Star Wars: Battlecry is a free, standalone game that will offer challenging gameplay and authentic worlds. We will bring the core Battlefront experience up to modern standards.

Keep an eye out for the Alpha which will be focused around one map featuring two factions, Alliance and Empire.

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Most needed positions: Environment Artists, Hard-Surface Artists (Weapons, Vehicles), Animators.

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Cloud City - rest area Cloud City - main hallway Cloud City - elevator area 2
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22 comments by rocknroll237 on Oct 28th, 2014

Hello once again Star Wars: Battlecry fans!

Today we're posting a quick update to let you know about the great progress we've been making on Cloud City (as well as new sound effects – Richard Goulet is responsible for creating these epic sounds - concepts and new/improved 3D models).

On top of this, we want to take a minute to mention our awesome new partnership with BlackIntel, who are letting us use their servers and storage! They are a great bunch of people and we highly recommend you check them out. More info on this partnership will be released at a later date.

Regarding the First Strike merge, we now have everything set up to ensure that assets from the First Strike and Battlecry teams is all in one place. We are still in the process of evaluating First Strike assets and getting the usable ones ready for UE4. This will take some time, especially as many team members have been very busy with other commitments. Things are moving in the right direction, however!

So, without further ado, it’s time to show you guys some progress:

Simple, Free Image and File Hosting at MediaFire

Simple, Free Image and File Hosting at MediaFire

Simple, Free Image and File Hosting at MediaFire

As you can see above, a lot of work has been done trying to get the lighting in the Carbon Freezing Chamber as atmospheric as possible (Joseph Greve, Ande and Sharky have been the main contributors to this part of the level). On top of that, a lot of effort has gone into creating high quality props and textures: this level of detail is exactly what we're aiming for. Other areas such as the residential area have also been worked on and are coming along nicely!

Simple, Free Image and File Hosting at MediaFire

Above is our re-worked and improved Rebel Trooper model by Ande. We have tried to go for a very detailed look, consistent with many of our other quality 3D models. Once we have the vast amount of First Strike models imported into UE4, we can begin to take what the First Strike team has done and build upon it, ensuring we get the most out of the powerful new UE4 features.

Simple, Free Image and File Hosting at MediaFire

Simple, Free Image and File Hosting at MediaFire

Member Thomas Woodward started work on a fantastic Imperial Probe Droid for us a few months ago but now you can see his latest progress.

In case you're wondering where the team is at with regard to our menu concepts and HUD designs, due to several brand new features making their way into the latest version of UE4, we've decided to come up with several fresh and exciting ideas. We won't be revealing too much of this at this time as they are still conceptual (and we've shown enough WIP menu/HUD concepts for now!) but we'll keep you updated.

As always, stay tuned for more and may the force be with you!

The Star Wars: Battlecry team

PS: If you have skills and have some free time at hand, contact us! We're especially in need of Animators, 3D Artists (primarily for weapons and equipment) and Environment Artists!

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Post comment Comments  (140 - 150 of 1,022)
thefinalhack May 5 2014, 5:57pm says:

I am largely unfamiliar with the specifics of game development but does the transition between engines mean that the work on the Hoth map has being discarded? Because the images of the echo base interior looked beyond amazing and it would be a shame for them to go to waste. But the real question is does the use of UE4 mean that seamless space to ground battles and transitions are now a more feasible feature than before or vice-versa? Also will the Cloud City map be mainly outdoor platforms or closed quarters combat in the corridors?

BTW keep up the good work!

+3 votes     reply to comment
Schlechtwetterfront Creator
Schlechtwetterfront May 5 2014, 7:05pm replied:

1. No, we just need to go over all of the assets we have, adjust them and re-export them to UE. But for several reasons (as outlined in the last news) CC is a better place to spend our time on.
2. It's more feasible.
3. Both.

+5 votes   reply to comment
GeneralAdrian May 5 2014, 3:04pm says:

Now that you have chosen the Unreal Engine 4, does that support enviromental destructions?

+6 votes     reply to comment
Schlechtwetterfront Creator
Schlechtwetterfront May 5 2014, 7:04pm replied:

Yes it does.

+3 votes   reply to comment
GeneralAdrian May 5 2014, 7:46pm replied:

I think I just came :')

So you might implement those kind of destructions into the game?

+5 votes     reply to comment
hotdog2642 May 5 2014, 10:58am says:

can we download it?

0 votes     reply to comment
rocknroll237 Creator
rocknroll237 May 5 2014, 11:57am replied:

Not yet.

+3 votes   reply to comment
Guest May 4 2014, 12:58pm says:

This comment is currently awaiting admin approval, join now to view.

rocknroll237 Creator
rocknroll237 May 5 2014, 12:11pm replied:

Check our latest news post on here.

+3 votes   reply to comment
thacrazymonkey May 6 2014, 10:27pm replied:

what is your profile picture from?

+3 votes     reply to comment
Truebladed404 May 7 2014, 12:02pm replied:

Purple and Brown is a small tellevision series that aired on nickelodeon. The specific clip where the pic is from is "Brown Chewing Gum" A link to the video clip has found its way into my post!---V

+1 vote     reply to comment
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