Work still underway!

Beasts of Steel

Beasts of Steel is a semi-realistic WWII game that combines FPS and Strategy where you can battle solo or online. Experience intense combat as an infantryman, tank crew, or take to the skies as a pilot. Unleash chaos and dominate the battlefield!

Hello everyone! Those of you who are on [url=https://discord.gg/Tn63mrwJyH]Discord[/url] will know about all of what's going to follow, as this post is meant for those just looking at the page of the game on Steam from time to time. First of all, welcome if you're new! I appreciate you're taking the time to read through this :) Now, I know it's been a while since any changelog were published, the reason is that I am still actively working on [url=https://store.steampowered.com/app/1240630/Hex_of_Steel/]my first published game [/url] and it takes a huge amount of my time. Working on two projects at the same time is a daunting task, especially when you are the only programmer! My brother and associate however is focusing only on BoS, but modelling and texturing is a very slow process, he also recently had to learn a bunch of new tools and technics (to work on buildings) so this took time too. We are currently working on making a brand new map, with all of the new tools we have acquired in the last few months. So, yeah! That multiplayer upgrade is well under way now, we have played several playtests since then, finally with all vehicles unlocked! So, it's playable :) I have also started reworking the ballistics of all projectiles in the game to have a super-duper detailed ballistics system with as much control as one can have, example screenshot: [img]{STEAM_CLAN_IMAGE}/44521351/6ec7ecd9b3c3ad270094309c707dd6e52ffe6aa2.jpg[/img] Since we have over 184 weapons currently, this will take a little while to complete... Remember, I'm the only programmer, and some weapons have up to 5 or more types of shells, so this is a really time consuming task. BUT, this is for the best, we will end up having a super nice ballistics system which goes really in depth. As part of this ballistics upgrade, I have actually finally started working on an actual 'dispersion' system for projectiles. Previously (currently) projectiles obviously have realistic physics, but the thing is they will have a perfect parabolic trajectory. No wind, no nothing. So I am working on that too, using some real life accuracy tables, which will be on a per shell type basis... All of this on top of still actively working on our first game while maintaining a social life is obviously hard and comes at a cost... of time! Hope you all guys can understand, it's not a 30 people team here, nor a 10, but a two people team (with external help from the community, we love you guys!) Will be publishing more news when stuff is actually over, take care in the meantime ;)