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? ;)

  • edited April 2019

    @2Lt. Fritz said:

    @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? ;)

    • St. Come almost finished, same for Hurtgen Forest. Foy and Utah Beach in progress. Also making interior for buildings.
    • Artillery, tanks, Anti-Tank.
    • Bipod
    • You can build more shit
    • And a bunch of optimization in animation and stuff
    • They said flamethrower is coming along ''nicely''
  • There is new update from devs regarding clans in HLL, also they announce release date on 6th of June 2019.

  • Guys this most recent update is fantastic, running 60 FPS, audio overhaul and it is starting to feel like where the devs wanted to get their game. If you don't have a copy, you can pre-order now to get beta access this weekend. Game releases June 6th.

    New Features and Fixes 2019-04-05
    New map: Sainte-Marie-du-Mont is back and revamped with new features and building interiors.
    Two maps: Fight on either Hurtgen Forest or Sainte-Marie-du-Mont this weekend
    FPP animations have been improved for better handling
    Added multiple new character models
    VoIP enabled on death and in redeployment screens
    Text chat enabled on redeployment and round end screens
    New map screen maps
    Performance & optimisation fixes for Commander Bombing Run ability
    Audio improvements (weapon sounds pass - This marks the beginning of the audio overhaul - starting with out focus on outfoor FPP firearms sounds.)
    TPP audio sound systems have functionally changed and are still to be refined
    Server list sorting implemented
    Tank handling and physics improvements
    Tank sights no longer desync after colliding with an object
    Default gamma and mouse sensitivities fixed
    Nameplate visibility settings for users
    Multiple UI and HUD changes and fixes to improve usability
    Multiple stability fixes
    Multiple performance optimisations

  • This upcoming weeking is another Beta test for Hell Let Loose.

    Start date: April 26th
    End date: April 29th


    Existing players: Crowdfund backers who had access to the previous betas and Recruit tier backers will also have another chance to join the fray!

    Pre-Order Players: Any player who has pre-ordered the game (or will do so between now and the 29th April!)

    What Can players expect?

    Players will be able to play on both Hurtgen Forest and Sainte-Marie-du-Mont as per the last playtest. Since then we have been working hard on improving the overall experience, taking note of all of the great feedback we received and polishing up where we can.

    Changes during this beta

    • Lag/Desync improvements
    • Tank physics improvements
    • SMDM Optimisations
    • Plane audio desync fix
    • OP & Garrison HUD Hint

  • Final Beta Date & Content Details!

    Click here to read the developer briefing!

    The last closed beta before Early Access launch will take place on the weekend of May 24th to May 27th. We'll be providing further information on the beta, including start times, closer to the date.

    New Map – Foy

    The first map in Hell Let Loose to feature snow, Foy will give players a whole new strategic frontline to battle over. With its unique weather environment and combination of wooded and urban areas, those fighting on this map need to be ready for a wide range of battlefield scenarios that differ greatly from Hurtgen Forest and Sainte-Marie-du-Mont.

    More character models

    In this beta you’ll see a host of new character models for existing roles. This will range from entirely new player models, to updates and small tweaks. Keen eyed players will also notice coat physics being applied to specific roles, this is the first test of this feature for us and if it goes well you can expect to see it expanded upon in the future.


    We’ve always intended to include vaulting in Hell Let Loose, but after reading your feedback we made the choice to prioritise its addition to the game.

    Starting in the next closed beta, you’ll be able to climb out of trenches, onto boxes and more. As this will be the first-time vaulting is out in the wild we’d greatly appreciate your feedback on how it feels and if it meets community expectations.

    We are going to do a lot of polish on both the animation and sound aspects of this mechanic, but we felt it was more important to get the functionality in sooner rather than later.

    The vaulting mechanics shown below are a work in progress

    Large Continuation of SFX Overhaul

    You know it, we know it. In a game like Hell Let Loose, sound is an integral part of the gameplay experience.

    Throughout our different alpha and beta stages we’ve been listening to player feedback and working on further enhancing and building upon both sound effects and audio behaviour in the game.

    In this upcoming beta you should notice new sounds for some weapons, improved directional audio and other improvements.

    Please note: This is part of a wider ongoing SFX project, whilst you’ll notice a lot of differences there’s still some areas we’re still working on.

    Further Updates

    As well as the above, you can expect the following updates next time you play. We’ll go into more detail about what they are closer to the time. Here are just a few of the new things you’ll encounter in the next Beta, including many more that aren’t listed below:
    Map Rotation Implementation
    Continued animation polish in both TPP and FPP
    Small functionality changes to increase smoothness of different actions
    Adjustments to Supply counts
    Added emissive to heavy weapon projectiles to better show their flight path.
    Adjustments to rules about placing down Garrisons and Ops to increase their usage
    Tank Scale adjustment to reflect their real-world size
    Applied correct German supply canister and parachute to supply drops
    Ongoing UI/HUD Changes
    A fast Officer ‘ping’-style mark system to allow unit leaders to quickly identify points of interest for their unit in battle.
    ‘Shot from indicator’ to give infantry a vague indication of what direction they took damage from.
    Multiple bug fixes – We’ll list these in the May beta patch notes

    Click here to read the developer briefing!

  • I should give this game a go again some time. I'll likely be playing the next beta.

  • For those who do not have a beta key, I will be streaming Hell let Loose beta tomorrow night via the 29th Official Twitch and I will be giving away a limited amount of keys for the beta only. I plan to start the stream around 9pm EST and I will give a key away every so many followers or viewers until they are gone. Pop on tomorrow night for a chance to snag a key.

  • I have a few keys left. If anyone wants to jump in this weekend, let me know and I will send you a key.

  • 2 days left for the full launch.

    This one and Post-Scriptum (after the last patches), really liked both (Post-Scriptum is a bit more hardcore imo). I hope both will have a solid fan base.

  • @T4 Orhan said:

    2 days left for the full launch.

    This one and Post-Scriptum (after the last patches), really liked both (Post-Scriptum is a bit more hardcore imo). I hope both will have a solid fan base.

    I'm thinking about buying one of the two, but i really don't know wich one.
    Looking on the reviews seems to me that PS playerbase is going underground, and that's why, at the moment, i'm inclined to grab HLL.

    I read somewhere that there will be a PS free weekend this friday (lmao!). If it's true i'll give it a try for sure.

  • Thinking about buying HLL? A server host g-portal.com is having a deal that if you rent a-100-slot server for 30 days, you get SIX (6) HLL Steam keys with it. That costs 63€. You can just ignore hosting the server, shut it down once you order it, it will cancel itself after those 30 days. The main thing is you pay 63 euros for six keys of a game that is worth of 30€. So get six friends together, get one to pay for the rental and charge your friends 10,50€ ( per key.

    Is that a great deal or what? The offer is valid until June 15th, 2019.

    For details you can see:

    p.s. I'm not an affiliate or anything, just spreading the word of the good game for units & communities that I know :wink:

  • So, how many of us have the game?
    Maybe we can make a steam group or something to play together.

  • Hell Let Loose Update 2 is now live.

    Leaning implemented (using Q and E). We will look at continued polish to this pending community feedback.
    Maximum round length decreased from 120 minutes to 90 minutes. We are testing this as we currently find the final 30 minutes on an attrition battle highly fatiguing.
    Aim can be steadied for all guns using left shift to better reward patience.
    Projectile spread pattern changed for sniper rifles when un-scoped.
    Tank coaxial and hull MGs have been limited to lower belt sizes (1000 to 250) in order to cut down on endless barrel-melting fire and to incentivise discretionary fire.
    Assault class has additional grenades to make them more suited to a breaching/CQB role.
    Suppression camera shake has increased violence to better match release-style.
    Kar 98k bolt speed adjusted to remove frustrating delay.
    Springfield bolt speed adjusted to remove frustrating delay.
    LMG (M1919/MG42) one hit kill range increased and damage fall-off reduced.
    Medic loadout updated to mirror layout across both teams.
    Commander loadout updated to include smoke grenades.
    Bleeding icon for players within 100m added for medic.
    Profanity filter added to text chat (English only at present).

    Additional optimisations to save on VRAM usage on some graphical settings.
    Particle FX Optimisation in Foy.

    Map retains zoom level from when last closed.
    Toggle sprint option added.

    Ambient cornering and momentum lean on player movement (this makes all sprinting look far more natural when a player is changing direction at range).
    New STG44 animations to make firing less “floppy” and more satisfying when firing while ADS.
    Changed crouch sprint speed for M1 Carbine to stop the “super fast running” in TPP.
    Fixed an instance of ‘snaking’ (where a player appears to be prone and moving at run speed).

    Bug Fixes
    Fixed issue where artillery sometimes could not be rotated.
    Fixed issue where supply drop was sometimes out of sync with plane.
    Bloom change for tank crew so the viewports don’t become super bright in Foy.
    Fixed issue where artillery could be invisible for some players.

    Weapon hip DoF implemented to soften shapes near camera and to better blend lean (where geometry is very close to camera).

    Community Servers
    Map rotation added to RCon tool.

    Audio changes to tank coaxial machine-gun.

    Changes to collision for tanks in Foy to help alleviate snagging on fences and small props.

    Known Issues
    There may be some remaining snaking that we will pinpoint and isolate.
    Some props and fences in Hurtgen and Sainte-Marie-Du-Mont are still impassable to tanks. We will be addressing this in Update 1.

    Currently working on (non-exhaustive list, we just want to give you some idea)
    Making vaulting more responsive, fluid and polished.
    Making MG deployment more responsive, fluid and polished.
    Additional RCON commands.
    Unit management functions (kick/invite and lock).
    Diving (performed by proning while sprinting).
    Bullet penetration.
    Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
    More maps.
    Continuing HUD and UI updates.
    Broader animation systems.
    Tweaking gunplay.
    Updating all audio and SFX.

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