World War 3 cover
World War 3 screenshot
Genre: Shooter, Indie

World War 3

List of known bugs

Operators!

We have seen your feedback and decided to update you on the current situation.

As we've said before - this update wasn't going to be flawless. There are bugs present in the game and we're working on fixing them.

The main problem you told us about was that your accounts weren't transferred properly. Rest assured, your progress has not been erased, we have multiple copies of the account database. It's not going anywhere. We've already applied a fix, please try restarting the game and your account should be transferred. If you are still experiencing this problem - please let us know in the .

Here's the list of known bugs:

General:

  • Some accounts weren't automatically transferred to Steam initially. We've applied a fix, please try restarting the game
  • Some players were getting stuck on the authorization screen. Fix applied
  • Easy AC sometimes kicks you out of matches if you have screen capture software enabled. While we're looking for a solution - try disabling this software (e.g. Nvidia Shadowplay, Radeon Relive, Monosnap, Greenshot, MacX, Yandex Disk).
  • Helicopter costs are different in game and menu
  • Ammo pack doesn't work in tutorial
  • Summoning drones doesn't cost hit points
  • Missing loading screen (tutorial)
  • Currency costs more in Steam than in game
  • Broken XP bonus
  • Shop floor is greyed out in lobby screen


Maps:

  • Map Berlin: spawning in non-playable areas
  • Map Berlin: missing building collision
  • Map Berlin: material swapping between objects
  • Map Berlin: missing texture on cars
  • Map DMZ: spawning in non-playable areas
  • Map Moscow: spawning in non-playable areas
  • Map Moscow: player stays alive in non-playable areas
  • Map Moscow: mini-map shows wrong pit-stop position
  • Map Moscow: broken light
  • Map Warsaw: spawning in non-playable areas
  • Map Polyarny: black rectangle on loading screen
  • Map Polyarny: missing texture on cars
  • Map Polyarny: spawning in non-playable areas
  • Map Tokyo: spawning in non-playable areas
  • Map Tokyo: missing texture on cars
  • Map Tokyo: broken shadows (too dark)
  • Map Istanbul: invisible collision
  • Map Gobi: texture gaps
  • Map Gobi: spawning in non-playable areas

Technical update is complete

Operators!

The game update is a success!



As we mentioned before: you have to transfer your account from MY.GAMES to our own Wishlist Games system.

From 28th November, World War 3 will no longer be available on the MY.GAMES platform and will instead be distributed through Steam and the Wishlist Games launcher.

To ensure a smooth transition, we are launching a feature that will allow players to link their existing MY.GAMES accounts to new Wishlist Games accounts.

Account transfer instructions:

Important: The transfer process depends on the platform you’ve played WW3 on (Steam / MY.GAMES / VK play GC), so please read the following information carefully to avoid any problems!

Steam:

If you’ve played WW3 on Steam - the process will be completed automatically: the game update will be downloaded and the new launcher will transfer your account on its own. All your progress will be preserved.
Important: When the launcher opens - don't change the installation folder. Keep the default Steam Applications folder.


MY.GAMES / VK play GC:

If you’ve played WW3 on any of those 2 platforms - you’ll have to manually perform the transfer.

Follow this guide.


Here are the patch notes for this update:


  • The game is now distributed via Steam CDN.
  • Game size reduced from 116 Gb to 92 Gb.
  • New Anti-Cheat implemented: Easy Anti-Cheat.
  • Helicopter nerf: increased in-game cost for Gargoyle to 4000, increased Imugi to 2600 points, decreased PPZR Piorun lock time to 1.5 seconds.
  • Reworked game sounds and directional sound: footsteps, gunshots.
  • Overhauled vehicle physics: Land vehicles now behave more realistically and don't get stuck as easily.
  • Improved performance on Moscow and Berlin maps.
  • Optimization of game assets: maps, props, lighting, textures, meshes.
  • Slightly improved 3rd person animations in game.
  • Respawn system rework: no more "no room to spawn" messages. Sometimes causes players to spawn in the walls. Fix in progress.

More information can be found here.

Please note:

  • The new live game servers are currently in debugging mode, there may be issues as this is our first rebuilt version of the game, please be patient and report any issues in our Discord or in Support.
  • We are aware that UNC currency prices may be incorrect for some regions and will be correcting this shortly.
  • Sometimes accounts do not sync the first time you log in. Try a few times and if it still doesn't work - send us a message in Support.


Our team has worked hard to make this update happen. We know there are still bugs to be fixed.
But it's just a first step, and from now on we'll be able to iterate much faster.

Also we're already working on new content and will present it to you soon. The most curious among you will find couple of new things in the game (not yet playable, but coming in the next content update).


See you on the battlefield!

Technical update and account transfer to Wishlist Games

Operators!

We are finally ready to present you our first update of the game!

As we’ve told you, the last 11 months have not been easy for us: we had to understand how the game worked, take it apart, make all the fixes we'd planned and put it back together again. Time and time again we encountered obstacles that we had to overcome. And it took time, sometimes a lot of time.



This week we’re finally ready to show you the results and update the servers with our first build that we internally referred to as “Update 0”.

Please don’t expect a flawless experience, there are still bugs to be fixed and we’re actively working on them.

But it’s a monumental step for us. From this point on - the sky's the limit!
Details of the update will be announced in a separate article soon.

To play this new version of the game - you’ll have to transfer your account from MY.GAMES to our own Wishlist Games system. We’ve explained the reasons behind it in our previous post: https://store.steampowered.com/news/app/674020/view/4516639958214115636

On the 28th of November at 9:00 CET, we will begin maintenance to update the game. It will take at least until 19:00 CET. There is a possibility that it will take even longer. You won't be able to play the game during that time. We'll make an announcement when the maintenance is over.

A guide to the transfer process will be posted when we finish the maintenance.

Fall out Operators!

Maintenance - Technical update

On the 28th of November, starting from 09:00 CET, the server will not be available for 10 hours due to a planned server maintenance.



Please note – that the maintenance can be extended beyond the above mentioned timeframe.
Up-to-date server status is always available on our Discord server and Twitter.

Accounts transfer to WLG

Operators, we’ve got some big news!

You’ve been asking when the first game update is coming.



Until last year, MY.GAMES was the publisher of World War 3, and they managed the project with their own tools. Right now, we’re finishing building our own tools and the whole backend like servers infrastructure. We are doing this to make a full closure of our cooperation with MG and take full control of the game as soon as possible.

This is the final step to becoming fully independent as a company, after which we’ll be able to focus entirely on game development.

Soon, we’ll start transferring your game accounts from MG to our own Wishlist Games system. After transition period, you’ll only be able to play WW3 using WLG accounts. MG accounts will become inactive, but rest assured, all your progress and inventory will be preserved.

The transfer won’t affect gameplay in any way.
Stay tuned for more details, we’ll share them soon!

At the same time, the first game update you’ve already seen in the PTE playtest will go live. This will happen within the next two months!

PTE QnA

Operators!

After our last QnA, you sent us more questions about the playtest itself. We decided to answer.



Why is there so much desync in the PTE servers?
You were playing on a PTE server, which is a lot less powerful than the main servers. That’s why the issues occurred. We’re already working on improving the PTE server, and once the update hits the live servers, these problems will be gone.

When will we see a clear game meta?
Our first goal is to bring more players into the game, and then we want to hear your thoughts on the game’s meta. We’ve got a lot of ideas in mind. First, we want to make the meta deep and rewarding; second, we want it to be easy to grasp. Most importantly, we want it to feel truly unique - not just another copycat like many others out there.

What’s being done about the sound problems?
We've been working on this for a while, and some important fixes are almost ready, such as fixes for footsteps and artillery sounds. However, our main focus is on getting the gunfire sounds right, which may take a bit longer.

Can we have a dedicated Discord channel for PTE discussions?
Yes, we already have one called “PTE”.

Can we get more time for testing in the future?
We hear you! We'll be dedicating more time to playtesting in the future. Our plan is to run a PTE playtest before every update, change or improvement.

What are you doing about cheaters?
We’re actively working on this issue and will have more updates to share soon.

Why couldn't my friends and I join the same party in PTE?
We mentioned in the PTE announcement that Party Service would be disabled. We’ll try to keep it enabled in future tests to avoid this issue.

How are you planning to keep the community engaged with new content?
We've been working on new content for a while now, and we'll be sharing the details soon. Stay tuned!

Are you planning to promote the game more?
Yes, marketing is a crucial part of our strategy, which we’re discussing right now. As soon as we address most of the game’s technical issues, we’ll resume our marketing and advertising efforts.

Why do we have to use a separate launcher?
Previously, the game was published by MY.GAMES using their internal tools. Our current goal is to take full ownership of the game. This means replacing everything they've had with our own tools.
Once that's done, we'll have full control over the game. That's why we moved to our own launcher first, the next step will be getting rid of it step by step.

Can you focus more on infantry combat and small-scale modes? Tanks are frustrating!
We’re already looking into the game modes, including infantry combat. We’ll likely bring this up for discussion with the community as well.

Are you considering adding a battle royale mode?
We've received a lot of feedback on this. We're currently looking into the possibility of adding this mode, but we want to hear what players think first. It will be a monumental task for us to create it, so we definitely need your input on this.

Will you balance the drones and other player-controlled vehicles?
This is one of the major areas we plan to review first. The process will be gradual and iterative, and you’ll be the first to hear about any changes we start making.

Poll results

Operators!

The poll is closed. You have chosen Hardcore Tac Ops!
From now on it will require only 12 players to start the match.



New settings have already been applied. You don't have to restart the game, just select this mode in custom play.

Thank you for voting and have fun!

Fall Out Operators!

Hardcore Tactical Ops, FUBAR or Domination? Let's vote!

Hello Operators!

We know that some game modes are currently never played, because they have high player count requirements to start the match.

Namely Hardcore Tactical Ops, FUBAR and Domination.



We noticed that some of you wanted to play these modes, which is why we decided to bring these requirements down.

But you need to choose which mode will get it.

Vote on our official Discord server (click):

- Tactical Ops Hardcore
- Domination
- FUBAR



Deadline for answers - 16:00 CEST on Friday. We'll apply the changes the same day.

PTE Playtest - Reward distribution complete!

Operators!

Thank you for participating in the latest PTE playtest! The survey closed on Wednesday.

We are currently confirming the bugs you reported and analyzing the feedback. In the meantime, we transferred the rewards to the accounts you've specified.

You can pick up your new weapon blueprint now! It is waiting for you in the inventory on our official website:

https://worldwar3.com/inventory



Steps to transfer it to the game: sign in with your account (choose Steam authorization if you play on Steam), select the item or few of them in the inventory and press "Transfer Items" and "Confirm transfer" buttons.



According to what we announced before, if you already have the Alpha Drought blueprint, you received M416 Autumn Mosaic. We hope you enjoyed this surprise!

Once again, thank you all for participating in the playtest and the survey!


P.S. If you did not receive any reward, please contact our Community Manager nicknamed "Polak" on our Official Discord server.

Make sure to prepare your correct ID beforehand:

If you’re playing the game on Steam - here’s how you can find your SteamID:

First click on your nickname in the top right corner and go to your account details.


And then copy the Steam ID.

Q&A - You asked, we answered!

Operators!

Once again, thanks for your participation in the recent World War 3 PTE playtest. While we are hard at work preparing for the next round, we decided to take a short break and answer the most frequently asked questions. This Q&A is spontaneous, due to the number of questions asked and our desire to say thank you in a different way, this article was born.

Without further PR talk, here it is:



Are you planning to upgrade game engine to the latest UE4 version or change it to UE5 right away?


Right now, our focus is on maximizing the potential of UE4, which our team knows inside and out. UE5 is certainly an exciting platform, and while we're not making any immediate changes, we're not ruling out the possibility of exploring it in the future.

DLSS/FSR support?


Support for DLSS and FSR is definitely on our to-do list, but it's not our highest priority right now. Implementing these technologies requires significant work from our team, including updating our UE4 to a version that fully supports both. It's not an easy process, but we recognize the value they bring and plan to explore them in the future.

Anti-cheat system change anytime soon?


Yes, we are currently implementing a well-known and popular solution into the game - the EAC. We expect to complete this process in Q4 2024.

What steps are you taking in order to provide better server stability
and performance?


One of the goals of our PTE testing is to pinpoint and address the root causes of in-game lags. We’ve been gathering extensive data to optimize our network code, as the issue isn’t related to server hardware but requires deeper adjustments. For the past 6 months, our team has been dedicated to solving these challenges to ensure a smoother, more stable experience for all players.

Are there plans to set up servers in other locations, like South America or Australia?


Our current priority is optimizing our existing servers and resolving the issues we've identified. Once we’ve perfected the performance of game servers, we’ll be eager to jump on new opportunities for expansion in locations like South America and Australia.

What about the option to download the game directly through Steam?


This is our ultimate goal, to return fully to Steam. However, the earlier implementation of a third party launcher has forced us to make some changes that we now have to work through step by step.
This is not an easy process from both a technical and community perspective. The first step you will notice is the ability to download updates directly from the Steam server. At this stage, our launcher will only work as an authorization tool.

Anything to do for players after they complete progression?


Right now, we're focused on optimizing the game to make sure the core gameplay is smooth, stable, and fun. We also feel that meta progression within seasons and events is something that can add excitement and fun to player progression, and it's already implemented in the game.
However, your question is something that we're definitely looking at as a way to give our most active and successful players a sense of accomplishment and endgame goals to conquer.
We will have more to say about this as we reach the prototype stage, so we can get your feedback and move forward together.

Is there any possibility of removing the level cap, or increasing it to more than 51?


We want the game to grow and evolve with each update, and that includes the leveling system. Yes, higher levels will be available as the game evolves, but we have something more complex and rewarding in mind than simply flipping a switch to level 999. Our goal is to introduce a more engaging progression system over time, so stay tuned for future updates!

Will there be a full progression wipe in the future?


Absolutely not! We’re well beyond the beta phase, and your hard-earned progress is here to stay. As we continue to grow and evolve the game, you can be confident that your achievements will carry forward with you.

Are there any plans to boost the XP earned on weekends to encourage more people to play?


We have plenty of exciting events planned for the community, including opportunities to earn extra XP. They won’t be limited to just weekends, and we’re confident you’ll enjoy the variety of ways to boost your progress :)

Will there be changes to the progression (speed, the unlock system, etc.)?


At this stage, we are working on a new balance of some mechanics. After its implementation, we will make changes to the progression if necessary.

Will there be changes to how the silver currency can be used?


We are not planning any changes. Silver will remain the basic currency of WW3. But its role may change as the game evolves.

Would it be possible to change the way weapons, strikes and vehicles are unlocked from past seasons, instead of just through kills in certain maps?


We understand the frustration with unlocking past seasonal content through specific maps, especially when player numbers or preferences might not align with those maps. We're actively looking into ways to make previous seasonal content more accessible to newer players.
However, we also want to ensure that veteran players feel their time and effort are valued, so there may be a balance between accessibility and maintaining some sense of exclusivity.
Rest assured, we are considering these changes in the coming months and will continue to make content unlocks more player-friendly.

Will there be changes to the mastery system? Different reward/more rewards/simpler achievements?


At the moment, we only have preliminary assumptions for such a new system. There is still a long way to go from this level to implementation. It will certainly not appear this year or at the beginning of 2025.

Are there plans for a daily login bonus system to encourage players to keep coming back?


In our mind the game itself should definitely be the main attraction. However some bonuses and events are already in the works. We would like to make them more interesting than a simple daily login and we'll definitely want to hear your input once they are live to make them exciting and rewarding.

Will there be changes to the shop or battle pass compared to how they were handled under F51?


We do have plans for changes to the shop and battle pass in the future, but right now our focus is on more urgent tasks, such as optimizing current systems and reworking existing content. Once those are addressed, we'll be looking to improve these elements of the game, so stay tuned!

Will we eventually see weapon stickers or XP Player Boost items available for purchase in the store?


The redesign of the store is in the planning stages and we will share our vision with you in the future. But this is not our top priority right now.

Improving and expanding gunsmith/weapon/vehicle/operator customization?


It's definitely on our radar! As soon as we wrap up the optimization and backend fixes, we’ll be jumping right into expanding and improving customization options.

Will more weapon attachments be added?


Yes, but they will appear gradually as the game evolves. We are not planning a "scopes only" update where we add 100 different scope customization options.

Will more tank upgrades be added?


Just like with weapon attachments, new tank upgrades will be introduced progressively. We want to ensure each addition to the game is meaningful.

Is there any plan to add more game modes, or is the long-term focus on improving the current modes with more maps?


Both your feedback and internal testing showed that the current modes could use some tweaking, so we will be doing that. But as far as completely new modes go, that's probably not in the near future.

Are you considering shifting the game's art style or visual design?


The current art style pleases both us and most players. We don't plan to change it drastically. However, we don't rule out changes or additions as the game evolves.

Are there any plans to introduce dynamic weather effects in maps?


Variable weather presents many challenges but also opportunities. We see a lot of pros to this solution, but at this point we are not yet ready to implement it the way we want.

Will there be changes to already existing content (maps, vehicles, etc.)?


Yes, balancing and changing these elements is a big part of the life of any online game. We will be no exception, and we will be working on it. Your feedback during the recent PTE playtest shows this. There is always room for improvement.

Is there a chance to see all future updates, or upcoming seasons in the PTE first?


This is our plan. To break the big updates into pieces and test them on PTE. Of course, not everything can be tested in pieces or on a limited number of players in a short period of time. But in general, we want to test the most important parts of the update as much as possible on the PTE server first, and after gathering feedback, put them into the game.

How do you plan to bring back players?


As we've said before we see a lot of interest towards WW3 from both old players and the newer ones.
We strongly believe that bringing in and keeping players has one main prerequisite above all else - a game that is stable, interesting and fun to play.
If you are referring to specific marketing efforts - we will of course be doing those as well, but making the game play and feel good is a task of paramount importance here and we can only reach it together with you.

How do you plan to retain new players who try the game?


We want to keep new players with what will happen directly in the game. These include: events, challenges and a continuous, maybe not leapfrogging but visible evolution of the game, and of course new content to unlock and acquire. But above all else - good gameplay.

Are there plans to implement a clan system?


We are planning to do something like that, but we want to try something new and interesting, so you will have to wait a little longer for details.

How will community feedback influence future updates or content?


We have a vision that we want to realize, as you can see from our previous answers. But on the other hand, we don't want you to be just passengers with no influence on anything. That's why we want every major change to be tested and discussed by the community (via PTE playtests). The result will be new features and changes that both sides agree on.

Will players have a say in the direction of future updates through polls?


Absolutely! But we won't limit you to polls only. We regularly monitor our official Discord server so you can post your suggestions there.

Next playtest when?


We are working on it, more details in the second half of September.

Season 4 when?


After the technical update, this is our priority at the moment and we don't want to set "empty" deadlines.

Will you follow the same content plan as Farm51? (i.e. S4 set in Poland?)


We want to add some narrative to the world and expand it more, not just add new content that is not related to anything outside of Country X. However, we rely most on the players for this aspect. If you like the current system, let us know in the comments. If you have a different vision that doesn't
focus on countries, but, for example, on specific task units, also let us know below in the comments!

Roadmap when?


Once we have covered the technical aspects, we will prepare a more detailed Roadmap of what can appear and when. At the moment, such a document would be an empty promise with no real power, and we do not want to make such promises.

We hope we have made your waiting time for the next PTE playtest more pleasant! Now, back to work! Fall out Operators.