What is in the Multiplayer Open Beta of Broken Arrow?
As you all know the Multiplayer Open Beta for Broken Arrow will begin tomorrow, on January 31.
It will contain four playable specializations (two per faction, USA and Russia) on six multiplayer maps. They will be playable on multiplayer only in 5v5 mode.
As a reminder, the game at launch will contain a plethora of single-player content including a lot more specializations (five per faction for a total of ten) and single-player campaigns, but the scope of this Open Beta is testing the multiplayer only.
We’ve prepared a post to showcase the contents of the Multiplayer Open Beta: both the four playable specializations as well as the six available maps. We hope you enjoy it.
SPECIALIZATIONS DESCRIPTION
Armored Brigade (USA) The armored brigade gives you access to the heaviest and most powerful ground vehicles of the US army. This fire power comes at the cost of poor mobility and the total absence of air units. The latest M1A2 SEP v3 is unmatched in tank vs Tank engagement and can be equipped with additional reactive armor and Trophy active protection system to intercept incoming missiles. M109 Paladin and M270 MLRS open the way for your armored pushes followed by Bradley fighting vehicles carrying small mechanized infantry groups to hold the terrain. Cavalry scouts equipped with Javelin top attack missiles secure the flanks and prepare a nasty surprise for any enemy vehicle rushed in response to your assault.
Marines Expeditionary Unit (USA) The United States Marine Corps is a jack of all trades giving you access to a balanced amount of equipment. The Light Armored Vehicle (LAV) provide a mobile platform for multiple weapon systems: LAV-25 with a bushmaster autocannon, LAV-M with a 82mm mortar, LAV-AD with stinger anti air missiles and a GAU-12 25mm gatling gun, LAV-L transporting small quantities of logistics. The AAVP-7 have enough room to transport large 13 men strong Marine squads or multiple support squads. They also provide decent firepower with a M2 Browning and a Mk19 grenade launcher. The M1A1 FEP with its High Explosive Multi-Purpose round is more effective than other Abrams tanks to deal with infantry. HIMARS can fire up to 6 rockets with unitary or cluster warheads as well as ATACMS and PrSM ballistic missiles. Cobras, Vipers, Stallions, Ospreys and Venom helicopters provide anything you need in the helicopter department but you have a limited amount of points in the deck for helicopters so you need to make choices. Harriers, Hornets and F-35 provide good choices of loadouts for airstrikes and air superiority while KC-130J can airdrop troops from low altitude.
Guard Tank Brigade (Russia) The elite guard tank brigade is equipped with the heaviest and most modern ground vehicles but no helicopters or planes. Everything is heavy in this specialization from the T-90M Razvedchik in the recon tab to the T-15 Barbaris in the infantry tab: a troop transport based on the chassis of the T-14 Armata tank equipped with a 30mm or 57mm autocannon. Many vehicles can be equipped with active protection systems (APS) that can intercept incoming rockets and missiles. The support category provides some of the best anti-aircraft systems available like the M3 Buk and the Pantsir-S1, but also deadly artillery systems like the TOS-1 Buratino or its upgrade the TOS-1A Solntsepek that can unleash a deadly volley of 220mm thermobaric rockets.
VDV Brigade (Russia) The Russian airborne forces can parachute troops and vehicles to rapidly strike from any direction with light mechanized support. The small 5 men strong VDV squads are highly specialized and rely on their BMD armored transport to hold their ground against sometimes more than twice larger enemy squads. Use aircraft equipped with anti-radiation missiles to take control of the skies, drones to identify weaknesses, and Tu-160 heavy bombers to strike groupings. When enemy tanks start showing up it’s time to call helicopters like the Mi-28N or the Ka-52 and hunt down any vehicle wandering too far away from the air defense.
MAPS DESCRIPTIONS
Baltiysk The seaport town of Baltiysk is the gateway to Kaliningrad Bay, home to Russia's Baltic fleet. Blocking this passage would trap the Baltic fleet. This narrow strip of land surrounded by water will be the stage for a merciless battle where flanking possibilities on the ground are limited. But commanders feeling too safe could forget to secure their rear and be surprised by a helicopter assault coming from the sea.
Chernyakhovsk This city located in the middle of Kaliningrad’s oblast at the confluence of the Instruch and Angrapa rivers is home to an airbase and a missile brigade equipped with nuclear capable Iskander-M ballistic missiles. The battle will take place at night in the city itself as well as the industrial outskirts and the military bases. This large battlefield with many objectives will force the commanders to make good use of their recon to identify where it is safe to leave the front line empty in order to concentrate their forces for an assault.
Frontiers The E67 highway is the only ground axis between Poland and the Baltic states with bridges strong enough to support the passage of 70 tons’ tanks. Holding this axis would be absolutely vital to carry reinforcements to the Baltic states in case of invasion. Each army starts at one end of the highway and the objectives are located along the trench of the highway, leading to a terrifying head-on confrontation. But the hardest-headed commanders are not necessarily the ones who prevail. If the large areas of farmland and forest on each side of the highway are left unchecked, you can bypass the enemy and cut their reinforcements.
Parnu The coastal city of Parnu in Estonia with its airport, harbor and large beaches would become a very important entry point for supplies and equipment in case of conflict. The battle will take place in the middle of the city itself, caught between the sea and a large swamp with a river zigzagging in the middle. Taking control of the central bridge will allow you to rapidly move troops from one bank to the other to put the enemy team off balance. Otherwise you must rely on the swampy fords to do so.
Ignalina Power Plant The Ignalina Nuclear Power Plant located in Lithuania less than 2km from the border with Belarus supplies the entire country with electricity which makes this place a very valuable yet vulnerable asset. The battle will rage in the swampy area surrounding the power plant, including the nearby city of Visaginas with its classic Soviet architecture, the power plant itself and the industrial area located in between. (note: the powerplant was decommissioned in 2009 in real life but stayed active in Broken Arrow’s lore.)
Central village The small town of Lazdijai in Lithuania is situated at the key crossroad between national road 135, the second biggest road linking Vilnius to Poland, and national road 134, the shortest axis linking Belarus and Kaliningrad. The objectives for this battle are all located at key locations inside and around the town but many little farms, groves and fields separated by dense hedgerows surround it and can be used to outflank the enemy. Commanders committing too much into the town could end up surrounded there with their supply line severed.
Multiplayer Open Beta available on January 31
Last month we ran a large closed beta for testing multiplayer in Broken Arrow. For a few weeks thousands and thousands of testers were able to face each other in exciting 5 vs 5 matches.
We collected amazing feedback and we were overjoyed to see so many players get their hands on the beta build and have tons of fun.
We’re now ready to top that: on January 31 we’ll re-open the beta on Steam.
What is it?
It will be an Open Beta, meaning that everyone will be accepted automatically and immediately. It will also mean you will be able to stream the game, make videos of it and upload them, talk about it with your friends. Simply put, there will be no NDA restrictions. The Open Beta will be available until February 16.
It will be a multiplayer beta only and it will contain no single-player content whatsoever. The game at launch will contain single-player scenarios and single-player campaigns, but the purpose of this playtest phase is to test online play.
The beta build currently contains 6 multiplayer maps playable in 5vs5 with only 4 out of the ten specializations the game will contain at launch, for the two playable factions, USA and Russia.
If you pick the USA you will play as USMC and Armored and if you pick Russia you will play as VDV and Guard tanks. Each faction will propose 3 additional specializations at launch.
Multiplayer challenge
We have decided to challenge the community with a contest: during those 16 days players will have the chance to climb two unique leaderboards: K/D ratio and Win/Loss ratio.
At the end of the open beta we’ll know who the winners and top players among the community are. We will also reward the most active player for the duration of the beta.
Victory will be rewarded with the possibility of taking part in a special live round table with the developers: those who manage to get in the first five positions of each leaderboard will get the chance to take part in this live event with Steel Balalaika and they will be able to talk with the developers, offering them feedback and opinions and asking whatever they want about the game. We’ll make sure to update you daily on Discord on who is leading each leaderboard.
December’s closed beta in numbers
We have prepared some infographics to showcase some of the numbers from the closed beta testing phase in December. We’re really proud of them, but do let us know if there are specific stats you would like to know and we’ll see what we can do.
A new Dev Diary and one last message before the end of the year
Before we get to the dev diary, we wanted to thank each and everyone of the many, many thousands of testers who took part in the closed beta.
It was a terrific experience for us and seeing so many people enjoy multiplayer games while sharing their opinions on the game in the private beta channels only reinforced us with the conviction that Broken Arrow is going to be a great game.
The closed beta ends today: as mentioned before, we’ll be back in January with the intention of opening a public demo. We’ll reveal the actual date in early January.
We have one last dev diary for you for 2023, so enjoy the read and enjoy the holidays.
Dev Diary #7 - A sense of detail
Today’s dev diary will be focussing on the development team’s attention to details: the game is overflowing with nice visual details at every level and it is our intention to showcase that.
Textures and models The first thing you notice when arriving in the hangar which serves as background for the main menu is how detailed the vehicles look. Each vehicle from the good old classics to the most unknown prototypes or the newest machines barely in service have received the same attention. Blueprints and in-depth photographic research are used to be as close to reality as possible.
Customizable elements also received a lot of attention to make sure they are perfectly compatible with the rest of the vehicle. If you move the camera around and zoom a bit more you will notice even more details like the cockpits of the planes, the weapons they carry and the pylons holding them. Helicopters are not to be outdone, with a level of customization equivalent to the planes. Here is a MH-60M IDAP of the special forces equipped with laser guided rockets DAGR and stinger anti-air missiles. When switching to the infantry tab you will notice that soldiers’ equipment vary from one squad to another to show their role, and each soldier is slightly different from the next with different body sizes and variations in their equipment. The weapons carried by infantry and mounted on vehicles also received particular attention.
Animations Time to launch a battle where all these units will come to life. Here are just a few of the little things you can notice when you zoom in on the battlefield.
The 2K22 Tunguska is a short range anti aircraft vehicle equipped with guns and missiles. As in reality they can move independently. The unit is also equipped with a radar that can be deployed to increase the detection and firing ranges, it also allows it to intercept cruise missiles.
The 2S1 Tulpan is a heavy 240mm mortar. The shells are so heavy that it’s impossible to load them from the muzzle like other mortars, so instead the tube is lowered and the shells are loaded from the breach by a crane after each shot.
ATGM stands for Anti-Tank Guided Missiles. They are generally stored in tubes that also contain the cable used to guide them. Once the missile has reached its target the tube must be replaced. Here, a konkurs missile fired from a BTR-90 reloaded from the hatch of the turret. A Bradley carries 2 ready to launch ATGMs on the side of the turret. Once both missiles are fired they must be replaced using the rear hatch.
In some tanks, empty shell casings are simply dropped at the bottom of the compartment and discarded later. But vehicles with autoloaders generally include an ejection mechanism. In the game you will see the casing being ejected by the autoloader just like in reality. Autoloaded tank guns are generally slower to reload than their manually loaded counterparts but have the advantage to maintain a steady rate of fire even when the crew is shocked.
The Derivatsiya is a BMP-3 chassis equipped with modern sensors and a 57mm gun shooting airburst rounds very deadly against slow flying aircrafts. It also provides efficient fire support against infantry. The recoil of the gun is animated, the ejection hatch opens after each shot as a shell casing is ejected and bounces on the ground.
Speaking of recoil, the movement induced by each shot has an effect on the suspension of the unit dynamically depending on the power of the gun and the orientation of the turret. Vehicles in water also swing dynamically with the waves and the recoil of their weapons.
You have the possibility to activate the afterburner on planes that can do it in reality. When you do, flames spout from the engine, a thick smoke forms behind the plane and when the sound barrier is reached you can see and hear the sonic boom effect. In addition, on planes with variable-sweep wings this is accompanied by the animation of the wings switching to supersonic mode.
Some units like the S-300V need to be deployed before becoming operational. This cooldown is accompanied by the animation of the deployment. Iskander-M deploying its 2 ballistic missiles before shooting. This unit can also be customized to carry cruise missiles instead in which case it is named Iskander-K
Finally the internal parts of the vehicles are modeled and their doors are animated. You can see the infantry filling the compartment when entering in a vehicle or helicopter.
Maps Broken Arrow's maps feature dense, detailed urban areas that rival city-building games. But suddenly the battle rages on and the enemy leaves you no respite. Bombs fall from the sky and hit a high riser which collapses from the impact.
That's it for today, we hope you enjoyed the dev diary. Merry Christmas and happy new year, see you in 2024.
Last chance to get in the closed beta
Back on November 16 we started our closed beta for Broken Arrow and it's been a real ride so far.
Many thousands of testers have tried the game, offering invaluable feedback and playing countless matches. As the holidays break approaches we're about to wrap it up, but not before one last big wave of invites.
Tomorrow afternoon (roughly at 4 pm GMT) on Friday 15 December, we will be sending our biggest wave of invites up to date. It is our intention to invite all those who have applied to the beta and haven't been able to get in yet.
Furthermore, if you haven't applied yet, you're still in time to do so: head to our website and fill our sign-up form, last chance to do it. When we send our wave of invitations make sure to check your e-mail inbox (and make sure to check both the Spam and Promotions folders, depending on your spam filters) and the My Page section of our website.
As usual, remember that if you are accepted in the closed beta you'll be under NDA and you won't be allowed to divulge information about the game, show it outside the private beta channels or stream it anywhere.
Server stress test
We want this weekend to see the high peak of activity on our servers and really put them to test. We ask the current testers and all the new ones who are going to be invited tomorrow to engage in multiplayer matches over the course of the weekend, from December 15 to December 17.
When we release the game we want to ensure everyone across all regions of the world has a smooth and lagless multiplayer experience, and making sure we reach that goal is the reason behind this stress test. If you can help us out and test the limits of the servers that would be great.
End of the closed beta... and a surprise for January
Next week on Wednesday 20 December we will be closing down the closed beta as both Slitherine and Steel Balalaika get a break for the holidays... but no worries, we'll be back in January with a big surprise for you.
In January we will be opening a public demo on Steam so that everyone will be able to play it as well as post content online and stream the game!
The Broken Arrow beta has begun
The Broken Arrow beta has begun.
As thousands of testers start facing each other in multiplayer matches, the developers are hard at work for a 2024 release. This testing phase is specifically designed for multiplayer and we’re looking forward to receiving the feedback from everyone who was accepted in the beta.
If you haven’t been receiving any invites to the beta yet, don’t despair. We aim at increasing our pool as we proceed in the testing phase, so make sure to check your inbox.
Broken Arrow’s beta starting on November 16 - Sign-up now
We’re well aware of the huge anticipation surrounding Broken Arrow.
Dozens of thousands of fans have been patiently waiting for the beta. It was originally meant to start a few months ago, but we decided to wait a couple of extra months. You can never be too careful.
Well, the wait is (almost) over. The beta of Broken Arrow will begin in ten days, on November 16.
Can everyone get in?
For now the beta will be a closed beta, meaning that everyone can apply for the beta but we reserve ourselves the right to handpick those who will be given access.
How do I get in, then?
It’s simple, you can apply here. You will need to register a Slitherine account (which is free) and fill the form. Due to the sudden influx of traffic, the website might temporarily be unavailable. If it happens please bear with us, it will be back online soon. If you are having technical issues with signing up for the beta, please reach out to our customer service at support@slitherine.co.uk
How do I know if I am chosen?
Slitherine’s producers will reach out to you by e-mail, the same e-mail address you used for registering your Slitherine account. The e-mail you receive will contain all the information you need to access the beta version of the game and on how to provide feedback on it. Furthermore, you might be selected even after November 16, as our team will look into adding more and more testers as the beta progresses.
Can I stream the beta?
Absolutely not. Everyone who gets in the beta is automatically under NDA. We’ll have options for making versions of the game available to all (players and reviewers alike) at a later date.
New trailer for Broken Arrow & message from the devs
We’re back from WASD x IGN where we were able to showcase the latest version of the game with a playable mission. We were delighted to meet some of the Broken Arrow fans, as well as to introduce the game to many new players.
We have some big news today!
First off, as promised, here is a new trailer featuring Deck Customization!
Let us know what you think in the comments section.
Furthermore, we just updated the screenshots on the store page, so let us know if you spot the new ones!
We also have a message directly from the devs, who want to give you an update on how development is going and what we can expect in the next couple of months.
Greetings Friends!
It's been a while since we brought you news about Broken Arrow, but rest assured radio silence is a sure sign that the team is working tirelessly, at least in our case. 😁
We are working on a beta version. The closed beta will start in the next couple of months and will feature multiplayer, unlike the demo released in February. The ability to play single player mode will also remain.
You will be able to sign up for the closed beta a little later.
We want to create a complete and polished gaming experience from the very beginning, so we are currently holding an internal testing, finalizing some details and of course creating a server infrastructure to handle many thousands of players simultaneously. Testing is designed to help us balance the game so that players feel they have a certain role and are not overwhelmed. It is planned to try out several game modes, from time-tested to truly bold and innovative.
Let us remind you that we set the task of creating matchmaking to be as fast and efficient as possible, so we are introducing one main multiplayer game mode and several secondary ones available in user lobbies.
Since the February demo we have improved the interface, made huge strides in optimization and stability, especially in 5v5 online matches with a large number of units, carried out balancing and improved ergonomics incl. airstrikes and aviation.
We initially distributed our efforts in such a way that in our game there was no bias in any direction and there was a balance between the popular single player and multiplayer. For the lion's share of players who avoid multiplayer we have prepared several ways to have fun, from full-fledged atmospheric single player campaigns to cooperative modes with high replay value.
The first two campaigns for the USA and Russia will be available on an initial release and will take place in the Baltic states. The list of campaigns will expand. The Scenario Editor, which we use to create cutscenes and campaigns, will be available to players so they can create and share their own videos, scenarios, and campaigns.
Additional campaigns are planned as DLC and will come with new nations (and specializations for existing nations) and maps.
Regarding the release we think that we’ll get the clearest picture from the results of closed beta testing. Of course, we want to release it as soon as possible, but primarily do it in such a way that 4 years of our efforts are not in vain and the game reveals all its potential.
Thank you for your support and see you soon on the battlefields!
Broken Arrow and Terminator: Dark Fate - Defiance will be at WASD x IGN
Will you be anywhere around London between September 14th to 16th? Then you might want to mark this on your calendar.
Slitherine is coming to WASD, bringing two of its most anticipated real-time strategy games: Broken Arrow and Terminator: Dark Fate - Defiance. You will have the chance to experience the games first hand, meet our staff and offer your valuable feedback.
Broken Arrow
Broken Arrow is the highly anticipated real-time strategy game pinning the United States against Russia in a fictional conflict set in the contemporary era.
At WASD you will get the chance to play the latest version of the game in an exciting single player mission.
Terminator: Dark Fate - Defiance
Terminator: Dark Fate – Defiance is a gritty RTS that puts you in the middle of the Future Wars between humanity and Legion's synthetic intelligent machine network.
You'll have the chance to play through a few missions from the early stages of the single-player campaign at WASD.
📅 WASD X IGN 2023
Date: 14th - 16th September 2023 Location: Truman Brewery London More information on the games:
Interview to Félix Habert, Creative Director at Steel Balalaika
Hi everyone!
It's been a while since we gave news about Broken Arrow, but rest assured, the team has been working hard.
You're probably wondering what the current development status is: the team is working on the version that will become the beta; this version of the game will also contain multiplayer, unlike the demo back in February. We want to provide a polished and refined experience from the get go, so currently we're doing a lot of internal testing, ironing out a few details and, obviously, putting together the server infrastructure to accomodate many thousands of players at the same time.
Communication wise, we decided to break silence by releasing this interview to Félix Habert, Creative Director at Steel Balalaika, who will talk of the design choices behind Broken Arrow. The interview is accompanied by new screenshots: they were previously released privately to Patreon members and those will be new to everyone else.
We're looking forward to a very heated autumn, there will be tons of Broken Arrow news coming, so stay tuned, and enjoy the interview.
Steel Balalaika as a new team is working on their first new game. Could you tell us why you decided to make Broken Arrow? How was that decision taken and why?
Félix Habert: Broken Arrow is born from our love of strategy games and Steel Balalaika from the dream to make our own game and make it our job instead of being simple consumers.
This is a dream of freedom: creative freedom, economic freedom, freedom to work when we want and not like assembly-line workers.
Of course, with freedom come responsibilities and “when we want” rapidly becomes “all the time” but we believe that our efforts will not be in vain and that they will be rewarded in the end. That’s why our motivation never failed and is even reinforced by the very positive feedback we have received after the Steam Next Fest's demo.
What are the goals you aim to accomplish with Broken Arrow?
Félix Habert: Our first goal is to make sure at 100% that we deliver the game in the end. It sounds unambitious but this is our first game as a team, which means we cannot afford a failure.
Our second goal is more ambitious: create a new reference.
World in Conflict released 16 years ago in 2007 is a big inspiration in terms of atmosphere for us. We have the feeling that no game since WiC has managed to reach that level of immersion without sacrificing the scale of the battle.
But World in Conflict's gameplay was too simplistic in our view with its limited number of units and clear counters. We wanted something different that would feel more like a wargame with a huge number of units with statistics inspired by their real-life characteristics and the gameplay adapted around this constraint and not the other way around.
Another downside of World in Conflict was that the size of the battlefield that was too small to make planes controllable. The size of our battlefield was dictated by the fact we wanted controllable aircrafts.
In summary Broken Arrow is this: a mix between World in Conflict and a wargame.
What has been the hardest obstacle while developing Broken Arrow so far?
Félix Habert: This is the first game of the studio so we started from nothing, everything has to be made so it’s not the kind of obstacle like a cliff that you can blow up with dynamite or avoid, it is rather a very long and smooth slope that you must continue to climb every day for multiple years.
Was there a specific feature you definitely wanted in Broken Arrow?
Félix Habert: There are definitely 3 main things we wanted:
1) We want to include all the most impressive military equipment and techniques in existance or that are being developed. The logic we follow is “if it’s cool, we want it!”.
So you name it: airdrop, helicopter heavy lift, swarms of cruise and ballistic missiles, heavy bombers, all types of bombs and missiles including nuclear, AC-130 gunships, A-10 making gun runs…
2) Customization of the equipment. We wanted players to select which missiles and bombs they want for their planes, then we extended the principle to all units. Vehicles have armor upgrades, different weapon packages, infantry weapons can be swapped.
3) Give tools to the players to create and share content. Since we had to create everything from scratch including our own tools to create missions, we have decided to hit two birds with one stone and develop these tools as part of the game instead of a separate software. That way players will be able to create their own scenarios with dialogues, music, cinematics etc.
Once the game is released, do you envision expanding the game with new factions, maps and campaigns?
Félix Habert: Yes, of course! We have started with USA and Russia because they are the most documented armies providing obvious opponents for the game but we intend to add more factions to the game.
We also intend to add new maps with new biomes and new solo campaigns.
We also intend to develop new game mechanics and provide more tools for the players like the ability to create their own campaigns.
Broken Arrow - Dev Diary #6 - Improvements since the demo
Welcome back to another Dev Blog for Broken Arrow.
This time we’re going to focus a bit on what the team has been working on recently. Steel Balalaika is currently hard at work on implementing new units and allowing for various degrees of cosmetic customization to them. Plus, you can now automatize things such as flares.
In the meantime, work is also continuing towards preparing a build for the multiplayer beta. As usual, stay tuned, and enjoy the read.
Customize the appearance of your units
A new type of customization is available in the game. Grab your favorite brush and a big paint can because you will be able to customize the livery of your units. We’ve been teasing that for quite some time now by showing you vehicles with different color patterns in our screenshots and it is now fully functional: the appearance of your vehicle will be memorized in the deck and will be visible by other players in multiplayer.
More units added to the game
The demo contained around 160 units accessible in the hangar. Some people thought that this would be the total amount of units that will be present at release. Far from it, this represents about only half of it. At release the game will contain more than 300 units. For those who were disappointed not to be able to ogle the generous curves of the top tier American tanks we’re sorry but they were not ready at the time of the demo but now they are. Meet the M1A2 SEPv3 with TUSK 2 upgrade and Trophy active protection system in action:
Quality of life improved, micromanagement reduced. As announced we are making efforts to reduce the micromanagement required to play the game and let players who prefer to focus on planning do so by giving the possibility to let the AI manage things like flares and smoke dispensers for them. There will still be the possibility to deactivate the automatic mode with a simple right click on the button to manually trigger the ability with a left click when you need it.