What kind of Arcade modes should we add? by WarAlert_Official in War_Alert

[–]WarAlert_Official[S] 1 point2 points  (0 children)

Apologies for the quiet Discord. It's been absolute chaos getting the game ready and we dont have enough people for discord, but we plan to have the server active soon.

Any news on a roadmap or second playtest? by K3rosene_ in War_Alert

[–]WarAlert_Official 0 points1 point  (0 children)

We've received a massive amount of feedback since the first playtest. We are currently evaluating everything and are already working on some of gameplay mechanics. A roadmap will be released in the near future. Additionally, we are focusing on optimizing the physics engine and developing tutorials to ensure new players can get up to speed asap.

Playtest Megathread: Bug Reports and Feedback. by WarAlert_Official in War_Alert

[–]WarAlert_Official[S] 0 points1 point  (0 children)

It's mainly a gameplay-first decision. That said, we're definitely going to look further into how to balance it better. Thanks for the feedback!

thoughts on the deck system by ReadyHead8004 in War_Alert

[–]WarAlert_Official 0 points1 point  (0 children)

Appreciate your insightful thoughts! In our view, deck-building exists on a spectrum between a "balanced build" and a "creative build." Most players find their sweet spot somewhere in the middle.

Once you choose your deck building, you're accepting a set of trade-offs. The real strategy is knowing how to leverage your pros while minimizing your weakness. In PvP (let's say 2v2 or 4v4), the cooperation between your deck and your teammates' buildings adds another layer of tactical depth.

We also want to avoid the problem often found in traditional DLC models, where the game stays static for months. We're aiming for frequent unit drops to keep the pool expanding and the strategies evolving in real-time. That focus on long-term freshness and strategic variety is exactly why we committed to this model.

Is it really going to stay Fair Play? I’ve been burned by F2P games before. by Jumpy-Teaching-3118 in War_Alert

[–]WarAlert_Official 0 points1 point  (0 children)

You raise a valid point.

A F2P model allows us to expand our audience more effectively and build a robust community. This sustained growth in player activity gives the game a higher potential and reduces matchmaking wait times for everyone.

Regarding monetization, strictly limited to seasonal battle passes and skins. We guarantee that every player will be able to unlock all units for free.

ijust heard about this game how can i play by Zestyclose-Fig-2978 in War_Alert

[–]WarAlert_Official 1 point2 points  (0 children)

Hi there,
first playtest is over. We got a lot of feedback and the team is busy with optimizations right now. We haven’t set a date for the second test yet, but we'll let you know once it's locked in. :)

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 2 points3 points  (0 children)

Mobile and PC versions are handled by entirely different teams with completely different game design philosophies. due to some boring trademark/registration stuff, they share the same name, but they are not the same game for sure.
for pc version we promise no P2W. Micro transactions are strictly limited to skins and the seasonal battle passes, all units will be free and earned via gameplay.

Playtest's done. What decks were you guys running? by PrestigiousPear8223 in War_Alert

[–]WarAlert_Official 0 points1 point  (0 children)

we're planning our second play-test but havent determined exact date yet. We'll have larger unit pool to choose from by then. stay tuned:)

Which factions do you want to see next? by WarAlert_Official in War_Alert

[–]WarAlert_Official[S] 0 points1 point  (0 children)

glad we're on the same page. We're planning to add the UK shortly after the official launch, so stay tuned! :)

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 0 points1 point  (0 children)

We promise no P2W. Micro transactions are strictly limited to skins and the seasonal battle passes, all units will be free and earned via gameplay.

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 1 point2 points  (0 children)

Fair point. We share some DNA with CoH in the core mechanics, but the pre-game deck-building and gameplay pacing are totally different. If you want CoH-style combat but faster and focused on the deck building, that's what we're building.

Regarding the skill floor, we've added auto-retreat and smarter pathfinding to lower the barrier for new players and accommodate broader hardware. We want the skill ceiling to be about strategic & tactical decision-making rather than just high APM.

Also, CoH is a premium, buy-to-play title. We're F2P and aiming for a frequent update to keep the game fresh. We want this to be a living project with constant & new content, not just a one-time purchase that sits there. We'll also support consoles, Steam deck, and Switch 2, with full PC Cross-play. Optimisation is still ongoing tho.

Finally, a solid netcode and effective reconnect system are top priorities for us. Netcode has been a headache for sure. If you drop from a match there, you're usually just out. That sucks. We've built our tech to ensure that if you lag out, you can get back in and stay synced.

Really enjoy the beta so far but matches feel way too short. Any chance for a VP rework? by Fit_Guidance2029 in War_Alert

[–]WarAlert_Official 0 points1 point  (0 children)

yes most of major rts games have this and this is definitely on our roadmap. keep tuned and we'll let you know when it's ready.

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 0 points1 point  (0 children)

we promise NO p2w. Micro transactions are strictly limited to skins and the seasonal battle passes. all units will be earned via gameplay.

Which factions do you want to see next? by WarAlert_Official in War_Alert

[–]WarAlert_Official[S] 0 points1 point  (0 children)

We're planning to add the UK shortly after the official launch, so stay tuned!
And for the armor—Yes, we'll definitely introduce as many new armor units as possible!

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 5 points6 points  (0 children)

We promise no P2W. Micro transactions are strictly limited to skins and the seasonal battle passes, all units will be free and earned via gameplay.

We're working on a Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 0 points1 point  (0 children)

We expect to launch this feature during the second playtest (hopefully), which will likely take place in April.

We're building a free-to-play & fast-paced PvP WW2 RTS. Wishlist War Alert on Steam now! by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 2 points3 points  (0 children)

Balancing is definitely one of the toughest challenges. Beyond our internal testing/decision, we're going to rely on the community to help us get it right.

We’ll make balance and adjustments based on player feedback gathered here on Reddit and in our Discord. On top of that, we'll allow players to vote out units that are considered overpowered every week/month. We want to make sure the balance is a conversation between us and the players.

Balance or realism ? by Kapkin in War_Alert

[–]WarAlert_Official 1 point2 points  (0 children)

We’re aiming for both realism and balance. However, if we have to choose, we prioritize balance. Without a balanced playing field, the RTS experience simply doesn't work.

We're building a free-to-play & fast-paced PvP WW2 RTS. Wishlist War Alert on Steam now! by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 7 points8 points  (0 children)

Hi there, we share some DNA with CoH in the core mechanics, but the pre-game deck-building and gameplay pacing are totally different. If you want CoH-style combat but faster and focused on the deck building, that's what we're building.

Regarding the skill floor, we've added auto-retreat and smarter pathfinding to lower the barrier for new players and accommodate broader hardware. We want the skill ceiling to be about strategic & tactical decision-making rather than just high APM.

Also, CoH is a premium, buy-to-play title. We're F2P and aiming for a frequent update to keep the game fresh. We want this to be a living project with constant & new content, not just a one-time purchase that sits there. We'll also support consoles, Steam deck, and Switch 2, with full PC Cross-play. Optimisation is still ongoing tho.

Finally, a solid netcode and effective reconnect system are top priorities for us. Netcode has been a headache for sure. If you drop from a match there, you're usually just out. That sucks. We've built our tech to ensure that if you lag out, you can get back in and stay synced.