- Closed Beta: Update #104 - 19 September 2026
ADDITIONS ● Procedural map generation preview from the game creation menu. ● Introduced Conquest gamemode support (basic) to the procedural map generation system. ● Road generation on the procedural map generator has been improved, now more than one road can be spawned randomly. ● Gun sight 1PS view now has inertia applied to it when the tank moves. ● Extra texturing to the horizon terrain so that it looks a bit better than a flat color. ● New soviet sight: PPU-8T. ● Virtual keyboard support when using steam big picture mode to interact with the game's inputfields when playing with a controller. ● Proper steamdeck pad support and steam input default keybind layout. CHANGES ● Dying in 1PS in a tank will now switch the camera to 3PS to avoid mesh clipping when observation objects are destroyed after the player's death. ● SPGs no longer support automatic indirect fire, aiming the gun must…
- Closed Beta: Update #103 - 9 September 2026
ADDED: ● Customizable deadzone size for new FPS weapon aiming. ● Proper input modifier for tank/gun FPS aiming at higher zoom level. FIXED: ● Mid game join failing for as long as dead vehicles would stay on the map (until despawned). ● Minimap had no winter color palette for winter gameplay in the procedural map generation. ● UI scale not properly getting its default, especially noticeable on SteamDeck where UI would be so big it was unusable. ● New trees collider meshes were not made readable and that flooded the logs and created other issues regarding physics. ● Mesh clipping with SU-100 and FPS crew members viewpoints through episcopes. ● APHE rockets would fail to detonate and were not alloweed to be of type APHE (soviet airplane rockets). ● RBS-82 rocket had no penetration value table. ● IS-2 turret collider. ● Airplanes propellers spinning was not working in multiplayer for proxie…
- Closed Beta: Update #102 - 8 September 2026
Hello everyone! We originally aimed for one update every month, but this update quickly grew out of control and we were not able to wrap things up within that time frame. Therefore, we just did more work. This update is now the results of two months worth of daily work. The focus with this update was reworking core systems to make the game more efficient and more stable. This includes a TON of optimizations across the entire codebase to improve performances during long battles/engagements. That is obviously not the only thing we've worked on and developed. As an example, one thing we've realized is that with gigantic procedural campaign maps, and with our target of having one unique 3D map for each hex, we were in need of a procedural map generator of some kind. Which has been developed and is part of this update. This is a first draft, do not expect it to have POIs or anything more tha…
- Closed Beta: Update #101 - 1 July 2026
ADDED: ● Loadout visualization/picker in the Encyclopedia. You can now see the list of all available loadouts for a given vehicle and visualize its content in the UI and on the vehicle itself. ● Vehicle weight category filter when creating a battle. You can now have light vehicles armoured engagements only, or medium only, or light and heavy only etc. Full customization regarding the weight category of every land vehicle. ● AI tanks will now retreat to a safe position (moving backward) when a critical component is destroyed (gun/turret). Once it deems safe to exit and repair, the crew will bail and proceed to repair the destroyed modules/components. ● Re implemented AI medics + reviving downed friendlies mechanic (max radius is 75m around the medic). ● Re implemented the campaign. ● Campaign autosaves are now automatically cycling at 5 maximum (not yet customizable in game settings). CH…
- Closed Beta: Update #100 - 20 June 2026
Hello everyone! It's been a while. The first thing I want to say is that the game is NOT dead, even though there hasn't been an update in the last six months. I know exactly how that feels, I play Project Zomboid too, and I'm still waiting for B42 Stable. There are a couple of reasons for the long silence. The main one is our first title, Hex of Steel. It turns out that developing two very different games at the same time while being the sole programmer is... tricky. I've spent most of my development time polishing Hex of Steel. In fact, I've released 30 updates over the past months, or roughly one update every six days. That's a lot of work, and a lot of time. Unfortunately, that also meant that Beasts of Steel had to take a back seat for a while. But this project is very dear to my heart, and I have absolutely no intention of abandoning it. The changelog below speaks for itself. It's…
- Closed Beta: Update #99 - 15 February 2026
ADDITIONS ● Reintroduced the Airborne Assault gamemode (64 players setup). ● Markers opacity setting (0-100%). ● Markers scale setting (0-200%). ● Proper map grid scaling and other nice features to the in game map UI. Looks much cleaner now. ● When playing with realistic mode ON, projectiles will now have realistic tracer rounds. 1 in 5 for all machine guns. 0 for regular small arms (rifles or SMGs). 0 for guns and 1 in 3 for autocannons. ● Build points amount for both teams are now saved into battle presets. ● Proper default presets for Deathmatch, Conquest, Frontline, Armour Assault, Airborne Assault and Dogfight gamemodes (upon fresh installation of the game). CHANGES ● Markers on the UI are now automatically fading out when you are looking at them. ● Trees are now excluded from the aiming feedback process on the UI. ● All weapons (except infantry small arms) will now automatically s…
- Closed Beta: Update #98 - 8 February 2026
ADDITIONS ● German medium tank: Panzer III L. ● German medium tank: Panzer III M. ● Look synchronization for vehicles crew members. ● Crew member death audio cue. ● Armour visualization in the Encyclopedia. ● 16 players conquest setup (single flag). ● 16 players deathmatch setup. ● Vehicle multicrew is back! CHANGES ● Removed DP-27 (soviet MG) from the game. (it technically is the DP-28 which already is in the game). ● Smoke grenades UI icon. ● Speaker icon next to player entry in the leaderboard will now show a disabled mic when player is not using his microphone (disabled voice chat). ● Players in the scoreboard are now sorted by their net kills/death difference instead of most kills on top. ● Upped damage from PaK38 (was using the short barrel 5cm KwK38 instead of 5cm KwK39 damage model). ● Panzer III J's gun model has been changed to the L42 version instead of the L60. ● Encyclopedi…
- Closed Beta: Update #97 - 24 January 2026
We are SO back! Sorry for the long absence, we had to attend business with our first title, Hex of Steel. Now that this is taken care of, we have resumed our work on the development of BoS as of January 2026. Development is going steady! We are also resuming our weekly(ish) playtest with the community of beta testers (you can participate here). ADDITIONS ● Voice proximity chat. More immersion, more fun! ● Soviet medium tank: T-34 M1941. ● Soviet medium tank: T-34 M1942. ● Soviet heavy tank: KV-1 M1942. ● Soviet heavy tank: KV-1S. ● German medium tank: Panzer IV E. ● German medium tank: Panzer IV J. ● German heavy tank: Jagdtiger. ● 57mm M1 buildable AT gun for the USA. ● Brand new access to all weapons and their data through the Encyclopedia. ● Proper game initialization screen. Game will now check for system critical data before actually loading the game. If one of the system cannot be…
- Closed Beta: Update #96 - 6 July 2025
ADDED: ● New german early war SPG: StuG III E. ● Proper spalling behaviour when a round goes through armour but desintegrates by doing so. Everything is taken into account when calculating the spall: ammo type and shell caliber. ● LODs to flag poles. ● Possibility to choose amount of bots in each team. CHANGED: ● Reworked the projectiles modifiers in relation to vehicles, we are now using velocity and energy, this simplified the code, we got rid of 'hardcoded' modifiers, and the system is now much more natural, and will give more realistic results. ● Increased projectiles drag by a ton (compared to what it was before) to get more realistic results (velocity loss over distance). ● Improved infantry blowing up model (much closer to the actual bean model/shape), increases immersion. ● Reduced recoil by 50% on StG-44. ● Reduced despawn time for blown up infantry (only impacts network bandwi…
- Closed Beta: Update #95 - 28 June 2025
Regression: APHE and other post pen. rounds will no longer explode inside vehicles after they penetrate. I will fix for next update. This is a result of me not having enough time this week to finalize this in time for the update. ADDED: ● New soviet light armoured car: BA-10M. ● Projectile penetration possibility to many shields of the static guns. ● Cloth physics to flags. ● Spalling to AP rounds hitting trees and not destructing them. ● Drag to projectiles. Not all projectiles have the same drag, APCR has the most drag (velocity loss over distance). CHANGED: ● Improved vegetation touch bending. ● Reworked the infantry interactions code. ● Deconstructing objects now equals 50% of the building time of the object. ● Amount of grenades you can carry (total, HE + smoke) is now limited to 6. ● Bombs and rockets will now move through infantry and kill them instantly instead of exploding on t…
- Closed Beta: Update #94 - 15 June 2025
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…
- Closed Beta: Update #93 - 8 June 2025
Breaking change: Your player progress and data will be reset with this update due to data formatting change. ADDED ● UI scaling setting (from 50% to 200%). ● Reinstated Frontline gamemode, brand new 3 lines setup. ● German light armoured car: Sd. Kfz. 222. ● German light armoured car: Sd. Kfz. 223. CHANGED ● Wiped clean leaderboards on Steam. ● Guns projectiles were too yellow, material color changed. ● Vehicles player progress (lvl/XP) is now based on a UUID instead of the ID of the unit that could change between two versions. ● PlayerData file data formatting changed. ● Deathmatch gamemode area setup. ● AI navmesh scan no longer is baked and will now be scanned upon scene load. ● Players being inside the old frontline area now have extra time to get out (>1 minute vs 15s previously). FIXED ● You could not pick up any weapon from the ground when the shovel was your currently used weapo…
- Closed Beta: Update #92 - 1 June 2025
Breaking change: Game settings data formatting now uses JSON formatting. All of your game settings will be reset to default. ADDED ● Radio equipment in the BA-64 (otherwise nickname would be invisible on the UI for teammates). ● Object pooling for sound emitters (anything that plays a sound in the world). As a result, this improves performances when many audio clips are played in a short amount of time. CHANGED ● Game settings now are in the form of a JSON file. All of your game settings will unfortunately be lost and regenerated. ● FPS indicator style (UI). ● Reworked some of the decals that were really unoptimized and replaced them by a super fast new variant. ● Ricochets have been maxed to 2 (from 5). Projectile will be destroyed after that if it tries to ricochet again (and splatter in the case that the projectile can splatter). ● Improved and fixed ricochets physics. ● Min/Max amou…
- Closed Beta: Update #91 - 24 May 2025
ADDED: ● US 75mm M1A1 pack howitzer (light artillery gun). ● Possibility to spectate once the game ended, as a way to see how the map looks after the battle. ● Grenades now are properly synced over the network (position/rotation). ● Destructability to wooden beams stacks. ● New game setting: Texture streaming. This will drastically reduce RAM usage, at the cost of more CPU power. If your PC is lacking RAM (8 GB or less) but has a beefy CPU, you should turn it ON. CHANGED: ● Greatly increased projectile dispersion on rocket launchers (more than doubled). ● Despawn time of destroyed tanks increased (60s -> 180s). ● Hitting an obstacle with your weapon while aiming down will no longer make it aim up/on the side. ● Increased max firing rate of semi automatic rifles by 30%. ● Built objects no longer despawn once the game ends, but their sync is disabled instead. ● Post processing changes. ●…
- Closed Beta: Update #90 - 18 May 2025
CHANGED: ● Updated multiplayer API. ● Changed company name from Valentin's studios to War Frogs Studio. All of the files and folders containing your game data will be automatically copied to the new install location. ● Movement disabled for infantry when aiming down sight with bipod enabled and placed. ● AFK marking next to nickname for players in game was wrong. ● When a player bails out its plane, if you have shot at the plane before, you will get the kill attributed to you. ● PC hardware score for hosting calculation changed. Should better reflect a PC's actual performances. ● You will now get a merit points refund any time you get team killed. ● Netcode rework. FIXED: ● Potentially fixed black screen when joining online game (?). ● AT mines (buildables) would not be synced when going off or being disarmed. ● Game chat showing how every player in the game session joined the game even…
- Closed Beta: Update #89 - 11 May 2025
ADDED: ● Soviet T-34 M1940 medium tank. ● Soviet T-60 light tank. ● Playable area visual cue (red line with fading) so that you don't leave the allowed area by mistake anymore. ● Default camouflage for vehicles will now be picked automatically based on the biome of the map (unless you have already manually previously picked one yourself). ● Dampening to camera shakes (less rough). ● Merit point cost to planes loadouts. ● Gun's calibre in several gun's names (that only had letters). ● Team tracking for each built object (for more detailed battle stats). ● AI will now pick a camouflage when spawning a vehicle. CHANGED: ● Big AA static guns have their ammo reduced from 60 total to 50 total and 30HE / 20 AP. ● Merit points cost of several vehicles (balance). ● When localization strings are missing, instead of showing "missing translation" it will now show the string key. ● Barbed wire mater…
- Closed Beta: Update #88 - 4 May 2025
ADDED: ● Cooldown from supply areas is now shown on the UI element. ● Camera shake when landing after jumping. ● Reloading rocket launchers (static weapons) now takes time, cooldown implemented. You cannot fire salvos forever for as long as you have ammo. ● Winter camouflage for the british OQF 25-pounder. ● Winter camouflage for the US 3-inch gun M5. ● Bipod aim lock. When aiming down with a weapon that has a bipod and when the bipod is anchored, the weapon will now rotate around the bipod position giving you much better control. CHANGED: ● Buildable spawnpoints build limit brought back down from 2 to 1 per player. ● Gun shells now use twice the amount of ammo from ammo crates. ● Cooldown from supply areas brought down from 5 minutes to 3 minutes. ● Camera movement when spawning/despawning (smoother lerp). ● You can now properly destroy trees with artillery when shooting at them. ● Net…
- Closed Beta: Update #87 - 27 April 2025
ADDED: ● Brand new British and Soviet tank, the Valentine Mk IX. ● Jump/Land footsteps SFXs for infantry (with proper material/surface sound). CHANGED: ● Conquest 32 players setup. Brand new map location with even more urban combat! ● Optimized the 1140 footsteps SFXs to use as little RAM and CPU as possible. ● Increased destructible stone walls HP from 200 to 300. ● Reduced min weight to drive over and destroy destructible stone walls from 15 tons to 10 tons. ● Allowed up to 64 players as stable for multiplayer. ● Ammo cost of certain weapons when resupplying from an ammo crate. ● Post processing changes, weat and other vegetation items are now visible from further away. ● Updated some tanks orientation miniatures. ● Small shadows tweak. ● Human players UI icon. ● Various code optimizations. FIXED: ● Pak 43-41 was missing its killfeed icon. ● Buildable spawnpoints were not working (you…
- Closed Beta: Update #86 - 20 April 2025
ADDED: ● New bullet flyby SFXs. Tightly linked to the suppression calculations/system, new SFXs for bullet whizz/flyby have been added (over different 20 SFXs). Will greatly improve immersion and situational awareness! ● Shadow effect to the killfeed skulls icons. ● Merit points UI feedback. Finally! You will now get a visual feedback on the UI whenever you gain/lose merit points. ● Step climbing for infantry. You will no longer get stuck into small obstacles on the ground (doorsteps, rocks, etc). ● AFK indicators for inactive players (both in scoreboard and on screen when near the player, in range of seeing his nickname). ● Possibility to allow and set quantity for tank destroyers when setting up a game. ● AI will now say "thank you" when the player heals/revive them. ● Possibility to build small bunkers with engineer class. This coupled with the new digging possibilities will allow yo…
- Closed Beta: Update #85 - 13 April 2025
ADDED ● New British tank: the Matilda II. ● New 16 players Conquest setup (single flag, much smaller play area, perfect for humans only games). ● Reload crosshair instead of aim crosshair when your weapon is reloading (this way you don't have to look at the weapons UI to know when you can shoot next). CHANGED ● When a crew member is killed, it will now be clearly shown in the killfeed (what exact crew member was killed using the crew member's icon). ● Any main weapon you pick up from the ground will now be equipped automatically and replace your currently selected/equipped weapon. ● When picking up a weapon on the ground as infantry, if you already have that same weapon in your inventory, you will only be grabbing the ammo from the weapon instead of having a duplicate of the weapon in your inventory. ● Adjusted a little bit the colors of the killfeed elements. ● Final touch to to in gam…