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  New Map & Dual Currency
Posted by: Spoon - 10-05-2018, 09:29 PM - Forum: Announcements - No Replies

Introducing ‘Savoia’

[Image: c5c270ba919de1ee282da2914866ee4239519fd3.jpg]

We are excited to announce that Battalion is now expanding its theatres to the mediterranean with the introduction of the new Italian competitive map ‘Savoia’.

Savoia has an interesting development story that has grown from the passion of the competitive COD community.

Mark ‘Phantasy’ Pinney started work for us as a QA Tester in our studio in May 2017. It didn’t take us very long to realize he had a little experience in Unreal Engine and a real talent for level design. Step by step we started giving Phan bigger and bigger tasks as he evolved from a professional gamer into a professional game developer.

[Image: be7847912dca809450718b4c1f8ae8ce8189b8a6.jpg]

We first asked Phan to make a “Shipment style TDM level”. He gave us Coastal…. 
If you look at the center of Coastal you can actually see how it was supposed to play like a small 1v1 level.

One day Phan showed us a ‘blocked out’ (basic design) level he made for his University Project, he originally showed us as a joke… But when we imported it into Battalion and ran around in it, Phan’s experience in COD had let him to accurately design the feel and scope of a Call of Duty style map.

We decided to investigate further as our level design team started working with Phan to flesh out the map further. Then, in February 2018 we started adding art to a thoroughly designed level. You can see that transition from the passionately designed map into full blown video game environment in the gif below.

[Image: 4a8f682a935dbf916832aaf09c85e42ae9659f68.gif]

[Image: 9d067ed81243e83ba032fbae2d6d81b8ca21efa9.jpg]

Savoia has wide streets and architectured crossing points for some great sniper battles. In an effort to reduce the ‘corner jumper’ meta, we’ve added more windows, more open points and less tight chokes.

We’ve also opted to push for more verticality this time. Previously some of our maps are guilty of being too one dimensional. We’re pulling away from many CSGO design principles that work for CS and making our own design rules based off of feedback from the community across all of our maps.

Very soon we’ll be releasing a detailed update on the changes coming in Major Update #2 (MU2) based on the feedback we’ve been receiving over the last 3 months. This will also be our last new competitive map for some time as our art team turns their focus onto Major Update #3 (MU3) and Arcade 2.0 as well as content for full release such as the Russians!

Wartide 2: Dual Currency

[Image: 662f8738bc6228ef4da366f299e5ae2e68d93e49.png]

Throughout the development of Battalion our goal has been to bring back the feeling of old school style games through the movement and feel of weapons in Battalion 1944. To progress these older titles we needed a new game mode fit for a 2019 gaming audience that was accessible whilst inclusive of spectators as well as casters.

We wanted to try and encourage team work by forcing teams to ‘share currency’ in Wartide 1 and 2. Unfortunately, I think we all agree that there are too many players that are simply not interested in playing as a team. Furthermore it is totally acceptable for people to want to play a game on their own with their own strategies. However, we still want an aspect of sharing and teamwork in Battalion, therefore we are introducing our ‘Dual Currency’ system.

You will now be able to have your own personal in game wallet along with a separate team pool. Individual token pickups are rewarded straight to your personal wallet whilst team efforts such as planting or defusing the bomb and loss bonuses are awarded to the team pool.

You can donate an unlimited amount of your tokens to other individual players or to the teams pool, however the maximum you can withdraw from the team pool is ‘3 tokens’ per round.

We hope you agree that this is a step in the right direction for Wartide 2, we will be testing this revamped competitive mode with Early Access players prior to MU2’s update.

Wartide 2: Saving Weapons

In the live version of Wartide, players currently are able to pick up and use enemy weapons within the round they acquired them but their weapons get wiped as the round resets. This means allied players don’t get the benefit/reward of keeping the weapons that they have picked up into further rounds, for example, allied players have no permanent way of taking a 1 shot Kar98 rifle from the other team and keeping it until the next round should they survive.

With Wartide 2.0 - this is all about to change!

Players will now be able to ‘save weapons’ between rounds. This means a surviving player can pickup and take secondary weapons into the next round, therefore lost rounds still have value as you can scavenge an enemy weapon and keep it for the next round to get a crucial opening pick.

This will drastically change the dynamic of buying and saving weapons in the new version of Wartide and has been something players have been asking to have in competitive play for a long time now. We can’t wait to see how this singular change effects all levels of play.

Arcade 2.0

For players less interested in the competitive side of the game there is good news on the horizon. We’ve started to focus our efforts more and more on what we’re calling “Arcade 2.0” a total rework and rebuild of the Arcade experience that will be going live with Major Update 3 (MU3).

From incentivising play time and objectives, to building maps that are designed solely for the Arcade experience. Arcade 2.0 will be another great turning point for Battalion 1944 and really provide it’s players with a well rounded choice of ways to play.

Thanks for tuning in and make sure you stay tuned we have lots of big announcements coming soon as there is loads going on over here at Bulkhead HQ. Look out for our series of Major Update 2 announcements coming including the full change log for you guys. Lots of good changes scheduled for June!

Thanks again guys,
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...2827191722

  Another new weapon coming to Battalion!
Posted by: Spoon - 03-05-2018, 08:00 PM - Forum: Announcements - No Replies

Introducing a new weapon: The MP 28

If you follow our updates you might have seen that last week we announced that the M3 Grease Gun will be added to the Allied weapon line up. Well, now we are announcing the Axis equivalent that’s coming in our next Major Update #2 scheduled for June 2018!

[Image: 3a78103cb3d70c12154a39738c12195fcf38ffad.png]

The MP 28 is a 9mm submachine gun that will fit nicely into the new “eco” class we are adding to Wartide 2.0

The Axis eco weapon will be the MP 28, this means it will be useful in situations where your team wants to ‘force buy’. It’s a cheap, low damage submachine gun that doesn’t cost many tokens to purchase but will hopefully give you a spray of 9mm bullets that you could need to get out of a sticky situation or ambush an opponent!

When we looked for a weapon to fit the Axis “Eco” role this jumped out at us. It’s an older weapon that isn’t really seen as a classic “WW2 gun” but it is definitely something we can fit into the meta as an inexpensive eco weapon. We think it looks cool, our artists had a good time designing it and we hope you have fun using it for some face to face engagements in Battalion.
[Image: b1f19da407cd2a72f7c103078507a861239f1b2c.png]

The MP 28 will be a low damage Submachine gun and it’s class will come equipped with 1 smoke grenade to help you & your team advance on objectives.

The additions of these two new weapons will add another layer to our Wartide 2.0 competitive game mode and build upon our first iteration of the game mode. You can read more about the Wartide 2.0 update here:

[Image: c0bb35c04d6bed73e721a22c05a47062.png]

[Image: 187462a303889519ea3f48d9efb4c5f14b07677d.png]

Disclaimer: We are currently in the process of testing and balancing these Eco weapons so their role and price could change at some point so make sure you stay up to date with this by following our future patch notes and updates our social media accounts.

Thanks a lot guys, we are eager to see your reactions to these weapons, how they play and how they fit into the meta so let us know what you think and stay tuned for our next update coming soon!

Source: https://steamcommunity.com/games/489940/...4540476761

  New weapons coming to Battalion 1944!
Posted by: Spoon - 03-05-2018, 07:57 PM - Forum: Announcements - No Replies

Introducing The Grease Gun!

Some of you may have already seen from Twitter or Reddit that we will be adding the M3 “Grease Gun” to Battalion’s Armory in our Major Update 2 scheduled for June. We are aiming for this weapon to act as an “Eco Weapon” and is one of two new “Eco” weapons we’ll be adding as we will also introduce one for the Axis faction that we be announced soon.

[Image: 5e7dea9ed70df51e553e1b48a72b924676636b3c.jpg]

Being designated as an “Eco Weapon” indicates that the Grease Gun will be a cheap automatic submachine gun and cost minimal tokens within our new competitive Wartide 2.0 game mode . This means it may not be the most powerful weapon in your arsenal but if used correctly in certain situations it can be useful to your game plan or if your back is against the wall!

When we decided to add the eco class, the M3 Grease Gun seemed a good fit for the US. In WW2 it was designed to be a ‘low production cost weapon’. It’s a small submachine gun that looks like it could belong in a tank instead of a Infantryman’s hands. We hope it's fun to run and gun with in close quarters and a kill with it can be hard earned but well deserved.

[Image: 03fef78ce04c51968bbe99bdf7d1880a45ef72a3.png]

The Grease Gun is a low damage Submachine Gun and it’s class will come equipped with 1 smoke grenade to help provide cover for yourself and your teammates.

The additions of these two new weapons will add another layer to our Wartide 2.0 competitive game mode and build upon our first iteration of it (Wartide 1). You can read more about the Wartide 2.0 update here:

[Image: c0bb35c04d6bed73e721a22c05a47062.png]

[Image: 5b5c18fc11779994612aa4ae47d30e75df09b78c.png]

Disclaimer; We are currently in the process of testing and balancing these weapons so their role and price could change at some point so make sure you stay up to date with this by following our future patch notes and updates on our social media accounts.

Thanks a lot guys and stay tuned for our next update where we will be announcing the Axis eco weapon, can anyone guess what it will be? 

What do you think the German light submachine gun will be?

Source: https://steamcommunity.com/games/489940/...0330653843

  Wartide 2.0 - Major Update #2 (June)
Posted by: Spoon - 03-05-2018, 07:49 PM - Forum: Announcements - No Replies

Wartide 2.0 is coming! You as a community have spoken and we’ve listened to all your feedback about the original Wartide gamemode. We’ve taken that feedback onboard and have acted on it by creating an entirely revamped version of the gamemode we’re calling internally ‘Wartide 2.0’.

This re-engineered competitive mode will replace the current competitive gamemode - “Wartide” and will be released within our Major Update #2 coming in June, so get ready!

The largest concerns with the original Wartide were:

  • No win / loss bonuses meant steamrolling became very likely.
  • Having the losing team being forced repeatedly to play default class round after round when losing, wasn’t a fun experience and players would often leave rather than persist.
  • The original Wartide system lacked depth to its weapons economy therefore all weapons were forced to be balanced and as viable as each other in terms of perceived value.
Wartide 2.0 intends to address these issues by adding an actual economy system which is shared entirely between your team.


The brand new Wartide 2.0 Tokens, which drop when a player gets fragged. (Only one token is ever dropped, even if the weapon’s value is higher than one token!)

Teams will start with a set amount of tokens that will deplete as the players on a team pick weapons from the shared buy menu, these weapons all have varying costs based on their effectiveness.

For example - the extremely powerful one shot snipers cost more than cheaper weapons such as the shotgun and the two brand new eco weapons we’re adding to the game! In this new system the much loved default carbine classes will be free so have fun with those.

Players gain more tokens throughout the match. Important actions within a Wartide 2.0 game will result in rewarding players and, in turn, their team with additional tokens.

This includes actions such as:
  • Planting / defusing the bomb
  • Consecutive round wins / losses
  • Picking up tokens from dead players
We’ve had a couple of early external tests with top level teams from within the competitive scene to test the new format (without user interface). We’re currently working with a different UI designer to revamp the Wartide 2.0 user interface to communicate this new gameplay as simply as possible for new players and spectators.


This is a work in progress and is subject to change. Some UI weapon models are placeholders and will be updated before release

We intend to carry out more external tests with top tier players as we move toward polishing Wartide 2.0 before public release in June.

We feel these changes counter some of the issues that were raised about our original Wartide gamemode and we are really interested to see what you all think and as always we are keen for constructive feedback.

Introducing ‘Wartide’ Matchmaking Option & Retiring Unranked/Ranked
Playlists – Estimated Major Update #2 (June)

We fully understand that with lower concurrent player numbers, new and less informed players are finding it difficult to find other players to play with unless its during peak times. One of the ways we are going to help alleviate this issue is by removing both ‘unranked’ and ‘ranked’ playlist and merging them into one and the same under the menu option ‘Wartide’. This means players will all be searching under one playlist - instead of being split between 2, helping players who want to find matches in the new Wartide 2.0 gamemode.


The new Wartide will function the same as the previous unranked playlist.

This is a temporary measure until we’re ready to relaunch a brand new ranked playlist through our huge competitive matchmaking upgrade later in the year (which we will release more info on at a later date. This decision was also made as we feel the ranked experience of Battalion 1944 wasn’t to the standard we ourselves would’ve liked it to be in, let alone our players.

More on this below.

Competitive Matchmaking Upgrade – Estimated Major Update #4

The current ranked matchmaking user experience is not good enough - to the point where we’re hearing players would rather play unranked than ranked.

Instead of bashing away at improving a system that isn’t working - we have been talking to a very popular third party service provider who loves Battalion 1944 to implement their widely loved and accepted matchmaking system directly into the game… whilst we’re hoping players aren't too upset by the closure of our own competitive mode - we’re hoping you’ll be able to face it for now as we have a great 3rd party replacement in the works that will be integrated into the game itself.

This will come with a reliable ELO system that tracks your progress, general stat tracking, match history and all the other good stuff that player expect from a top tier competitive experience.

This is only the beginning for this feature, as we’ve always wanted a way for 5 man teams to stack up against each other within the game. More info on this will be announced closer to the release time whilst we work out the finer details of the system in the meantime.

Another Development Update Next Week!

In keeping with our renewed plan from last week’s ‘moving forwards’ news update (which you can read by clicking here , we’ll be releasing another development update next week with more behind the scenes looks at the development progress of Battalion 1944’s new upcoming features.

Thanks for the continued support,
See you next week!

Tuna and The Bulkhead Team

Soruce: https://steamcommunity.com/gid/103582791...0751347452

  Battalion 1944 - Moving Forwards
Posted by: Spoon - 03-05-2018, 07:44 PM - Forum: Announcements - No Replies

Hey guys,

We felt it was time to get you guys more involved and release a news update to really let you guys know what’s happening internally at Bulkhead Interactive, and lay bare our plans for the future with the game. After reading this update, you will hopefully see the light of the tunnel in the same way we do - as we aren't going anywhere and neither is Battalion 1944.

Please understand: Anyone who has ‘quit’ playing Battalion 1944, we fully understand the reasons why you feel that way. The most complained about issues include:

1] Bugs/Crashes & Performance
2] Core Gameplay Issues and Not Enough Reasons To Play.
3] Lack of Concurrent Players (A side effect of the above issues)

This good news is that everything in the above list is entirely fixable over this next few months. This update is written as if you guys are partners, not just our players.

Update/Patch Schedule Reasoning

We want to address the reason behind the commital to major updates and less smaller updates/patches.

First of all it's important to understand our infrastructure as an indie company. We’re a small studio with lots of talent that’s being stretched over multiple disciplines. Producing a ‘live operations’ game that’s constantly being updated in a multiplayer space where players are now expecting the level of support of a game such as Fortnite (Epic Games themselves) is a difficult task with a small team size. This means the time of every individual working on the game is at max capacity - unless we chose to go further and sacrifice more of our personal lives to try and cover all bases.

Our core team members did that voluntarily, including weekends and overtime all the way up to and after our Early Access launch because we believe in Battalion 1944. We were also (and still are) doing all of this on sub-optimal build/deployment systems which has brought our update/patch schedule to a complete halt whilst we work on huge new content/features ready for major update 2.

It's no secret we needed to launch the game when we did. We put everything we could, financially and mentally into that launch. Thankfully, we were right to believe in the game and our community. The launch was extremely financially successful when taking into account our studio size, regardless of the mixed reception Battalion 1944 received. We’re now able to start reinvesting those profits back into the game directly, which includes addressing the problems with our infrastructure that has become exposed these past few weeks.

This includes; Hiring new talent, giving our dev team more time to work on polish and testing as well as investing in Bulkhead’s build system tech to test and deploy safe builds much faster. This all sounds great (and it is!) but the downside is that players won’t see the benefit of this reinvestment immediately, as all of this takes time to implement into the studios workflow. 

This means Bulkhead Interactive will be able to update & support our games much better in the long term and that the current downtime between updates (which we understand is highly frustrating but cannot be solved overnight) won’t be an issue for us in the future. After Major Update 2, things can start to improve.

Thanks for being understanding and patient with this.

Our Main Areas of Focus

Here’s a quick overview of our main focuses going forwards, which we’ll be showing much more of over the coming weeks. This is our ‘top priorities’ list, so don’t worry if a smaller issue isn’t listed here. 

Bug Fixes & Existing Issues

  • Wartide 2.0

  • Arcade 2.0

  • ‘Faceit Arena’

  • New competitive maps

  • New arcade maps

  • Updating existing maps

  • Free for all deathmatch (FFA)

  • New player models

  • Core gameplay adjustments

  • Huge new content additions for full release

  • Improve the new player experience

  • Make the user experience more rewarding & fun for all players

  • Add incentives for casual players to return everyday

  • Add more incentives for competitive players to compete at the highest level

  • New competitive matchmaking system, light years better than before.

  • Mapping tools

  • Match replay system

  • Improving our studio infrastructure for faster testing & releasing of new builds

  • Performance optimisations
Better Communication Going Forwards

We’re changing the way we do communication going forwards. We’ve always wanted to be more hands on with the community and the opposite of a AAA studio that ignores its community. Instead of random Reddit comments and private DMs to smaller groups of people - we’re going to communicate in a much more official manor with regularly scheduled news posts yet still retain the accessibility to our Dev team we’ve been aiming to build through our Twitter accounts.

We’re a small team which, unfortunately, means we can’t keep up with the patch/update speed and frequency that players expect, as explained in the ‘Update/Patch Schedule Reasoning’ section of this update.

Over the following weeks we’re going to start by releasing almost weekly development updates to show you guys exactly what we’re working on. These will include preview screenshots and written explanations of why we’re doing everything we’re doing so hopefully you will all feel more involved in our Early Access process.

State of the Playerbase

Despite the chants of 'Dead Game' - Battalion isn't going anywhere. Our team are working full throttle and we will see Battalion 1944 through to release. This isn't blinded stubbornness on our part. We truly believe not only is it right for us to finish what we started but that we can get through this early period in Battalion’s life and use our next Major Update to place the game on an upward trajectory. 

Players who joined us in development on Day 1 of Early Access don't realise that our expectations have always been on the lower end of the scale in terms of concurrent players - this game was a love letter to a very small community that has mostly moved on from gaming. The fast paced 'arena shooter' genre isn’t the giant gaming behemoth it used to be and we knew that going into development from the beginning.

This game blew up beyond our expectations at Early Access launch because the people who loved the old school style of FPS games that they grew up with (and actually took skill to play) had a new home to come to. The fact that this genre isn’t as big as it used to be does not mean that Battalion 1944 wasn’t and can't be a viable game for us to run our studio on full time. We believe we’ve been shown you guys that enough demand is there for this style of game and that when we are ready to boost player numbers on a future polished version of the current core game we will be able to have a second coming for Battalion.

This is the reason we're going to continue confidently working on the game, polishing every aspect of the experience taking it all the way to release. It might seem quiet from us for now until then but rest assured that we are working furiously to achieve this goal. This includes new huge new content and features. We have plans to boost the player base at multiple points throughout the game’s future and intend to provide the hardcore experience we set out to make over 2 years ago.

Battalion 1944 will not go down in history as a failure. In a way, it has already been a success from an internal financial standpoint (which unfortunately you must consider even when creating cool things such as video games). Our goal was to sell enough units to be able to continue development for 12 more months. We exceeded that target. Yes, the game has fundamental bugs and issues - but everything about that is fixable over this next year. We intend to leave a legacy that Battalion 1944, our love letter to the games that have been left behind by popular culture in favor of modern design, can provide a home for the players left behind - however big or small that community may be.

In a years time, once that is achieved, I don’t believe Battalion 1944 will be looked upon as a failure (by anyone who actually thinks deeply about these things at least) - as hitting the critical mass of concurrent players that Fortnite and PUBG are hitting was never the realistic goal we had set out to reach. If anything, we’re on the road to succeeding in continuing development for the game we wanted to play whilst laying the studio’s foundations for continued support and future projects in years to come.

Our goal has always been to maintain a player base with enough casual players dropping in and out whilst sustaining a competitive environment outside of the game itself through community hosted tournaments. This was and still is our goal. It’s fully achievable too.


The fact that you're here right now reading this lengthy update during this rocky Early Access period, still playing the game and adding positive and constructive discussion on our Reddit/Discord community is a testament to the better half of Battalion 1944’s community as a whole. We have a lot of new features and content in the works and we can’t wait to share development with you over the next few months as we lead up to our next major update.

We want to thank all of you for your time spent playing and testing Battalion 1944. Please know that we are doing everything we can over this next year to make the game closer to what we would all love it to become.

- We are 100% committed to Battalion 1944. We are going nowhere and neither is this game. We’re reinvesting everything we’ve made back into the project. Bulkhead will grow and improve as a studio as we work on some awesome new content and address Battalion’s core problems. Thank you for being a part of our journey.

Source: https://steamcommunity.com/games/489940/...0734855721

  Forum User Ranks Updated
Posted by: Spoon - 12-02-2018, 06:55 PM - Forum: Announcements - No Replies

I've updated the forums ranks to use rank images from Batalion 1994.


  Battalion 1944 Hits Early Access in February, Beta Announced
Posted by: Spoon - 10-01-2018, 01:23 PM - Forum: Announcements - Replies (5)

[Image: Battalion1944Screenshot2-747x309.jpg] Bulkhead Interactive and Square Enix Collective have announced when the crowdfunded Battalion 1944 will hit Steam Early Access.

Bulkhead pitched Battalion 1944 as a World World II shooter focused on old-school gunplay. Gamers eager to jump back into an old-school multiplayer arena shooter would find much to love in Battalion, and players will soon be able to get their hands on it. Bulkhead Interactive has announced that Battalion 1944 will be available via Steam Early Access on February 1.

Battalion 1944 first emerged back in 2016 when Derby-based Bulkhead Interactive - the studio behind Pneuma: Breath of Life, and the well-received first-person puzzler The Turing Test - launched a Kickstarter campaign to fund development of the project.

Its World War 2-flavoured first-person multiplayer focus, and the studio's stated aim to recreate the kind of action seen in early shooters like Call of Duty 2, clearly struck a chord with backers; the game reached its £100,000 target in less than three days.

Joe Brammer – Studio Lead at Bulkhead Interactive Wrote:“It feels good to get Battalion 1944 into the hands of gamers after working on it so hard,”

Quote:“We’ve been testing the game behind closed doors with our Kickstarter backers. It’s now time for us to extend our testing to Early Access to help what I believe can one of the best competitive FPS games ever.”

The developer also confirmed that they’ll be hosting an exclusive beta, which kicks off Friday, January 19 and ends Sunday, January 21. You can sign up for the beta here. Those who contributed to the game’s Kickstarter or Humble Bundle campaigns will gain automatic access to the beta.

Quote:“We’re going to be using the beta to run domination on the Manorhouse V1 map, as well as showing off our new competitive mode ‘Wartide’ on the map Liberation, It’s one last chance for us to test out our wares with FPS players before we make the leap to Early Access.”

Howard Philpott – Creative Producer at Bulkhead Interactive. Wrote:“Getting to grips with the intense nature of the Second World War is something that’s been key to our process, That’s something I also think comes across in this new reveal trailer – the action in a Battalion 1944 encounter is as feverish as it is credible. We’ve looked to bed the play down in maps that are both competitive and authentic, for which our trips to Normandy proved immensely useful”.

Battalion 1944 can be purchased in Early Access for £11.99/€14.99/$14.99.

  Battalion 1944
Posted by: Spoon - 29-12-2017, 01:26 AM - Forum: Announcements - No Replies

[Image: 59103229864fb92efdb61592_capsule_lg.png]Battalion 1944 recaptures the core of classic multiplayer shooters and revives ‘old school’ FPS for the next generation. Focusing on 5v5 infantry based combat, where precise flick shots with your Kar98, covering fire with your thompson and and fluid player movement are key to clutching every round for your team. Band together and Fight with your team in the premiership of competitive WW2 FPS.

Battalion is currently in development alongside the community, reconstructing Unreal Engine 4 to reintroduce classic FPS quirks and create a modern shooter that feels like an old school classic. This heart-thumping multiplayer experience is being crafted by designers who have grown up playing competitive Call of Duty, Enemy Territory and Counter Strike; alongside community feedback from professional FPS players and over 10,000 backers who have been shaped by the same gaming experience.

Battalion 1944 re surges old school FPS back into the modern gaming spotlight in our spiritual successor to the great multiplayer shooters of the past. In Battalion, it’s down to skilled soldiers like you to take down the enemy.

With a dedicated server browser & LAN support, plans for community modding & team based ranked stats & competitive matchmaking; Battalion 1944 is a classic competitive shooter with an emphasis on raw skill. No grinding for game play altering unlocks, just you and your skill as a player.
Create/Join a team and compete together season to season with BattleRank, our ranked competition system. Earn cosmetic rewards for your character, weapons and extra accessories. Flaunt your success through your team and individual player profiles to become a renowned players within the community. BattleRank’s highly tuned team based stat tracking system enables Battalion 1944 to go beyond the standard mould of current FPS games and enables players to compete globally for rewards, glory and status.

Battalion 1944 is being developed by competitive FPS players who have worked to become one of the most experienced UE4 developers in the industry. As larger AAA developers are moving further and further away from old school mechanics in favor of simplicity, we want to recapture what made classic FPS games feel so great. 
This means fluid, skilled gameplay within a fair and competitive battleground. Early Access allows people who feel the same way we do about FPS to join the active development of the game, as we release patches and updates based on community feedback. If you’re okay to deal with missing features and unexpected bugs, feel free to become a part of the #FPSrevolution.

Battalion 1944 launched it's campaign via Kickstarter on the 2nd February 2016. 
Within 3 days, Battalion 1944 was over 100% funded with 27 days left to go on the campaign. After the campaign was finished Battalion 1944 had raised £317,281 of it's initial £100k funding goal, totaling a massive 10,096 backers willing to pledge their support towards the campaign. 
FPS history was made. 
Bulkhead Interactive also pledged £100,000 of their own money upon reaching the original funding goal towards development. They are also releasing another game called 'The Turing Test' in August 2016. All profits received from that title went towards the development of Battalion 1944.
In 2017, Bulkhead Interactive announced their partnership with video game publisher, Square Enix Collective, who have since been assisting with marketing & development funds.
This is a shooter 100% being developed by enthusiasts for the shooter genre, alongside a dedicated like minded community, who yearn for a modern day retelling of multiplayer shooters gone by. No other time is better to join the growing Battalion 1944 community, talk to the devs and get involved with the game's ongoing development. 

Together we're making first person shooter history, and we want you to come along for the ride.