Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 06, 2015, 02:50:56 PM

Title: Chain of Command
Post by: Asid on October 06, 2015, 02:50:56 PM
(http://bitbunch.eu/wp-content/uploads/2015/03/COClogo.png)

http://bitbunch.eu/chain-of-command/#mg


Chain of Command is an operational level wargame set in World War II. The game features large-scale battles taking place in continuous time, with emphasis on planning, maneuverability, and effective order execution.

The game is played on highly detailed topographic maps, allowing commanders to zoom-in between different levels of military hierarchy. Chain of Command is based on a unique game engine, which uses a spherical Earth model to visualize the environment.

CoC (Chain of Command) is currently in the pre-alpha stage of development.

How Chain of Command utilizes the Metis engine
https://youtu.be/I2zQl6jNRYY

Published on Jun 4, 2015

Technology preview of the Metis engine used by Chain of Command. The game is currently in the pre-alpha stage of its development.
Title: Re: Chain of Command
Post by: Asid on November 28, 2015, 03:33:23 AM
Chain of Command - Pre-alpha 2

https://youtu.be/eSpixEdyTNw

Published on 27 Nov 2015

Render improvements, first signs of interface and game-play.
Title: Re: Chain of Command
Post by: Asid on February 19, 2016, 06:38:52 PM
Update

6 February 2016

A quick tech update to show that we are still alive and actually well on our way.
We're currently knee-deep in A.I. integration. Below a shot from our A.I. training environment. For a more in-depth blog post on the subject, keep an eye on our website: www.BitBunch.eu/blog/

(https://scontent-lhr3-1.xx.fbcdn.net/hphotos-xtl1/v/t1.0-9/12654115_989721341074794_7303160734636281414_n.jpg?oh=8f54fc1b4d626c5eda1cb8a0fc8d63db&oe=57669933)
Title: Re: Chain of Command
Post by: Asid on March 08, 2016, 12:00:08 AM
Welcome to the Chain of Command Newsletter #4.

A lot of exciting things have been happening since we sent out our last newsletter, so we have lots to talk about!

The single biggest news item is that we have signed a publishing deal for Chain of Command with Slitherine. Getting the backing of one of the biggest publishers in war- and strategy games is essential to making the game a success.

On the development front, work on Chain of Command is moving steadily ahead: various new engine components have been integrated such as the basic unit AI, road networks and road-based routing and work has started on air forces. There are still lots of features to add and we will be showing them off in future newsletters, so stay tuned!

The BitBunch Team



Chain of Command has a publisher!

(https://gallery.mailchimp.com/380ec9c3f4077bc3d8a7827fd/images/14b45cc3-7548-404a-b1e6-09bc11860568.png)

We are very happy and proud to announce that we have signed a publishing deal with UK-based publisher Slitherine, the world's leading publisher of digital wargames and strategy games!

For us it is a recognition of our hard work and an indication we are on the right track. The feedback and expertise in marketing and sales from Slitherine will allow us to spend more of our time on the actual development of the game and use that time more effectively.

That's all we can talk about for now, more details about the particulars will come at a later time.



DevBlog #6: Building the AI

In the latest installment of our Development Blog series, we give you some insight into the design driving the unit A.I. in the game. The sheer scale of Chain of Command requires a new approach to building an A.I. system, so that is what we're doing. Read the full story on our website on how we approach the core challenge of making units act sensibly and do it in a way that allows us to have thousands of them active in real-time: Dev Blog #6: Simulating Human Behaviour

(https://gallery.mailchimp.com/380ec9c3f4077bc3d8a7827fd/images/bc310a0b-8bb4-4c96-8b41-9861150e0c44.jpg)


The Luftwaffe - Screenshots
The Luftwaffe was instrumental in securing Germany's early victories during the Blitzkrieg years by knocking Allied air forces out of the sky and providing close air support to the fast-moving Panzer units on the ground. Chain of Command would not be complete without air forces, so in this newsletter we give you a peek at some 3D models of Luftwaffe planes.

Junkers Ju-87B 'Stuka'
(https://gallery.mailchimp.com/380ec9c3f4077bc3d8a7827fd/images/7822140a-a82c-4bd8-956b-f8b876e6eea5.png)
The Junkers Ju-87B became the symbol of Blitzkrieg with its bent wings and typical sound created by sirens mounted underneath its wings. Serving as flying artillery in support of the Panzer formations, its deployment and effectiveness came as a total surprise to the Allies.

Messerschmitt Bf-109E
(https://gallery.mailchimp.com/380ec9c3f4077bc3d8a7827fd/images/607047f5-3a7a-4252-aeea-38f15d5aa82d.png)
The Messerschmitt Bf-109E was the Luftwaffe's primary fighter plane in use in 1940. Capable of outperforming almost every plane the Allies possessed, it proved to be a deadly tool in the hands of German pilots.

Heinkel He-111H
(https://gallery.mailchimp.com/380ec9c3f4077bc3d8a7827fd/images/7025bf73-810d-42da-851b-6dbfe201ba27.png)
The mainstay of Germany's bomber force early in the war, the Heinkel He-111H was used extensively for a wide range of missions, but will for ever be associated with the bombings of major population centers like Warsaw and Rotterdam.

That's it from the Luftwaffe for now. In the next newsletter we'll take a look at some Allied planes as they were used in the skies above France and the Low Countries in 1940.


AI: Road-based Routing
During World War 2, operations planning was dominated by the logistics required to sustain an army in the field. During offensives, roads were the main arteries through which supplies flowed from the rail heads to the troops in the fields. Roads were also important to the combat units themselves, since they provided the quickest means of getting from A to B.
(https://gallery.mailchimp.com/380ec9c3f4077bc3d8a7827fd/images/b7d5098b-62b1-41b9-b61f-3ec6bbb709d5.png)
Route-planning in action: 4 different routes, all starting from the village on the right, have been plotted by the routing engine to 4 different destinations using the available road network.

This is why it is important to integrate road networks and route planning into Metis, the engine on which Chain of Command is being built. The map data we use contains a highly detailed road network and we have integrated a high performance route planning engine in Metis. Capable of planning hundreds of routes per second, it forms one of the cornerstones of the engine's ability to plan routes for thousands of units.

Title: Re: Chain of Command
Post by: Asid on October 05, 2016, 12:05:40 PM
Shots showing changes in CoC during development

In Luxembourg.

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/14344098_1132365770143683_1574419345022890575_n.jpg?oh=e30102f6509aa8c154644e6230f4b693&oe=5990C7BD)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/14642503_1162599647120295_9210268524497347118_n.jpg?oh=0d97e60f65e0e8d023c8eb36ab8ef5e7&oe=59796A41)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/14355045_1132365710143689_16510053330558624_n.jpg?oh=c131abea0f5f89c4e8f2057733de38a3&oe=599A73B1)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/14292463_1132365713477022_8095873796207029962_n.jpg?oh=d2c1cbd27af8572c182f31c94cd12f3c&oe=5992E073)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/14330064_1132365706810356_3616952433756026447_n.jpg?oh=1ec5be55768f198c2d7cc096a7e5923e&oe=598B8995)


Taking a short break from work on gameplay and the interface to do some GIS processing.
Here a few shots of the Pyrenees:


(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13659085_1083829101664017_7725445036045457745_n.png?oh=d872c721029a534f80ce3fa8df2ebafa&oe=594D64A9)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13668983_1083829108330683_1862378282946044604_n.png?oh=71e4091842d637e19b552b5a5931718c&oe=59933F44)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13697087_1083829104997350_5396045693233355673_n.png?oh=1660e44e0eebc86d000ba09bbcff10f3&oe=5993BE42)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13631633_1083829148330679_1678494988500880759_n.png?oh=9b847a1f060a621454280f812a147fae&oe=594D50FA)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13718614_1083829158330678_1393656189486427655_n.png?oh=66f71062b9274e3a4e789789fc52d74f&oe=5987EBC8)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13686655_1083829154997345_1231835298130829310_n.jpg?oh=545ad994a109990311e5020b27a80e47&oe=5989206E)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/13615493_1083829184997342_3187422372886234308_n.jpg?oh=4aa4cee0d4ac82c48a871f0bd9cffe8f&oe=59789BD9)
Title: Re: Chain of Command
Post by: Asid on October 05, 2016, 12:06:13 PM
August report...

We just finished a development cycle dedicated to the user interface which will aid the player in its challenging task of commanding thousands of units. So we will spend lots of additional effort on the UI in time to come. And of course visuals are still subject to change.

For September we planned to move our simulation from the CPU to the GPU. Going from a 40 GFLOPS to a 3000 GFLOPS domain enables us to scale-up to the promised amount of individual units even though we'll have to share the GPU with rendering tasks.

Keep an eye on our site www.BitBunch.eu where we plan to add more in-depth stories to our development blog. Topics to come: Route-planning, Formations, GUI, GPGPU and more.

(https://external.flhr4-2.fna.fbcdn.net/safe_image.php?d=AQAubfF1GuuCQX24&w=300&h=300&url=https%3A%2F%2Fscontent.flhr4-2.fna.fbcdn.net%2Ft45.1600-4%2F17508773_6068063697369_1766900677436506112_n.png&cfs=1&_nc_hash=AQDDsFYNxPuKDaaj)

(https://external.flhr4-2.fna.fbcdn.net/safe_image.php?d=AQD5oMj_DqMtDrc4&w=300&h=300&url=https%3A%2F%2Fscontent.flhr4-2.fna.fbcdn.net%2Ft45.1600-4%2F17508715_6068063696169_4069294342580207616_n.png&cfs=1&_nc_hash=AQA2huOkivuHnmhZ)

(https://external.flhr4-2.fna.fbcdn.net/safe_image.php?d=AQC8rT63NML-vXTL&w=300&h=300&url=https%3A%2F%2Fscontent.flhr4-2.fna.fbcdn.net%2Ft45.1600-4%2F17617494_6068063696769_2804564789035008000_n.png&cfs=1&_nc_hash=AQB2_KcDGf82oeBF)

(https://external.flhr4-2.fna.fbcdn.net/safe_image.php?d=AQAsQ4v2nkYw0ebZ&w=300&h=300&url=https%3A%2F%2Fscontent.flhr4-2.fna.fbcdn.net%2Ft45.1600-4%2F17616480_6068063697169_5010417038292680704_n.png&cfs=1&_nc_hash=AQCWL2IRvcymjEDk)


September report...

Since we are working close to the metal at the moment, this will be a techie update. It also means, no new screenshots.

We finished the implementation of our ECS (Entity Component System) on the GPU and are currently porting the simulation code. We are very pleased with the results. The entire simulation will be running on the GPU. Only (disk) IO and the user interface remain on the CPU. This way the data exchange between CPU and GPU is smaller and less frequent. Combined with the much larger processing capability of the GPU, this means lots of fully simulated units!

October will be spent on finishing the port and testing the systems.
We can not wait to show off some pics of those unit counts!

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-0/s480x480/14717129_1162600933786833_1056384354063877167_n.jpg?oh=85095007a3016546a6bf9cc91f8f19c6&oe=5996BC54)
Title: Re: Chain of Command
Post by: JudgeDredd on October 05, 2016, 02:04:33 PM
I was excited until I saw the publisher

It'll probably be released on iOS :'(
Title: Re: Chain of Command
Post by: Asid on October 06, 2016, 10:03:50 PM
I was excited until I saw the publisher

It'll probably be released on iOS :'(

The devs are putting a lot into it...This is on my list  8)
Title: Re: Chain of Command
Post by: george on October 06, 2016, 10:23:27 PM
Hi everyone,

  I'm George, one of the developers of this game. First of all: thank you Asid for mentioning the game on your forums, we appreciate it!

For those who don't know about the game: Chain of Command is a continuous-time operational level war-game set in World War 2. The game puts you in command of one or more units during famous battles of World War 2 which take place on geographically accurate maps on an Earth-sized 3D planet. You can command from a high-level by drawing your attack plans on the maps and have lower HQ's work out the details, or you can zoom down to company or even platoon level and tweak things to your heart's content. The game is being developed for Windows PC's and uses OpenGL for 3D rendering.

You can find more details on the website, or, if you have any questions, just post them here or send me a PM, I'll be happy to answer them.

George
Title: Re: Chain of Command
Post by: Asid on October 06, 2016, 10:47:58 PM
Hi everyone,

  I'm George, one of the developers of this game. First of all: thank you Asid for mentioning the game on your forums, we appreciate it!

Thank you George for joining our forum. We appreciate your input. I look forward to more posts from you concerning COC.

Regards
Title: Re: Chain of Command
Post by: Greybriar on October 08, 2016, 03:10:38 PM
Welcome to the forums, George.

Thank you for the information about Chain of Command. I am certainly more interested in it now, knowing that it is for PCs and not iOS. Will it be available from GOG.com (https://www.gog.com/)?
Title: Re: Chain of Command
Post by: george on October 09, 2016, 03:37:44 PM
Will it be available from GOG.com (https://www.gog.com/)?

That's a good question, but one that I cannot answer at the moment, since it hasn't been decided yet. But it's certainly something we can discuss with our publisher.

Is there any specific reason you mention GOG.com? Or is it just your favorite place to buy games from?
Title: Re: Chain of Command
Post by: Greybriar on March 02, 2017, 01:40:34 AM
Will it be available from GOG.com (https://www.gog.com/)?

That's a good question, but one that I cannot answer at the moment, since it hasn't been decided yet. But it's certainly something we can discuss with our publisher.

Is there any specific reason you mention GOG.com? Or is it just your favorite place to buy games from?

I mentioned GOG.com because as far as I know it is the only source of PC games that are all DRM-Free.

Sorry for the delay but I had completely forgotten about this thread.
Title: Re: Chain of Command
Post by: george on March 02, 2017, 11:06:05 AM
Thank you for clarifying this. I still have no definitive answer, however. I do know that it is not very likely to be available on from GOG.com on release day.
Title: Re: Chain of Command
Post by: Greybriar on March 03, 2017, 06:40:12 AM
Thank you for your response. It was certainly more timely than mine was to you.

I hope at some in the future Chain of Command will be available from GOG.com for the benefit of those gamers who prefer games that are DRM-Free.
Title: Re: Chain of Command
Post by: Asid on April 20, 2017, 01:41:13 PM
February 2017 report:

For those who were wondering what we are up to and why the long radio silence, thank you for your patience!

Most of our time was spend under the hood to fine-tune some key technologies that allow us to simulate the amount of units required for Chain of Command. In particular the implementation of our "Entity Component System" (ECS) on the GPU using OpenCL. We may have a blog entry on this subject later.

Work on the UI/UX design started with help of a new addition to the team. He's an experienced designer, UX expert and art-director. His broad range of skill is exactly what our team needed.

We plan to bring back monthly updates here on Facebook and the more in-depth blog entries on our BitBunch.eu website.

In our last update we promised shots of big unit counts, so I've added a couple to the gallery.
As always, all visuals are temporary and intended for development so in now way representative for the final product.

Enjoy!

(https://scontent.flhr4-2.fna.fbcdn.net/v/t31.0-8/17493044_1317396058307319_173897060056686768_o.png?oh=66b7cf01b7118143fe175506ce412554&oe=598E2435)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17426013_1317396061640652_7272616910422815638_n.png?oh=5fd026da0981a23345d030459cdc2fbf&oe=594E58B9)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17309729_1317396064973985_1504544938829588909_n.png?oh=d0278ba299317de97c793306afa53585&oe=597F9B7F)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17457898_1317396114973980_6769306410705052028_n.jpg?oh=73fd58ae569d83e3f3dc12ca1bdd6cfb&oe=594ED2CF)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17424619_1317396128307312_7854180733140147960_n.jpg?oh=10a693ace94216ca5a3f99ea557ce411&oe=59788D62)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17342521_1317396138307311_8491812839265425522_n.png?oh=cc4b18b6028471a0023e8286eb1c908f&oe=59958EFF)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17425960_1317396101640648_2425559244293896834_n.png?oh=885bc66cf8741b1e6e52fc84c32020dd&oe=598DC7BF)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17309739_1317396148307310_5633491247103445616_n.jpg?oh=04a631b2a6891501793c7c47b4f0dfd0&oe=597EA8D4)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/17424948_1317396104973981_8259610469909894520_n.png?oh=758ae51be1ad7141738f648249f2b731&oe=59889C98)
Title: Re: Chain of Command
Post by: Asid on April 20, 2017, 01:42:36 PM
8 April at 10:14 ·

A lot was going on during our development in March.

The UI is coming along nicely. Also work on de environment visuals has finally started! No screenshots yet, we want to be closer to the final results before sharing.

Main while new simulation systems are being implemented. Development here is slower than we would like but that is the price we pay for running the complete simulation on the GPU.
We are currently able to run a 20.000 unit OOB at 28x simulation speed which are pretty good numbers since we didn't do any optimisation yet (apart from a proper architecture and utilising the GPU).

In April we will mostly continue work on visuals and simulation systems. So maybe some screenshots next time!

Tweaking scene lighting:

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-0/p261x260/17795898_1332131040167154_3327565390978721532_n.png?oh=e33e121ba26dd07d9def00fbb2e87880&oe=59999930)
Title: Re: Chain of Command
Post by: Rinix on September 05, 2017, 04:04:34 PM
August Blog Post: http://bitbunch.eu/art-style/

(http://bitbunch.eu/wp-content/uploads/2017/07/coc_title_blog.jpg)

As you may or may not have already noticed, the BitBunch website has had a bit of an makeover. Part of this, some new images have crept their way into the website, revealing the art style of the game. Here we’d like to take a moment to formally introduce you to this new direction and we hope you like it!

About the style in general

We are aiming for a style that is contemporary yet historical; visually inviting, but still allowing historically accuracy especially for those who are at home with the genre. This we have done by drawing on elements from WW2 propaganda, but delivered through a modern, intuitive and minimalistic approach.

The game is not overly stylized, but we are moving away from photorealism for both practical and aesthetic reasons. Partly because of the scope of the game with its enormous terrains, but also in order to provide visual clarity, we feel a certain level of simplicity is required. Purely stylistically, we think fewer details and a more deliberate choice of shapes and colour palette looks better.

The aim is really to produce pleasing and coherent visuals that allows for easy and non-confusing interaction.

About the environment

Up until this point our screenshots have been largely containing placeholder graphics, and so we are happy to finally share with you where we are with the style. Though, please be mindful that the screenshots do not represent the final quality as it’s still work-in-progress.

(http://bitbunch.eu/wp-content/uploads/2017/07/screenshot_blog.jpg)

It’s our intention to create an environment that – although not photorealistic – looks rich and lush. However, we recognize that it’s important for the gameplay that the terrain doesn’t become distracting to the player. We want the player to be able to distinguish between the battles and the terrain and so manage his troops effortlessly.

There are a few more things left on our list to do, such as adding clouds, particle effects and improved shading and terrain data. The vehicle style is another big thing on our agenda.

About the UI

While many WW2 RTS games offer much in way of detail, it’s our feeling that the genre in general hasn’t evolved that much visually. We think there is no reason why pleasing visuals and a modern interface can not coincide with accuracy, detail and deep engaging gameplay. What this means practically is that the user may feel free to access all details of a specific Panzer II Ausf. C that is part of his 1st Medium Panzer Company, but the information will not have a permanent home on the screen. The UI is very much context sensitive. It is our goal to allow the player to choose details to his liking, or play the game entirely top level without any fiddly micromanagement. This ties well into our hierarchical control system.

In a word, the gameplay experience, along with the UI catering to this experience, is putting the player in the commander’s seat. It’s up to the commander to choose how to best lead his troops to victory; whether this be hands-on management or focusing on the bigger picture. The player may freely and seamlessly do both.

We’ll share some screenshots of the final UI later, but our plan is to support both pictorial and NATO symbols. What we can say about the UI is that we aim for it to be modern and clean; smart and easy to grasp, and that it carries inspiration from WW2 propaganda.

(http://bitbunch.eu/wp-content/uploads/2017/07/logo_blog.jpg)

We hope this gives you some insight into our development of the art style and as ever we welcome your questions and feedback.

Stay tuned, Commanders!
Title: Re: Chain of Command
Post by: Asid on September 05, 2017, 05:06:35 PM
Thanks for posting this Rinix.  :thumbsup

I am really looking forward to this
Title: Re: Chain of Command
Post by: Rinix on September 05, 2017, 05:26:13 PM
You're welcome. :howdy The reason I pay some attention to this game is because it demonstrates that games can use GPGPU compute. It is something that eSim Games needs to take note of. The limits of CPU compute is already an issue for them: http://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/?page=219#comment-175162
Quote from: ChrisWerb
2. CPU speed penalties. We had this in the discussion over realistically dangerous/obstructive forests and WMD/nukes. Anything that adds large numbers of objects or effects to existing objects to the simulation will have an exponential effect on CPU usage.
Title: Re: Chain of Command
Post by: Raied on September 07, 2017, 06:03:09 AM
Cant wait for this, seems very ambitious though..
Title: Re: Chain of Command
Post by: Asid on April 09, 2018, 02:43:29 PM
What happened to the ''Chain of Command'' RTS game?

(https://gallery.mailchimp.com/9c763e654fe70acec5027e095/images/e05696b6-b585-4551-b499-37f068355c2a.png)


The story of the Phoenix

When we started we knew our goals were ambitious, but considering our simulation background, we were confident. Although the "Metis" engine now delivers our targets and more, we underestimated the time it takes to run a studio while also do the actual development.

The real challenge for us turned out to be community and communication which we were not used to doing.

In our tiny team, everybody was already working 120%, no time for progress updates. Something needed to change. So after a complete restart; new company, new release strategy and new content, we are back! Ah, and this time we have someone dedicated to inform our community about what is going on.

The vision remains the same; vast battlefields with huge amounts of units.

Enough excuses, let's continue with the exiting news!

(https://gallery.mailchimp.com/9c763e654fe70acec5027e095/images/867edcce-200f-474e-a5cd-69c2dd418669.jpg)


Free Benchmark tool on Steam this spring! (http://store.steampowered.com/app/821680/Military_Operations_Benchmark/)

It is time for people to have a hands-on peak at what we're doing, to prove we are serious and dedicated.

Why a Benchmark? To pull off what we envision, we need access to some serious processing power. Luckily that is what a modern GPU can provide. But not using the standard graphics biased solutions. We use OpenCL to tap into the GPU's raw processing power. No other game does this yet, so we need to make sure we support the PC setups people have at home before releasing a game.

These are uncharted grounds! But that's one of the things that make this project so much fun.


Not only a Benchmark

(https://gallery.mailchimp.com/9c763e654fe70acec5027e095/images/90d93000-7c96-4c70-b34e-952b6af91972.jpg)

The MilOps Benchmark is a fully functional visualisation. It allows you to be like an Umpire on the battlefield. Move freely anywhere you want, at any altitude. Interact with units and troops. Traverse the OOB hierarchy. Watch combat up close.


New website

The  Military Operations website (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=5f80816457&e=39b07911bf) features a  blog (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=ad0102fb85&e=39b07911bf) containing in-depth articles on technology, gameplay and development. New articles will be published regularly.

A new  Support page (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=fbdedc4921&e=39b07911bf) aims to solve any problem you may encounter as quickly as possible. Please go there first when experiencing trouble with MilOps.

We will cross-post many videos and other content on  YouTube (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=9919d405fe&e=39b07911bf) and  Facebook (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=ec4dbb7fa8&e=39b07911bf) so you can follow and like us there if that is your favourite social media.

(https://gallery.mailchimp.com/9c763e654fe70acec5027e095/images/43202af8-6ee8-4a69-9a3a-f5359f9c1c2e.jpg)


MilOps teaser
https://youtu.be/YNQIEtJoCvc

Published on 2 Mar 2018


Follow development

While the newsletter is for bigger news and events, the  Steam community HUB (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=f05356a921&e=39b07911bf) is ideal for high frequency development and support related news. Expect progress reports every week. Announcements of updates and patches will also be posted here first.

For  discussions (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=c74ee0c6a9&e=39b07911bf) and direct contact with the developers, the  Steam HUB (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=7ffe2797fe&e=39b07911bf) is the place to go. Join our  official group (https://militaryoperationshq.us17.list-manage.com/track/click?u=9c763e654fe70acec5027e095&id=80aa45f98e&e=39b07911bf) on Steam if you don't want to miss anything.

(https://gallery.mailchimp.com/9c763e654fe70acec5027e095/images/3db20f50-6484-44b1-977b-eca611d41e97.jpg)



The "Military Operations: Benchmark"  Store-page (http://store.steampowered.com/app/821680/Military_Operations_Benchmark/?utm_source=Military+Operations&utm_campaign=5c83897278-Military+Operations+Benchmark+announcement&utm_medium=email&utm_term=0_23a0220900-5c83897278-34371965) on Steam is available now.


Thanks for reading and see you next time!


New Military Operations thread  here (http://dogsofwarvu.com/forum/index.php/topic,5938.0.html)