you name it, your reports are hugely appreciated and greatly aid our investigations. Keep ‘em coming!


And with that, we leave you with QA’s mascot, the undisputed fan favourite, long gone, but never forgotten:

Original Mendez




Onwards to the next Dev Brief!


That wraps up todays Dev Brief!

We hope you enjoyed a dive into the life of QA on Hell Let Loose, and a window into their very own front lines!

As always, we really look forward to hearing what you think of today's dev brief so feel free to put your thoughts in the comments below or over on the Steam forum.

Have a great weekend everyone!

See you on the frontline.

Developer Briefing #95 - Grease Gun, New Hitbox System & Flinching!

Hey everyone,

Welcome to Developer Briefing #95!

This week Lead Developer Max is here with a new weapon reveal, new mechanic info and an update on how things are going on our path to Update 8!

Right then, over to Max!


A Message From Max - Metagame, Mechanics and M3 Submachine Guns!


Hi everyone!

We’re hard at work right now on Update 8 and we’re really excited to settle many undercooked aspects of the metagame. So much has changed in such a short time - with us moving so much of the nonsensical and blended functionality out to specific items within the inventory. This is done to enable us to properly build out supply and ammunition economies (no more redeploying!), as well as properly build out experience attribution and the general immersion of the game. As a result, we feel that most roles and loadouts will feel far more detailed and provide a much greater level of cooperation and teamwork.

This week, we’re showing off a highly requested iconic Allied weapon that’ll be added to loadouts in the game: the Grease Gun.


The Grease Gun


The M3 Submachine Gun - better known as the Grease Gun (or “the Greaser”) - is a 30 round submachine gun that was introduced to the Allied forces in 1942. It was designed as a cheaper and lighter replacement for the Thompson submachine gun. It’s worth noting that these perks came at a cost of accuracy when compared to its Thompson predecessor.

However, due to deployment delays due to production issues and further specification adjustments, this weapon did not see widespread use on the frontline during WW2.

In Hell Let Loose, the Grease Gun will function similar to an MP40 style weapon for the US forces - with a 450 rounds/min rate of fire, it’s almost half that of the Thompson. Fed by a 30-round detachable box magazine, we suspect the Grease Gun will be best deployed as a middle to short range CQB style weapon.





We’ll be providing them to a limited number of roles as a special loadout. We’re currently deciding the exact loadouts, but we feel armor crews and other supporting or close range roles will benefit most.





In regards to the German forces, watch this space…


New Hitbox System & Flinching


You may wonder what the use is for a new weapon in a game like Hell Let Loose - where the TTK is so short that nearly every weapon in the game is similarly effective at dropping an enemy.

In Update 8, the introduction of bullet penetration AND a more complex hit box system (including limb detection and flinching when hit) will give specific weapons greater stopping power and effectiveness at certain ranges.

We always want to make sure our design maintains the lethality of weapons - we know that there’s nothing more frustrating than firing on a target and nothing registering - or them soaking up bullets like a sponge. At the same time, we’re going to be using these aspects as a way of increasing the effectiveness of slower bolt action weapons, while also increasing longer range survivability for high rate of fire weapons (ie. being hit in the foot by an MP40 at 300m) and prioritising aim.

We’ll talk more about this in a later dev briefing, but we feel that these additional aspects will give great tactical distinction to each weapon, naturally balance bolt action weapons against faster-firing weapons and will reduce the incidents of instant-death at long range - allowing for more useful medic gameplay.


Onwards to the 100th Dev Brief!


That wraps up todays Dev Brief!

We hope you enjoyed your first official look at the Grease Gun, as well as further information on we're further involving infantry combat.

As always, we really look forward to hearing what you think of today's info drop so feel free to put your thoughts in the comments below or over on the Steam forum.

Have a great weekend everyone!

See you on the frontline.