Hex of Steel
WW2 turn-based Strategy game.
฿199.00
Deep turn-based WW2 strategy with campaigns and multiplayer.
▶ Command the War. Forge History ◀
Hex of Steel is a deep, turn-based WW2 strategy wargame spanning Europe, North Africa, and the Pacific.
Command 45 nations in rich, hex-based tactical warfare. Play solo through branching campaigns or challenge others in cross-platform multiplayer.
▶ Why Hex of Steel Stands Out ◀
• Deep Turn-Based Strategy: Classic hex-based warfare with modern mechanics
• Dynamic AI: Smart, reactive opponents that play fair—no cheating
• Epic Campaigns: Lead your army through branching, history-changing scenarios
• Massive Variety: Play as 45 nations, each with unique strategies
• Full Customization: Doctrines, policies, and optional realism settings
• Scenario Editor & Mods: Create and share your own content
• Cross-Platform Multiplayer: Play seamlessly on PC and mobile
• Living Battlefield: Weather, seasons, and immersive effects
• No Microtransactions: Full game, no hidden costs
▶ Built with Passion ◀
What began as a €53 Kickstarter has grown into a deeply refined strategy experience, shaped by over 500 updates and a dedicated community.
▶ Join the Community ◀
Connect with 3500+ players on Discord to share strategies, scenarios, and experiences.
▶ Important ◀
For the best experience in the largest scenarios, a modern device (iPhone X or newer) is recommended. All devices can enjoy the full campaign and multiplayer features.
▶ Ready to Command? ◀
Whether you're a veteran strategist or new to wargames, Hex of Steel offers a deep, flexible, and rewarding WW2 experience.
The battlefield awaits.
more ADDED
• Blacklisted players list now automatically fetched from the servers in real time to refresh the chat instead of being baked into the game files and requiring a game update to update the ban player list.
CHANGES
• Improved localization quality for Simplified Chinese.
• Europe 1941 units in villages have been replaced by garrisons.
• Europe 1942 units in villages have been replaced by garrisons.
• Europe 1943 units in villages have been replaced by garrisons.
• AI ships will now move and target low damage potential land target if there is nothing else for them to do (they would stay idle before).
FIXES
• Localization entries missing.
• Secondary/Major victory point could go out of sync from regular victory points in the map editor when setting the points (really rarely, and that would create freeze during the game so it would not go unnoticed. Did not happen on base game scenarios).
• Custom campaign scenarios could have issues when finishing the first and second scenarios of the tree and would fail to load more.
• Not all diplomatic options were disabled in campaign scenarios.
• AI ships should no longer move into harbour tiles (if that were still the case, please send me the autosave file from the previous turn to the support email).
• Buildings could be upgraded in the reserve and trigger an infinite money exploit through there.
• Buildings (factories, refineries, airfields etc) could be built on rivers (where there was a bridge).
• One rare and super specific occurence of AI game lag (several seconds) in a very specific case:
• In a very specific case, you could be prompted with the overrun confirmation window during the AI’s turn.
• If you had the ‘All Weather’ policy and had the ‘plane can move one extra tile after attack’ optional setting and your plane started above an enemy unit and you attacked that unit, your plane would not be allowed to move more than a single tile.
• Some AI controlled nations would not perform landings when historical focus was ON in custom scenarios.
• Mobile users: the amount of available units in the reserve would not display more than 2 characters, instead of 100+, it would display 10.
• Mobile users: One more attempt to prevent auto overrun on attack.
8.4.11 1 day ago
CHANGES
• Armoured trains stats: armour reduced from 50 to 30. Fuel reduced from 200 to 150 (5 turns worth of movement).
• Strategic bombers will now remove 2 entrenchment instead of 1 during an attack (at the exception of strategic bombers carrying a torpedo, or a recon strategic bomber).
FIXES
• Supply route making stupid decisions and providing suboptimal supply paths.
• Light bombers did not have their damage bonus (x2) vs naval transports.
• Armoured trains would get entrenchment level 3 on scenario start even though their entrenchment amount could never go up.
• Minsk 1941 Axis (campaign) very unbalanced.
• Europe 1941 German side had negative manpower on start.
• Scenario introduction text was not selectable/glitchy when selected.
• Bug in the visual result of the damage calculation from the hero damage bonus, it was applied once in the damage calculation (correct) but displayed in the damage breakdown (bug).
• Bug on the damage shown on the counter, hero damage bonus was counted twice.
• Bug on devices that have Turkish as device language (not game language, device language) where mobility options would not be available in the store menu.
8.4.9 1 Jul
CHANGES
• Unit names are now properly localized when using the ‘realistic naming’ setting.
• Engineers can now build/place down tile units (fortifications, factories…) on tiles that are non-empty from unit (as long as they are allies), changing the tile under an existing unit will however reset its entrenchment value (down to zero).
• Updated manual.
FIXES
• Start button being greyed out even though everything was ready to play in the standalone scenarios menu.
• Capitalization in unit naming inconsistencies when playing with realistic names option.
• Issue with event actions data being shared when event was executed and target players could be wrong.
• Attempt to fix game settings unproperly being restored after playing an online game with different game settings than the client's.
• A retreating unit moving across an enemy landmine and dying as a result of it would keep the tile as ‘busy’.
• Artillery damage could become positive and heal enemy units when playing with ‘damage reduction over attack frequency’ setting in very specific cases.
• Fixes to unit names capitalization (all words are now capitalized).
• Several Panzer III L were present on the Sevastopol 41 scenario, even though they were not available at that time.
• Overrun action could sometimes trigger instantly during an attack (input issue on mobile).
• Minor localization typo.
8.4.8 22 Jun
ADDED
• Localization of all hardcoded units names, for example: Heavy infantry => Infanterie lourde, etc.
• Store categories icons for antiquity and medieval periods/eras.
CHANGED
• First player in the list of players in the standalone scenarios menu will now automatically be selected as 'playing first' by default.
• Very bad morale (red) now applies a penalty of 15% (+5% damage penalty vs prior).
• Strategic bombers no longer ignore terrain modifier and entrenchment. This change was made to go against the strategic bombers spam and overuse over CAS bombers.
• Repeated attack modifier now applies on final damage dealt, not on raw/base damage (will lead to less 0 damage attacks, as it was too punitive).
• Minor balance changes on Poland campaign scenario on the Axis side.
• Manual has been updated to reflect the latest changes from this update.
• German Kavallerie unit has been renamed into Cavalry.
• Soviet Desantniki have been renamed into Paratroopers.
• Italian Paracadutisti have been renamed into Paratroopers.
• German Panzergrenadier have been renamed into Panzergrenadiers.
FIXED
• Kawanishi H6K had 3 vision range instead of 2.
• Japan 1945 standalone scenario balance issues.
• Battle of the Bulge campaign scenario had no places to deploy heavy equipment/reinforcements.
• Blitzkrieg policy was applied when it was not picked in some cases.
• AI commanders would never leave harbours and would keep alternate between transport and land state.
• Vichy France would be created twice even if the country already existed if you played on a modded Europe scenario (like from the Europe+ mod).
• Croatia would not be formed on Europe 1939/1940 standalone scenarios.
• Molotov-Ribbentrop pact would not enter into effect on Europe 1939 standalone scenario.
• Operation Citadel campaign scenario on the Allies side was missing a victory point to be held to achieve victory in 45 turns.
• Research issues linked to the renaming of units.
• Tutorial tasks text had wrong scale on SteamDeck.
8.4.6 1 Jun
ADDED
• Sd. Kfz. 7-1 flakvierling 38 to: Hungary, Romania, Bulgaria.
CHANGED
• Capturing a victory point will now trigger a refresh of borders + land ownership (without full FOW clearing however).
• Rommel’s Offensive campaign scenario balance and tweaks.
• Australia has been added in the El Alamein 2 campaign scenario.
• Supplies path will now prioritize safer routes instead of maximizing supplies input (better to have at least a little than nothing at all because route goes through enemy territory into the FOW).
• Units movement pathfinding will now prioritize going across tiles that are not in the FOW, and if there's a tie, it will prioritize moving across owned territory that is in FOW rather than enemy territory inside FOW. This will reduce the chance of dumb encounters/ambushes when an alternative safer route exists.
• M10 Wolverine and M18 Hellcat stats.
FIXED
• Vichy France would no longer appear after France capitulation on the Europe scenarios (1939 and 1940).
• Many instances of guns in several scenarios that were missing transport options.
• Germany performing landings in some campaign scenarios where it was not supposed to.
• Italy was present on the Battle of Montecassino campaign scenarios when it should not have.
• Money production was not disabled on victory points captured and owned for less than 3 turns if the original owner had the Scorched Earth policy.
• Unit stepping on a naval/land mine could uncover another enemy unit further down its path even though its movement stopped on the mine.
• Land mines would prevent paratroopers from being dropped on the tiles they are on (you could therefore deduce there are landmines on the tile).
• Entrenchment modifier could provide with a damage bonus when armour was greater than damage dealt (regression from previous update).
• Redeploy button availability was not consistent depending on what state a unit was.
• Kharkov 43 (Allies) campaign scenario victory condition.
• Sherman II graphics.
8.4.4 18 May
ADDED
• Brand new Europe 1940 standalone scenario.
• New US tanks: Sherman M4 75mm, Sherman M4 105mm, Sherman M4A1 75mm, Sherman M4A1 76mm, Sherman M4A2 75mm, Sherman M4A3 75mm, Sherman M4A3 76mm, Sherman M4A3 105mm, Sherman M4A4 75mm.
• Two new French commanders: Pierre Héring, Charles Huntziger.
• Marmon–Herrington Mk I, Marmon–Herrington Mk II, Marmon–Herrington Mk VI, Cruiser Mk II, Sherman I, Sherman IB, Sherman II, Sherman IIA, Sherman III, Sherman V, Sherman VC to Great Britain.
• Sherman IB and Sherman III to New Zealand.
• Sherman III to Canada.
• Sherman Crab to Great Britain.
CHANGED
• Multiplayer compatibility bumped to 8.4.2.
• Entrenchment damage modifier is now applied after armour is being deduced from the damage (so, on remaining damage instead of on raw damage).
• Renamed T34 Calliope into M4A3 T34 Calliope.
• Renamed T40 Whizbang into M4 T40 M17 Whizbang.
• Renamed Sherman VC into Sherman VC Firefly.
• Renamed M4A3E2 Jumbo into Sherman M4A3E2 Jumbo.
• M6 Fargo graphics.
• M4A3 T34 Calliope graphics.
• M4 T40 M17 Whizbang graphics.
• Sherman M4A3E2 76mm Jumbo graphics.
• Reworked all Sherman tanks stats.
• M7 Priest stats.
• Calliope and Whizbang rocket launchers Sherman variants are now tagged as prototypes.
• M6 experimental US heavy tank stats.
• US M5 3-inch stats.
• British Cromwell Mk. VI CS stats.
• Sherman Crab stats.
• Marmon–Herrington Mk IV stats and graphics.
• M4A4 Firefly replaced by Sherman VC.
• M4A4 Sherman Mk. V Tulip replaced by Sherman V Tulip.
• Crusader Mk. III AA Mk. II graphics.
• Crusader Mk. I and II graphics.
• M3 Scout Car graphics.
FIXED
• Island that does not exist in real life in standalone Pacific scenarios.
• Naval and land mines had 0 production time.
• AI not declaring wars if not already in one, even though he isn’t Neutral (this lead to the USSR never DoW Poland in 1939 for example, or the Baltic States in 1940.
• Construction Engineering policy not applying to factories/refineries/airfields.
• After play testing a scenario from the scenario editor it could be impossible to move the camera around.
• Player reordering in the scenario editor firing right away after first number was entered, because of this it was impossible to write 2 numbers player order.
• In rare cases fog of war would never be reapplied on some specific tiles (regression coming from the smooth fog of war removal).
• Italy spawning partisans against allies in campaign scenarios.
• Upgrading unit to itself resets ammo and fuel for free.
REMOVED
• Removed M4 tank.
• Removed M4A3 tank.
• Removed M4A4 Firefly from Australia roster, they did not field any during WW2.
8.4.2 7 May
CHANGED
• Scenario Generator has been reworked from the ground up. New terrain generation, proper balance for all sides involved, generation settings are now saved, seed-based generation for faster iterations.
• Generated rivers will no longer follow the map’s border anymore and try to move across the map instead.
• Engineers are now allowed to build naval buildings at sea. There are no vanilla building units to be built on sea, this change was made to allow modders to create their own naval supply depots or similar things for example.
• AI will better anticipate the purchase of AA/AT units.
• Europe 1939 starting setup, most of regular units sitting on VPs have been replaced by garrisons.
• German AA 12.8 cm FlaK 40 unit graphics.
FIXED
• Infinite money exploit through upgrade/downgrade and efficient modernization policy.
• Automatically generated railroads could link the same two nodes more than once.
• Possibly fixed main menu music soundtrack playing upon game launch for a few seconds even though the music audio volume was set to zero.
• Weather for current turn on top bar could be out of sync with real, actual weather in the world, but only on turn 1.
8.4.0 29 Apr
ADDED
• Reinstated the Sd. Kfz. 7-1 flakvierling 38
• New German SPAAG: Sd. Kfz. 6-2 FlaK 3.7 cm
• New German SPAAG: Sd. Kfz. 8 FlaK 18 8.8 cm (prototype)
CHANGED
• AI is a bit more careful with its attacks/targets when sitting on its own major VP.
• Operation Overlord scenarios balance issues.
• Buildings no longer can be redeployed. Was exploited and makes no sense to redeploy a bunker in the first place anyway.
• Buildings no longer can be upgraded/downgraded.
• Leaving neutrality to join a faction of your choice will now come at the cost of 1 turn worth of income (free previously).
• Nebelwerfer 15 cm 41 graphics.
• Rebalanced Leningrad 41 Axis campaign scenario.
• Occupied VPs now provide 25% less supplies.
• Land units in transport ships no longer apply any supply penalty to land units.
• Optimized a little bit the supply path calculation.
• Updated the PDF manual.
FIXED
• Some campaign scenarios had units on the map that were not yet available for purchase.
• Operation Uranus instant defeat for the USSR.
• Biography from user account not properly saving in multiplayer menu.
• Missing informational message about avatar image requirements when uploading an unsupported image.
8.3.14 23 Apr
ADDED
• Smooth fog of war uncovering when moving units.
• Smooth VP ownership change when a VP is captured (short animation).
• Deathblow icon on damage preview to see at a glance whether a unit dies during the engagement.
• Short animation when units are fighting (optional, ON by default).
FIXED
• One more instance of unit overlapping.
• Japanese locale had some Korean characters in it.
• Korean locale had one Chinese character in it.
8.3.11 18 Apr
ADDED
• Eastern Front 1942 scenario.
• Drazki-class torpedo boat and Lurssen F1 class torpedo boat to Bulgaria.
• Supply plane to Japan.
• New movement inertia visual effect on units movements (can be disabled in the settings).
• Smooth lerp for unit swap movement.
• New unit property: AvailabilityOption. This new property replaces the old isRemoved property, it now allows you to control who this unit is available to (Everyone, No one, AI only, Humans only).
• Move or Attack rule for specific units is now displayed in the store as part of the information tooltip.
• Tooltip for cost of unit redeployment on UI.
• Ship names in all missing menus.
CHANGED
• Multiplayer compat version: 8.3.9.
• Clouds GFXs, they are now procedural, cast a shadow on the map, and look better overall.
• Rain GFXs, looks better.
• Snow GFXs, looks better.
• Eastern Front 1941, 1943 and 1944 standalone scenarios have been redesigned.
• Increased AI fighters purchase chance when losing the air war.
• Upgrade unit action button has been moved to the left side of the screen with the other action buttons.
• Faction invitation cost calculations have been redesigned to be more fair.
• Supply ships/planes now only use one unit of fuel / ammunition to resupply an ally instead of a 1:1 ratio.
• Blitzkrieg doctrine effects have changed a bit: it now applies to tanks, SPGs, light bombers, and motorized/mechanized infantry only. Fuel/Ammo supplies cost is now 300%.
• Difficulty in campaign scenarios will now automatically scale with your core units. As discussed on the forum, players gained a significant advantage mid-campaign due to accumulated core units. The AI will now receive a bonus based on your starting core units, improving balance across long campaigns (turn-based bonus, based on the net worth in manpower and cash of your core units on scenario start, fraction of it, but every turn, currently sampled as spread over 30 turns, so if you have a total core units worth of 1000 cash, each AI player will receive 1000 / 30 = 33 money per turn worth of compensation/bonus).
• Cleaned up deployment rule text formatting on tooltip in units Store menu.
• When resupplying a friendly unit with a supply ship or plane, only 50% of max ammo/fuel is now resupplied per resupply action.
• Redeploy button is now disabled when redeployment cannot be performed instead of letting you click and getting a warning window saying you cannot redeploy the unit.
• Redeployment is no longer possible in the following cases: unit moved or attacked during its turn. An enemy unit is within a radius of 2 tiles of the unit.
• Amount of active partisans for a given player is now capped to the amount of occupied cities for that player. Example: 10 occupied cities, no more than 10 active partisan units at a time.
• Small change regarding damage modifier with morale.
• Rebalanced several units stats.
• Many units graphics have been updated.
FIXED
• One instance of unit overlap.
• Game freeze when opening the turn income summary window.
• Units not facing the right direction on scenario opening sometimes.
• Unit cost issue when purchasing from another player after enabling/disabling loadout options.
• Weather particles being shown despite the setting being OFF.
• Cost calculation issue for supplies when the Blitzkrieg/Artillery barrage policies were active.
• Units marked as ‘is recon unit’ would not remove any entrenchment during an attack even though they had the other required properties (has Flamethrower, for example, the Carro Veloce L33).
• Order of Battle lag upon opening is now entirely gone. Instead of generating hundreds of units slots, the game will use a virtual list and generate only the slots that are visible in the UI space.
• Units not properly facing the right direction on scenario start in some cases.
• Ship name display setting resetting to TRUE on game updates.
• Various localization problems.
REMOVED
• Sd. Kfz. 7-1 flakvierling 38 German SPAAG unit.
8.3.10 17 Apr
CHANGES
• Bumped multiplayer compat version to 8.3.5
• Terrain modifier UI icon has been updated to something clearer than a bunker icon.
• Upgrading/Downgrading a unit (from itself to another unit) will now remove 1 level of experience to the unit. So, upgrading a level 3 Panzer III unit into a Tiger I will have the unit come out at level 2.
• Upgrading from/to railway guns from/to regular field guns has been disabled.
• Updated online chat users (offenders) blacklist.
FIXES
• Store unit cost exploit with core unit cost option in campaign scenarios.
• Units with the ‘mine’ property would not have this property synced and properly applied when the scenario was opened, leading to various bugs, such as AI targeting mines with its planes etc.
• Undo exploit: when attacking an enemy unit and triggering supportive fire around it, if you moved right away before receiving the supportive fire damage, you could then undo that move and get your health and other stats back and basically negate the supportive fire effects.
• Unit production time exploit where you could purchase a cheap unit and upgrade it into a better unit right away to get away with a lower production time.
• Upgrading/Downgrading to foreign unit would make the unit cheaper. Could be used as yet another exploit to get foreign units for cheaper.
• Partisans not spawning at all even with the setting ON.
Thank you everyone for reporting bugs you are encountering!
8.3.5 3 Apr
This update from Apple will improve the functionality of this app. No new features are included.
ADDITIONS
• Auto recognition of more ship classes: Frigate, Corvette, Minesweeper, torpedo boat, escort destroyer.
CHANGES
• Amount of days that goes by per turn now has an influence on units research speed.
• Significantly reduced core units upkeep when in reserve on campaign scenarios only (from 50% to 10%). That tended to ruin scenario balance.
• Battle of France standalone scenario balance changes.
• Tripoli campaign scenarios balance changes.
• Updated all communication email templates to look cleaner/more professional (with bright/dark mode compat).
• Rebalanced British fighters damage, they were too low compared to other nations (like really low).
• T34 M1940 availability date changed from March 1941 to September 1940.
• T34 M1941 availability date changed from 1942 to April 1941.
• T-34 57 1941 texture.
FIXES
• One upgrade cost issue with prototypes.
• One instance of infinite money through unit upgrades and mechanization.
• One instance of infinite manpower bug through recon units upgrade.
• One instance of infinite money through unit upgrade and policies.
• Major/Secondary VP property not being reset on tile when clearing a VP in the scenario editor.
• Script execution order mismatch between mobile and PC version.
• Flaw in AI consideration of what harbours were valid or not for deployment of naval units.
• Lag spikes on scenario opening (very noticeable on larger scenarios).
• Password reset email not being sent automatically when clicking on the 'forgot password' button. You would have to wait 60 seconds before you could send a password reset request.
8.3.4 30 Mar
FIXES
• AI not purchasing units (regression from previous update).
8.3.2.0 19 Mar
FIXES
• AI not deploying its units properly.
• Operation Unthinkable wrong side assigned in campaign.
• Panzer III Hs were present originally on the Battle of France 1940 scenario even though this model was not produced yet historically.
• Having two fingers on the screen would unselect your currently selected unit.
• Several scenario editor touch input issues.
8.3.2 18 Mar
ADDED
• AI nations now guard their borders during peacetime, evaluating nearby threats and reinforcing the most dangerous frontiers.
• Hurja class gunboat to Finland.
• Prezidentas Smetona gunboat to Lithuania.
• Ronis class submarine and Virsaitis gunboat to Latvia.
• Kalev class submarine, Novik class destroyer, Sulev gunboat to Estonia.
• Garrison unit to Mongolia.
• Total supplies cost in the income breakdown.
• MipMaps to all units textures to improve with pixelated/visual glitches.
• Added new army supplies state visualization map, bound to F9 key (can be rebound).
CHANGED
• All ships graphics have been updated and their style has been unified.
• All ships counters have been updated to a new design.
• All plane counters have been updated to fit the new design (tinted instead of full out white).
• All land counters have been updated to fit the new design (tinted instead of full out white).
• Core units are now properly and clearly indicated in both the reserve menu and the order of battle menu.
• Updated NATO ships icons (cleaner).
FIXED
• AI pathfinding edge case.
• AI had inclusive check on end availability year for units when purchasing.
• Units from neutral nations would still trigger an ambush event when running into them (ships, for example).
• Deployment countdown UI icons were shown even at places where the selected unit could not be deployed, leading to confusion for the player.
• Monowai Aux. Cruiser from NZ had impossible availability date (9999).
• There were 2 'dead' convoy units (no nation assigned) lying around in the units editor/list.
REMOVED
• Ronis class submarine from the USSR.
8.3.1 12 Mar
CHANGED
• Improved online account email verification delivery rate.
• Attrition calculations have been changed to prevent various exploits/cheesing or arty spam. Noticeable changes are: attrition values are now percentage-based instead of raw numbers (so that units with low ammo/fuel count don't get to zero after a single heavy artillery attack). There now is a floor for how low attrition can get, which is 20% of max ammo/fuel by default. This is the most significant change, and the solution to the 'infinite retreat' exploit. Even after heavy shelling, the defenders will now always be left with a few ammo/fuel to either retreat on their own, or fight one last time.
• Increased amount of generated rivers in the random scenario generator (x2).
FIXED
• Hero damage bonus was being applied twice during engagements.
• 'infinite' manpower exploit with unit upgrade system flaw.
• River generator issue where it would override railroad tiles without placing appropriate bridge tiles.
• Moscow42 crashing the game on the Axis side.
8.2.0 26 Feb
ADDITIONS
• Few new german commanders: Wilhelm List, Maximilian von Weichs and Georg von Küchler.
• River generator both in scenario editor and in random scenario generator.
• Railroad generator both in scenario editor and in random scenario generator.
CHANGED
• Improved scenes unloading speed (especially noticeable on large maps). Brought it down from 13 minutes to 30 seconds on a 900x700 map.
• Aggressive propaganda policy now properly gives you +30% turnly manpower growth.
• Operation Overlord standalone scenario channel islands ownership (should have been Germany, not the UK).
• Europe 1942 standalone scenario: added missing commanders.
• M4 Crocodile is now marked as Prototype.
• M4 Crocodile availability date has been changed from early 1942 to early 1945.
• Churchill Crocodile availability date has been changed from early 1943 to mid 1944.
• Partisans spawning was uncapped, it is now capped so that the total amount of partisans spawned in one turn cannot be higher than the total amount of occupied cities (if there are 5 occupied cities, then a maximum of 5 partisans will be spawned).
• Support fire logic has been tweaked a little so that potential supporters will never support attacked unit when the distance between the attacker and the attackee is greater than the potential supporter range of attack. Vanilla behaviour remains unaffected, this really is a fix for modded games where an AT weapon with a range of 1 would support a friendly when attacked from 5 tiles away by a unit with high range.
FIXED
• Mountaineer trait damage bonus not properly applied in proper cases.
• Potentially fixed a rare occurence of timezone/local computer clock issue resulting in possible login into multiplayer but then being spammed with 'you need to be logged in to perform this action' messages.
• Online PBEM game giving 'player mismatch' error message when a new player was being added through event(s) in the game (such as Vichy France creation upon France's capitulation).
• Partisans spawning was not checking for max unit purchase cap.
• Out of fuel range area calculation for planes was wrong.
• Out of fuel range area for planes was not taking into account carriers or carrier compatible planes (only checked against land airfields/reinforcement tiles).
• Player swapping seats/nations in PBEM online multiplayer games in some specific cases.
• Next human player panel showing up in online PBEM multiplayer games between players.
• Income modifier setting resetting itself between custom campaign scenarios leading to 0 income (both start and turnly) on second scenario and onward of custom campaigns.
• Custom campaign scenario choice had the '.sav' extension shown on the UI.
• Clouds spawning but never clearing themselves when zoomed out max with the camera (resulting in serious performance issues after a long time if not zooming back in again).
• Infinite campaign commander XP when completing a scenario, saving, loading, completing again, etc.
• Many server-side fixes, including logic issues and email deliverability issues/blockage by some providers (gmail, yahoo...).
• Unit purchase limit was not properly updated when you used the 'spawn units in VPs' in the map editor. It could bring you above the limit.
• AI freeze during policy picking when modding the game (very specific, edge cases).
• Units spawned through events would have 0 manpower value assigned and 0 morale.
8.1.6 11 Feb
Last update for 2025.
Happy new year everyone!
ADDED
• Confirmation window when you are about to pick a policy from one category where you already have an active policy (to warn you about the fact that only one policy can be active per category).
• New setting: auto skip previous turn summary window (under Misc category).
• Possibility to leave an online PBEM game without any penalty when 48h has passed since the last player played its turn.
• New mod quality setting (low, medium, high) to allow user with little RAM to still run mods.
CHANGED
• Joining the last slot in an open online PBEM game will now automatically take you to the 'continue' menu saving you a click.
FIXED
• Online chat public channels had issues, as a result you would see almost no one online or everyone would be split in small sub groups.
• Online PBEM games where you were playing more than one nation in a row would send the data to the server after every turn you played instead of letting you play through all nations at once.
• In online PBEM games where you were playing more than one nation in a row would set you as the active player even when it was someone else's turn.
• An email would be sent every time a player occupied a new seat in an online PBEM game even though he had already joined once.
the game session (when choosing to play more than 1 nation for example).
• An email would be sent every time a player left an online PBEM game even though he had not emptied all its seats.
• Coastal artillery and land mine properties never resetting when upgrading/downgrading units.
• Southampton was a city inland in the Sea Lion South scenario.
8.1.2 5 Jan
ADDED
• Capitulation event for the USSR on the Europe scenarios when capturing: Moscow, Leningrad, Stalingrad, Sevastopol Murmansk and Baku.
CHANGED
• Multiplayer compatibility version.
• Game settings when hosting a PBEM game will now be properly sent to the PBEM server.
• The AI will no longer redeploy its units guarding its borders.
FIXED
• You could play a PBEM game with extra mods that were not required by the session and had a gameplay impact on the game.
• Vichy France will now be properly created even if an Axis minor triggers France's capitulation.
• No place to deploy german reinforcements on scenario start in Silver Fox (campaign).
• P-40N was marked as carrier compatible even though it was not IRL.
• You could not upgrade/downgrade a unit to/from itself when it was from another country.
• Bug when trying to upgrade/downgrade a unit while having a full list of units in the basket list from previous pre-purchase actions.
• De Ruyter Dutch cruiser had wrong start commission date.
• UI scaling issues.
8.1.1 08/12/2025
ADDED
• Brand new PBEM server.
• Several new sections in the Manual.
• 7.5 cm le.IG 18 and 7.5 cm Gebirgsgeschutz 36 light artillery to Germany.
• UI scaling setting (Settings->Graphics).
CHANGED
• All base game units end use year has been changed from 1946 to 1949.
• Updated all of the realtime multiplayer libraries (we were quite a few versions behind).
• Many sections of the manual have been cleaned up and reorganized.
• Red color on damage breakdown is now brighter for increased readability on dark backgrounds.
• End of turn menu will no longer appear when playing a singleplayer game (when going from one human player to another).
• Foreign equipment is now available in the upgrade menu.
• When upgrading/downgrading a unit to a modified version of itself, it will no longer be sent to the reserve.
• Saving during multiplayer games is now allowed (all).
• Rebalanced Low Countries campaign scenario (Axis side).
• Finnish F2 Buffalo has been renamed into B-239.
• Coastal batteries are now allowed to be deployed on any ocean/sea coastline that you control.
FIXED
• Naval units were affected by land units' ZoC.
• Game was loading Custom Heroes data from one folder and saving it into another, leading to data mismatch. Proper location is: GAME/MODS/YOUR_MOD/Custom Heroes/Custom heroes.txt
• When opening the 'Statistics' menu before the game's end, if you changed the sorting mode, that could re order the whole list of players.
• Move or attack not properly greyed out on units that have the 'move or attack' property.
• Typo in the Farragut and Allan M Sumner destroyer classes (USA).
• Buildings (units) were showing a non zero upkeep value, even though they had no upkeep value.
• 'Better Scientists' policy was not excluded from the menu when playing without the 'Research' setting.
• 'Flexible Strategy' policy was not giving any refunds on policies you cancelled after loading a save.
• Music player resuming automatically when tabbing out/back in even though you manually paused it.
• Europe '45 had a missing airfield VP in Poland and 2 wrong road tiles in Iraq.
• AA units could attack enemy planes during bad weather if the tile had an enemy land unit in range.
• In some specific cases, air units could become invisible when an enemy land/naval mine was on the same tile.
• Upgrading a ship to a carrier was not allowing that ship to launch airplanes.
• Fighter planes had their attack SFX overwritten in some cases.
• Landing bonus on damage breakdown was showed as red instead of green for Marines.
• Some units could remain invisible in some specific cases due to the recent 'cleared FOW saving' feature.
• Several upgrade/downgrade cost issues.
• Minor localization issues.
• Drawings were not refreshed for your allies in real time multiplayer.
• Using supply ships/planes in real time multiplayer was not synced.
• Germany in the scenario North Africa 1942 had negative manpower on turn 1.
• Joining a faction through the diplomacy menu was opening the 'faction creation' popup window.
• Sometimes, in very specific cases, some unit in the Order of Battle could display a hero name even though they had none.
• FOW on the map was not refreshed in real time multiplayer after a player accepted an alliance proposition.
• Weather was not synced properly in real time multiplayer.
• Upgrades, downgrades, or update actions were not synced properly in real time multiplayer.
• Efficient Modernization policy was applied even when downgrading (money getting in) meaning you'd lose some money (25%).
• Code freeze due to units no longer existing in the game being used by events (they will now be skipped/removed).
• Localization issue with policy picking confirmation window.
• Main menu soundtrack sort of starting to play twice when launching the game.
• When trying to draw/erase with the drawing tool in real time multiplayer, it would always modify the active player regardless if it was you or someone else.
REMOVED
• Access to previous multiplayer server.
8.1.0 26/11/2025
ADDED
• New 'Help' section in the main menu, where you will be able to find both the game's Manual, as well as a 'Contact Support' email generator + log file opener. Please use this now to report issues or request for help, as it will contain all of the informations about your installation.
• New 'Community' section in the main menu, containing all of the various social network links
• Confirmation window when you try to delete a save file.
• Automatic dedicated chat channels for every languages the game supports.
• Hot load support for real time multiplayer (game host can now load any save file mid game and that will be synced for every other players in the room).
CHANGED
• Updated several sections of the manual.
• Ships now apply Zone of Control around them (submarines or submerged units excluded).
• Rework of the main menu presentation (buttons layout, menus, sub-sections). Improved clarity.
• Language setting has therefore been moved to the regular settings menu, under the 'Accessibility' category.
• When pressing the 'delete' button in the Mods menu, if the mod is a Workshop mod, it will now automatically unsubscribe you from it.
• Musics will now be played in the main menu if there is a modded video playing in the background, but the game detects that the video has no audio track.
• In the multiplayer game hosting menu, both PBEM and real time buttons will be visible at all times and greyed out only when scenario is not properly configured.
• Upon their creation, new mods will have new automatic data set in the Manifest.json (username, version...).
FIXED
• Editors could not save data to mod if there were active mods that were missing data.
• AA units were still not able to attack land units further than 1 tile away.
• New Orleans heavy cruiser (USA) having wrong graphics.
• Stats on units counters would not reposition properly when changing the scale of units in the settings.
• Transferring a unit to another player had no redeployment time (if sent to reserve).
• Max FPS setting issues when saving/loading the player settings.
• Chat was no longer autoconnecting when playing a scenario (regression from 8.0.4).
• Real time multiplayer trying to raise events even when playing offline (regression from 8.0.4).
8.0.7 21/10/2025
ADDED
• Damage breakdown mention + how-to in Tutorial task + step to help new players better understand battle/damage outcomes.
• When closing the tutorial window, it will now turn into a little 'book' icon on the UI so that you can open it later if you want/need to.
• Fog of War clearing is now saved between sessions (no more 'recon' FOW loss).
CHANGED
• Multiplayer compatibility version.
• Updated the game engine (Unity) to match the latest security update.
• Transferring a unit that was on the map to some other player that was not an ally or an enemy would leave the unit on the territory, it will now be sent to the player's reserve instantly.
• Improved sync of units movements in real time multiplayer.
• Kicking someone from a faction will now make it join its own faction based on its country name.
• Improved data exchanged during real time multiplayer games (reduced/batched existing data). It should be lighter and more reliable now.
• Renamed 'Library' tag into 'Code' tag for filtering mods on the Workshop.
• Yellow fuel icon indicating low fuel for a unit now starts showing from 30% instead of 40% of available fuel remaining.
• Increased modded tiles resolution from 256 to 512 (sharper).
• Increased modded units resolution from 256 to 512 (sharper).
• Moved map opacity window to the right of the plans drawing window.
• Removed char limit on Workshop Uploader mod description/changelog text fields.
• Rebalanced Operation Crusader (Axis side) campaign scenario.
• Reworked the UI of the main menu scenario editor UI.
• Cheapened Tutorial alliance invitation cost a lot to make it more accessible and not block the player.
FIXED
• Several sync functions were missing in real time multiplayer.
• Italian Littorio BB 1942 refit stats were a little off.
• Notifications shown to non active human players in real time multiplayer.
• Changing the 'sleep state' of a unit was not synced properly in real time multiplayer.
• Field modifications category in the Policies menu was not properly localized.
• Typo in a Finnish village on Europe scenario.
• One airfield in Albania on Europe scenario was providing manpower and income.
• Partisans not spawning in a rare, specific case.
• AI carriers could, in rare cases, stay stranded at sea instead of going back to harbour to refuel.
• 'No game hosted' UI message in multiplayer menu would sometimes still be displayed while you were already in a lobby about to start a real time multiplayer game.
8.0.4 07/10/2025
ADDED
• Brand new main menu soundtrack, unfortunately was not ready in time for the release of 8.0.0 and the new art style, composed by the same artist.
• Close/Minimize buttons to the tutorial window.
• Loading wheel in the multiplayer button for when the game chats with the server.
CHANGED
• Multiplayer compatibility version.
• Manual (PDF), fixed incoherences and added Convoy section.
• Increased online chat max slots from 100 to 500.
• Improved clarity regarding landings in the tutorial (unit needing to be located on a tile adjacent to the tile where you want it to land).
• Login, register, password recovery, and account deletion buttons in the multiplayer menu will now be disabled whenever the game chatting with the server (to prevent request spamming that does nothing but waste everyone's time and resources).
• When you override the manpower of a tile in the map editor, and when that tile became occupied during the game, the regular 'occupied' value of the tile (found in the Tiles editor) would be used instead of calculated from the override you chose. Now, an automatic override of the occupied value is calculated, as 1/5th of the value, to respect the base game ratio between occupied and non occupied tiles.
• Land and naval mines are now allowed to be deployed on victory points, as long as they are not reinforcement tiles.
• Many more properties are now exported to CSV in the Units editor.
• Code clean up for modders.
FIXED
• Upgrading/Downgrading unit error message thrown in real time multiplayer.
• AA units were restricted from targeting enemy land units further than 1 tile away, even when they attack range stat was set to any number higher than 1.
• Korean, Japanese, and Chinese number order issue with units naming.
• Incompatibility between the mountaineer and truck/mechanized option, when trying to move on a mountain and having both options active on your unit.
8.0.2 02/10/2025
FIXED
• Planes could not attack ground targets.
• Save files were not displayed.
8.0.1.2 30/09/2025
FIXED
• Wrongly pushed the DEMO version to the main branch. Oops.
8.0.1 27/09/2025
ADDED
• Blacklisted players list now automatically fetched from the servers in real time to refresh the chat instead of being baked into the game files and requiring a game update to update the ban player list.
CHANGES
• Improved localization quality for Simplified Chinese.
• Europe 1941 units in villages have been replaced by garrisons.
• Europe 1942 units in villages have been replaced by garrisons.
• Europe 1943 units in villages have been replaced by garrisons.
• AI ships will now move and target low damage potential land target if there is nothing else for them to do (they would stay idle before).
FIXES
• Localization entries missing.
• Secondary/Major victory point could go out of sync from regular victory points in the map editor when setting the points (really rarely, and that would create freeze during the game so it would not go unnoticed. Did not happen on base game scenarios).
• Custom campaign scenarios could have issues when finishing the first and second scenarios of the tree and would fail to load more.
• Not all diplomatic options were disabled in campaign scenarios.
• AI ships should no longer move into harbour tiles (if that were still the case, please send me the autosave file from the previous turn to the support email).
• Buildings could be upgraded in the reserve and trigger an infinite money exploit through there.
• Buildings (factories, refineries, airfields etc) could be built on rivers (where there was a bridge).
• One rare and super specific occurence of AI game lag (several seconds) in a very specific case:
• In a very specific case, you could be prompted with the overrun confirmation window during the AI’s turn.
• If you had the ‘All Weather’ policy and had the ‘plane can move one extra tile after attack’ optional setting and your plane started above an enemy unit and you attacked that unit, your plane would not be allowed to move more than a single tile.
• Some AI controlled nations would not perform landings when historical focus was ON in custom scenarios.
• Mobile users: the amount of available units in the reserve would not display more than 2 characters, instead of 100+, it would display 10.
• Mobile users: One more attempt to prevent auto overrun on attack.
more Version 8.4.11 1 day ago
Data Not Collected The developer does not collect any data from this app.