Hex of Steel
WW2 turn-based Strategy game.
USD 4.99
The ultimate WW2 strategy game on iPhone and iPad.
▶ IMPORTANT: Hex of Steel is a graphically intensive game. For the best experience, especially in the largest scenarios, we recommend using a device with a strong GPU/CPU. Devices from 2017 onward, like the iPhone X, should handle these scenarios smoothly. However, all devices can access the extensive campaign mode and engage in thrilling multiplayer battles. ◀
▶ Command the War. Forge History ◀
Immerse yourself in Hex of Steel, a fresh and innovative WWII wargame that spans all major fronts. Command your forces across Europe, Africa, and the Pacific in a game that marries deep strategic gameplay with cutting-edge mechanics.
▶ Born from Passion ◀
What started as a Kickstarter dream with just €53 has evolved into a deeply engaging strategy game, a testament to the determination and passion of its creator. Hex of Steel is more than just another war game—it's a labor of love crafted with the input of a dedicated community.
▶ Why Hex of Steel Stands Out ◀
• Constant Evolution: Over 400 updates and counting. Hex of Steel is continuously refined and improved, ensuring a fresh and balanced experience with every playthrough.
• Dynamic AI: Engage with an AI that reacts to your every move, providing a challenging and fair experience without resorting to cheats.
• Expansive Scenarios: Command your units across massive, meticulously crafted maps that cover Europe, North Africa, the Pacific, and beyond.
• Endless Customization: Tailor your experience with over 50 policies and doctrines, from military tactics to occupation strategies. Toggle optional settings like zone of control, realistic supplies, and fog of war to suit your style.
• Epic Campaigns: Lead your core units through branching, dynamic campaigns that allow you to rewrite military history.
• Cross-Platform Play: Seamlessly battle friends across PC and mobile platforms with cross-platform multiplayer.
• Limitless Creativity: Design your own scenarios, units, and maps using a suite of editors, or dive into infinite replayability with the random scenario generator.
• Strategic Depth: Employ diplomacy, forge alliances, declare wars, and negotiate truces. Your strategic choices will shape the course of the game.
• Vast Replayability: With 45 playable nations—from Germany to Mongolia to Iraq—Hex of Steel offers an unprecedented variety of strategies and challenges.
• Immersive Environment: Experience dynamic weather and seasonal transitions, complete with stunning visual and sound effects that bring the battlefield to life.
• No Hidden Costs: Enjoy the full game with no in-app purchases or paid content—what you see is what you get.
▶ Join a Thriving Community ◀
With an active and growing Discord community of 1600+ members, you'll find plenty of support, tips, and camaraderie as you dive into the rich world of Hex of Steel.
Whether you're a seasoned strategist or new to the genre, Hex of Steel offers a deeply immersive and customizable wargaming experience that will challenge your tactical prowess.
The battlefield awaits—are you ready to command?
more CHANGES
• Bumped multiplayer compat version to 8.3.5
• Terrain modifier UI icon has been updated to something clearer than a bunker icon.
• Upgrading/Downgrading a unit (from itself to another unit) will now remove 1 level of experience to the unit. So, upgrading a level 3 Panzer III unit into a Tiger I will have the unit come out at level 2.
• Upgrading from/to railway guns from/to regular field guns has been disabled.
• Updated online chat users (offenders) blacklist.
FIXES
• Store unit cost exploit with core unit cost option in campaign scenarios.
• Units with the ‘mine’ property would not have this property synced and properly applied when the scenario was opened, leading to various bugs, such as AI targeting mines with its planes etc.
• Undo exploit: when attacking an enemy unit and triggering supportive fire around it, if you moved right away before receiving the supportive fire damage, you could then undo that move and get your health and other stats back and basically negate the supportive fire effects.
• Unit production time exploit where you could purchase a cheap unit and upgrade it into a better unit right away to get away with a lower production time.
• Upgrading/Downgrading to foreign unit would make the unit cheaper. Could be used as yet another exploit to get foreign units for cheaper.
• Partisans not spawning at all even with the setting ON.
Thank you everyone for reporting bugs you are encountering!
8.3.5 3 days ago
This update from Apple will improve the functionality of this app. No new features are included.
ADDITIONS
• Auto recognition of more ship classes: Frigate, Corvette, Minesweeper, torpedo boat, escort destroyer.
CHANGES
• Amount of days that goes by per turn now has an influence on units research speed.
• Significantly reduced core units upkeep when in reserve on campaign scenarios only (from 50% to 10%). That tended to ruin scenario balance.
• Battle of France standalone scenario balance changes.
• Tripoli campaign scenarios balance changes.
• Updated all communication email templates to look cleaner/more professional (with bright/dark mode compat).
• Rebalanced British fighters damage, they were too low compared to other nations (like really low).
• T34 M1940 availability date changed from March 1941 to September 1940.
• T34 M1941 availability date changed from 1942 to April 1941.
• T-34 57 1941 texture.
FIXES
• One upgrade cost issue with prototypes.
• One instance of infinite money through unit upgrades and mechanization.
• One instance of infinite manpower bug through recon units upgrade.
• One instance of infinite money through unit upgrade and policies.
• Major/Secondary VP property not being reset on tile when clearing a VP in the scenario editor.
• Script execution order mismatch between mobile and PC version.
• Flaw in AI consideration of what harbours were valid or not for deployment of naval units.
• Lag spikes on scenario opening (very noticeable on larger scenarios).
• Password reset email not being sent automatically when clicking on the 'forgot password' button. You would have to wait 60 seconds before you could send a password reset request.
8.3.4 30 Mar
FIXES
• AI not purchasing units (regression from previous update).
8.3.2.0 19 Mar
FIXES
• AI not deploying its units properly.
• Operation Unthinkable wrong side assigned in campaign.
• Panzer III Hs were present originally on the Battle of France 1940 scenario even though this model was not produced yet historically.
• Having two fingers on the screen would unselect your currently selected unit.
• Several scenario editor touch input issues.
8.3.2 18 Mar
ADDED
• AI nations now guard their borders during peacetime, evaluating nearby threats and reinforcing the most dangerous frontiers.
• Hurja class gunboat to Finland.
• Prezidentas Smetona gunboat to Lithuania.
• Ronis class submarine and Virsaitis gunboat to Latvia.
• Kalev class submarine, Novik class destroyer, Sulev gunboat to Estonia.
• Garrison unit to Mongolia.
• Total supplies cost in the income breakdown.
• MipMaps to all units textures to improve with pixelated/visual glitches.
• Added new army supplies state visualization map, bound to F9 key (can be rebound).
CHANGED
• All ships graphics have been updated and their style has been unified.
• All ships counters have been updated to a new design.
• All plane counters have been updated to fit the new design (tinted instead of full out white).
• All land counters have been updated to fit the new design (tinted instead of full out white).
• Core units are now properly and clearly indicated in both the reserve menu and the order of battle menu.
• Updated NATO ships icons (cleaner).
FIXED
• AI pathfinding edge case.
• AI had inclusive check on end availability year for units when purchasing.
• Units from neutral nations would still trigger an ambush event when running into them (ships, for example).
• Deployment countdown UI icons were shown even at places where the selected unit could not be deployed, leading to confusion for the player.
• Monowai Aux. Cruiser from NZ had impossible availability date (9999).
• There were 2 'dead' convoy units (no nation assigned) lying around in the units editor/list.
REMOVED
• Ronis class submarine from the USSR.
8.3.1 12 Mar
CHANGED
• Improved online account email verification delivery rate.
• Attrition calculations have been changed to prevent various exploits/cheesing or arty spam. Noticeable changes are: attrition values are now percentage-based instead of raw numbers (so that units with low ammo/fuel count don't get to zero after a single heavy artillery attack). There now is a floor for how low attrition can get, which is 20% of max ammo/fuel by default. This is the most significant change, and the solution to the 'infinite retreat' exploit. Even after heavy shelling, the defenders will now always be left with a few ammo/fuel to either retreat on their own, or fight one last time.
• Increased amount of generated rivers in the random scenario generator (x2).
FIXED
• Hero damage bonus was being applied twice during engagements.
• 'infinite' manpower exploit with unit upgrade system flaw.
• River generator issue where it would override railroad tiles without placing appropriate bridge tiles.
• Moscow42 crashing the game on the Axis side.
8.2.0 26 Feb
ADDITIONS
• Few new german commanders: Wilhelm List, Maximilian von Weichs and Georg von Küchler.
• River generator both in scenario editor and in random scenario generator.
• Railroad generator both in scenario editor and in random scenario generator.
CHANGED
• Improved scenes unloading speed (especially noticeable on large maps). Brought it down from 13 minutes to 30 seconds on a 900x700 map.
• Aggressive propaganda policy now properly gives you +30% turnly manpower growth.
• Operation Overlord standalone scenario channel islands ownership (should have been Germany, not the UK).
• Europe 1942 standalone scenario: added missing commanders.
• M4 Crocodile is now marked as Prototype.
• M4 Crocodile availability date has been changed from early 1942 to early 1945.
• Churchill Crocodile availability date has been changed from early 1943 to mid 1944.
• Partisans spawning was uncapped, it is now capped so that the total amount of partisans spawned in one turn cannot be higher than the total amount of occupied cities (if there are 5 occupied cities, then a maximum of 5 partisans will be spawned).
• Support fire logic has been tweaked a little so that potential supporters will never support attacked unit when the distance between the attacker and the attackee is greater than the potential supporter range of attack. Vanilla behaviour remains unaffected, this really is a fix for modded games where an AT weapon with a range of 1 would support a friendly when attacked from 5 tiles away by a unit with high range.
FIXED
• Mountaineer trait damage bonus not properly applied in proper cases.
• Potentially fixed a rare occurence of timezone/local computer clock issue resulting in possible login into multiplayer but then being spammed with 'you need to be logged in to perform this action' messages.
• Online PBEM game giving 'player mismatch' error message when a new player was being added through event(s) in the game (such as Vichy France creation upon France's capitulation).
• Partisans spawning was not checking for max unit purchase cap.
• Out of fuel range area calculation for planes was wrong.
• Out of fuel range area for planes was not taking into account carriers or carrier compatible planes (only checked against land airfields/reinforcement tiles).
• Player swapping seats/nations in PBEM online multiplayer games in some specific cases.
• Next human player panel showing up in online PBEM multiplayer games between players.
• Income modifier setting resetting itself between custom campaign scenarios leading to 0 income (both start and turnly) on second scenario and onward of custom campaigns.
• Custom campaign scenario choice had the '.sav' extension shown on the UI.
• Clouds spawning but never clearing themselves when zoomed out max with the camera (resulting in serious performance issues after a long time if not zooming back in again).
• Infinite campaign commander XP when completing a scenario, saving, loading, completing again, etc.
• Many server-side fixes, including logic issues and email deliverability issues/blockage by some providers (gmail, yahoo...).
• Unit purchase limit was not properly updated when you used the 'spawn units in VPs' in the map editor. It could bring you above the limit.
• AI freeze during policy picking when modding the game (very specific, edge cases).
• Units spawned through events would have 0 manpower value assigned and 0 morale.
8.1.6 11 Feb
Last update for 2025.
Happy new year everyone!
ADDED
• Confirmation window when you are about to pick a policy from one category where you already have an active policy (to warn you about the fact that only one policy can be active per category).
• New setting: auto skip previous turn summary window (under Misc category).
• Possibility to leave an online PBEM game without any penalty when 48h has passed since the last player played its turn.
• New mod quality setting (low, medium, high) to allow user with little RAM to still run mods.
CHANGED
• Joining the last slot in an open online PBEM game will now automatically take you to the 'continue' menu saving you a click.
FIXED
• Online chat public channels had issues, as a result you would see almost no one online or everyone would be split in small sub groups.
• Online PBEM games where you were playing more than one nation in a row would send the data to the server after every turn you played instead of letting you play through all nations at once.
• In online PBEM games where you were playing more than one nation in a row would set you as the active player even when it was someone else's turn.
• An email would be sent every time a player occupied a new seat in an online PBEM game even though he had already joined once.
the game session (when choosing to play more than 1 nation for example).
• An email would be sent every time a player left an online PBEM game even though he had not emptied all its seats.
• Coastal artillery and land mine properties never resetting when upgrading/downgrading units.
• Southampton was a city inland in the Sea Lion South scenario.
8.1.2 5 Jan
ADDED
• Capitulation event for the USSR on the Europe scenarios when capturing: Moscow, Leningrad, Stalingrad, Sevastopol Murmansk and Baku.
CHANGED
• Multiplayer compatibility version.
• Game settings when hosting a PBEM game will now be properly sent to the PBEM server.
• The AI will no longer redeploy its units guarding its borders.
FIXED
• You could play a PBEM game with extra mods that were not required by the session and had a gameplay impact on the game.
• Vichy France will now be properly created even if an Axis minor triggers France's capitulation.
• No place to deploy german reinforcements on scenario start in Silver Fox (campaign).
• P-40N was marked as carrier compatible even though it was not IRL.
• You could not upgrade/downgrade a unit to/from itself when it was from another country.
• Bug when trying to upgrade/downgrade a unit while having a full list of units in the basket list from previous pre-purchase actions.
• De Ruyter Dutch cruiser had wrong start commission date.
• UI scaling issues.
8.1.1 08/12/2025
ADDED
• Brand new PBEM server.
• Several new sections in the Manual.
• 7.5 cm le.IG 18 and 7.5 cm Gebirgsgeschutz 36 light artillery to Germany.
• UI scaling setting (Settings->Graphics).
CHANGED
• All base game units end use year has been changed from 1946 to 1949.
• Updated all of the realtime multiplayer libraries (we were quite a few versions behind).
• Many sections of the manual have been cleaned up and reorganized.
• Red color on damage breakdown is now brighter for increased readability on dark backgrounds.
• End of turn menu will no longer appear when playing a singleplayer game (when going from one human player to another).
• Foreign equipment is now available in the upgrade menu.
• When upgrading/downgrading a unit to a modified version of itself, it will no longer be sent to the reserve.
• Saving during multiplayer games is now allowed (all).
• Rebalanced Low Countries campaign scenario (Axis side).
• Finnish F2 Buffalo has been renamed into B-239.
• Coastal batteries are now allowed to be deployed on any ocean/sea coastline that you control.
FIXED
• Naval units were affected by land units' ZoC.
• Game was loading Custom Heroes data from one folder and saving it into another, leading to data mismatch. Proper location is: GAME/MODS/YOUR_MOD/Custom Heroes/Custom heroes.txt
• When opening the 'Statistics' menu before the game's end, if you changed the sorting mode, that could re order the whole list of players.
• Move or attack not properly greyed out on units that have the 'move or attack' property.
• Typo in the Farragut and Allan M Sumner destroyer classes (USA).
• Buildings (units) were showing a non zero upkeep value, even though they had no upkeep value.
• 'Better Scientists' policy was not excluded from the menu when playing without the 'Research' setting.
• 'Flexible Strategy' policy was not giving any refunds on policies you cancelled after loading a save.
• Music player resuming automatically when tabbing out/back in even though you manually paused it.
• Europe '45 had a missing airfield VP in Poland and 2 wrong road tiles in Iraq.
• AA units could attack enemy planes during bad weather if the tile had an enemy land unit in range.
• In some specific cases, air units could become invisible when an enemy land/naval mine was on the same tile.
• Upgrading a ship to a carrier was not allowing that ship to launch airplanes.
• Fighter planes had their attack SFX overwritten in some cases.
• Landing bonus on damage breakdown was showed as red instead of green for Marines.
• Some units could remain invisible in some specific cases due to the recent 'cleared FOW saving' feature.
• Several upgrade/downgrade cost issues.
• Minor localization issues.
• Drawings were not refreshed for your allies in real time multiplayer.
• Using supply ships/planes in real time multiplayer was not synced.
• Germany in the scenario North Africa 1942 had negative manpower on turn 1.
• Joining a faction through the diplomacy menu was opening the 'faction creation' popup window.
• Sometimes, in very specific cases, some unit in the Order of Battle could display a hero name even though they had none.
• FOW on the map was not refreshed in real time multiplayer after a player accepted an alliance proposition.
• Weather was not synced properly in real time multiplayer.
• Upgrades, downgrades, or update actions were not synced properly in real time multiplayer.
• Efficient Modernization policy was applied even when downgrading (money getting in) meaning you'd lose some money (25%).
• Code freeze due to units no longer existing in the game being used by events (they will now be skipped/removed).
• Localization issue with policy picking confirmation window.
• Main menu soundtrack sort of starting to play twice when launching the game.
• When trying to draw/erase with the drawing tool in real time multiplayer, it would always modify the active player regardless if it was you or someone else.
REMOVED
• Access to previous multiplayer server.
8.1.0 26/11/2025
ADDED
• New 'Help' section in the main menu, where you will be able to find both the game's Manual, as well as a 'Contact Support' email generator + log file opener. Please use this now to report issues or request for help, as it will contain all of the informations about your installation.
• New 'Community' section in the main menu, containing all of the various social network links
• Confirmation window when you try to delete a save file.
• Automatic dedicated chat channels for every languages the game supports.
• Hot load support for real time multiplayer (game host can now load any save file mid game and that will be synced for every other players in the room).
CHANGED
• Updated several sections of the manual.
• Ships now apply Zone of Control around them (submarines or submerged units excluded).
• Rework of the main menu presentation (buttons layout, menus, sub-sections). Improved clarity.
• Language setting has therefore been moved to the regular settings menu, under the 'Accessibility' category.
• When pressing the 'delete' button in the Mods menu, if the mod is a Workshop mod, it will now automatically unsubscribe you from it.
• Musics will now be played in the main menu if there is a modded video playing in the background, but the game detects that the video has no audio track.
• In the multiplayer game hosting menu, both PBEM and real time buttons will be visible at all times and greyed out only when scenario is not properly configured.
• Upon their creation, new mods will have new automatic data set in the Manifest.json (username, version...).
FIXED
• Editors could not save data to mod if there were active mods that were missing data.
• AA units were still not able to attack land units further than 1 tile away.
• New Orleans heavy cruiser (USA) having wrong graphics.
• Stats on units counters would not reposition properly when changing the scale of units in the settings.
• Transferring a unit to another player had no redeployment time (if sent to reserve).
• Max FPS setting issues when saving/loading the player settings.
• Chat was no longer autoconnecting when playing a scenario (regression from 8.0.4).
• Real time multiplayer trying to raise events even when playing offline (regression from 8.0.4).
8.0.7 21/10/2025
ADDED
• Damage breakdown mention + how-to in Tutorial task + step to help new players better understand battle/damage outcomes.
• When closing the tutorial window, it will now turn into a little 'book' icon on the UI so that you can open it later if you want/need to.
• Fog of War clearing is now saved between sessions (no more 'recon' FOW loss).
CHANGED
• Multiplayer compatibility version.
• Updated the game engine (Unity) to match the latest security update.
• Transferring a unit that was on the map to some other player that was not an ally or an enemy would leave the unit on the territory, it will now be sent to the player's reserve instantly.
• Improved sync of units movements in real time multiplayer.
• Kicking someone from a faction will now make it join its own faction based on its country name.
• Improved data exchanged during real time multiplayer games (reduced/batched existing data). It should be lighter and more reliable now.
• Renamed 'Library' tag into 'Code' tag for filtering mods on the Workshop.
• Yellow fuel icon indicating low fuel for a unit now starts showing from 30% instead of 40% of available fuel remaining.
• Increased modded tiles resolution from 256 to 512 (sharper).
• Increased modded units resolution from 256 to 512 (sharper).
• Moved map opacity window to the right of the plans drawing window.
• Removed char limit on Workshop Uploader mod description/changelog text fields.
• Rebalanced Operation Crusader (Axis side) campaign scenario.
• Reworked the UI of the main menu scenario editor UI.
• Cheapened Tutorial alliance invitation cost a lot to make it more accessible and not block the player.
FIXED
• Several sync functions were missing in real time multiplayer.
• Italian Littorio BB 1942 refit stats were a little off.
• Notifications shown to non active human players in real time multiplayer.
• Changing the 'sleep state' of a unit was not synced properly in real time multiplayer.
• Field modifications category in the Policies menu was not properly localized.
• Typo in a Finnish village on Europe scenario.
• One airfield in Albania on Europe scenario was providing manpower and income.
• Partisans not spawning in a rare, specific case.
• AI carriers could, in rare cases, stay stranded at sea instead of going back to harbour to refuel.
• 'No game hosted' UI message in multiplayer menu would sometimes still be displayed while you were already in a lobby about to start a real time multiplayer game.
8.0.4 07/10/2025
ADDED
• Brand new main menu soundtrack, unfortunately was not ready in time for the release of 8.0.0 and the new art style, composed by the same artist.
• Close/Minimize buttons to the tutorial window.
• Loading wheel in the multiplayer button for when the game chats with the server.
CHANGED
• Multiplayer compatibility version.
• Manual (PDF), fixed incoherences and added Convoy section.
• Increased online chat max slots from 100 to 500.
• Improved clarity regarding landings in the tutorial (unit needing to be located on a tile adjacent to the tile where you want it to land).
• Login, register, password recovery, and account deletion buttons in the multiplayer menu will now be disabled whenever the game chatting with the server (to prevent request spamming that does nothing but waste everyone's time and resources).
• When you override the manpower of a tile in the map editor, and when that tile became occupied during the game, the regular 'occupied' value of the tile (found in the Tiles editor) would be used instead of calculated from the override you chose. Now, an automatic override of the occupied value is calculated, as 1/5th of the value, to respect the base game ratio between occupied and non occupied tiles.
• Land and naval mines are now allowed to be deployed on victory points, as long as they are not reinforcement tiles.
• Many more properties are now exported to CSV in the Units editor.
• Code clean up for modders.
FIXED
• Upgrading/Downgrading unit error message thrown in real time multiplayer.
• AA units were restricted from targeting enemy land units further than 1 tile away, even when they attack range stat was set to any number higher than 1.
• Korean, Japanese, and Chinese number order issue with units naming.
• Incompatibility between the mountaineer and truck/mechanized option, when trying to move on a mountain and having both options active on your unit.
8.0.2 02/10/2025
FIXED
• Planes could not attack ground targets.
• Save files were not displayed.
8.0.1.2 30/09/2025
FIXED
• Wrongly pushed the DEMO version to the main branch. Oops.
8.0.1 27/09/2025
BREAKING CHANGES
• Save files and scenarios generated by version 8 and onward are not compatible with earlier version (7.x). Files from 7.x are compatible with 8.x.
ADDED
• Brand new in-game Tutorial to make new players life easier.
• Tooltip over the 'Continue' button to provide information about what save is going to be loaded if you press it.
• Localization of the game into Traditional Chinese.
• Compression to save files, they now are 90% smaller (yes, 90%). This is the reason why the files no longer are backward compatible. Old files will still load fine.
• Support for MP3 format for SFXs and musics for mods. I strongly encourage every modder to update their mod and replace their WAV sound files with MP3 files to achieve significant RAM gains (over 90%).
CHANGED
• Multiplayer compatibility version.
• App icon was changed to look more modern.
• Main menu wallpaper was remade.
• Joining or creating a faction in the Diplomacy menu has been split in two for improved clarity.
• Capturing units in campaign would not always add them to your reserve (in the case that you reached your max core units).
• All save files are now properly trimmed instead of growing exponentially.
• You can now select units that are on top of one another in the map editor (air/ground on single tile).
• Mods graphics load process, over 85% RAM gains were achieved on average, reducing significantly RAM pressure from mods (tested on Napoleonic Wars mod).
• For modders: A new folder named 'Flags' has been added to the 'Graphics' folder. This is where all of the flags should now be placed. The game will automatically move them for the players/you upon loading the mod, but it would be nice if you could move them there directly, as such: HexOfSteel/MODS/YourModName/Graphics/Flags/USA/Flag.png
FIXED
• Coral Sea campaign scenario as Axis was instant lost on turn 1.
• Recon units in trains could move twice.
• Modded heroes with custom graphics with wrong dimensions would prevent whole mod loading.
• Borders will now be properly redrawn in real time (after any tile edit) in the Map Editor.
• AI will no longer purchase paratroopers when there are no land VPs in the scenario.
• AI will no longer purchase land units (infantry, tanks, etc) when there are no land VPs in the scenario.
• Having a '+' char in your mod's name would prevent all sound effects or music clips to be loaded.
• Sea Hurricane Mk I was not marked as carrier compatible.
• Some units properties were not synced properly when loading a save file.
• Minor details in Units Editor.
• Countries not localized in the multiplayer real time lobby.
• Real time hosting data transfer fixes.
• Real time multiplayer now has proper re-sync (even for large maps) when a player goes out of sync and reconnects.
• Leave room button would still be displayed even after being kicked out of a real time multiplayer room.
• Various localization fixes in different languages.
• README and mod thumbnail files are now properly copied over to disk when creating a mod.
8.0.0 27/09/2025
ADDED
• Laid down the groundwork for an actual in game tutorial.
CHANGED
• Multiplayer compatibility version.
• Network code reorganization.
• When playing with the 'camera follow AI moves' setting, it will now focus on units being targeted by AI artillery units which are in the FOW instead of not focusing on anything and skipping those attacks from FOW.
• Faction change cost: reduced when switching to neutral (old formula only counted players you were at war with, but not if they got vanquished entirely or not).
• Towed AA units no longer can move and attack, it's either one or the other during their turn. Only SPAA can both move and attack.
FIXED
• Units would overlap on friendly mines when ordered to move across them into FOW and if there was an enemy unit in that tile in the FOW (kind of very specific).
• Custom units spawned in the Map Editor using the 'spawn units' button could have 'broken' graphics.
• Notifications menu not properly scaling with your screen's height.
• Units would not move to destination tile in very specific case: enemy land mine on one tile + enemy unit on an adjacent tile + ZOC setting ON.
• Minor issues with some scenarios.
• Units editor resetting the active mod whenever you left the menu, giving you the 'you need to select a mod' message every time you tried to mod any unit afterward.
• AI planes would not perform attacks when it should have in some cases.
• Video player for video wallpaper in main menu would stretch the video content.
• Most likely fixed the 'spotted units' icons not clearing out when they should (radar/sonar).
• A lot of the units options stats modifications were scattered around the whole codebase and not always matching, I have unified the definition of such modifications, and now a single modification is used across the whole game.
• In some rare/specific cases, the mods manager mods listing would break when a steam workshop mod could not be found at its install location (when installed on a separate disk, for example, and that disk was not connected).
• AI risk/reward calculations when attacking.
• Save/Load menu UI scaling issues.
• Diplomacy menu UI scaling issues.
• Some outdated units were patched in many scenarios (name changed, stats, etc).
• Battle of Berlin campaign scenario on the Allies side would not allow you to play both US and UK, it was either one or the other, and the other one would be AI controlled.
• AI trains pathfinding thought it could move through destroyed bridges.
• Units spawned through events were broken (regression from prev. version).
• Units ID when spawned were limited from 0 to 100.
• You could undo your move when your unit was intercepted by the ZOC of an enemy unit from the FOW (regression from prev. version).
• Negative or very low fuel issues on planes with some specific loadouts (regression from prev. version).
• Units spawned in the map editor using the auto spawn buttons would not be properly registered to the player (regression from prev. version).
• Scenario would not end when there were both major VPs to be captured and one or more units to be destroyed to achieve victory, and the major VPs were captured.
• Medals not properly showing in list of completed/beaten scenarios (Axis/Allies).
• Localization typos.
7.7.42 03/09/2025
ADDED
• Warning popup window for chinese players trying to play realtime multiplayer, the game does not have any servers in China, which as a result can lead to poor performances during online games (realtime only).
• New file inside mod folders: Manifest.json. With the rework of the mod manager UI, some information relative to the mod can now be seen (author, mod version, description of the mod, dependencies, etc). I would like to invite all modders to update their mod with the new file (new file is automatically added to any mod whenever you open the Mods Manager UI menu).
• New unit property: Exclude unit. This is a BOOL (true/false) which basically excludes any unit tagged with the flag from the game, you can use this to hide base game units.
• New unit property: Move or Attack. This is a BOOL (true/false) which when applied will prevent the unit to both move AND attack during its turn.
CHANGED
• Multiplayer compat. version.
• Improved AI target acquisition.
• AI now takes into account units cost when planning for an attack.
• AI's aggressiveness is now properly influenced by the actual economical situation (allies vs enemies total income).
• Vehicles armour have less impact vs infantry damage when engaged in unfavourable terrain (cities, forests...).
• Mods manager UI menu.
• Mods loading order (top to bottom).
• AI units marked as scenario victory condition (must be killed in order to win the scenario) now are going to flee away from enemy units. As an example, the battle of Midway or the • • Coral sea had such victory conditions, the carriers will no longer rush into the enemy fleet, but flee instead.
• Store menu no longer resets after closing it and reopening it (your basket will be kept intact).
• Mods thumbnail template has been updated.
• Quicksaves naming convention, clearer and more informative now.
• Reworked the stats of all artillery (towed) with 15 and less damage.
• Artillery with 15 damage and above or 3 range and above are now considered as heavy and have the 'move or attack' mechanic.
• Heavy artillery (20+ damage) will now remove 2 entrenchment level when attacking.
• VERY heavy artillery (30+ damage) will now remove 3 entrenchment level when attacking.
FIXED
• AI was wrongly calculating supportive fire when making attack decisions, which could lead to some 'kamikaze' attacks.
• Choices UI elements for next scenario(s) in campaigns were not translated when completing a campaign scenario.
• When the AI was playing very fast and deploying new units, some of them would remain visible through the FOW.
• Bug during human/AI control swapping mid-game through the Diplomacy menu.
• AI paratroopers would often place themselves over rivers or mountains in their transport mode trying to paradrop but they could not due to the tile not being walkable.
• Changing a unit's starting level and reverting back in the map editor would not revert the unit's HP.
• Typo in french localization.
• Cavalry had wrong localized name for Napoleonic Wars mod.
• Operation Uranus (Allied campaign scenario) had no victory conditions.
• Removed annoying Aleutian islands major victory points on Pacific 1941. As a result, I will have to reset the Steam leaderboard for that specific scenario as this will change the victory quite a lot.
• In very specific situations, the AI would skip some of its units (if a unit died during its own turn and another one was playing before, that next unit would be skipped).
• Strategic bombers with the recon property would be shown as possible to bomb a tile even though they are not capable of such an action.
• Patrol boats would be shown possible to move through some enemy-controlled VP even though when clicking it would result in the unit not moving and wasting its movement action.
• AI would have issues with its vision through FOW around its VPs when playing with 'stricter FOW' setting ON.
• Bombing a tile with a strategic bomber did not disable the 'undo' feature.
7.7.38 04/08/2025
ADDED
• Dynamic filtering for the Units Editor search bar, you can now type in your own filters. You can use operators and units properties directly to filter at will. For example, typing in: 'name contains light infantry and productionyear >= 1943' would return all units where their name contains the 'light infantry' words and where the production year is superior or equal to 1943. I will be releasing the list of properties available on the Forums for you to dig. Spaces don't matter, caps don't matter, so doing LIGHT INFANTRY will work just like light infantry, and doing productionyear>1943 will work fine just as PRODUCTIONyear > 1943.
• Game will now look in an additional (optional) 'Shared' folder in the Units/Graphics path of your mod when it cannot find certain graphics. Useful when you have the same graphics shared across several countries, this way you don't have to duplicate the same image for all, but you keep only one in that Shared folder.
CHANGED
• Multiplayer compatibility version.
• Updated the Manual.
• Horse-towed units now get 2 movement points as a bonus, not 3 anymore. This brings horse-towed artillery up to 3 MPs max instead of 4.
• Light artillery guns can now move/attack during their turn.
• Heavy artillery guns can now only move OR attack during their turn.
• AT and AA guns can now move and attack during their turn.
• Rebalanced Operation Weserubung campaign scenario.
• Rebalanced Sea Lion campaign scenarios.
• Rebalanced Low Countries campaign scenario.
• Reworked in game soundtracks UI menu.
• When editing an official campaign scenario through the editor, the game will no longer create a copy of the original file, you will be directly editing the scenario itself (allowing you more freedom with the scenarios the game has to offer).
FIXED
• Multiplayer being inaccessible.
• Vichy not properly transferred to Germany upon its capitulation following Op. Torch on the Europe scenarios.
• Production time was not reset when moving from one campaign scenario to the next.
• Lessons of War policy was not applied to artillery/ships (+1 bonus XP).
• Supplies bug when no available tiles were found around a unit.
7.7.36 02/07/2025
ADDED
• Light infantry 43, heavy infantry, engineers, AT infantry, AT infantry 43 to Ireland.
• When a country capitulates, the country dealing the death blow will now have a chance to capture equipment from the player (tanks, ships, planes, guns).
• Hong-Kong server/region location for real-time multiplayer. Could help against disconnection for players based in China.
• Basic localization for units suffixes (1st, 2nd, 3rd, 5th etc) + units realistic naming (brigade, division, etc).
• Tank units with the "engineers" flag now have proper NATO graphics representation.
• 2 new keybinds to control time in the game. You can now increase/decrease time scale/speed (from x1 to x3). Offline only, will not work in multiplayer.
CHANGED
• Multiplayer compatibility version.
• Increased Germany's income a little bit in the Campaign of Poland '39 scenario.
• Units captured after a country capitulated now are at 25% health (to simulate that all of their crews are gone and you basically have the raw equipment but no men to use it).
• Units with maxHP=0 will no longer display their health state while in the reserve menu (factories, airfields, trenches...).
• Newly spawned Garrison units are now put asleep automatically when spawned in a victory point.
• Swedish infantry graphics have been updated.
• Units in landing crafts can now perform overrun action against land units when trying to land.
FIXED
• None of the gunboats/patrolboats had any AA damage value.
• If a player picked the policy/doctrine 'improved radars', when placing your mouse/finger over a ship being equipped with radars, its attack range would display the RADAR range instead of actual firing range of the ship.
• In the map/scenario editor, when setting a player's faction to be its own, the faction would automatically be applied to be the one that was used on the first player.
• When bringing up the heal tooltip, the amount of HP potentially healed would often go over the difference between current/max HP of the unit (showing a heal of 50 even though your unit is at 75/100 HP).
• On the Axis side, you could not continue the campaign after the Battle of the Bulge (clicking on the 'battle of berlin' button would not load it).
• File extension shown in the quick game/map editor list of scenarios on scenarios made by the player.
• Regular infantry engineers were missing their NATO icon.
• Ships upgrading to destroyers could not attack submarines, and ships downgraded from destroy would keep that ability.
• Planes over frozen bridge getting double damage penalty.
• Units without any fuel or ammunitions (some buildings) were still receiving negative ammo and fuel penalty from artillery strikes.
• Starting OOBs + scenario setup in Battle of Coral Sea campaign scenario (Axis + Allies).
• Several UI inconsistencies and issues in the settings menu.
• Some typos/mistakes in the french localization file.
7.7.33 05/06/2025
ADDED
• HP amount of the unit in the reserve slot in the UI.
• You can now press ENTER on your keyboard to execute the 'YES' shortcut on confirmation windows.
• (Map editor) Confirmation window to reset terrain.
CHANGED
• Camera moving with mouse on edge would be flaky and would not work on Macbooks with the notch.
• Romania will no longer transfer soviet VPs it capture on its border to Germany when Historical Focus setting is ON (Odessa, etc).
FIXED
• Notifications being sent to another player would sometimes simply not be created at all, that would happen for interactions between players, for example, when transferring money.
• Wrong amount of XP added instead of being subtracted to ships and artillery when repairing them.
• (Map editor) resetting the terrain would not reset desert tiles.
• AI freeze instance due to unavailable policy picking when the year of the scenario was prior to 1600.
• One possible AI freeze instance (division by zero).
7.7.30 15/05/2025
ADDED
• Ukrainian language translation.
• Support for more than 1 delimiter for CSV modding, allowed parsing characters are the following: COMMA (privileged), SEMICOLON, VERTICAL BAR.
• Support for modded countries for flags UI tooltips.
CHANGED
• Multiplayer compatibility version (now 7.7.29).
• Reduced the size/weight of some UI elements.
• Op. Weserübung (Axis) balance issues.
• Some mods files had unnecessary serialized data.
FIXED
• Unlimited money glitch linked to the Cheap Upgrades policy.
• You could undo your movement after having repaired/blown up a bridge.
• Upkeep summary from income tooltip could not add up when you were not at war (peace time only).
• Transferring a unit to another player would reset the unit's category ID used in the unit's name (12th infantry division would become 0th infantry division). They would all have 0 assigned.
• Operation Sonnenblume as the Axis had no proper victory condition.
• In some rare/specific cases, a unit could fail to retreat even after it displayed the 'Retreat!' text.
• French Bearn aircraft carrier had 0 ammunition.
• AI would not purchase infantry commanders if those commanders had different bonuses like tanks or artillery and it did not field enough tanks or arty.
• Rounding errors in manpower calculations.
• Dutch localization file had errors.
• Kicking player from your faction through diplomacy menu would not work quite right.
• Custom turn production time when modding units would not apply to AI.
7.7.29 16/04/2025
ADDED
• Tooltips on all flags on the UI.
• Possibility to check stats mid game (new button "Statistics" in the in game menu when you press ESCAPE).
CHANGED
• Multiplayer compatibility version now is 7.7.27.
• Many units have been marked as prototypes (M6, Super Pershing, Tortoise, T28, and several others from other nations).
• Soviet IS-3 availability date.
• M4A3E2 (76) W graphics.
• Tweaked a few american tanks stats.
• Added commanders to the campaign of France germany campaign scenario.
FIXED
• AI would buy militia/volkssturm or similar units on turn 1 of a scenario, or on the first turn after a save was loaded even though it was controlling more than 50% of its core territory.
• Engineer property was not applied to partisans when naturally spawned.
• AI never bought the best towed AT/AA/arty gun units.
• AI not purchasing any towed guns late war (1944+) and would purchase SPGs only.
• When using the "spawn units" button in the map editor, it would not take into account modded units.
• Desync in PBEM should be fixed automatically now (you know, that bug where you and your friends turns got mismatched and you are now playing as him and he as you). In the case where such a thing occurs, the game will warn you that the issue was discovered, and it will also tell you if it was able or not to patch it.
• Waypoints were not cleared in campaign mode when your units were taken from one scenario to another, and would prevent turns from ending, as well as selecting any unit with invalid waypoints. If you have save files affected by this, simply redeploy/send back to reserve any unit that cannot be selected on the map, it's always core units that have this problem. Sending them back to the reserve will wipe the waypoints data clean.
7.7.27 24/02/2025
ADDED
• New setting: hide enemy's HP. This will simply disable the HP on the UI for any units that you do not have any relation with (enemies/neutrals).
• New US tank unit: M4A3E2(76)W Jumbo.
• Found a way to allow the game to use more than the default 2 GB of RAM restricted by Apple. This will only work on supported devices, running iOS 15/iPadOS 15 or above.
CHANGED
• Soviet Br-5 range + 1 (it had the exact same stats as the ML-20 152mm otherwise).
• Stalingrad '43 difficulty/balance.
• Kursk '43 difficulty/balance.
• You will now be able to divert to Overlord in the Allies campaign after completing Monte Cassino.
FIXED
• Supplies rate on UI when hovering with the mouse/finger over an enemy unit (or any other than the current player's) would use the current player as reference to calculate the supplies, often showing 100%. This was a UI bug and not an actual gameplay bug as when the AI played it would use itself as a reference and have the proper supplies rate applied.
• AI sending back all of its units back into its reserve if there was no victory points on the map (bit of an odd setup but I got people making tactical battles for mods and this was an edge case).
• Tiles holder in the map editor would not scroll left/right (only react to direct mouse drag with the left mouse button).
• Transfer unit window could go outside of the screen if popping up near the screen's edge.
• The scenario 'Battle of the Bulge' showed 'Battle of Bulge' in the localization file in English.
• Some French localization issues.
7.7.26 04/02/2025
ADDED
• Brand new standalone scenario: Vitebsk–Orsha offensive.
• Dedicated NATO cavalry icon.
CHANGED
• Updated/Unified all of the game's counters graphics. Not all had the same shadow/light effect and it disturbed me. They are all the same now (effect wise), and some countries got a refresh too.
• Cavalry manpower cost reduced from 15k to 5k manpower.
• Adjusted the cost of the veterancy option (store) as it was way too expensive.
FIXED
• AI ship embarking routine was not properly working.
• Some commanders had no graphics (pink icon).
7.7.25 15/01/2025
CHANGES
• Bumped multiplayer compat version to 8.3.5
• Terrain modifier UI icon has been updated to something clearer than a bunker icon.
• Upgrading/Downgrading a unit (from itself to another unit) will now remove 1 level of experience to the unit. So, upgrading a level 3 Panzer III unit into a Tiger I will have the unit come out at level 2.
• Upgrading from/to railway guns from/to regular field guns has been disabled.
• Updated online chat users (offenders) blacklist.
FIXES
• Store unit cost exploit with core unit cost option in campaign scenarios.
• Units with the ‘mine’ property would not have this property synced and properly applied when the scenario was opened, leading to various bugs, such as AI targeting mines with its planes etc.
• Undo exploit: when attacking an enemy unit and triggering supportive fire around it, if you moved right away before receiving the supportive fire damage, you could then undo that move and get your health and other stats back and basically negate the supportive fire effects.
• Unit production time exploit where you could purchase a cheap unit and upgrade it into a better unit right away to get away with a lower production time.
• Upgrading/Downgrading to foreign unit would make the unit cheaper. Could be used as yet another exploit to get foreign units for cheaper.
• Partisans not spawning at all even with the setting ON.
Thank you everyone for reporting bugs you are encountering!
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