Chapter One: Overlord

Traction Wars is a Free to Play, standalone WWII Realism Game utilising the CRYENGINE. It will offer a gaming experience that highlights realistic and historically accurate environments leading you through the battlefields of WWII. The first release "Overlord", will feature the early stages of the Normandy Campaign between the British and German Armies. From the infamous D-Day invasions through to the capture of Caen in the Summer of 1944, players will take part in some of the most fierce and bloody battles in history. Traction Wars will be released in a series of chapters, each expanding upon the previous. Chapter One: OVERLORD, is currently in development.

The following features will be included in the first release:

  • Two Nations (Britain and Germany)
  • Teamwork Orientated Gameplay
  • 20+ beautifully authentic WWII weapons
  • Squad & Command System
  • Balanced & Historically Accurate Class System
  • Historically accurate and detailed maps
  • Custom Interfaces and HUD
  • Original Soundtrack

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With the winter holidays a distant memory and an exciting year ahead, I thought it would be a good time to talk a little about where the game is in development.

Over the last six months, we’ve been working hard to implement as many of the core gameplay features as we can into the internal build. We are building much of the player experience from the ground up, so in addition to spending time on the implementation of visual features we have been tirelessly working under the hood on the framework for game modes, user interface and other every day systems.

These systems are mostly very boring to talk about but it means the Level Designers, for example, can easily modify the game mode parameters for themselves rather than having to communicate and relay every tiny change through to the Programming team. The good news is that in the long run it will save us both time and make for a quicker release.


Besides the boring backend systems, we have also been working on player immersion. Suppression and Shock are both in-game working very nicely, although we are not yet entirely satisfied with some of the visual effects. From personal experience though, the crack and whizz of bullets flying over your head makes you hit the dirt hard! We have also been spending more time on player movement and weapon balancing, which brings up the interesting challenge of providing both a fun yet realistic experience for players.

On the audio side of things we have implemented a 3D positional VOIP system using Mumble, although only in a very basic form. Deeper integration is something we are exploring but not as a priority until more important features are finished.


On the Mapping front we have recently been on a major optimisation drive before pushing further forward with detailing to make sure the game is running smoothly despite all of the little details we just can't resist putting into our levels. As we add the latest technological improvements from Crytek proper optimisation is ever more important as the game progresses.

So there you have it. Why have we haven't been writing many updates so far this year? Because we've been focusing all our energy on internal builds and pushing the game forward!

Recruitment Spotlight
We are currently have positions open for environmental artists. Experience in CRYENGINE is not required so if you a talent for creating and texturing statics, props or vegetation and you would like to join the team you can find Frequently Asked Questions about joining the team and the application form on our recruitment page.


We will soon be doing a fresh Community Questions update so if you would like the chance to have your question answered as part of the update you can submit your questions in the dedicated forum area. In meantime in our next update we continuing our series of developer interviews.. but who will it be?



Community Newsletter #6: Merry Christmas

Community Newsletter #6: Merry Christmas

News 3 comments

Well, we said that the 3,000 community member update would be the last of 2015 but we couldn't resist giving you all a little Christmas present... Since...

News Update #55: Old Rivals

News Update #55: Old Rivals

News 8 comments

As promised by General Naga in his interview last update, this time we turn our attention to the first of the updated Wehrmacht weaponry along with its...

News Update #54: Road to OVERLORD (Part 2/3)

News Update #54: Road to OVERLORD (Part 2/3)

News 0 comments

Following the announcement of our release timetable in Part 1, in this update we will be taking a more in-depth look at what to expect in Chapter One...

News Update #53: Operation Deadstick (Part 3/3)

News Update #53: Operation Deadstick (Part 3/3)

News 1 comment

Following the announcement of Traction Wars's release target in Road to Overlord Part 1 we return to the final part in our series about one of key maps...

Post comment Comments  (40 - 50 of 470)
cinco
cinco

traction war and festung europe are two indie ww2 games on the cryengine with near identical art quality, goals, and design choices.

just wanted to mention this. because twice the people developing one game seems more optimal than half the people producing 2 separate games

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Guest
Guest

festung hasn't made a single update in over half a year, and they keep advertising themselves as the developers of darkest hour... but the darkest hour devs went on to develop rising storm!

festung europa is a write off.

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hannibaldinski
hannibaldinski

I must agree with you though sadly both teams have very different goals. One of them is that Traction Wars is going to be free and the other payed.

But maybe having a bit of competition is good (:

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Guest
Guest

irc traction wars was around long before FE was on CE3.

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Generalfeldmarchall
Generalfeldmarchall

Amazing! Can't wait to shoot with them.
Keep up the great work guys!

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Brainlaag
Brainlaag

Yay, an update.

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Rebel12Lz
Rebel12Lz

I wonder if this older Enfield rifle will be issued to a future engineer class :)

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ZYQUIST
ZYQUIST

Hi Traction Wars Team,

i like to watch your beautiful screenshots. Please finish your game in a realistic way! Please don't add "recognition for hitting (hitblib)" the enemy like in Call of Duty 2, 4, +++games.

Thank you.

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Argeomer
Argeomer

so this game is all multiplayer right?how many players will be able to play at the same time?other thing, what are going to be the multiplayer mods, it will be team deathmatch,conquest the flag, free-for-all, etc. ?

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[TWDEV]_General_Naga Creator
[TWDEV]_General_Naga

Multiplayer only correct. At the moment we're saying 32 but we're aiming for more - large scale testing and optimisation needs to take place before we can confirm that though.

The game is tactics and teamwork based so you can expect team-orientated gameplay with objectives for teams to focus on. The "standard" gamemode isn't Battlefield conquest but along similar lines.

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Argeomer
Argeomer

Cool :D ...well great work and continue

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Traction Wars
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