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Changelog

Update 20 | Hotfix 3 Live Now

Fixed
  • Fully resolved the DirectX 12 issue introduced with Update 20 so players can now switch to DX12 in the settings and have the option save correctly
  • Fixed a visual seam on Juno Beach
  • Fixed the No. 77 Smoke Grenade and Mills Bomb appearing in incorrect loadout slots for the Canadian Veteran loadout
  • Fixed an issue where tank shells could continue unloading after exiting the Tank Gunner seat

Our third hotfix for Update 20 is now live.

This hotfix fully resolves the DirectX 12 issue introduced with Update 20. Players can now switch to DX12 in the settings and have the option save correctly.

Additional fixes include:

  • Fixed a visual seam on Juno Beach

  • Fixed the No. 77 Smoke Grenade and Mills Bomb appearing in incorrect loadout slots for the Canadian Veteran loadout

  • Fixed an issue where tank shells could continue unloading after exiting the Tank Gunner seat

Thank you for your continued support and feedback. We'll continue monitoring reports and keep you updated on future fixes and improvements.

War Correspondents Content

As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:

SoulSniper:
IronHeart:
McBluffin:

Update 20 | Hotfix 2 Live Now

Changed
  • Reintroduced the Update 20 frontend
  • Increased Medium Tank engine health by 100
  • Increased Heavy Tank engine health by 50, including the Firefly, Panther, and Churchill A.V.R.E.
  • Increased all other Self-Propelled Artillery engine health by 100
Fixed
  • Fixed DirectX 12 crashes affecting AMD graphics card users when loading into Tobruk, El Alamein, and Stalingrad
  • Fixed an issue preventing Canadians from placing Outposts and Garrisons in sections of Juno Beach
  • Fixed multiple collision inconsistencies affecting vegetation across Juno Beach
  • Fixed an issue preventing players from shooting through barn windows on Juno Beach
  • Fixed spawning issues on Juno Beach including one inside an inaccessible church area where players could become stuck
  • Fixed multiple floating assets and visual anomalies across Juno Beach
  • Fixed a visible red bounding box appearing above the Canadian HQs on Juno Beach
  • Fixed performance issues and frequent freezes reported on Xbox Series X|S across Juno Beach and related map variants
  • Fixed an issue preventing vehicle wheels from being repaired using the blowtorch
  • Fixed an issue where the German Luchs cannon would not display a cause of death when eliminating players
  • Fixed an issue preventing the T-34 Medium Tank DLC skin from being previewed and equipped on the summer variant
  • Fixed an issue where purchasing the Veteran Smolensk Offensive DLC would unintentionally unlock Operation Suvorov
  • Fixed an issue preventing players on PlayStation 5 and Xbox Series X|S from customising roles after using the customization menu multiple times
  • Fixed an issue where the Available For Purchase button in the Additional Content menu had no functionality on Epic Games Store
  • Fixed an issue causing errors when accessing Wishlist and Pre-Order links through the Newsfeed on Epic Games Store

Following the release of Hotfix 1 last week, we're deploying Hotfix 2 to address the DirectX 12 crashes affecting AMD GPU users, reintroduce the Update 20 frontend, and resolve a number of issues across Juno Beach, vehicles, customisation, and more.

We've also addressed one of the most common areas of community feedback since Update 20's release with a targeted armor balance adjustment.

Armor Balance

We have also made a balance pass on engine health values across most armored vehicles in response to feedback from Update 20.

Since Update 20 launched, we've heard your feedback regarding Anti-Tank Launchers being able to disable Medium Tank engines too easily. Whilst the resistance system is intended to help mitigate damage, it currently does not apply to engines.

With that in mind, we've adjusted engine health values to improve survivability and create more consistent gameplay interactions.

Engine Health Adjustments
  • All Medium Tank engines have had their health increased by 100.

  • All Heavy Tank engines have had their health increased by 50, including the Firefly, Panther, and Churchill A.V.R.E.

  • All other Self-Propelled Artillery (SPA) engines have had their health increased by 100.

Note from Corey in the Armor team:

_ "We hope you've been enjoying Update 20 so far. We will continue to iterate on and refine Armor gameplay in future updates, with the goal of creating clearer battlefield roles for each tank class while staying true to our long-term vision._

Our primary objective is to deliver the best possible gameplay experience for all players. Achieving that requires continued feedback from the community, so please keep sharing your experiences and suggestions with us. Keep an eye out for any Experimental Branch tests in the future. Experimental Branch tests remain the best environment to try upcoming features, test balance changes, and provide feedback directly to the team."

Catch Corey, alongside Matt & Xander, answer community questions in latest HLL Dev Livestream.

Bug Fixes
Juno Beach
  • Fixed an issue preventing Canadians from placing Outposts and Garrisons in sections of the beach.

  • Fixed multiple collision inconsistencies affecting vegetation across the map.

  • Fixed an issue preventing players from shooting through barn windows.

  • Fixed some spawning issues including one inside an inaccessible church area where players could become stuck.

  • Fixed multiple floating assets and visual anomalies across the map.

  • Fixed a visible red bounding box appearing above the Canadian HQs.

Performance & Stability
  • Fixed DirectX 12 crashes affecting AMD graphics card users when loading into Tobruk, El Alamein, and Stalingrad.

  • Fixed performance issues and frequent freezes reported on Xbox Series X|S across Juno Beach and related map variants.

Vehicles
  • Fixed an issue preventing vehicle wheels from being repaired using the blowtorch.

  • Fixed an issue where the German Luchs cannon would not display a cause of death when eliminating players.

Customisation & DLC
  • Fixed an issue preventing the T-34 Medium Tank DLC skin from being previewed and equipped on the summer variant.

  • Fixed an issue where purchasing the Veteran Smolensk Offensive DLC would unintentionally unlock Operation Suvorov.

  • Fixed an issue preventing players on PlayStation 5 and Xbox Series X|S from customising roles after using the customization menu multiple times.

Storefront & Newsfeed
  • Fixed an issue where the "Available For Purchase" button in the Additional Content menu had no functionality on Epic Games Store.

  • Fixed an issue causing errors when accessing Wishlist and Pre-Order links through the Newsfeed on Epic Games Store.

Please continue sharing your feedback through Discord, Reddit, Steam, and our Support Team channels. Your reports continue to help us identify, investigate, and resolve issues as quickly as possible.

Thank you for your continued support, and we'll keep you updated as work progresses.

War Correspondents Content

As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:

Freckals:
TheFreshBakedGoods:
Smithers:
MrMG42:

https://www.reddit.com/r/HellLetLoose/s/LGK0rPUTb0

IronHeart:
RubberDuck:

Update 20 | Hotfix 1 Live Now

Changed
  • Improved the Newsfeed following its introduction in Update 20
Fixed
  • Fixed DirectX 12 crashes affecting certain AMD graphics card users by temporarily reverting the frontend version from Update 19
  • Fixed floating objects on Juno Beach
  • Fixed terrain seams on Juno Beach
  • Fixed water rendering issues on Juno Beach
  • Fixed character previews not updating correctly
  • Fixed Tanker Suit not appearing for the Artillery unit
  • Fixed Canadian Transport Truck wreckage behaviour

Thank you to everyone who has been playing Update 20 since its release last week, and to those of you who have continued sharing feedback on Juno Beach, the Canadian Forces, and the armor rework.

Today we're releasing our first Hotfix for Update 20, addressing a number of issues reported by the community, including the DirectX 12 crash affecting certain AMD graphics card users.

This hotfix includes:

  • To address the DX12 crashes, we have temporarily reverted the game's previous frontend version from Update 19 as part of this Hotfix. This change allows us to resolve the crashing issue while we continue work on the full frontend implementation introduced in Update 20. Once the underlying issue has been fully resolved, we intend to restore the Update 20 frontend in a future update.

  • Fixes for a number of visual and environmental issues on Juno Beach, including floating objects, terrain seams, and water rendering issues.

  • Fixes for several front-end and DLC-related issues, including character previews not updating correctly and the Tanker Suit not appearing for the Artillery unit.

  • Improvements to the Newsfeed following it’s introduction in Update 20.

  • Fixes for Canadian Forces content, including the Canadian Transport Truck wreckage behaviour.

We're continuing to investigate community reports and are already working on a second Hotfix.

Please keep sharing your feedback through Discord, Reddit, Steam, and our Support Team channels, as your reports continue to help us identify and resolve issues as quickly as possible. Thank you for your continued support and we'll keep you updated as work progresses.

Update 20 Changelog | Juno Beach, Canadians & Armor Changes

Added
  • Juno Beach map featuring Canadian Forces in Normandy with diverse environments including urban combat, industrial dockyards, navigable waterways, hedgerows, and fortified Atlantic Wall defenses
  • Canadian Forces faction
  • New weapons for Canadian Forces
  • New vehicles for Canadian Forces
  • New uniforms for Canadian Forces
Changed
  • Major armor system overhaul
  • Armor balance changes
Fixed
  • Various bug fixes across the game

Hello everyone, and welcome to Update 20!

This update coincides with the 82nd anniversary of D-Day, and with it, we are returning to Normandy as we deploy onto Juno Beach alongside the long-awaited Canadian Forces.

From new weapons, vehicles, and uniforms, to major armor overhauls, balance changes, quality of life improvements and bug fixes, Update 20 introduces a wide range of additions and refinements across the game.

We also want to take a moment to thank everyone who participated in the Experimental Branch tests ahead of release. Your feedback, bug reports, gameplay clips and discussions have been invaluable in helping us identify issues, refine balance, and shape the final release of this update.

Now, let’s dive into everything arriving with Update 20.

Juno Beach
Map Rationale

Update 20 introduces Juno Beach to Hell Let Loose, bringing players back to the Normandy coastline during the opening stages of the Allied invasion of occupied France.

Designed to stand apart from both Omaha Beach and Utah Beach, Juno Beach has been built to support a wide range of gameplay styles and combat encounters. From dense urban fighting and industrial strongholds, to open rural fields, navigable waterways and fortified defensive positions, the map offers a varied battlefield that evolves as the front-line shifts inland.

The map has also been designed around the introduction of the Canadian Forces, recreating the difficult advance through heavily defended coastal positions and into the towns and countryside beyond the beaches.

Across Juno Beach, players will encounter a diverse range of environments, including:

  • Urban close-quarters combat spaces

  • Enterable churches and vertical fighting positions

  • Industrial dockyards and warehouses

  • Navigable river networks

  • Open countryside and wheat fields

  • Dense hedgerows and trench systems

  • Fortified Atlantic Wall defences

Below, we’ll take a closer look at each of the capture points featured across Juno Beach.

Capture Points
Regina Landing

Regina Landing features the more rural outskirts of Courseulles-sur-Mer, where rugged terrain creates a natural defensive perimeter that the Canadian Forces must navigate in order to reach the town. The capture point offers dominant sightlines and strong strategic opportunities for defending forces.

Bunker R612

Part of the formidable Atlantic Wall defensive network, Bunker R612 stands as a heavily fortified strongpoint overlooking the coastline. Surrounded by barbed wire and difficult terrain, it presents a dangerous challenge for attacking forces attempting to push inland from the beaches.

WN29

Serving as one of the final defensive positions before Courseulles-sur-Mer, WN29 features a formidable bunker overlooking the beach, the remnants of which still remain today. The tough-to-crack German Forces defensive line provided a challenge for the advancing Canadian Forces to push through.

La Platine

La Platine features the next line of the German defensive occupation, featuring a fortified checkpoint built around close-quarters combat encounters. Juxtaposed with wide open flooded fields that force players to make tactical decisions when attacking or defending the sector.

La Marina

La Marina is a sprawling industrial shipyard used for marina storage and repairs. Featuring a mixture of open courtyards, narrow industrial lanes and enterable warehouses, the capture point creates tense vehicular navigation opportunities alongside intense infantry combat.

Héroult House

As players enter the maritime town Courseulles-sur-Mer, Héroult House becomes a key staging ground for some of the map’s early urban engagements. The Capture Point features a unique oyster farm that provides micro-elevation opportunities, alongside enterable buildings that overlook one another across tight streets and courtyards.

Graye-sur-Mer

Graye-sur-Mer served as a strategic stronghold during the war, and players approaching from the north will need to navigate deep waterways, tactical bridge crossings and difficult terrain to gain control of the area. At the centre of the capture point stands an enterable church that provides a strong elevated position for both attackers and defenders.

Le Seulles River

The Le Seulles River introduces a traversable water network that allows players to move more freely through the rural areas of the map. Dense hedgerows lining the waterways provide natural cover and create opportunities for a more dynamic and unpredictable combat space.

Market Square

Situated within the once-bustling fish markets of Courseulles-sur-Mer, Market Square delivers a dense urban environment focused on building-to-building movement, strategic gardens and long streets that create dangerous sightlines for infantry and vehicles alike.

Weapons Factory

Serving as an industrial hub for German war production, the Weapons Factory stands as a dense and imposing stronghold. Its sprawling layout and multiple entry points allow it to be approached from several directions, encouraging coordinated assaults and intense close-quarters combat.

Le Sentier Seulles

Le Sentier Seulles opens the waterway network into shallower crossing points for both infantry and vehicles, shifting the combat focus away from the marina and back into the rural countryside. The Capture Point also features a prominent farmstead and orchard that provide additional cover and defensive opportunities.

Road to Bény-sur-Mer

This commune acts as a natural transition point between the built-up village spaces and the open countryside beyond. Surrounding wheat fields provide tall soft cover for advancing players, while also offering long sightlines toward the distant Église Saint-Germain Church.

Graye-sur-Mer Outskirts

Leaving behind the denser urban areas, Graye-sur-Mer Outskirts expands into a more traditional rural battlefield, featuring rough terrain, shallow waterways and smaller defensive strongholds scattered throughout the countryside.

Radar Station

Hidden amongst the hedgerows, the Radar Station forces players to navigate trench systems and German Forces defensive positions in order to capture this close-quarters objective.

Chem De La Lampe

Situated deep within the rural heartland, Chem De La Lampe represents the final frontier of the Canadian advance across the map. Wheat fields provide tall soft cover for advancing infantry, while entrenched German defensive positions create strong opportunities for counter-attacks.

Canadian Forces

Update 20 marks the introduction of the Canadian Forces to Hell Let Loose.

Arriving alongside Juno Beach, the Canadian Forces bring a new selection of weapons, vehicles and cosmetics inspired by the Canadian participation in WW2.

This new Canadian Force is the perfect fit for the new Juno Beach map and recognises the Canadian participation in WW2.

Weapons

The Canadian Forces arrive equipped with a selection of new and returning weaponry, including:

  • Canadian-manufactured Sten Mk II

  • Enfield No.2 Mk I

  • FN-Inglis No.2 Mk I

  • Lanchester

  • Rifle No.4 Mk I

Vehicles

The Canadian Forces also introduce a new transport and supply truck, alongside historically accurate markings across their armored vehicle roster.

The full vehicle lineup includes:

  • Transport Truck

  • Supply Truck

  • Jeep

  • Daimler

  • Half-Track

  • Stuart

  • Sherman M4A3

  • Sherman Firefly

  • Churchill Mk III A.V.R.E.

Uniforms

New Canadian cosmetics have been added across multiple roles, including:

  • Commander

  • Infantry

  • Recon

  • Armor

  • Artillery

Canadian and Allied Artillery Squads

Following changes introduced in Patch 19.1, Artillery squads are able to equip both tanker and infantry cosmetics to better represent both static artillery crews and self-propelled artillery units.

Due to the Churchill Mk III A.V.R.E. historically being crewed by British forces, players using the Canadian Artillery squad on Juno Beach will be able to switch between Canadian and Allied appearances within the Barracks customization menu.

The Canadian variant can only equip infantry uniforms, while the Allied variant can equip tanker uniforms.

Armor Changes

For Update 20, we set out to deepen the armor gameplay experience with a range of impactful new features and balance improvements.

With the introduction of the new Armor Resistance System, tank combat has been reworked to place a greater emphasis on positioning, armor knowledge and coordinated engagements. These changes are designed to reward skill-based shots and deepen the tactical decision-making involved in armored warfare.

Alongside the new resistance mechanics, Update 20 also introduces Smoke Launchers and Shell Unloading, providing tank crews with new tactical and quality of life tools during combat.

To support these new systems, a full balance pass has been carried out across all armored vehicles. Health pools, armor values, damage outputs, ammunition counts, fuel costs and cooldowns have all been reviewed and adjusted in order to create clearer vehicle roles and establish a stronger foundation for future armor updates.

These changes also pave the way for the new tank type planned for a future update. Keep an eye out for more details soon…

Armor Resistance System

All tanks now feature a new Armor Resistance System. Armor thickness now provides percentage-based damage reduction depending on the strength of the impacted armor plate.

The updated resistance values are:

  • Heavy frontal armor now provides 32% resistance, increased from 25%

  • Medium frontal armor and Heavy side armor now provide 16% resistance, increased from 15%

  • Light frontal armor, Medium side armor and all rear armor now provide 8% resistance, increased from 5%

With the updated health pools, damage values and resistance system now in place, armored combat will follow the below engagement expectations when damaging hull armor:

Heavy Damage
  • Against Heavy tanks:

  • 3 shots to the front

  • 2 shots to the side and rear

  • Sherman Firefly:

  • 2 frontal shots against Heavy tanks

  • Against Medium tanks:

  • 2 shots

  • Against Light and Recon tanks:

  • 1 shot

Medium Damage
  • Against Heavy tanks:

  • 3 shots to the side

  • 2 shots to the rear

  • Against Medium tanks:

  • 2 shots

  • Against Light and Recon tanks:

  • 1 shot

Light Damage
  • Against Heavy tanks:

  • 3 to 4 rear shots

  • Against Medium tanks:

  • 3 shots

  • Against Light and Recon tanks:

  • 1 to 2 shots

Recon Damage
  • Against Heavy tanks:

  • 5 to 6 rear shots

  • Against Medium tanks:

  • 4 to 6 shots

  • Against Light and Recon tanks:

  • 2 to 3 shots

Smoke Launchers

A selection of tanks have now been equipped with Smoke Launchers, allowing tank commanders and spotters to deploy smoke for additional cover during combat.

On PC, smoke can be activated using the Spacebar, while controller players can deploy smoke using Right Bumper / R1.

Smoke launcher systems differ depending on the vehicle:

  • Some tanks deploy smoke internally

  • Some deploy externally from turret-mounted launchers

  • Others generate smoke through exhaust systems

Internal and external launchers fire in the direction the turret is facing, while exhaust-based systems require the engine to be running and the vehicle to be stationary or in neutral.

Tanks Equipped With Smoke Launchers

Single-Shot Launchers

  • Jumbo Sherman 75

  • Churchill Mk.VII

  • Churchill Mk.III

  • Panther

  • Cromwell

Dual-Shot Launchers

  • Sherman Firefly

  • Tetrarch

Six-Shot Launchers

  • Tiger

Exhaust Fuel Injection

  • IS-1

We’ll continue investigating the addition of smoke systems to other historically appropriate vehicles in future updates.

Armor Overhaul

With the new resistance system in place, the current health and damage values needed adjusting. Health adjustments for more survivability and damage adjustments for more impact in a fight; both of which are key traits on Heavy tanks.

Heavy Tank Updates
Medium Tank Updates
Light & Recon Tank Updates
Half Track, Truck & Jeep Updates
SPA Updates

With the introduction of the new Armor Resistance System, all Self-Propelled Artillery vehicles, with the exception of the Churchill A.V.R.E., have received an increase to their anti-tank damage values. As the A.V.R.E. already bypasses armor, no changes were required.

These adjustments are intended to offset the effects of the new resistance calculations and maintain a similar performance profile against armored targets compared to previous updates.

The Bishop SPA has also had its munitions cost reduced.

SPA Outpost Destruction

When SPAs were first introduced, their shells were able to destroy enemy Outposts. This functionality was originally intended to provide Self-Propelled Artillery with a unique role distinct from static artillery.

Following the balance adjustments and improvements introduced in Patch 19.1, SPAs can no longer destroy Outposts through explosive damage alone. However, like all other vehicles, they remain capable of destroying Outposts through direct proximity.

Armor Values

As part of the wider armor overhaul, a number of vehicles have received adjustments to their armor profiles. These changes are intended to better reflect the strengths and weaknesses of their historical counterparts while maintaining balance within Hell Let Loose.

Heavy Tanks

The top armor of all Heavy tank turrets has been reduced. Light tanks can now penetrate this area.

Panther
  • Top hull armor reduced. Light tanks can now penetrate this area.

  • Side hull armor adjusted:

  • Upper side armor increased. Only Medium tanks and above can penetrate.

  • Lower side armor behind the tracks reduced. Light tanks and above can penetrate.

  • Turret front armor increased. Only Heavy tanks can penetrate.

  • Turret side armor adjusted. Medium tanks and above can penetrate.

  • Turret rear armor reduced. Light tanks can now penetrate.

Sherman Firefly
  • Front hull armor reduced. Medium tanks can now penetrate.

  • Side and top hull armor reduced. Light tanks can now penetrate.

  • Turret front, side and rear armor reduced. Medium tanks can now penetrate.

Medium Tanks
  • Side hull armor on all Medium tanks has been reduced. Light tanks can now penetrate these areas.
Panzer IV
  • Turret side and rear armor reduced. Light tanks can now penetrate.
Light Tanks
  • Front hull armor on all Light tanks, excluding the T-70, has been reduced. Light tanks can now penetrate frontal armor.
Recon Tanks
  • Armor values on all Recon vehicles have been slightly reduced.

  • Anti-Tank launchers should now destroy Recon vehicles in a single hit.

Self-Propelled Artillery
Brummbär
  • Lower frontal hull armor reduced. Medium tanks can now penetrate this section.
K

Patch 19.1 Hotfix | Live Now

Hello everyone,

We have deployed a small hotfix addressing issues reported following the release of Patch 19.1.

Thank you to everyone who shared feedback and reports with us. Your input continues to help us quickly identify and resolve issues. We are continuing to monitor feedback and are working on further improvements thanks to your feedback.

Please continue to report any issues via the Customer Support team, either on the Hell Let Loose Support website or on our Hell Let Loose Official Discord server.

Bug Fixes
Remagen
  • \ Removed invisible vehicle collision present under the railway underpass.

  • Fixed an issue where defenders could enter the attacker HQ #03 spawn area on Remagen Offensive (GER).

  • \ Fixed an issue causing invisible players and collision on the bridge.

  • \ Removed an invisible platform inside a tower that players could stand on.

General
  • Fixed an issue where the Preferred Region option in Preferences had no functionality.

  • Removed Crash and Crash Server buttons from the live EGS build.

  • Fixed an issue in the Carentan Offensive GER map rotation ID that caused the map to be unavailable.

Mortain
  • Fixed placeholder textures present on cliff sides.

Patch 19.1 Changelog | Remagen Refresh

Hello everyone, and welcome to Patch 19.1.

This update introduces two major areas of change.

  • The first is a refreshed version of Remagen, aimed at improving gameplay flow across the map while preserving the unique identity of the Ludendorff Bridge and its role as the centrepiece of the battlefield.

  • The second continues our work on artillery following the changes introduced in Update 19. Based on community feedback, this patch introduces a number of improvements to the artillery gameplay experience, including updates to static artillery, Self-Propelled Artillery (SPA) vehicles, and adjustments to the artillery squad itself.

We are looking forward to seeing you jump into Patch 19.1 and share your feedback. Community input has played a major role in shaping this update and will continue to guide future improvements.

Remagen Refresh

Remagen has long been one of the most unique and challenging battlefields in Hell Let Loose. The Ludendorff Bridge provides an iconic setting, but the map has also generated a significant amount of feedback over time, particularly around the intense bottleneck that often forms around the bridge.

With this refresh, the development team has focused on improving gameplay flow across the map while preserving the core identity of Remagen as a tense and contested river crossing.

The aim is not to remove the challenge of attacking across the Rhine, but to give players more strategic options when pushing across the river and contesting objectives.

US Forces push to take the Ludendorff Bridge on 7th March 1945

Historical Update to Remagen

One of the most common questions following the refresh has been around the introduction of pontoon bridges and their historical context.

Set during the final months of World War II, Remagen has always aimed to recreate the Allied effort to capture the Ludendorff Bridge and establish their first major crossing across the Rhine River.

In the previous version of the map, we saw the events of 7th March 1945, when American forces captured the bridge before German troops could destroy it. In the days that followed, US engineers began constructing pontoon bridges nearby to reinforce the crossing and support the continued Allied advance into Germany.

With the Remagen refresh in Patch 19.1, the map’s historical setting has been moved forward to 12th March 1945, representing a later stage of the battle.

By this point, US engineers had completed multiple pontoon bridges across the Rhine, allowing Allied troops and armored vehicles to continue crossing the river while German forces attempted to destroy the growing bridgehead.

The Ludendorff Bridge itself would eventually collapse from the damage it sustained on 17th March 1945.

This refreshed version of the battlefield represents the moment when Allied forces had expanded their foothold across the Rhine, establishing a critical route deeper into Germany while still facing heavy resistance.

A U.S. antiaircraft battery guards a pontoon bridge built by the 291st Engineer Combat Battalion. [Source: The Bridge at Remagen by Victor Kamenir of Warfare History Network]

Additional River Crossings

A consistent piece of feedback surrounding Remagen has been the heavy reliance on the Ludendorff Bridge as the only viable crossing point.

To help reduce this bottleneck and introduce more tactical variety, additional crossing points have been added along the river.

These crossings provide both infantry and vehicles with alternative routes across the Rhine, opening up new flanking opportunities and reducing the likelihood of prolonged stalemates focused solely around the bridge.

The Ludendorff Bridge will still remain a key focal point of the map, but teams now have more options when planning their approach across the river.

Ludendorff Bridge Improvements

While additional crossings have been introduced, improvements have also been made directly to the Ludendorff Bridge itself.

The bridge has been widened and redesigned to improve player movement and combat flow during engagements across it. The gangway beneath the bridge has also been reworked, making it more accessible from both the bridge deck and the riverbanks.

These changes create more movement options around the bridge itself, allowing players to manoeuvre, flank, and reposition during battles around this key landmark.

Capture Point Improvements

We have also seen a lot of feedback from players requesting that the Ludendorff Bridge consistently appear as the central capture point on Remagen.

With this refresh we are testing a system where the bridge will be selected as the middle capture point by default.

This change ensures that the map’s most iconic location remains central to the battle while still allowing server owners to customise capture point selections if desired.

Improved Airhead Opportunities

Another challenge on Remagen has been the limited number of locations where commanders can successfully deploy airheads.

As part of this refresh, adjustments have been made to the surrounding terrain and river areas to create more viable airhead placement opportunities.

This introduces additional pressure points across the battlefield and requires defending teams to cover a wider area, helping to reduce the stalemates that can form when all fighting becomes concentrated around a single crossing.

Artillery Changes

Following the first wave of artillery changes introduced in Update 19, Patch 19.1 continues to expand on the artillery gameplay experience.

These updates aim to improve coordination within artillery squads, address frustrations around artillery placement and survivability, and introduce additional resource interactions with the wider team.

Artillery Squad Adjustments

Several updates have been made to the artillery squad itself to better define its role on the battlefield.

  • The Artillery Engineer role has been renamed to Operator, while Artillery Support has been renamed to Gunner. These changes reflect how their responsibilities have evolved with the addition of buildable artillery and expanded squad functionality.

  • The Artillery Observer loadout has also been adjusted. The sidearm has been removed from the first loadout and the AP mine has been moved to the second loadout. In addition, the Soviet artillery squad now uses the Mosin Nagant M38 for improved historical accuracy.

  • To better recognise the contributions of the Artillery Observer and the rest of the squad, artillery squads will now receive shared credit for kills achieved using primary artillery weapons. This applies regardless of if squad members are crewing the same vehicle/gun or are outside it.

  • This includes both static artillery guns and the main guns of SPA vehicles. Infantry weapons and the machine guns on SPAs will not count towards this.

  • This change ensures that players contributing through spotting, coordination, and squad leadership receive recognition for the role they play in artillery operations.

  • The default uniform of the artillery squad has also been changed. Now the Operator and Gunner roles will wear infantry uniforms, while the Artillery Observer will match the Officer and Spotter roles. While this is the new default, all roles within the squad will still be able to wear tanker uniforms if players want to better represent the aesthetic of an SPA crew.

Artillery Gameplay Changes

Several changes have been made to how artillery interacts with the wider resource and support systems.

  • Artillery guns positioned within the radius of a munitions node will now slowly generate ammunition. This applies to both shell types simultaneously but cannot go above the maximum capacity of 50 HE and 35 Smoke.

  • While the regeneration rate is intentionally small at one shell every 30 seconds, it should help the Artillery gun not be completely reliant on the Commander to resupply, while rewarding actions that benefit the entire team.

  • The commander artillery resupply ability has also had its cost reduced from 150 munitions to 120 munitions, making it slightly easier for teams to support artillery operations during extended engagements.

  • To reduce frustrating situations where artillery positions could be destroyed extremely quickly, the time required for enemy players to dismantle an artillery gun has been increased from 10 seconds to 30 seconds. High explosive weapons can still also destroy the gun.

  • These changes aim to make artillery operations feel more sustainable while still leaving them vulnerable to coordinated enemy action.

Static Artillery

One of the key goals of the artillery rework has been addressing the long-standing dynamic between recon squads and artillery players. Previously, artillery guns were locked to HQ locations, which often resulted in recon players repeatedly camping artillery positions while artillery players had little flexibility to respond.

  • With Patch 19.1, artillery squads can now build a static artillery gun anywhere within the first two sectors of their territory. This change allows artillery crews to reposition their guns and introduces more uncertainty for enemy squads attempting to locate them.

  • The gun is built by the Operator using 50 supplies, and only one artillery gun can exist per team at a time.

  • The cooldown between artillery guns remains shared between HQ artillery and player-built variants. If a gun is destroyed or dismantled by enemy forces, the same cooldown will apply before another gun can be deployed.

  • Friendly artillery squad members can dismantle their own gun using a hammer without triggering this cooldown.

  • To prevent exploitative placement, artillery guns will not fire if their barrel’s line of sight is blocked by nearby objects and they cannot be built on highly uneven terrain.

Self-Propelled Artillery (SPA) Updates

Self-Propelled Artillery vehicles have received several gameplay improvements aimed at making them feel more flexible and distinct.

  • The operational range limit for SPAs has been removed, allowing them to move freely across the battlefield without triggering an out-of-bounds timer.

  • SPAs can now also fire while moving at first gear speeds or slower, allowing crews to reposition more dynamically during combat.

  • This is determined by the current velocity of the vehicle meaning that if you came to a stop while in fourth gear, you would still be able to fire without having to drop gears.

SPA Vehicle Balance Changes

All SPA vehicles have received individual stat adjustments to better differentiate their battlefield roles.

SPAs were designed to focus on a hybrid playstyle between longer range indirect fire and close-range high explosives. With these new changes, while all SPA units will still be capable of both the above-mentioned playstyles, some will perform better at one or the other.

As a small additional element, the AP rounds of SPAs have been replaced with HEAT rounds (High-explosive Anti-Tank) as these were the AT rounds most of these units would have used due to their slower projectile velocity. The exceptions to this are the KV-2, the Bishop and the Churchill A.V.R.E.

Currently this is just a name change (aside from the already existing unique proprieties that SPA shells have). This is likely to change with future updates.

As many players have correctly pointed out, several of these units were historically labelled as assault guns. Whilst assault guns are often classified as a type of Self-Propelled Artillery, these new changes aim to better represent this aspect of their design.

  • The Sherman 105 remains one of the most well-rounded SPAs, receiving a turret speed increase and a HE radius decrease, while maintaining most of its original characteristics.

  • The KV-2 now has a slightly increased explosion radius and slower reload but keeps its previous weapon range.

  • The Sturmpanzer (Brummbär) now features improved frontal armour and an increased blast radius, at the cost of a slight range decrease and reload speed, making it particularly strong in direct assaults.

  • The front hull armour has been upgraded from heavy to very heavy. This only affects the front plate section and not the corners, sides and rear of the superstructure which can still be penetrated by medium tanks.

  • The Churchill A.V.R.E has received the most dramatic changes, now firing its unique “Flying Dustbin” projectile (the official codename for the Petard spigot mortar this unit fired). This round delivers extremely high damage and a large explosion radius but comes with significant drawbacks including a much shorter firing range, slower projectile speed, and a long reload time.

  • This projectile is unique in that, other than its listed stats shown above, like satchel charges, the contact damage is applied directly to the hull health of a tank, meaning a direct hit from this projectile will be fatal to any enemy vehicle in the game.

  • Similar to the HE shells fired by other SPAs, the explosion created by the shell has armour penetrating properties, meaning even a near miss can be damaging to enemy armour. The damage has high range fall-off, so it won’t one shot armour outside of a direct hit.

  • The cost to spawn the A.V.R.E has been increased to 360 munitions to reflect its explosive power and its nature as a heavy tank.

  • The Bishop now leans further into its role as a dedicated artillery platform, with an increased firing range of 800m.

  • Much like its real-life counterpart, due to its low barrel height, this maximum range can be exceeded by placing the unit facing up a slope or hill and using the terrain to further increase the turret elevation, although an Observer would likely be required to accurately hit targets using this method.

  • Meanwhile the Panzer III Ausf. N sacrifices some firepower and range in exchange for faster turret rotation and quicker reload speeds, making it the most agile SPA option.

Other Changes
Flare Gun Rework

The flare gun has also been reworked.

Previously, players could repeatedly redeploy in order to bypass the weapon’s intended downtime, allowing for nearly constant flare coverage.

Flare guns now operate on a standardised cooldown per individual player. This works similarly to how supply box cooldowns currently operate, where once a flare is fired, a five-minute cooldown begins before another can be used. This cooldown persists even if the player dies, redeploys, or changes roles. This change applies to both Recon and Artillery roles.

We are interested to hear your feedback on these changes, and whether you would like to see any changes to how this works such as cooldowns by using nodes, etc. Let us know in the comments and feedback!

Console Quick Play Update

The Find Match option on PS5 & Xbox Series X|S is now the fastest way for you and your party to jump into our Official Hell Let Loose servers

The Enlist screen is still available for community servers or servers hosting a specific map and/or game mode.

This change lays the foundation for more filters and search options in future updates. We’d love to hear your feedback on this so we can continue to make improvements

Bug Fixes & QOL Improvements
Bipod
  • \ No third person perspective SFX is present for partial and full reloads of the BAR when deployed on a bipod

  • \ FG42 bipod will clip through the player character hand when deploying

Death Screen
  • [Death Screen] Cause of death is empty when dying due to bleeding out

  • [Death Screen] Cause of death string is empty when dying due to drowning

  • [Death Screen] Cause of death string is empty when dying due to fall damage

  • [Death Screen] UI string missing for melee kills

Kharkov
  • \
Piles of snow has no collision with the player
Purple Heart Lane
  • \ Multiple assets are misaligned with the environment on sector G4
RCON
  • \ Conquest mode incorrectly appearing in RCON entries on Release branch

  • \ V2 Client gets progressively laggy and stops working after some time

  • \ Being punished by the admin will not display the cause of death or the admin message

Remagen
  • Multiple visual and performance improvements made across the Remagen map
Sainte-Marie-du-Mont
  • \ \ A puddle's texture looks unnatural
Sainte-Mère-Église
  • \ Outposts can be built inside a specific building asset
Smolensk
  • \ \ Player can spawn inside an inaccessible building using an outpost

  • \ \ Trench area presents with multiple asset misalignments

  • \ \

Small world seam visi

Hotfix Live Now | Update 19

Our Hotfix for Update 19 is live now!

Thank you to everyone who has jumped in to our latest update. It's been great seeing so many people enjoying our newest map, Smolensk, as well as changes to artillery, SPAs and more.

This Hotfix aims to cover some of the key issues that have appeared in Update 19 including the graphical issues, notably on console platforms, as well as other bugs & problems that have been submitted.

Please note that we are still working on other identified issues and thank the community for their continued feedback on Discord, Reddit, Steam and more.

What's included in the Hotfix?
  • Blurry foliage and assets present after update due to DynamicRes

  • Grass missing from Hill 400.

  • Crash relating to BiPod System found in LIVE

  • All recon tanks present wrong carry over damage for the turret module

  • The KV-2 tank has difficulties driving over/through/along train tracks

  • M4A3 105mm, Brummbar and Churchill AVRE present wrong main armament name in the gunner UI

  • Sumpftarnmuster 43's sleeve has a minor clipping

  • Seam in terrain is present between sector E8 and F8 of the Smolensk map

  • Commander FUEL abilities cannot be deselected by pressing B on Xbox controller once placed on Tac-Map

SPA Stats

We have also wanted to take this opportunity to share a bit more information on the SPAs and their specific stats per-vehicle.

If you are an armor player, or want more information on armor, be sure to head over to the Hell Let Loose Armor Hub created by some of our incredible community.

Thank you for your support throughout 2025 so far and we cannot wait for what 2026 is going to bring. Be sure to follow us on social media for updates on Hell Let Loose.

Update 19 | Changelog | Smolensk, SPAs & Artillery Updates

Hello everyone,

Welcome to Update 19, launching tomorrow on Wednesday 3 December.

This update brings major new additions, including our brand new Eastern Front map, Smolensk, along with significant changes to artillery. You will find a new Artillery Squad and the introduction of Self Propelled Artillery vehicles that bring an entirely new layer of strategy to the battlefield. We cannot wait for you to jump in and experience everything first-hand.

We also want to say a sincere thank you to everyone who has continued to support us over the past few months. Seeing so many of you test new builds on the Experimental Branch on Steam has been incredible. Your patience and feedback after Update 18 meant a great deal to the team, and it played a major role in helping us shape this update.

As a small thank you to the community, you will find some new items in your inventory when you return to Hell Let Loose. This includes a selection of new helmets and armor cosmetics for you to try out in game (see the DLC section below for details).

Now let us take a look at what is new in Update 19.

New Map: Smolensk

Our newest map brings the fight to the Eastern Front along the Dnieper River.

Smolensk is the result of extensive research and development by our team, with the goal of creating a dense urban battlefield that feels authentic and intense. The map features a wide range of distinct areas, including industrial zones, tight urban streets, and key riverside positions. We cannot wait to see players push through these locations and fight for control of the city.

We have also put a great deal of work into building a dramatic night time scenario. Fires rage across the skyline and illuminated buildings can be seen from almost anywhere in the city, creating a striking atmosphere as battles unfold. We hope you enjoy the experience.

Map Rationale

After listening to the community, the brief was for Eastern Front and urban combat. Research into key battles led to the selection of Smolensk, resulting in one of the largest and most ambitious maps created for Hell Let Loose, featuring:

  • The largest and densest urban environment in any Hell Let Loose map

  • An emphasis on vertical fighting, with triple-storey enterable buildings, multiple level routes that create literal combat occurring above and below players

  • A fully wade-able river spanning the entire width of the map, complete with both intact and destroyed crossings

  • Multiple hero buildings, including the Tram Depot, Train Station and the Citadel with its medieval walls

  • A dramatic night-time setting, where burning buildings illuminate the skyline and can be seen from across the city

The dense urban layout enables memorable gameplay moments throughout the city, from room-to-room assaults through shattered buildings to flanking armored vehicles using a maze of alleys and doorways.

Smolensk - High Resolution Tactical Map

Capture Points
Panzer Loading Station

One of the closest Capture Points to the German Forces Headquarters. The narrative behind this Capture Point was that the German Forces were using trains to transport tanks, trucks and supplies to the front line, and this area served as a loading and unloading station for that.

Tram Depot

The city of Smolensk had a tram network that weaved through the city. This Capture Point features the depots where trams were stored and repaired. Walkways positioned both above and below the trams create exciting firefights within this Capture Point. A large multi-storey building sits opposite the Tram Depot, giving both sides strong cover when pushing into this area.

Smolensk Outskirts

In the south-west of the map lie the remains of Smolensk’s outskirts. This area shows traces of rural Russia, with natural landscapes and traditional izba-style buildings. The terrain around this Capture Point offers strong attacking opportunities, whether approaching from the hills to the south or the river to the north.

Smolensk Hauptbahnhof (Railway Station)

One of the most visually striking Capture Points on the map, this area centres on the war-torn Railway Station, currently named Smolensk Hauptbahnhof under German Forces occupation. Multiple assault routes allow for varied tactics, and vehicles can move freely, even across the railway lines.

Lumberyard

Historical references show that this area of Smolensk housed a massive lumber yard. Players defending this Capture Point must navigate stacks of timber, ruined warehouses, and a dried-up creek. The lumber yard proved pivotal in the defence of Smolensk as it allowed the German Forces to use the stored wood to build bridges and defences across the city.

Dnieper West Crossing

This Capture Point marks the transition from the rural south-western outskirts into the more urban city to the north and east. Although attacking from the north may seem difficult due to the river, the entire river is fully crossable on foot and with vehicles. Crossing the water slows movement, adding an element of risk compared to using the bridges, but players are free to choose their crossing points.

Pyatnitskii Overpass

This Capture Point serves as the civilian entrance to the Train Station. Its unique layout creates exciting gameplay, with enemy players able to take positions directly underneath while attempting to capture the top of the overpass. Destroyed trams provide excellent cover, and multiple routes up and down from the overpass allow players to approach and defend from a variety of angles.

Zhelyabova Square

At the very centre of Smolensk is Zhelyabova Square, a network of tight roads with three-storey buildings on either side. The majority of these buildings have been destroyed either entirely or partially over the past years, leaving their interiors accessible. Players will need to make use of these and watch for crossfire from opposite sides of the street. The areas behind the buildings provide players with a number of alternate attacking options.

84th Battalion Bridge

With the main bridge across the Dnieper destroyed, the German Forces built a temporary bridge for transporting supplies and men across the river. Players will have to make use of the scattered cover around the river to protect themselves from incoming fire. As with all bridges in Smolensk, vehicles can cross them easily.

Zadneprovie District

This district in the North of Smolensk housed warehouses which are now in ruins. A network of trenches has been dug between the buildings, providing cover and protection when moving around the Capture Point.

Moskovskaya Street

Just east of the centre of Smolensk, the road opens up into this wide street lined by residential buildings. This Capture Point maintains intense urban combat, but crossing the open street carries additional risk. Ample cover is available, including destroyed tram cars. Vehicles can still navigate the area, though they are more exposed to infantry positioned in the surrounding buildings.

Smolensk Citadel

Another key landmark on this map, the Citadel signifies the historic town of Smolensk. Its medieval walls running parallel to the Dnieper are fully climbable. Staircases and scaffolding provide multiple access points to the top of these structures. This Capture Point also features the destroyed bridge. Players must find alternative ways to cross the river, but the underside of the bridge offers cover, creating three layers of vertical combat.

Railyard Storage

Close to the Soviet Headquarters lies an area once used for storing supplies transported by rail. Players will have to weave in and out of rail cars, making their way along the train tracks. This Capture Point also features a heavily destroyed Officers' building, offering access to multiple levels of the ruined structure.

Apartment Block

Now in one of Smolensk’s more residential areas, this Capture Point reflects how the city’s people once lived. Now heavily destroyed and littered with trenches and defences, this once communal area is now a shell of its former self. Players can use the multi-storeyed buildings to gain a vertical advantage over their opponents.

Bombarded Riverfront

In the south-east of the map lies the remnants of a residential area, heavily bombarded over years of occupation. Now in total ruins, players can use the rubbled buildings to their advantage, providing cover from across the river. This Capture Point highlights the extent of Smolensk’s destruction during the war.

Smolensk Atmosphere

The Smolensk map has received a major visual atmosphere upgrade, with a focus on delivering a high-quality visual experience while maintaining strict performance budgets, particularly on console platforms. The initial step was the optimisation of fire VFX for the night map.

Large-scale fire technology previously used in Stalingrad could not be directly applied to Smolensk due to the frequency of fires required. A more streamlined system was developed, allowing additional fires to be added to specific buildings without compromising performance.

The core fire effect has been reworked and now primarily utilises a two-card rendering technique, first used in the large-scale fire in Stalingrad, but optimised for Smolensk. This allows the fire to convey realistic movement, flicker, and heat distortion without relying on a large volume of individual, computationally expensive particles. The result is a substantial reduction in overdraw and particle count, enabling fires to appear on multiple buildings simultaneously.

This optimisation also allowed the addition of complementary particle effects, such as embers and ash, enhancing the atmosphere without affecting performance. Ambient fog volumes were updated to create a heat-glow effect across the burnt-out streets, coupled with a low-cost lighting approach to maintain efficiency. Distance-based culling further ensured that these effects did not impact performance.

Distant fire effects were also implemented, allowing players to see the city ablaze from the surrounding hills, adding to the scale and immersion of the battlefield.

In addition to the extensive work on the night map, the day map received an atmospheric pass, featuring new fog volumes to create more localised fog and haze around the bombed-out buildings.

If you are interested in seeing how the map was created, one of our incredible War Correspondents, DasAltberg, has put together a fantastic video about Smolensk. The video compares authentic locations from Smolensk in WW2 with their counterparts in the Hell Let Loose map and offers great insight into the work that went into bringing this battlefield to life.

If you want to learn more about the real historical sites found across Smolensk, DasAltberg also recommends checking out this community curated website that features a huge collection of footage and reference material gathered over many years.

New Vehicle Type: Self-Propelled Artillery (SPA)

For Update 19, a new vehicle type has been added to Hell Let Loose, that is initially being called 'Self Propelled Artillery'. They are now available across all factions.

The initial release of SPAs is the start of a series of updates that will give each unit unique characteristics and statistics based on their real historic counterparts.

As with our Armor changes in Update 18, the introduction of SPAs in Update 19 marks the beginning of an iterative process. Our goal is to establish a clear initial vision for how Self Propelled Artillery should function in Hell Let Loose, and the version you see today is shaped directly by the feedback many of you shared on the Experimental Branch. Rest assured we will continue to refine both SPAs and the wider artillery loop as we move into 2026. Please keep sharing your thoughts with us, since your feedback plays a major role in guiding these changes.

Soviet
KV-2
US
Sherman M4A3 105
German
Sturmpanzer IV Brummbär
British (Allied)
Churchill Mk III A.V.R.E.
DAK
Panzer III Ausf.N
British Eighth Army
Bishop SP 25pdr

Unlike other armor, these can only be used by the newly created Artillery Squad (more on that down below) and cost munitions instead of fuel to spawn in.

They have the duel capabilities of indirectly bombarding positions from range and assaulting enemy positions with direct fire.

Since these howitzer based guns have far more drop off compared to regular tank shells, aiming is measured by combining the barrel elevation (yellow number) and the terrain elevation (red number).

While not suited to direct engagements with enemy armor due to their long reload time, shot drop-off and slow turret speed, they have several unique weapon traits:

  • Their AP rounds have very high armor penetration values and do incredibly high damage (950), capable of destroying any non heavy tank in a single shot (assuming your aim is good enough)

  • Similarly, their HE rounds have a larger explosion radius than any other weapon (31m) and have light armor penetration on the explosion allowing them to do very high damage to lightly armored vehicles and damage tank treads near to the blast.

  • Their main gun is also capable of destroying any player-built constructions (with the exception of garrisons due to balance concerns)

These are the initial release values for these vehicle types. Once they are released and more feedback has been gathered on their balance and performance, that information will be used to give each unit more individual traits that mirror their real life equivalents as well as potential adjustments to their firing arcs.

From playtesting, it was determined that having too many vehicles capable of destroying fortifications risked making gameplay unfun for engineers. As such, the ability to destroy middle tier fortifications (hedgehogs, level 2 constructs, barbed wire etc.) has been removed from the heavy tank.

Not all units that have been created for this role were historically used in the exact same function as represented in game, for example, the Churchill A.V.R.E had a real life effective firing range of around 100m. In real life, many SPA vehicles were open topped and had the crew exposed. It was decided to not include these particular vehicles for several technical and design reasons, including:

  • There were concerns that an open top vehicle would be too easy for enemy recon squads to kill, leading to issues similar to the original recon-artillery loop

  • With static artillery already being present as well, the goal was to introduce vehicles that brought something new to the game, that could be used alongside the old artillery

Because of this it was decided to go with several howitzer-based units that could feasibly be used in this role albeit at a lesser range than regular artillery, while also be used in direct confrontations and assaulting enemy fortifications.

While some details about each SPA unit are different (movement, armor, turret radius, ect.), many of their core elements like damage and firing range are currently the same. Due to adding six vehicles of a new type into the game simultaneously, they have been kept mechanically similar for balance reasons.

Rest assured, that post Updat

Update 18 | Changelog | Stalingrad Refresh & Armor Rework

Hello Everyone,

Update 18 is almost here, and will deploy across all platforms tomorrow on Tuesday 7 October.

With this update, we’ve returned to one of our favourite legacy maps, Stalingrad, giving it a major refresh. We’ve also rolled out the first phase of our highly anticipated armor rework, alongside several quality-of-life improvements and important bug fixes.

Update 18 marks the first of two major updates planned before the end of 2025, with Update 19 arriving in November. We can’t wait to hear your feedback and see you back on the battlefield of Stalingrad.

Thank you, as always, for your continued support.

Stalingrad Refresh
Stalingrad - Map Refresh

After reviewing the map and filtering through player reports and community posts across various platforms, the most contentious problems with the map were identified. The main goal was to fix performance, making the map accessible to people on various platforms.

General improvements include:
  • Adjusted the player spawners balancing the HQs

  • Adjusted the scale and placement of the capture point’s hard caps

  • General map-wide cover pass where needed (making sure to retain the legacy map’s openness)

  • General map-wide VFX pass

  • General terrain adjustments

  • General destruction pass

  • Updated roads meshes

  • Updated the consistency of buildable behaviour when trying to place objects inside buildings

  • Addressed floating assets

  • Added five new lighting scenarios

  • Skirmish set up

The intention behind Stalingrad’s map refresh was to balance and enhance gameplay, expanding on the legacy map’s existing theme and retaining what makes Stalingrad so iconic.

Mamayev Approach
  • Alternative routes across embankments (new player paths)

  • Additional road-side cover to block long lines of sight (helps with defending and approaching)

  • Added more destroyed buildings in empty lots

Nail Factory
  • Opened up various fences and brick walls to provide alternative player routes

  • Reviewed and addressed vehicle routes throughout the factory, unblocking previously blocked paths

  • Added trench bridges to provide alternative player routes

  • General cover pass around the factory and throughout the trenches

  • Added more destruction to the factory building as a whole to aid theme

  • Added a trench network and cover to combat the dominance of the enterable 3 storey building with roof top access

City Overlook
  • Opened up various fences to provide alternative player routes

  • Additional cover along the roads to block long lines of sight

  • Added more destroyed buildings to aid the theme and provide cover

  • Added a trench network to the outskirts (helps with defending and approaching)

Dolgiy Ravine
  • Added a trench network to the south east of the point to aid defenders of the point

  • Added cover within the ravine that players can dip in and out of

  • Added additional destroyed buildings with the existing buildings to add cover and provide alternative player routes

Yellow House
  • Added destroyed vehicles to the central open field - creating cover and alternate player paths (while creating more destruction and adding to the maps overall demolished theme)

  • Additional road-side cover to block long lines of sight (helps with defending and approaching)

  • Added trench networks to provide cover from the wide open areas

  • Added a new point of interest building to the outskirts creating a distinctive landmark that is based on real-world reference

Komsomol HQ
  • Added cover along side the road to address long lines of sight

  • Added additional destroyed buildings with the existing buildings to add cover and provide alternative player routes

  • Added cover and a trench networks on the approach to the central two storey building to combat the dominance of it’s position

Railway Crossing
  • Added new carriages, adding more destroyed variants, scattering some in disarray to emphasise the maps theme

  • Added a new variation of the carriages - flat carriages that provide different levels of cover via ammunition crates

  • Added new trench networks to provide more verticality to the area

  • Blocked long lines of sight along the train tracks

Carriage Depot
  • Reworked the layout of the carriages creating a variety of player routes and also providing covered sightlines within the carriages to combat the high ridge towards the west

  • Added rubble near the bottom of some carriages to provide players full cover in some areas to combat the dominant position to the west

  • Added more destruction to aid the map's theme

  • Extended the carriage theme towards both capture points to the North and South making the rails feel cohesive

  • Opened up various brick walls to provide alternative player routes

  • Added rubble within the trench to provide cover whilst within them

Train Station
  • Added a destroyed non-enterable train station building to provide cover to the open area - this also creates landmark, enhances the capture point’s theme and adds visual interest to the area

  • Extended the existing trench network bringing it around defending the train station building

  • Added additional destroyed buildings to the area

  • Opened up various brick walls to provide alternative player routes

  • Continued the theme and added new carriages, adding more destroyed variants

  • Blocked long lines of sight that looked into the capture point to the north

  • Added trench bridges to provide alternative infantry and vehicle routes

House of the Workers
  • Added a variety of trench networks to combat the dominant position within the large enterable building at the centre of the point - this also provides more verticality to the open area

  • Addressed long lines of sight to aid approaching and defending the capture point

  • Added cover along side the road to address long lines of sight

  • Opened up various brick walls to provide alternative player routes

  • Added more destroyed buildings to aid the theme and provide cover

Pavlov’s House
  • Added more enterable buildings to allow for cross fire with the two existing Pavlov buildings and combat the two large enterable apartment blocks to the east

  • Replaced the Pavlov’s House building with a similar apartment block asset to balance gameplay - this new building provides sightlines that are less dominant and the new building also complements the gameplay strategies with the new surrounding buildings

  • Added large trench networks throughout the open courtyard that interlink with many buildings providing an alternative strategy to fight the large enterable buildings - this also provides more player routes and allows for cover from the courtyard

The Brewery
  • Added an enterable building to the capture point to provide cover and assist with capture point’s theme

  • Added cover utilising more thematic assets added to emphasis the capture point’s original theme

  • Added new trench networks to help with the capture point's defense and also provide more verticality to the area

  • Opened up and added various brick walls to provide alternative cover and player routes

L-Shaped House
  • Added cover along side various roads throughout the capture point to block extremely long lines of sight
Grudinin’s Mill
  • Added cover scattered along side the roads to address long lines of sight and provide the Soviet side a safer route to approach the capture point from their HQ

  • Added a trench network to the area to add alternate covered routes from various longer lines of sight

Volga Banks
  • Added more buildings to the area to provide cover and

  • Added various trench networks to allow for different strategic approaches

  • Reviewed and adjusted barbed wire in the central area to create a vehicle route

  • Opened up brick walls to provide alternative cover and player routes

Skirmish Mode

Two Skirmish mode scenarios have been created for Stalingrad. In this mode, players must fight over the ‘Carriage Depot’ capture point. Skirmish mode comes with the following lighting scenarios:

Stalingrad - Skirmish - Dusk Variant
Stalingrad - Skirmish - Overcast Variant
Lighting updates

Five new lighting updates have been added with the night setting updated. Volumetric fog has been enabled throughout with the addition of atmospheric pockets of fog throughout the map.

Day - Overcast
Morning
Morning - Overcast
Dusk
Night
Armor Rework

This rework marks the beginning of a longer process, not only for tanks but for every role affected by armor.

The new systems and structures introduced below provide greater flexibility to adjust, balance and iterate in the future. The goal is to create a fairer, more enjoyable experience for all players, and this will take time. Player feedback is invaluable in refining armor.

We hope you enjoy the changes in this release and look forward to the upcoming plans.

Tank Balancing

All light, medium and heavy tanks have had a balance pass for the following factions:

  • Any entry in **green **is a buff

  • If in **red **is a nerf

  • And in **grey **means it remains unchanged.

US Tank Changes

Furthermore, the Jumbo 75 Sherman has had a considerable increase in HE (High Explosive) splash radius. This coupled with the decrease in reload speed, reduction in fuel cost and lower armor penetration than other heavy tanks, makes it more of a focus towards an anti-infantry tank.

German / DAK Tank Changes
Soviet Tank Changes
British 8th Army / Allied Forces Tank Changes
Terrain Modifiers

Tank movement has been updated to incorporate terrain-based modifiers. Track friction and speed now dynamically adjust depending on surface type. Environments like mud, snow and sand provide a more accurate performance variation, while remaining balanced within the world of Hell Let Loose. These changes are subtle but will make all the difference while trying to race towards the strongpoint.

Tank Physics System

The physical model of each armored vehicle has been individually updated and refined. Tanks can now more reliably cross trenches, gaps and other terrain features they are designed to handle on the battlefield. The improved physical model is key in ensuring that tanks can traverse over uneven landscapes and small obstacles with greatly reduced physics-based issues. Tanks now react to hitting large obstacles such as walls and buildings more realistically.

Maps in Hell Let Loose are large and sprawling, and contains legacy collision issues that affect vehicle navigation. Work will continue to improve the tank driving experience in future updates.

Firing Knockback Force

Tank firing from its main turret now includes a slight recoil effect. When a shell is fired, the tank will experience a small knockback to better reflect the force of the shot. Coupled with this are new camera shakes for light, medium and heavy tanks to further emphasise the force applied when firing.

Contextual Repairs

To deepen the armor gameplay experience, the repair system has been overhauled.

Previously, the act of repairing a vehicle had an order of priority for which components should be repaired first. The engine was given the highest priority, but could be repaired by using the torch on any area of the tank, likewise with the hull, tracks and turret. A prompt would be displayed to the user to show which component was being repaired, but there was no way for the player to decide which component to repair first.

With this improvement, an Engineer or Tank Crewman can - for example - prioritise the tracks to make a quick retreat, or focus repairs on the turret to fight back in a last-resort combat effort.

Heavy Tank Spawn Limitations

Each team may field a maximum of two heavy tanks at any given time. Their buffs make them a significant threat to both armor and infantry. Taking one down requires strong coordination and resource investment, all the while this limitation reinforces the importance of medium and light tanks throughout the match. The cooldown timer on all heavy tanks has been increased from 5 minutes to 10 minutes, preventing any early-game strategies using a heavy tank.

Anti-Tank adjustments

With increased tank health, anti-tank capabilities have been rebalanced. The Panzerschreck, Bazooka and PIAT damage has been slightly reduced, allowing some heavy tanks to survive longer. This is to emphasise their toughness without impacting medium and light tanks. Meanwhile, the anti-tank rifles, PTRS and Boys AT, have received a small damage buff when firing at the hull and turret, making them slightly more effective against tanks.

The following table shows how many shots it takes to destroy each tank. These values are using prime conditions; correct armor penetration and full damage applied to the hull.

Technician Loadout

Alongside the tank updates, the Crewman role now features a new addition: the Technician loadout. This new variant of the role provides engineering capabilities, allowing players to construct barricades, repair stations and a new deployable ammo depot. This new depot refills tank shells in limited quantities. These additions enable armor squads to establish forward positions for resupply and repair without needing to return to HQ.

Salvaging Wreckages

A new Salvage mechanic allows infantry to remove vehicle wreckage from the map. By using the hammer to interact with a destroyed vehicle for a set duration, the wreckage is cleared and a portion of fuel is returned to the friendly Commander. This applies to both enemy and allied vehicles and can be performed by any player equipped with a hammer. In conjunction with this, all recon loadouts have been given a hammer, allowing these units to salvage enemy vehicles in hostile territory before others can reach them.

Vehicle Cosmetic Application

Armor cosmetics are now available alongside the soldier customization system. Players who purchase a cosmetic item for a vehicle can use the Exterior Customization tool

Dev Brief #205 | Patch 17.1 Changelog | QOL Changes

Hello Everyone,

Patch 17.1 has been deployed on all platforms!

We’re excited to release Patch 17.1, featuring a range of highly requested Quality of Life improvements and a variety of bug fixes.

This update targets several key areas from our 2025 roadmap, aiming to enhance the overall gameplay experience while the team continues work on the next map and major content update. Stay tuned for more details soon!

Patch 17.1 is just the beginning. We’re committed to bringing even more improvements in upcoming updates throughout the year. Thank you for your continued support!

New Features
Medic Improvements

As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:

  • Full HP on revive

  • Medic bandage speed is now 2s (this also applies to self bandaging)

  • Revive speed for all Forces has been reduced to 2s

  • Medic revive XP increased from 30 to 75

  • Being revived by Medic XP increased from 30 to 75

Call & Response

Patch 17.1 also introduces the Medic ‘Call & Response’ system, a two-way feature that allows downed players to request a revive.

Downed Players' Perspective

When downed, players can now request a Medic using the \ keybind. The UI will update to confirm that this request has been sent.

Medics' Perspective

Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.

UI Icon Updates

The following UI Icons have been added to facilitate this new feature:

  • Friendly player is injured

  • Friendly player is downed

  • Medic has been requested

  • Medic is en-route

Medic Loadouts

The loadouts for the Medic role have had a balance pass for the following factions:

US Forces

[table equalcells="1" colwidth=""][td colspan="3"]

Standard Issue

Weapon/Equipment

Ammo Count/Capacity

Adjustments

M1 Carbine (Semi-Auto Rifle)

x3 (45)

+1 clip

M18 Smoke Grenade

x4

+2 Smoke Grenades

[table equalcells="1" colwidth=""][td colspan="3"]

Corpsman

Weapon/Equipment

Ammo Count/Capacity

Adjustments

M18 Smoke Grenade

x6

+2 Smoke Grenades

German/DAK Forces

[table equalcells="1" colwidth=""][td colspan="3"]

Standard Issue

Weapon/Equipment

Ammo Count/Capacity

Adjustments

Kar98 (Rifle)

x8 (40)

+4 Clips

Nebelwerfer B39 (Smoke Grenade)

x4

+2 Smoke Grenades

[table equalcells="1" colwidth=""][td colspan="3"]

Sanitater

Weapon/Equipment

Ammo Count/Capacity

Adjustments

Nebelwerfer B39 (Smoke Grenade)

x4

+2 Smoke Grenades

Soviet Forces

[table equalcells="1" colwidth=""][td colspan="3"]

Standard Issue

Weapon/Equipment

Ammo Count/Capacity

Adjustments

Mosin 91/30 (Rifle)

x8 (40)

+4 Clips

Nagant 1895 (Pistol)

x7 (49)

+1 clip

RDG2 (Smoke Grenades)

x4

+2 Smoke Grenades

[table equalcells="1" colwidth=""][td colspan="3"]

Standard Issue

Weapon/Equipment

Ammo Count/Capacity

Adjustments

Nagant 1895 (Pistol)

x18 (126)

+2 Clips

RDG2 (Smoke Grenades)

x6

+2 Smoke Grenades

British 8th Army / Allied Forces

[table equalcells="1" colwidth=""][td colspan="3"]

Standard Issue

Weapon/Equipment

Ammo Count/Capacity

Adjustments

SMLE (Rifle)

x4 (40)

-2 Clips

Webley (Pistol)

x8 (48)

+4 Clips

No.77 (Smoke Grenades)

x4

+2 Smoke Grenades

[table equalcells="1" colwidth=""][td colspan="3"]

Standard Issue

Weapon/Equipment

Ammo Count/Capacity

Adjustments

Webley (Pistol)

x21 (126)

+4 Clips

No.77 (Smoke Grenades)

x6

+2 Smoke Grenades

Bipod Rework

The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.

The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.

Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.

Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.

Explore Mode

Based on feedback from the Explore Mode PTE, we've made adjustments to how Explore Mode is accessed, allowing players to launch it in a true offline environment without needing to connect to the Enlist screen.

On the main menu, “PRACTICE RANGE” has been renamed to “BASIC TRAINING”.

Explore Mode - Main Menu

Within the Basic Training menu, a new “EXPLORE” tab has been added.

Explore Mode - Basic Training Tab

Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.

Explore More - Map List

In Explore Mode, the player can:

  • Explore every section of the map

  • Play as any role

  • Use faction/role appropriate vehicles

  • Use faction appropriate artillery

In Explore Mode, the player cannot:

  • Gain XP

  • Win/Lose Matches

  • Capture any Capture Points

Post Match VOIP

Players can now retain voice communications on the Leadership and Squad channels during the post-match flow, allowing a grace period to discuss the match or plan next steps for the upcoming game.

Admin Camera Features
First Person POV Snapping

Players in Admin Camera can now target lock and snap to a player in which they can view their first person perspective:

  • Player movements are tracked in real-time

  • Players can be target locked regardless of faction

  • If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective

Lighting Effects

Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are examples using Colour Look Up Tables (CLUTs).

2 Strip Colour Treatment

Bleach Bypass

Black and White (Red Filter)

Black and White (Blue Filter)

Modern 35mm

_1940’s Colour _

1940’s Colour (Variation)

These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.

Default Keybinds

The default keybinds have been updated to accommodate these new Admin Camera features:

PC

[table equalcells="1" colwidth=","]

Admin Cam Action

Key

Toggle Auto Move

1

Toggle Auto Rotate

2

Toggle Camera Roll

3

Toggle Filters

4

Cycle Filters

5

Lock to Target

G

Toggle POV

6 (only when in target mode)

Console

[table equalcells="1" colwidth=","]

Admin Cam Action

Key

Toggle Filters

Y / Triangle

Cycle Filters

X / Square

Lock to Target

A / X

Toggle POV

Left Thumbstick / L3 (only when in target mode)

Gameplay Adjustments
XP Changes to Promote Positive Play
Increased XP for Destroying Spawns

Previously, players received a base reward of 5 XP toward their level and role for destroying an enemy spawn. However, there was also no way to differentiate between destroying and dismantling. Since dismantling is a riskier move, it did not have a suitable reward to reflect this. This has now been addressed by the following XP buffs:

Destroying Spawns

  • Destroying Garrisons: 100 XP

  • Destroying Forward Positions: 100 XP

  • Destroying Airheads: 150 XP

  • Destroying Outposts: 50 XP

  • Destroying Nodes: 100 XP

Dismantling Spawns

  • Dismantling Garrisons: 150 XP

  • Dismantling Forward Positions: 150 XP

  • Dismantling Airheads: 200 XP

  • Dismantling Nodes: 150 XP

This data is also broken down on the post-match screen. All XP is applied to both the players' career and role levels respectively.

*Note: We are continuously monitoring the XP balance in the game, so while patch 17.1 introduces these XP buffs, we will also be considering buffs to other actions in the game for future patches.

Engineer Node Dismantling Behaviour

Previously, Engineers could not dismantle their own Nodes once built, which was inconsistent compared to other deployables like Hedgehogs.

This behaviour has now been changed to allow Engineers to dismantle their own Nodes.

Note:

  • Friendly Commanders/Officers can also dismantle friendly nodes

  • No other roles than those listed can dismantle friendly nodes

Map Improvements
Tobruk Improvements

In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.

This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation.

The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance. The town building interiors have had more muck and scatter added to make it feel more lived in.

Winter Camo Updates

Following the overwhelmingly positive reception of Elsenborn Ridge, we're bringing the same winter tank camo style to the tanks in Foy and Kharkov.

The following features on those maps now have winter camo applied:

Foy

U.S. Forces

  • Ammo Depot

  • Repair Station

  • Sherman Jumbo 75mm (Heavy Tank)

  • Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)

  • Stuart (Light Tank)

  • M8 Greyhound (Recon Tank)

  • M3 Half-track (Half-track)

  • Willy’s Jeep (Jeep)

  • GMC Transport (Truck)

  • GMC Supply (Truck)

Foy - U.S. Forces Winter Variants

German Forces

  • Ammo Depot

  • Repair Station

  • Panther (Heavy tank)

  • Tiger I (Heavy tank)

  • Panzer IV (Medium tank)

  • Luchs (Light tank)

  • Puma SD.KFZ. 234 (Recon tank)

  • SD.KFZ. 251 Half-track (Half-track)

  • Kubelwagen (Jeep)

  • Opel Blitz Transport (Truck)

  • Opel Blitz Supply (Truck)

Foy - German Forces Winter Variants

Kharkov

Soviet Forces

  • Ammo Depot

  • Repair Station

  • IS-1 (Heavy tank)

  • T34_76 (Medium tank)

  • T70 (Light tank)

  • BA-10 (Recon tank)

  • M3 Half-track (Half-track)

  • GAZ-67 (Jeep)

  • ZiS 5 Transport (Truck)

  • ZiS 5 Supply (Truck)

Kharkov - Soviet Winter Variants

German Forces

  • Ammo Depot

  • Repair Station

  • Panther (Heavy tank)

  • Tiger I (Heavy tank)

  • Panzer IV (Medium tank)

  • Luchs (Light tank)

  • Puma SD.KFZ. 234 (Recon tank)

  • SD.KFZ. 251 Half-track (Half-track)

  • Kubelwagen (Jeep)

  • Opel Blitz Transport (Truck)

  • Opel Blitz Supply (Truck)

Kharkov - German Winter Variants

LOD Improvements

The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.

The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.

  • LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs

  • The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance

  • As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality

The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.

Barbed Wire - LOD Updates

Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowin