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Beasts of Steel
Valentin Lievre Developer
Valentin Lievre Publisher
2024 Release
Game News Posts: 79
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Closed Beta: Update #94

Regression: Input lag when trying to steer/turn with land vehicles (about 1 second or so).

ADDED:


Destructability to barn doors. Object pooling on projectiles (improves performances). LODs to objects that were missing some. Vegetation touch bending to planes.

CHANGED:


Buildable spawnpoints will now be properly despawned automatically when the frontline moves and the object now becomes off limits of the play area. Projectiles now despawn after having flown 5km horizontally (vs 30 previously). As a reminder, the map is 2x2km. This will help improve performances as many projectiles would keep flying very far after ricochetting or when being shot at the sky. Several objects will no longer play sounds when they are further than the max heard distance (waste of performances). Added 1 extra degree for Sd. Kfz. 223 gun vertical (down). Physics simulation rate from 50Hz to 60Hz.

FIXED:


Small arms never despawned, which created huge performance issues as the game progressed. Player progress saved using Steam Cloud broke down after latest update and data format change (regression). Playable area data+visuals not updating in frontline for anyone else than the host. Panzer I A had no horn (to honk). End of game stats missing empty space row on the right side of the window. Leaderboard menu name missing localization element. Networked-built sandbags were spawning several times their amount of bags when being destroyed. Extra big colliders on dragon's teeth. Sway was applied to small arms while aiming down sight when using 2D scope on snipers. Picking up ranged weapons while only having grenades in inventory would not select any weapon and you would end up with no weapon selected at all. Buildable spawnpoints were often not allowing to build on second floors of buildings. Flag on top of the UI would sometimes not have the same sprite as the main flag UI element during capture. Antennas physics on vehicles wasn't properly disabled when far from camera. Objects that fell under the map were not despawned until the end of their lifetime (casings, shells, etc). In Frontline, when a sector would fall, the upper UI would show twice the amount of flags. Gears being changed sound effect was not being played in FPS in tanks. When about to spawn with a tank, but going back one step up, and trying to spawn again, spawning would fail. When switching seat in a tank after having taken losses, if you started a reload of a weapon in one seat, switched seat (leaving the other empty) the weapon would keep reloading even though nobody was manning it.

REMOVED:


Dust from planes when being near ground level, looked pretty bad. Removed until re-implemented properly. "Killed by the dev" achievement.


[ 2025-06-15 17:52:10 CET ] [ Original post ]


We are a team of two, it's just my brother and I. He is the artist, he does the level design, modelling, while I am the programmer. We will welcome any constructive feedback and act on it. Don't be afraid to get in touch with us! We are listening to the players (we know what it is, we are both players before being game devs).


Our vision for the realism of this game is somewhere in the middle. You will not have to empty an entire mag to kill an enemy. You will not be able to carry a machine gun as a main weapon and a rifle as a secondary weapon. We try to stick to realistic loadouts. You will play as a pretty average soldier.
You will die very quickly if exposed to enemy fire. You will be shell shocked if you stay near a gun while it fires (seriously, don't).
Trees can be destroyed, either by shooting at them or driving them over with tanks (or crashing with planes).
Terrain can be deformed and there will be craters wherever a shell or a bomb hits the ground.
Tanks have plenty of shell types with realistic behaviours (AP, APC, APCBC, APHE, APCR, HE, HEAT...). Damage model for tanks takes into armour armour slope, armour thickness at impact point, angle of the impact and shell type. All vehicles have modules (Engine, Turret, Gun, Tracks...) that can all be damaged/destroyed. Crews can and will also be killed.
There are ricochets, and there is no limit on them, go crazy and kill with physics!


Now, what's really new about Beasts of Steel is its strategic level on top of the tactical level. On the very last screenshots you can see that there will be several campaigns consisting of maps made out of hexagons. It is turn based, but the battles can be resolved at a tactical level, as a traditional shooter.
You will have resources to manage (Steel, Oil, Rubber, Aluminium, Tungsten) in order to produce units, create armies, and capture victory points. It will play like our first game Hex of Steel, but with more resources, and battles in first person if you wish so.


  • One map: Fields of Normandy (2km x 2km)
  • 4 Countries: USA, UK, Germany, Soviet Union
  • 71 planes
  • 75 ground vehicles
  • 179 weapons (Small arms and vehicle weapons included)
  • 30 static weapons (AT/AA/MGs...)
  • 3 gamemodes: Deathmatch, Hold the Flag(s), Paratroopers attack
  • Online games: up to 32 players
  • Offline games: up to 128 players


  • More maps
  • More vehicles
  • Bug fixes
  • Stability improvements
  • Better localization
  • UI/UX improvements
  • Improved physics
  • Higher player count multiplayer games
  • Human looking infantry
  • New factions (DLCs): Japan (Pacific), Finland (Winter War)


Communication with the players is very important to us. Those of you who know me from our first game already know that I (as the programmer) am super fast to release patches (we're talking within the hour) when something is not working as expected, or implementing players ideas. For those of you who don't know me, feel free to read some of the reviews under our first game (Hex of Steel).
All of that to say, we value communication, and constructive criticism. If there is something bothering you in the game, or if you have a brilliant idea, let us know! We have a discord you can join to chat with us in real time (almost any hour of the day or night), or a good ol' mail.

Discord link: https://discord.gg/Tn63mrwJyH
Support email: valentinstudio@icloud.com

MINIMAL SETUP
  • OS: Ubuntu 18 or higher or equivalent
  • Processor: Intel i5 or equivalentMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: GTX 1070 or equivalent
  • Storage: 6 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18 or higher or equivalent
  • Processor: Intel i7 or equivalentMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: RTX 3060 or equivalentNetwork: Broadband Internet connection
  • Storage: 8 GB available space

GAMEBILLET

[ 6102 ]

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33.17$ (17%)
41.47$ (17%)
GAMERSGATE

[ 563 ]

2.25$ (89%)
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1.17$ (90%)
2.4$ (70%)
4.75$ (81%)
0.42$ (79%)
MacGamestore

[ 1965 ]

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1.19$ (94%)
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1.19$ (88%)
52.99$ (12%)
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1.19$ (94%)
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1.19$ (88%)

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