1. Hell Let Loose
  2. News

Hell Let Loose News

Experimental Branch | Build #3 Live Now | Update 19

[p]Heading into the weekend, we have released the latest development build of Update 19 onto the Experimental Branch.[/p][p]This one comes with many changes that have come directly from your feedback. We cannot wait to hear your thoughts on the changes. Here are some of the following changes you can expect.[/p]
  • [p]AT Launchers ammo count increased from 2 to 3[/p]
  • [p]Ammo Depot ammo count increased from 10 to 20[/p]
  • [p]Supply crate added to Mechanic loadout for Crewman[/p]
  • [p]Artillery Strike now costs 375 Munitions > Previously 125 Munitions[/p]
  • [p]Artillery Squad reduced from 2 to 1[/p]
[p]There has also been other bug fixes that have been addressed across Smolensk as well. Also, expect to see some more SPA changes in next week's build! Please keep sharing your feedback with us.[/p][p]Feedback forms can be found below:[/p][p][/p][h2]SPA & Artillery Feedback Form - NEW FORM[/h2][p]We have created a new form specific for SPA & Artillery feedback. Please can we ask you to fill this in if you have had a chance to play the new Experimental Branch.[/p][p][/p][h2]Bugs Reports Form[/h2][p]The bugs form remains the same.[/p][p][/p][h3]
As a reminder, Build #2 included:[/h3]
  • [p]Further Smolensk map improvements[/p]
  • [p]Improvements made to SPA projectile motion[/p]
  • [p]Improvements to the Killed In Action screen[/p]
  • [p]Artillery Squads can dismantle their own OP[/p]
  • [p]All maps are now available on the Experimental Branch. This means you can now test artillery squads on different maps to give us feedback on how they perform.[/p]
[p]And for information on what the Experimental Branch is, and how you can access it be sure to read our blog from Monday.[/p][p][dynamiclink][/dynamiclink][/p]

Experimental Branch #1 for Update 19 | Plus Hotfix #3 Info

[p][/p]
Experimental Branch #1 - Update 19
[p]Welcome to our first Experimental Branch for Hell Let Loose. [/p][p]In this Update 19 test, get ready for:[/p][p]We have also heard your feedback since Update 18 regarding our new UI changes. Upon jumping into this first Update 19 test, expect to see the following inside of the settings menu.[/p]
  • [p]Ability to toggle on/off information from the KIA screen[/p]
  • [p]Ability to toggle on/off network instability icons[/p]
[p]If you would like to get more information on Smolensk and the Artillery Squad & SPA additions, do head over to Dev Brief #211 for more information.[/p][p][/p]
Feedback Forms:
[p]Please share your feedback to us using the below forms:[/p][h3]Bugs Reporting Form[/h3][h3]Update 19 Testing Feedback Form[/h3][p] [/p]
Known Bugs & Issues
[p]When you jump into Experimental Branch #1, please be aware of the following issues & bugs that we are aware of.[/p][p]Do note that the majority of the issues are related to the new SPA vehicles. With this in mind, we are really interested to see how the changes to artillery with the inclusion of the New ‘Artillery Squad’ plays into the Hell Let Loose gameplay loop, rather than just the SPAs due to a few of the known issues.[/p]
  • [p]The title will crash when loading into any none Smolensk Map [/p]
    • [p]For Server Owners looking to move your servers over for testing sessions with your communities, Smolensk should be the only map in rotation for this test. Do not use other maps.[/p]
[p]In-game known bugs to be aware of include:[/p]
  • [p]\[SPA] Visual ballistic trajectory of shells does not appear realistic.[/p]
  • [p]\[PTE]\[SPA] \[Smolensk] RUS attacking commander can spawn a Soviet SPA[/p]
  • [p]\[Tank Rework] Recon Tanks' speeds have no terrain modifiers applied[/p]
  • [p]\[SPA] SPA artillery shells bounce upon first impact[/p]
  • [p]\[SPA] KV-2 driver's coaxial machine gun fires straight on only.[/p]
  • [p]\[SPA] Artillery squad outpost cannot be picked up.[/p]
  • [p]\[Artillery] Artillery squads can drive recon tanks.[/p]
  • [p]\[SPA] The Brummbar has a turret health pool without having a turret.[/p]
  • [p]\[SPA] The KV-2 can be penetrated by the panzershreck from all sides.[/p]
  • [p]\[SMO]\[B4] Rubble pile turns purple when viewed from a distance[/p]
[p] [/p]
How to access - Steam 'Experimental’ Branch
[p]Many of you may not have used the beta branch system before, so we’ve popped in a description of how to access this new branch below[/p][p]You can access the New Steam Branch by navigating to:[/p][p]Steam → Hell Let Loose → Properties → Betas → Experimental Branch[/p][p] Please note:[/p][p][/p]
  • [p]The “None” option is the default/main branch that has the current Live Update 18 build.[/p]
  • [p]The “experimental_branch” right now has our first testing build for Update 19.[/p]
[p][/p][p][/p][p]Head to the Properties section of the Hell Let Loose app on Steam. Do this by right clicking on Hell Let Loose, or hitting the settings cog within the Steam page.[/p][p] [/p][p][/p][p]Go to Betas, and then select ‘experimental_branch’[/p][p] [/p][p][/p]
Hotfix #3 - Releases tomorrow on 11 November
[p]As well as our Experimental Branch launching today featuring new additions to Update 19, but we also have our final Hotfix for Update 18 releasing tomorrow. This is a relatively minor hotfix with the majority of the major issues fixes in Hotfix 1 and Hotfix 2, as well as the work we continue to do with GSPs on server stability. [/p][p]That said, we’ve fixed a few of the client-side crashing issues:[/p]
  • [p]The title crashing due to team kill prompt[/p]
  • [p]\[RCON] Being punished by the admin will not display the cause of death or the admin message[/p]
  • [p]Client crash when exiting admin camer[/p]
  • [p]\[GSP] Server crash inside FRigPivot when updating actors[/p]
[p][/p][p] [/p]

Ahead of its ambitious sequel, you can save 65% on one of the most realistic and immersive WW2 shooters ever

Fans of some of the biggest and best FPS games can be a bit judgy about those that like different flavors of shooter experiences. 'Call of Duty is just mainstream slop,' the hardcore crowd cries. 'You've gotta be a sadist to play Escape From Tarkov,' the more casual players respond. Some, like myself, are open to absolutely anything that involves a bit of competition and some satisfying gunplay, and if you're willing to lean more into the hardcore end of the spectrum, you can't get much better than Hell Let Loose. A super realistic WW2 shooter that gives you the chance to become the commander of an entire 50-player squad, it's super cheap right now. This is also a good time to get acquainted, as its Vietnam-bound sequel arrives next year as well.


Read the rest of the story...


RELATED LINKS:

Before Requiem, grab the brilliant Resident Evil 4 remake at its cheapest price ever

If you're sick of waiting for Fallout 5, this apocalyptic RPG is an underrated gem, especially at its lowest price yet

Frostpunk 2 just hit its cheapest price ever, ahead of the city-building game's first DLC

Dev Brief #211 | Smolensk & SPA Info | A New Approach to Testing

Our New Approach to Testing
[p]Today we have been going through the final build designed for the PTE, tested it thoroughly, and unfortunately, it’s not in the right place to share with you just yet as a PTE.[/p][p]As a result, we’ve made the decision to cancel the upcoming PTE for now.[/p][p][/p][p]That said, we have taken key learnings from Update 18 and are using them to make positive changes to how we test and gather feedback moving forward.[/p][p][/p][p]Starting on Monday 10 November, we will be launching our first Experimental Branch build on Steam (initially seen during Hotfix 2). Through this branch, players will be able to join our early test builds, provide real-time feedback, and help shape Update 19 up until release.[/p][p]This approach differs from the traditional PTE system and brings a number of additional benefits. By using the Experimental Branch, server owners can host their own community servers, allowing them to test CRCON tools and configurations directly. This creates far more authentic testing conditions and helps us identify issues faster.[/p][p]Another big benefit is ease of access. There’s no need to download a separate application. You can simply switch to the Experimental Branch through the game’s Steam properties. We also plan to update this branch regularly, giving you the chance to try out new builds as they become available.[/p][p]Unlike previous PTEs, the Experimental Branch will be an ongoing development build that we’ll update regularly as work continues towards Update 19. Each new build may contain known issues, which we’ll outline clearly alongside the specific areas where we’re looking for your feedback.[/p][p]We’re confident this change will make testing more accessible, flexible, and collaborative for everyone involved.[/p][p]In the meantime, we still wanted to share what’s coming next. Dev Brief #211 takes a closer look at what to expect in the Experimental Branch launch next week, including new details on Smolensk, the Artillery Squad, and Self-Propelled Artillery.[/p][p] [/p]
[p][/p][h2]Smolensk[/h2][p]Upon its launch, you can expect to see three variants of Smolensk: day, dusk and night. We look forward to hearing which is your favourite.[/p][p]We also wanted to share with you the tac-map for Smolensk. Within it, you can clearly see it’s three distinct regions: industrial, urban, and riverside. We look forward to seeing how you battle it out in each area.[/p][p]Smolensk Tac Map[/p][p] [/p][h2]New Artillery Squad, Static Artillery and Self-Propelled Artillery[/h2][p]We have been making some big changes to how artillery works for Update 19 and look forward to hearing your thoughts. Although all of the following will be included in the testing builds, the final implementation found in the game may be subject to change, so please let us know in the feedback your thoughts on the different artillery.[/p][p]SPAs on Smolensk[/p][p]First up, the SPAs that will be available in the game on Smolensk include the KV-2 for the Soviets, and Sturmpanzer IV Brummbär for the German Forces. 

Expect to see other SPAs join the game as well, and we look forward to sharing which ones this includes in a future SPA briefing.[/p][p]KV-2[/p][p] [/p][p]Sturmpanzer IV Brummbär[/p][p] [/p][p]Upon launching the Experimental Branch next week, you will find the various types of artillery (static artillery guns and Self-Propelled Artillery, abbreviated as SPAs) are now merged together into an umbrella ‘Artillery Squad' with a maximum of three player slots.[/p][p]The aim of these new features are:[/p]
  • [p]To have both options of artillery (static and SPA) to be equally viable with their own advantages and drawbacks with both being considered equally fun to play and counter[/p]
  • [p]To highly encourage teamwork and communication between the different members of the artillery squad, with each having a clear and engaging niche to fill within the team[/p]
[p] [/p][h3]Artillery Squad[/h3][p]Artillery Observer – Scout and mark enemy positions while coordinating with Command and Officers. When your squad opts to use the SPA, your outpost enhances your squad’s artillery accuracy within its radius, making placement and protection essential. This mechanic does not affect the static artillery, which has the same scatter values as it always did. Observers also have anti-infantry mines to protect their squad.[/p][p]Artillery Support – Drive, aim, and fire artillery while deploying supplies to build guns, nodes, and defences. Equipped with the squad’s only supply box and anti-infantry mines, you play a vital role in construction and protection.[/p][p]Artillery Engineer – Operate and maintain artillery platforms. Whilst you can drive, aim, and fire, your wrench and blowtorch make you essential for repairing damaged artillery and building fortifications, keeping your squad’s firepower in action.[/p][p] [/p][h3]Static Artillery Guns[/h3][p]In order to ensure that both artillery units are equally viable and fun to counter, the following changes apply:[/p]
  • [p]Reduced range from 1600m to 1400m. This means they are incapable of firing into the final objective on any map[/p]
  • [p]The static artillery must first be constructed by the artillery squad using supplies. Only one static artillery gun can be built at any given time.[/p]
  • [p]Artillery guns can now be dismantled by opposing players simply by holding F (interact key). They can also be damaged/destroyed by explosive weapons.[/p]
  • [p]Should an artillery gun be dismantled/destroyed then it must be rebuilt using the same amount of supplies it was originally constructed with. There is a cooldown of 5 minutes before another gun can be built.[/p]
  • [p]Instead of the static artillery gun costing munitions to fire, it will have a limited supply of ammunition that can be replenished by a commander ability costing munitions[/p]
[p] [/p][h3]Self-Propelled Artillery[/h3][p]Whilst capable of directly firing at opponents, SPAs excel at bombarding targets from greater distances. Avoid direct confrontations with enemy armor and work with the Artillery Observer to accurately hit targets. This vehicle type has three seats being the driver seat, the gunner seat, and the spotter seat.[/p][p]To make up for the increased vulnerability and decreased range an SPA unit has compared to static artillery, the SPA will have the following advantages, not counting its armour and mobility.[/p]
  • [p]More accurate compared to static artillery (once an Artillery Observer has placed an outpost): Due to being fired at a much closer distance, the SPA shells will gain lower scatter values upon an Observer outpost going down, making them more precise. Without the outpost SPAs scatter values are actually greater than static artillery.[/p]
  • [p]Shots capable of doing much more damage to enemy armour and fortifications/garrisons/ops.[/p]
  • [p]They are able to (albeit with difficulty) direct fire upon enemy targets as a means to defend themselves[/p]
  • [p]Much like the static artillery, their accuracy will be increased through the actions of the Observer role, albeit with a higher total accuracy.[/p]
[p][/p][p]We are really interested to see how these changes plays out in the community testing, especially with how the new Artillery Squad plays into the Hell Let Loose gameplay loop. [/p][p]The final implementation in the game may be subject to change, so please let us know in the feedback your thoughts on the different artillery.[/p][p][/p][p]We are planning on a releasing a specific blog detailing all SPAs and artillery changes prior to Update 19 launching.[/p][p] [/p][h2]Known Bugs List[/h2][p]On Monday, when the Experimental Branch goes live, we will issue out the full list of known bugs so that you can be fully aware when you enter the game.[/p][p] [/p][h2]Feedback Forms[/h2][p]Alongside the Known Bugs List, we will also release both a Feedback and Bugs form for you to complete upon playing the Experimental Branch.[/p][p] [/p][h2]Smolensk Images[/h2][p][/p][p] [/p][p][/p][p] [/p][p][/p][p] [/p][p][/p][p] [/p]

Dev Brief #210 | Community Questions & DDoS Update | U18 and U19 Feedback

[p]Since Update 18 and the announcement of our upcoming playtest, you have asked a number of questions that we wanted to address in this Dev Brief. As you’ll have seen from our recent communications, we are trying to be more transparent and communicative about our decisions and why they have been made.[/p][p]In this Dev Brief, you can expect clarity on the following:[/p]
  • [p]What we’re doing to improve the in-game experience since Update 18.[/p]
  • [p]What we’ve learned from Update 18.[/p]
  • [p]Why we didn’t roll back Update 18.[/p]
  • [p]Why we’re running a PTE for Update 19.[/p]
  • [p]When we’re planning to release Update 19.[/p]
  • [p]What has caused the recent connection issues and how they’re being addressed.[/p]
  • [p]An important update from our Game Service Providers (GSP) on the ongoing distributed denial-of-service (DDoS) attacks.[/p]
[p]We hope this briefing gives you more insight into what we’ve been working on, the challenges you’ve been experiencing in-game, and what’s ahead for Hell Let Loose.[/p][p]Thank you to everyone who has reported bugs and sent feedback through channels we monitor closely like Discord and Reddit. We’re really excited for what’s coming next for Hell Let Loose. Let us know in the comments if there are any other questions you’d like us to answer.[/p][p][/p][p][/p][p][/p]
Questions from the Community
[p][/p][h2]What are we doing at the moment to improve the in-game experience since Update 18?[/h2][p]When Update 18 launched, several unforeseen issues surfaced, including PhysX engine problems that caused both server and client-side crashes. While we resolved many of these major issues with the release of Hotfix 1 and Hotfix 2, the team has continued to work on Hotfix 3, which is due to release next week. Throughout we have been acting on reports you have raised through our support platform, Discord and Reddit.[/p][p]Alongside these Hotfixes, we have been focusing on deeper, long-term stability improvements that will roll out in Update 19 and future updates.[/p][p]For those interested, Hotfix 3, due out next week, will include a few minor client-side crash issues related to in game pop-up prompts and use of the admin camera, a server crash issue inside FRigPivot when updating actors, and a fix to the RCON tool to punish a player that had resulted in that player not seeing the cause of death or the message left by the admin.[/p][p][/p][p][/p][h2]What have we learned from Update 18?[/h2][p]Update 18 didn’t go as we all hoped, and it highlighted several areas where we need to improve including community engagement and stress testing with live-game conditions. A number of issues surfaced that affected the player experience and made it clear we needed to strengthen some of our processes.[/p][p]Moving forward, we’re focused on improving how we detect issues within the game adding new tools on the backend to support this. We are also working with GSPs to enhance server stability, expanding opportunities to involve the community earlier, and aiming to be more transparent in our communication wherever possible. These changes aim to make future updates more stable, better tested, and deliver an overall improved player experience.[/p][p][/p][p][/p][h2]Why didn’t we roll back Update 18?[/h2][p]A common question we’ve seen since Update 18 is “why we didn’t roll it back?”[/p][p]While rolling back might sound like a quick fix, it often introduces new risks and complications, particularly when identifying the root causes of issues. This was unfortunately the case for us with Update 18.[/p][p]We made the decision to focus on targeted hotfixes and long-term stability improvements rather than reverting progress. This approach allows us to ensure future updates are more stable, better optimised, and built on a stronger foundation.[/p][p]We look forward to seeing continued improvement with the next hotfix and the release of Update 19.[/p][p][/p][p][/p][h2]Why are we running a PTE for Update 19?[/h2][p]Public Testing Environments give the community a chance to share direct feedback on new content before it’s released. After Update 18, we saw just how valuable this process is for identifying issues that may not appear during internal testing.[/p][p]This PTE marks an important step in strengthening communication between the development team and the community. We’re working closely with server owners, clan leaders, competitive players, and others to ensure players have a voice in shaping the game.[/p][p]We want to hear your feedback on the Smolensk map and the new Self-Propelled Artillery, as it will help us refine both ahead of release.[/p][p]As a note, whilst we have members of the team are working on the next update, we want to reassure you that many remain focused on resolving the issues identified by the community in Update 18.[/p][p][/p][p][/p][h2]When are we planning on releasing Update 19?[/h2][p]Although we previously announced a November release for Update 19, we’ve made the decision to delay the release. This extra time will allow the team to ensure that issues from Update 18 are addressed ahead of the new release.[/p][p]Expect a confirmed release date announcement later this month. Be sure to follow us on our social channels and join the Discord to make sure you don’t miss the announcement.[/p][p][/p][p][/p][h2]What has caused the connection issues and how are they being addressed?[/h2][p]We know connection issues have become more common for many players since Update 18. These problems stem from several factors, including PhysX-related issues (which was resolved in Hotfix 2), however has also been due to a set of ongoing DDoS attacks affecting server providers (see below for more details on the DDoS Update).[/p][p]Since Update 18, we’ve been improving client-side stability and performance-related issue, while working with server providers to test fixes in live conditions for server-side problems. Your feedback remains vital in helping us identify and resolve remaining issues.[/p][p]If you experience crashes or connection problems, please reach out to the Hell Let Loose Support Team with as much detail as possible. Your reports help us identify and resolve problems more quickly.[/p][p]As an FYI, If you do get a kicked from a game due to a DDoS attack, you will likely see an message like the one below that says “A NETWORK ERROR HAS OCCURED. PLEASE TRY AGAIN.”[/p][p][/p][p]You also may see “LOST CONNECTION TO HOST” as well.[/p][p][/p]
Community Questions TLDR Summary
  • [p]Major issues such as tank traversal and PhysX engine crashes were fixed through Hotfixes 1 and 2, with more improvements coming in Hotfix 3 and Update 19.[/p]
  • [p]Alongside these issues, network connection problems have been linked to DDoS attacks. We are working with GSPs, and have internal network engineers monitoring the situation.[/p]
  • [p]The PTE gives players an early chance to provide feedback and shape new content. We will share the feedback forms when the PTE launches on Friday.[/p]
  • [p]A rollback was not possible without risking more problems for the long-term stability of the game, so we focused on targeted fixes that are already being actioned.[/p]
  • [p]Update 19 is now planned for December to allow time for more fixes and feedback.[/p]
[p][/p][p][/p]
[p][/p]
DDoS Update - Server Providers - 5 November 2025
[p]In the community update in Dev Brief #209 (3 November 2025), we informed players about a recent series of DDoS attacks targeting one of the major server providers for Hell Let Loose, Qonzer.[/p][p]QONZER has now released a statement on their website with more details about the attacks and how they are working with NeoProtect to protect their customers moving forward. For more information, we recommend reading their full statement, however here is their overview summary.[/p][p][/p][h3]QONZER:[/h3][p]As you are aware, we have been actively communicating with all clients regarding the recent surge in DDoS attacks. Our existing mitigation system has successfully protected our network for over a year; however, on the 30th November, we experienced an unprecedented 29.1 Tbps attack that resulted in all Boarder Gateway Protocol (BGP) sessions being revoked. This only affected around 15-20% of our network with the majority not being HLL based services.
We anticipate that these attacks will continue to grow in frequency and scale due to the rise of low-cost “rent-to-DDoS” proxy services, which enable powerful attacks at minimal expense.[/p][p]To address this, we have initiated a two-phase strategy:[/p][p]Phase One:
We have expanded the global capacity of qGuard-Standard, which already blocks a substantial portion of incoming attacks. While it does not yet include the advanced packet filtering technology of our previous solution, it serves as an immediate and relatively effective protective layer.[/p][p]Phase Two:
Over the coming days, we are deploying new large-capacity scrubbing centers to replace the original network featuring the sophisticated packet filtering capabilities. These centers will provide complete protection against the recent class of attacks. All clients will be offered to transition to this enhanced protection at no additional cost.[/p][p]Our goal remains to keep you online, secure, and protected without any increase in cost. Thanks to our network’s unique architecture, we are able to implement these improvements rapidly.[/p][p]If you have any questions regarding this update, please contact us directly via the live chat directly on all of our platforms.[/p][p] [/p][p]We have also contacted our other server providers, who have issued the following statements.[/p][p][/p][h3]LowMS:[/h3][p]We previously trialled Corero hardware for deep packet inspection and filtering, which helped block attacks up to 40 Gbps but wasn’t scalable for the 100 Gbps+ floods we’ve seen across multiple regions due to the time and cost involved. We’ve since moved to working directly with our data centers, which handle the most common attacks automatically and mitigate larger ones as they occur with great success so far.[/p][p]We’re also exploring routing all traffic through services like Path.Net, which provide a global scrubbing network for DDoS protection, though we’re mindful this could increase latency for players.[/p][p][/p][h3]Streamline:[/h3][p]DDoS attacks are becoming larger and more sophisticated than ever before, often reaching 10Tbps+ and packet rate in the billions per second. Our parent company Global Secure Layer has built application specific protection across the gaming industry, creating custom solutions for individual games rather than generic UDP based defenses to defend against large and complex attacks. This is necessary as attackers often mimic underlying game protocols to bypass generic protections.[/p][p]The GSL team are constantly developing their global mitigation platform, to ensure all Streamline customers are getting the best experience possible[/p][p][/p][h3]GTXGaming:[/h3][p]GTXGaming Statement on DDoS Protection for Hell Let Loose Servers:
At GTXGaming, the stability and security of our Hell Let Loose servers, both PC and Console, remain our top priority. Our infrastructure is safeguarded by industry-leading DDoS protection, utilizing multi-layer mitigation systems and real-time traffic analysis to detect and neutralize attacks before they impact gameplay. We work continuously with our data center partners to adapt to evolving threats and ensure minimal downtime, low latency, and a seamless experience for every community we host. Our team actively monitors the network 24/7 to guarantee that Hell Let Loose players enjoy the highest level of protection and performance available in the industry.[/p]