1946. Mankind has just suffered one of the most brutal wars it ever faced. While the rest of the world is still rebuilding, a scientist of unmatched genius by the name of Albert Einstein decides to act. With a device he was engineering at a secret research center in Trinity, New Mexico, he travels back in time to kill the person who he sees as the root of all misery: Adolf Hitler. He catches up with Hitler in 1926 and disposes of him without thoroughly considering the consequences, as time will soon tell.

It's now the 1950s. World War II never happened -- at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now facing increased tensions with Russia under Josef Stalin's rule. In order to realize the glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The conquest of Europe. The nations under threat form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.

  • Steamroll over Europe with the high-powered arsenal of the Soviets or repel the invasion with the technological superiority and cunning of the Allied Forces in a team-based FPS inspired by Westwood Studios' hit real-time strategy game, C&C Red Alert.
  • Wage warfare on the land and in air with units ranging from Mammoth Tanks and Chinooks to Phase Tanks and Longbows.
  • Pacifist? Repair your base as an Engineer, support the war effort as a Medic or Mechanic, or infiltrate the enemy stronghold and steal intelligence or assets with Spies and Thieves.
  • Timed and tuned Tech Levels unlock progressively more powerful weapons and vehicles as the match progresses. Early infantry skirmishes give way to full combined-arms conflict, with high-tech war vehicles including the stealthy Phase Tank, nuclear Demolition Truck, and high-voltage Tesla Tank!

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Allied Medium Tank WIP Medium Tank armor allocation Medium Tank armor allocation
Blog RSS Feed Report abuse Latest News: Balance Info and HUD Updates

3 comments by Chronojam on Sep 28th, 2014

By now, you've hopefully had a chance to take APB out for a spin. It mixes things up a bit, so don't forget to leave us your feedback. We're working on another update for that, with more code fixes and some balance refinements. If you haven't had a chance to play it yet, please do. Pyryle did a great job getting all the tweaks in place.

APB 3.0.0?

Concurrently with the APB 2.X branch, work also continues behind the scenes on the next major version (let's call it APB 3.X), which principally revolves around a lot of engine changes.

There are a lot of changes coming, and it's not all just unit stats. That said, a lot of the balancing has been revisited substantially. A lot of old balancing was done how it was because of engine quirks, unsurprisingly; that's why the Hind chaingun was changed to an autocannon, that's why snipers were removed.

Months and years of changing things around and units being added or removed has left us with a bit of a mess. All the raw numbers are being cleaned up and numerous old armor definitions are being discarded or brought into line to make future adjustments easier on us.

Fixing up the armor is one thing I was not personally looking forward to really dealing with, because it's rather clunky and we have a lot of legacy crap in there -- lots of fractional changes have resulted in some weapons doing (for example) 0.1753x versus a particular armor, with the actual weapon set to do 31.067 damage. That's hard to think about, and hard to talk about, and makes it harder to compare units against each other both for players and for us devs.

Moderator Pushwall has recently been promoted to full staff and is working on balance refinement as a logical continuation of how Gamma's weapon/armor interaction worked out. Thankfully, in addition to Pushwall coming on board to help out, Danpaul's also working on some better tools to handle unit balancing beyond "loose text files and spreadsheets and a calculator." Progress!

HUD Updates

Talking more about the big update, we've got some battlefield intelligence updates.

Better targeting feedback is being improved. In addition to hitmarks and hitbeeps (audible damage feedback, which you can toggle on and off as you please), your range to target is now displayed when you aim at something.

Since we've added locational damage, we're looking into having the crosshair indicate if you are aimed at a weaker or stronger portion of an enemy vehicle (probably by color). Altogether, you should have a better idea of whether or not your target should be, or actually is, taking damage now.

In addition, context-sensitive radio commands are being looked into. The idea is that you will be able to have a couple keys to press to indicate something about your current target. Instead of just pressing a few keystrokes for a vague "Attack my target" and hoping somebody nearby figures out what your target is, the radio command sent will actually specify what your target is. This way you will also be able to specify a particular building to attack, or defend, just by pointing at it.

Helpfully, radio commands will also specify what you are. Asking for health? Radio commands will say what unit you are, so your team knows if you're a vehicle that needs a Mechanic or a soldier calling for a Medic.

Somebody says the base needs repairs and you reply "Affirmative?" Now your team will know if you're just some far-off Medium Tank that's agreeing, or are a Technician who can do something about it!

To make things more helpful, your radar icon will blink as a little quote bubble for a few moments, too. There was a hilarious bug that cropped up while testing this that ended up breaking all vehicles such that firing your weapon would cause your whole vehicle to stutter. Also, your soldier would stand outside the tank in a T-pose, and the camera would shift underground. The fun things we run into!

Camera Updates

Earlier, we added options so that the cameras could be shifted around a little bit more than before. Mostly this was useful for making an offset third person camera for soldiers, or a vehicle like TS:Reborn's GDI Titan mech. But, wouldn't it be cool if you could have a slick offset view for the V2 Launcher, too? Or how about a close "gunner's view" for the Ranger? Each of these would make aiming easier, but you could only have one camera profile per vehicle.

Obviously that had to change. We're able to have an arbitrary number of cameras per unit now, and will be grabbing some help from the testers to craft some new options. After all, everybody has a different favorite perspective. The keybind is shared with the infantry first/third person view toggle and you can also cycle backwards through the list when also holding "shift."


Ranger cameras during test (GIF animation)

We'll probably have two or three per vehicle, depending on what makes sense and what works well during testing. A Minelayer doesn't really need too many camera options, but a Longbow or Hind could probably use a couple. If you have any suggestions, we're listening.

Battle Info Screens

Team Info Overlay Replacement

Alright, so we once had static updates bound to the J/K/L keys for team, overall, and server info. These were opaque, took up your entire view, and also locked your controls, and yet they were just snapshots that didn't actually update until you opened them again. Yuck.

Now, we've got some brand new non-modal displays that will show you your team info, or a player overview, or your base status and they update live as every point or credit is earned, or purchase is made, and so on. Plus, they don't lock your controls, so you can keep on driving/shooting/playing.

The team display shows your teammates, their cash, their score, their kills and deaths, what soldier they're using, and what vehicle they are in. If they're simply riding along in the vehicle, they get a [+] indicator prepended to the unit name. If they're on your team and are a spy, their soldier type has [Spy] prepended, so you know!

The players display shows both team's players, their score, kills, and deaths. The same [Spy] notification shows up for spies that belong to your team. The bases display shows both team's structures, AI-controlled Ore Trucks, support facilities such as Service Depots, plus defenses such as Tesla Coils and their current health -- all updated in real time of course.

That's it for this update. Don't forget to follow us on Twitter at @BHPTeam and Facebook as Bluehell Productions. We're trying to keep these updated with important information and news updates for things like when the site and services (TeamSpeak, IRC, gameservers, etc) will experience downtime. Also if you want to tell your friends about the games, these are easy ways to get them aware.

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BHP Launcher

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Download, repair, and patch support for TS:Reborn and RA:APB. Note: This installer can skip any .NET 4 Framework installation issues, but users will need...

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LevelEdit Path

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A simple utility that allows you to easily re-route your LevelEdit application to point to a new game source folder, without the hassle of using regedit.

BHP Launcher - Downloads the games!

BHP Launcher - Downloads the games!

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Obsolete - BHP Launcher

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Mapping & Mod SDK v2 - RA:APB Gamma

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Updated for RA:APB 2.1.2 content. Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your...

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Post comment Comments  (0 - 10 of 1,754)
darkyuri Jan 18 2015, 9:14am says:

Can you created game on the The Battle For Middle Earth?

+1 vote     reply to comment
darkyuri Oct 8 2014, 12:31pm says:


-1 votes     reply to comment
Dzev Oct 1 2014, 10:02am says:

Since tanks got some weak spots I think infantry combat must become realistic too lol. But wait... weak spots working for all firearms xD

+2 votes     reply to comment
Chronojam Creator
Chronojam Oct 6 2014, 2:08am replied:

We've got a few changes coming for infantry, too! Sneaking around will hide your name and take you off radar, a lot of the weapons have been adjusted and there's a dynamic accuracy system, we've got sprinting and jumping changes, etc.

Soldiers also self-heal out of combat in case you win a victory far from your base or a medic, so you don't need to just jump off a cliff or suicide-rush the defenses. I'm not sure that's realistic, though, but it works well in testing.

+4 votes   reply to comment
PreposterousAce Sep 12 2014, 1:59pm says:

I haven't played this for nearly a year... I have to get back soon!

+2 votes     reply to comment
One_Winged_Angel Creator
One_Winged_Angel Sep 15 2014, 9:10am replied:

Hopefully the game will be better than you remember it since the new updates! Keep tuned into the forum if you want to find out the latest news!

+2 votes   reply to comment
PreposterousAce Sep 15 2014, 11:15am replied:

I had some hours with it the other day and it's just as I remembered it; Brilliant!

+2 votes     reply to comment
maxammo Aug 27 2014, 9:52pm says:

Its been years since i first started playing the 1.2.0 beta and yet the characters and the weapons look the same, after 6 or more years of development, i just looked through the old updates in the gallery and saw some new weapon and building renders that was years ago. Here some examples of forgotten content that was promised updates ago.

New Soviet flamethrower.
M16 new model.
New War Factory.
Ak47 new model.
Remodel of Medium tank.
Allied Artillery with turret.
New grenade for Grenadier.
Chronosphere. not sure how i spell it
Complex interior of Missile Silo.
Complete weapon reloading animation. not like in Goldeneye64 where you put your gun down and make some reloading sounds and raise it up, but its more pleasing to see you are actually reloading something even its repetitive.

And of course... NEW CHARACTER MODELS!

I just looked into some images and wondered when is the last major update of APB?, I know that would take weeks or years to create something major but atlest make the game look better in small doses,
as the updates are just balancing and tweaks to make the game fairer to players, its just how long the game looks like it came from early 2005,
and not polish the graphics a bit.

+2 votes     reply to comment
Chronojam Creator
Chronojam Sep 2 2014, 4:24am replied:

We've had real life issues crop up with a lot of our art guys, which has delayed the inclusion of new artwork assets. For example, the new hands need to be properly rigged/prepped, and before that can happen, new weapons and animations can't go in.

But that's been sidelined due to events and priorities, so they're not in yet. If you want to help or know somebody who does, let us know.

+2 votes   reply to comment
darkyuri Aug 20 2014, 12:39pm says:

It would be great if it was created Neso similar on RA3.

+1 vote     reply to comment
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Red Alert: A Path Beyond
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Released Apr 6, 2011
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Highest Rated (9 agree) 10/10

i haven't even played it yet, but i still give 10!

Mar 14 2011, 11:18pm by BionicleManFanatic

First Person Shooter
Red Alert 2: Apocalypse Rising, TBD
Red Alert: A Path Beyond, Released Apr 6, 2011
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