Traction Wars is a Tactical Teamwork Game set during the Second World War. A realistic and historically accurate environment for players to immerse themselves. For information about the first release please see below. The mod will be released in a series of chapters which will add new features and maps at each stage. Chapter One is currently planned to be infantry only but tanks and other vehicles will be added in a later chapter. Read More...

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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: OVERLORD and some of the hard choices we had to make in order to fix our release target.

Design Ethos

Firstly though let’s look at the fundamentals; what’s the philosophy behind the game design? We have seven core design criteria which shape the design decisions we make.
Encourage and give benefit to the use of tactics to achieve the objective

Encourage and reward teamwork between fellow players

Present a realistic and immersive environment to players

Remain true to historical events and not to glorify the events of the war

Create rich and beautiful environments based on real locations as accurately as practical

Ensure gameplay is fun, fast and addictive whilst remaining true to our other design aims

Balance realism/immersion against accessibility, providing essential information and making the game fun for both new & old players.

Chapter One: OVERLORD, which is set in the immediate aftermath of D-Day, will be the first release of the game with the following chapters adding in new features, maps and periods of the war. This first release as you already know will be infantry-only and feature the British Armed Forces and the German Wehrmacht in June 1944.

Player Count & Level Design

The most important part of any game is the gameplay. We have been careful not to be too ambitious in the scope of OVERLORD, so have chosen to restrict ourselves to four maps optimised for 32 players.

Increasing the default CRYENGINE player cap of 32 players will require us to allocate significant amounts of our resources into ensuring the game runs smoothly both client-side and server-side, as well as expanding our maps to an area more suitable for the increased player count. We decided those resources could be better spent on gameplay features at this stage, rather than the single large task of increasing the player count.

We are still keen to increase the player cap beyond 32 players in the future and so we have designed our maps such that they can be expanded to support more players if and when we increase the player cap in a future chapter.

By limiting ourselves to four maps at first release we can afford to spend more time in perfecting their appearance and play style. Choosing the four to focus our efforts on wasn’t easy, but more maps will of course be added over time.

The core game-mode which will be common to all our OVERLORD maps is called Skirmish. The design is likely familiar to most of the community; the two teams fight with a limited number of reinforcements to capture and control key locations across the map. The system is flexible allowing level designs to select from various options, such as a capture order in which key locations must be captured, which allows the the combat to be focused into a specific area through objectives rather than lanes or barriers.

Pegasus Bridge - Work In Progress

Player Effects

Simulating real-life effects such as stamina, health, fear and adrenaline are hard to realistically recreate in a computer game, due to issues such as how they are presented to the player, and the effect they have strategically. Two major effects which will be felt by the player are suppression and shock.

Suppression is triggered when bullets or explosions pass nearby to the player and have the effect of reducing the player’s combat effectiveness but only for a short period.This makes covering fire an effective tactic against a fixed enemy position and gives attacking troops a fighting chance.

Shock is different and a deeper effect on the player. It is triggered by traumatic and major events such as a near miss explosion. More disorientating and longer lasting than suppression, shock means the mortars and artillery become extremely effective at reducing the effectiveness of enemy units for a short time. A tactical window which is ideally exploited by attacking units.

That’s all for our first look at some of the game design of Traction Wars. In Part 3 we will continue our exploration of player experience, including the user interface and squad support.

We are always on the look out for fresh talent to join the team. If you think you have a skill which might be useful to us please head over to our recruitment page for details of our open positions just like the one highlighted below.

Pegasus Bridge - Work In Progress

Recruitment Spotlight

Modellers may expect to work on a variety of environmental assets. We try to accommodate personal preferences in assignment of tasks but inevitably this is not always possible. High-poly modelling is preferable but not required.

CRYENGINE allows us to push the number of triangles in our models but experience in low poly modelling is essential to get the most out of the the available budget.

For some idea of poly budgets, our weapons are usually between 6-8k tris compared to, for example Refractor 2 which are circa 3k.

Our next update will be on 11th September but in the meantime you can find us on social media from the links below.

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

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

3 months ago 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...

News Update #52: Road to OVERLORD (Part 1/3)

News Update #52: Road to OVERLORD (Part 1/3)

4 months ago News 5 comments

Almost 6 years and 10 months have passed since News Update #1: Road to Berlin and since then the team have been making steady progress towards the release...

News Update #41: Operation Deadstick (Part 2/3)

News Update #41: Operation Deadstick (Part 2/3)

4 months ago News 10 comments

As we revealed last month, the operation we have based Traction Wars is one of the most pivotal events in the D-Day Landings, the capture of Pegasus Bridge...

Dev Blog #22: TankFest 2015

Dev Blog #22: TankFest 2015

4 months ago News 9 comments

Last Saturday six members of the Traction Wars Team gathered (some for the first time!) at TankFest 2015 at Bovington, Dorset, England...

Post comment Comments  (60 - 70 of 466)
Crayator May 11 2014 says:

I like that there is actually more than 10 guns in this title, it may just be myself but I've noticed a lot of games recently not adding many weapons. I think this type of game appeals to a lot of gamers including myself, I hope the development works out well.

+1 vote     reply to comment
[TWDEV]_General_Naga Creator
[TWDEV]_General_Naga May 11 2014 replied:

We want the game to be as realistic as possible and that means a true variety of weapons rather than the 8-10 we all know well. Takes longer of course but we think it's worth the effort :)

Thanks for noticing!

+3 votes   reply to comment
Gangsta-Piggy May 3 2014 says:

How bout a small update? :D

+2 votes     reply to comment
[TWDEV]_General_Naga Creator
[TWDEV]_General_Naga May 9 2014 replied:

Updates are on the way don't worry. We're still hard at work on the game.

+2 votes   reply to comment
Tufst1.1 Feb 11 2014 says:

Quick question, this may sound dumb but is the game kinds like Planet Side but more WW2 based WW2?

+2 votes     reply to comment
Roughbeak Feb 14 2014 replied:

Many have said it will be similar to Battlefield 2 mod: Forgotten Hope 2, but even better realism and accuracy.

+4 votes     reply to comment
Wulfburk12 Feb 17 2014 replied:

Nice :) Forgotten hope 2 is my favorite game of all time, cant wait for this!

+2 votes     reply to comment
balck Apr 26 2014 replied:

Can they make it more like Battlefield 1942, Fun? Instead of annoyingly frustrating in every way possible like Forgotten Hope 2?

+1 vote     reply to comment
Brainlaag May 11 2014 replied:

I hope they don't go for either. Both are terrible generic games by now and I've been dying to have an historically accurate and somewhat realistic/tactical game for a loooonngg time.

+1 vote     reply to comment
Generalfeldmarchall May 29 2014 replied:

i thought FH2 is pretty accurate at historical.

+2 votes     reply to comment
balck May 17 2014 replied:

Red Orchestra 2 or 1 are the ones you're looking for.

+1 vote     reply to comment
Brainlaag May 19 2014 replied:

Nope, while the RO has some realistic approaches (especially thanks to mods like Darkest Hour), RO2 failed miserable in that aspect and simply didn't incorporate proper tactical depth into the game (not to mention the historically inaccuracies). I was thinking more of something similar to OFP, Hostile Intent, SWAT or Raven Shield in terms of gamepace and team cohesion.

+2 votes     reply to comment
Generalfeldmarchall Jun 22 2014 replied:

oh you mean the tactical? i thought was like the history of the battle of Stalingrad its self.

+1 vote     reply to comment
cinco May 28 2014 replied:

then you're stupid, because ww2 tactics weren't like that at all.

-1 votes     reply to comment
Brainlaag Jun 6 2014 replied:

Reading and comprehension isn't your strong point ey? I'll repeat it for you: "I was thinking more of something similar to OFP, Hostile Intent, SWAT or Raven Shield in terms of GAMEPACE and TEAM COHESION.

Now, off to middle school boy!

+1 vote     reply to comment
Wulfburk12 May 9 2014 replied:

guess you never played PR have you? If you got that idea from FH2, which is more of a compromise between arcadey and a simulator... (PR being the latter and BF1942 the former)

+1 vote     reply to comment
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Traction Wars
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