Hell Let Loose (realistic WW2 FPS)



  • I am really hyped for this game. Hope the 29th is involved in it.

  • https://www.hellletloose.com/

    Open to buy into alpha, beta and pre order. Good until end of February.

  • Dev Progress Update #2 - Alpha Expectations


    For people who have not joined their forum:

    **_Hi everyone!

    First of all, thank you for supporting us both financially and in following the progress of development. We're really excited to share what we're making with you and finally get a chance to meet you on the battlefield!

    We’ve been quite silent over the last two weeks as we work night and day to make such as many aspects of the title are playable as humanly possible.

    As a team, we feel it's important to be clear in the exact state of development and what you can expect to be included in the Alpha. As a new team, it's a scary and exhilarating process to prepare a title for such a passionate community. We know that you're as keen as we are to make sure that Hell Let Loose is everything it can be.

    At present, we are racing the clock to finish content that we consider essential for our core gameplay experience. These are features that represent the heart and soul of what we're trying to do differently with Hell Let Loose, and we feel that without them we would be misrepresenting what we want the game to be.

    You may ask why it's so important that our Alpha reflects the final experience as closely as possible.

    The answer to that is our non-disclosure agreement - or lack of one.

    Will the Alpha be under NDA?

    The short answer is no.

    As a team we've chatted a lot about this. On one hand it allows us to curate and squash bugs without our flaws on display to the world, but on the other hand we built Hell Let Loose because we're believers in the power of emergent gameplay and as open a development process as we can manage. We feel that it’s important that you’re able to record and talk about your experience as you wish. We also appreciate that crowdfunding deserves a level of transparency and accountability so that you - as our backers - can see the progress as it happens.

    What this does do is force us to deliver a quality of Alpha worth viewing.

    When will the Alpha launch?

    This is the toughest question of all. Our goal date is the 31st of March, however as a new team we live by the maxim "hope for the best but prepare for the worst."

    Currently we have lots of small issues encountered from testing that are standing in our way. These include but are not limited to:

    Missing third person and some first person animations for medic equipment (currently in progress).  
    Glitching animation transitions when a player is put into critical state (shot).  
    The need to implement several key deployable mechanics for the Support and Rifleman role (all 3D assets are complete).  
    Implementing correct reload sequences (wet, dry, cocking) for several weapons.  
    Fixing a nasty grenade bug where the grenade sound continues to play despite being thrown minutes ago.  
    Implementing (skinning) the German Medic character model.  
    Implementing an ammo box system to allow the players to re-arm.  
    Fixing the differentiation of some rules between Garrisons and OPs.  
    Implementation of some tertiary weapon sounds (equips).  
    Implementation of some third person weapon animations.  
    Locking animation transitions in third person (currently crouching does not force play and can result in desynced stance against the first person view).  

    We’re going to work through this week and assess any outstanding issues. We will then notify you again next weekend to let you know as soon as possible if there are any delays to the Alpha launch. If there is a delay, we would continue to update you as we go.

    We understand that many of you have commitments - whether work or otherwise, that mean you have kindly sought to reserve time to play. We apologise if this has disrupted your planning.

    While these issues look unimportant, they have some critical implications to the gameplay, and the way the game presents itself. As you can imagine, due to us deciding not to place the Alpha under NDA, we are keen to make sure it as playable as it can be.

    What is the purpose of the Alpha?

    This will be an Alpha in the purest sense of the word. Many mechanics are in, many need refining on a technical and a gameplay level. During the course of the Alpha, you’ll be able to engage in a bug reporting system in a structure of subforums on our official forums.

    How many maps will be in the Alpha?

    Currently we will showcase only St Marie Du Mont in the Alpha. We are still busily working on the other maps and don’t feel they’re playable yet.

    How long will the Alpha last?

    In total, the Alpha will last approximately four weeks. This is determined by numerous factors - the key being whether we feel like we've been able to test issues of scale (player capacity, the meta-game, resource accumulation speeds, scoring, map design), or if any serious technical issues have meant that the majority of players have not been able to play. We will be updating the client frequently during the Alpha with continual fixes and addition of features.

    Will there be vehicles?

    No. We currently have the trucks sitting ready in the wings, but have decided not to release these into the Alpha in order to focus our resources on clearing up some final infantry-related issues and bugs. The moment that core infrastructure and infantry-related bugs and issues have been addressed we will pivot our attention back to the vehicles.

    How close is the Alpha to the final product?

    Some aspects of the Alpha are final and some will be replaced or refined - either because we as a team know that work has to be done on them, or because of community feedback. Things that are unlikely to change are character models, weapon models, some first person and third person animations and environment assets. That said, you will notice the progression in all aspects of the title between our reveal cinematic, our Kickstarter gameplay video and the experience you have in Alpha. Know that every week we’re able to spend working is another week of fixing, upgrading, adding variation and widening the scope of the game.

    What won't be included in the Alpha?

    The following features have not yet been implemented, but will be for Early Access:

    Vehicles, including supply trucks  
    Deployable machine guns  
    The Commander role  
    The Engineer role (including deployables)  
    The Flamethrower role  
    Smoke grenades  
    AP and AT Mines  
    Weapon jamming and overheating  
    Barrel changing  

    Lastly, we're often asked whether or not a particular skin, uniform or other aspect of the title is final, or will be the sole representation. Speaking beyond Early Access and official release we want to share our ongoing commitment to you to continue supporting the title well into the future. We will continuously be creating new vehicle variants and skins, new character models with new faces, new branches and divisions, new environment assets to go in new maps, and we'll be continuing to widen the scope of game features and forces. We are very excited to continue bringing new experiences to the battlefield and flesh out the entire vision we have for our depiction of World War Two.

    We as a team want to thank you for your incredible engagement, patience and support of the us and for the title, and for joining us on the journey to fulfilling that vision.



    Below you can see the photogrammetry and optimisation pass at work on St Marie Du Mont. We've put a lot of effort into creating something as beautiful as we can, that also won't set fire to your machine. _**

  • Looking forward seeing the 29th in HLL :wink:

  • Update for backers of the game, keys have been send to all the Kickstarter backers, Paypal backers keys are being send out now. Than servers will be put up and for 4 weeks the servers will be up for testing!

  • There is a 50vs50 event taking place on Saturday, we need at least 2 more German squads, if you are interested, join the discord they created for it:


    Than go to Team_select, click the German flag, and it should automatically add you to the German team, than go to German_squads, i still got room in my squad (709. Infanteriedivision), there should be 8 Squads in the total, if there are already 8 squads, join one, if there are no 8 squads yet, create one you could lead.

  • edited October 2018

    So much has been happening behind the scenes at Black Matter since the conclusion of our Closed Alpha in May. Just when we think we can’t get busier we manage to reach a new milestone or dev goal and a new wave of testing and integration begins.

    We’re excited to let you know that we’re much further ahead in development than we ever expected to be at this time, and as a team we had to decide whether we wanted to release incremental updates that would trickle out over a long period of time, or show you the full scope of what we’ve finished all at once.

    We know that Early Access games have a terrible reputation - not only for being unfinished - but often never finished. If you backed our Kickstarter, you’ll know that we have been determined not to fall into that category and - if able - deliver something approaching a final product to as big an audience as possible. For us, that means being as close to feature-complete as we can - but without forgetting optimization, bug fixing and quality of life improvements. We know that a game must not only be fun - but playable too.

    A Change to the Timeline

    The downside of this is that we will be delaying our Beta weekends until later this year (2018), with our Early Access launch taking place in Q2 of 2019.

    The key reason we have moved our release date back is because we were faced with two options: we could release early with many components absent or untested and buggy, or later at a stage of feature completion - with polish and optimization to ensure a smooth and stable release.

    We always intended to use our Beta weekends as a chance for us to focus on your feedback - specifically around the mixture of gameplay mechanics and the meta-game. As we’re almost feature complete, we want to test the full spectrum of mechanics and see how they work with one another - instead of us introducing completely untested features into the game.

    For example - releasing early would mean that you’d be able to crew tanks, but that you may not have had repair stations or mines to fix or destroy them. As we’ve developed each feature, we’ve realized that instead of being totally standalone they resemble a spider’s web of interconnected dependencies. For example, after finishing the artillery, we realized that we’d also need to make sure the economy meta-game behind the team resources was working as intended.

    Additionally, with the vast quantity of new features and content we’ve become increasingly aware that testing is taking an enormous part of our time due to the small size of the team. It has meant that in order to work fast and efficiently in development that we’ve neglected our communications. As a result of this we’re currently looking into ways of effectively scaling our engagement with the community as we head towards release.

    Closed Beta Weekends

    As we’ve had to delay our Early Access release, we’ll be running Beta weekends this year and next year so that you’re able to jump in and experience all the new features. While our Early Access date has changed, you as backers will still have many opportunities to jump into battle. Our main aim during this time is to make sure that the meta-game is solid and that each feature contributes to your experience on the battlefield. As we get closer to Early Access release, we’ll be focusing on optimisation across the three keys areas: netcode, GPU and CPU.

    While the game is already performing well on higher end systems we’re aiming to lower the minimum specs to allow more players to jump into the battlefield.

    Proposed Early Access Feature List:

    Commander Role including a healthy list of abilities tied to the meta-game
    All infantry, armor and reconnaissance roles (including Flamethrower) with unique skins
    Multi-Crewed Wheeled Vehicles
    Multi-Crewed Tracked Vehicles
    All vehicles are geared and perform near real-life equivalents
    Artillery (Player Controlled)
    Deployable Anti-Tank Guns (Player Controlled)
    Heavy Weapons Ballistics Systems (armor values, deflection etc)
    Vehicle component damage with different effects
    Resource meta-game
    Reworked tactical map
    Foy, Hurtgen, Sainte-Marie-du-Mont at production quality (optimised)
    Anti-personnel and anti-tank mines
    Deployable machine-guns
    Rocket launchers


  • edited October 2018

    Q3 update has some good information. Looking forward to seeing where this game is now. I, like many, had a fun time when it was bare bones and very early in development. This game for those that haven't had a chance to try it out, feels a bit like a revamped Darkest Hour with a huge world and impressive meta game. Check out some of the game play videos on Youtube. I have a feeling the game will be quite a show stopper come a few more months when they are ready to show us what they have been up to.

  • They've got a new Gameplay Trailer

  • Just an FYI. Hell let Loose closed beta is open this weekend. If you had a key that was distributed before, you can still play. The game has changed significantly and is worth another look.

  • @"Sgt. Willis"

    Would you be able to provide more information as to what those changes are for those of us who are less informed and potentially too lazy to google it? ;)

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