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WWII Online: Battleground Europe News

News from the front line. WWII MMO FPS, Play For Free.

Author: XOOM-CRS

Free all access at WWII Online (15th anniversary)

Posted by XOOM-CRS Thursday June 2 2016 at 9:47AM
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WELCOME BACK SOLDIERS! Now that you're here there's a lot of information to catch back up on. This article gives you some quick information on events planned for June (in and out of game), and details about this whole celebration. We'll also give you some quick bullet point information about how things have improved over the last year and why many players are reinvested in the game and its potential.



  • Yes, all veteran accounts have been reactivated.
  • All existing free players have received premium access.
  • All new free play sign ups are also receiving premium access.
  • WHY? Because 15 years is a big deal, and let's have a great time!


  1. Download the latest full installer (located here).
  2. Login to the game and start playing!




  • We have a new team, with new leadership onboard.
  • We have successfully stabilized the game.
  • Several backend servers have been modernized.
  • The game is being routinely developed.
  • New game features to help players find battle faster.
  • Several new infantry weapons in game now.
  • A major game update (1.35) was released in May, 2016.
  • Community feedback is the heart of our development plans.
  • We have a new Quality Assurance team that helps us test software before it releases.
  • We have a new Marketing team working to expand knowledge of our game.
  • We have a Community Development team improving and building tools for the community.
  • The list continues, it's big (read the updates and forums).


You can participate in our forum discussions regarding these events located here.

June 1, 2016 - The Doors will be open for all ex-players to rejoin the battle. All Veteran players accounts will be reactivated and free players will be promoted to premium for the whole month of June.

June 4, 2016 - 12:00 PM Central (Server Time) Event to be held on the Training Server:

The battle is cross country as the two sides battle for territory and to advance their side. Each will have a target to protect, and each will have a target to defend. The first to destroy their target will each the victory condition. Thank you Waver25 for the suggestion on the event.

June 6, 2016 - 15th Year Anniversary of the game release!

At 18:00 Central CRS will be conducting a Reddit "Ask Me Anything", and Kill-a-Rat afterwards on the campaign server 20:00.

June 11, 2016 - 11:00 Central RAT CHAT on TS, followed by a 12:00 Celebration Parade on the Campaign Server

June 18, 2016 - 14:00 Event -Throwback Event (Training Server)

We will set the map to the original towns and set the timers and rules to as close as possible to release date, table timers as low as possible, and unlimited supply.  We have invited the HCs to lead us during this 6 hour event.



Focusing on our Squads

Posted by XOOM-CRS Saturday April 30 2016 at 12:04AM
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Today we'll be talking about our plans to help our Squads communicate better with each other, retain their members and centralize communications in our new forums. We'll also be mentioning some concepts in development regard Squad tools, and some ideas to improve the Host Squad program. 1.35 development is going strong and we've squashed several bugs that generated crashes. We're preparing for another Open Beta in the near future once we've completed some important items relating to routine game operations. More details inside regarding Open Beta and release plans.


We've been working quietly behind the scenes in what turned into a major project migrating to our new forums. Our forums currently have our entire history in them, which is over 6 million posts, hundreds and thousands of users, threads / topics and more. So that's been the delay in releasing, that and now most of our resources on 1.35 at the moment which is intentional, we need that deployed more and we have forums that are online at the moment so it can wait.

So where do squads come in all of this forum chatter?

We're pleased to announce that we'll be providing an outstanding solution in the future for squads when it comes to forums. CRS will be providing squads who wish to have their forums centralized in our main game forums their own group and subset of forums, which will be completely controlled and moderated by squad leadership.

Here are some of the features you can expect to receive.

  • Consultation from CRS's forum administration team to help configure.
  • Current squad members will be automatically placed into your group forums (reads directly from game database).
  • Create any number of categories and subcategories for groups to operate in, and set permissions and limits for groups on a per category basis.
  • Squad leaders can create their own roles within the group, assign any of the permissions they’ve been allowed to those roles, and assign roles to other group members.
  • Squad leaders can set permissions on the content within their group based on the roles that they have created. All permissions for the content type are available.
  • Squad leaders can decide how they want to manage memberships to their group. Groups can be set to automatically accept new members, queue members for approval, be invitation only, or closed altogether.
  • Squad members have their own member titles, ranks, and post counts within each group which can be customized by group leaders.

This selection of tools will be provided at zero additional cost. Our goal is to help provide resources for our squads to grow healthy and communicate better, retention and growth is key.


YOU, can help all of these initiatives move faster and provide us with the fuel to do more by becoming a HERO BUILDER. It has never been a better time to HERO UP and back CRS.

As a hero you will receive a free towing account, recognition in-game, closed BETA testing access and a forum for one on one chat with Developers. Are you ready to help make this game better?



Our Community Development team is a passionate group of community members with technical skills. They have managed to thus far bring back to life the World @ War Gazette and we're now getting the e-mailer function in order, where players will receive direct notification for outstanding efforts if they've been on the home page. (Big thanks to SNIPER62, B2k and Drloon for their efforts S!).

So when we talk about Squad Tools, we're referring to Squad leadership being able to manage their Squad roster outside of the game. The would include things like...

  • Promotions
  • Demotions
  • Removals
  • Updating text fields

We also want to strategize about how we can get side-based Squads interacting with each other and provide some better tools on how they can generate events (Operations) together in a secure way. There may be some cross-over here where we look at the HC Tools potentially to help manage which Squad is officially apart of their side as some sort of balancing mechanism to ensure integrity of operational security. So think of the Side forums, but expanded on with a more direct approach.


We have some plans to improve the Host Squad program, to make it more attractive, less chaotic and overall more effective. Here are some short notes from my white board after some quick discussion.

  • Fix auto-remove script from members who are not promoted as member after 7 days.
  • Two Host Squads simultaneously, 1 Axis, 1 Allied.
  • Create algorithm that states after player has spawned in to a side, and logged in X amount of sorties, be eligible and placed into that side's current Host Squad.
  • Provide daily summary e-mail of new members to Squad Commander.
  • Provide e-mail to player about that specifics squad placement and important squad info (TS / Site / etc).


To summarize this awesome update, I'd just like to remind you all to prepare for a big influx of players for 1.35. We've got a lot of people waiting for this stabilization update, and we'll be running a "Welcome Back Soldier" program two weeks after we've released and everything is stable.

World War II Online is officially marching forward and getting things done. We routinely share our appreciation to you all for your efforts and subscriptions not as a way to reduce the significance of the message, but because we're genuinely grateful and believe in our future. Our team is working every day to improve the game.

Finally, we're preparing for our future and the frequency of our design meetings and the velocity of our development efforts are increasing. NOW IS THE TIME TO RETURN TO WWII ONLINE!

Spread the word and let's get our soldiers back in the fight, please share this message with them.


I'll be running a LIVE feed here tonight to chat with our players and go over some of these details.


Friday Update: October 23rd, 2015

Posted by XOOM-CRS Friday October 23 2015 at 10:58AM
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XOOMHappy Friday everyone! It was incredible to see the response of our "welcome back soldiers" flooding back in to the World at War! Although it ended on Monday we're seeing a lot of folks resubscribe and help us further develop the game now that they've been briefed by the active community of all we're doing here. This week I want to continue our discussion about our progress getting onto 1.35, general development plan over the next month and couple of quick ways you can help us drive more players to WWII Online.



Although welcome back soldier has ended, the offer we provided them is still active. Simply login at and select the special offer tab, update your billing and you're back with the community!

It is an especially important time to return to game as we now have worked hard to rebuild our development team. WWII Online has been 100% community funded since 2012 and it's up to all of us to not only keep the game going, but do a lot more with it - THE TIME IS NOW!


We made some mention last week that we were sending VICTARUS to begin working on getting us ready for 1.35. Because there were so many changes from the 1.34 > 1.35 code base it means there is a little discovery happening, followed of course by documentation.

There are several important changes and fixes that will need to be tested before we can deploy this code base live. The general steps over time will look like this:


  • Step 1: Rebuild the host.
  • Step 2: Build a client that can connect to it.
  • Step 3: Allow for others to join the cluster.
  • Step 4: Test thoroughly and document.
  • Step 5: Add fixes as needed.
  • Rinse repeat until we're confident it's ready to go.


Fortunately great progress is being made on this and I'm pretty confident that for at least half of the month of November we can begin testing this.


Here is the general list of ongoing development items in the pipeline as of now:


  1. Isolate and resolve outstanding lag / offset bug issues.
  2. 1.34.13 hot fix (Mac UI, Mas40 + G41 animation fixes, other small data points).
  3. Squad funder icons from indiegogo campaign.
  4. Test conversion from vBulletin to Invision Power forums.
  5. Rigging and animation of the Sten Mk II, Grease Gun and MP34.



We've been doing quite a bit of live streaming lately and for good reason. We've seen more people sign up with the game because of it. Not only is it pretty cool to see the Game Manager's "observation tool" (buzzard) and what live combat looks like, but it also helps us rank higher in the Stream list(s) and therefore gather even more troops to the game.



As always, we're working hard to bring you a better gaming experience. Thanks for all of your ongoing support, we'll put it to good work!

- The Rats

New weapons in WWII Online! 1.34.12 released

Posted by XOOM-CRS Monday October 12 2015 at 6:01PM
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XOOMAs promised 1.34.12 has been delivered to WWII Online! Thanks to our fanbase for your patience, we're sure you'll enjoy the new weapons and other features we have added. This is a VERY important patch, as it marks the first time we have introduced new weapons in-game since mid-2011, a point we want to continue to emphasize and it shows very big development happening here.



YOU, can help all of these initiatives move faster and provide us with the fuel to do more by becoming a HERO BUILDER. It has never been a better time to HERO UP and back CRS.

As a hero you will receive a free towing account, recognition in-game, closed BETA testing access and a forum for one on one chat with Developers. Are you ready to help make this game better?



Here is a copy of the readme for 1.34.12. Download the new 1.34.12 game update (here).



World War Two Online - Battleground Europe


Version 1.34.12 released October 2015.



This game update marks the first time since we have introduced new weapons into WWII Online since mid-2011, a monumental achievement. The new team at Cornered Rat Software is working daily to improve your game and experience. We appreciate all of your support, your subscription keeps us going.

To help bolster game development, go to...



NEW Infantry Weapons

  • French: Fusil Semi-Automatique MAS mle. 1940.
  • German: Gewehr 41 (Walther version).
  • British: Lee-Enfield No.4 Mk I bolt cycle speed doubled.

Game Play Feature: No man’s land attack objective

This allows for AO’s to be placed on empty enemy towns that are directly linked with any flag. Includes all branches and flag types. Available during all AO counts (1,2,3+).

Boat Speed Increases

  • Troop Transport speed increased from 15 to 20 knots.
  • Fairmile Riverine speed increased from 20 to 25 knots.
  • Destroyer speed increased from 35 to 40 knots.

User Interface

  • Mac has a new launcher screen.
  • Added new text and image info for new weapons.
  • All boat speeds show new changes.


  • Updated DirectX Redistributables that are included with the installer.
  • 25mm AAA is now properly labeled.
  • M1 Garand bullet casing ejection fixed.
  • Gewehr 43 bullet casing ejection fixed.



These supply levels affect German and French Army units.

Infantry Brigades

  • 200 Bolt Action
  • 100 Semi-Auto

Armor Brigades

  • 50 Bolt action
  • 25 Semi-Auto


  • 15 Bolt Action
  • 10 Semi-Auto

Naval Brigade

  • 75 Bolt Action
  • 25 Semi-Auto
  • Note: This is the first time naval brigades have semi-automatic rifles in them.


A tremendous thanks to you all! Please spread the word and be sure to hop in-game! These new weapons are available during Tier0.

S! From Cornered Rat Software

Friday Update: September 25th, 2015

Posted by XOOM-CRS Friday September 25 2015 at 12:18PM
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XOOMGreat news all around to share with you this week! We're getting prepared for our welcome back soldier promotion which starts on Thursday October 1st, and we have some fantastically important news to share in our game development area. More evidence that we're really gaining traction!



A big thanks to GADGET who worked very hard to make sure Wiretap was brought back online with speed and with a better infrastructure supporting it. The feed has been back online since last weekend and we've been sure to keep a close eye on it.

Available for PC Only: Download it here.

What is Battleground Europe Game Monitor?

BEGM is a third party external game monitoring utility for the MMO Battleground Europe (formerly World War 2 Online). It provides access to a wide range of information about the game in a friendly and easy to navigate format. It is designed for those that want to check out what’s been happening without having to start the game up or those that want to keep an eye on things while at work away from the action. It’s also useful for commanding officers that need to know what’s going on around them or anyone that needs that extra edge in battlefield intelligence while playing online.



The most exciting news of this week is a lot of hard work paying off, and a "win at all costs" mentality. There are two people we need to thank big time for making this happen.

Animation Artist "DRAGONAV:" He's been kicking some serious arse behind the scenes to learn from scratch all of the animation requirements and particular customizations of our game engine requirements for all of the moving parts on these rifles.

Programmer "VICTARUS:" You all funded Victarus not too long ago and it's paying off in dividends. He's been working directly with Dragonav for a bit now hurdling over the technical challenges and learning (without help or documentation).

Of course, these guys are documenting every little step required so we can be equipped with that knowledge and expedite our production pipeline in general.


Just to be clear, this is the FIRST time this new team has been able to get new weapons into the game. This demonstrates our team's capability to adapt and improvise for mission success. YOUR SUPPORT IS PRODUCING RESULTS!

And of course here are the weapons in the game engine...


German Gewehr41 in the game engine


French Mas40 semi-automatic rifle in WWII Online (in development)



We wanted to take a moment to show some new guys and the returning soldiers about our new Active Battles Tab (ABT) in a fast concise way to show its value and how it will help everyone find battle faster.


We need all of your help to get folks ready for the upcoming Welcome Back Soldier event! Starting on October 1st (thru the 18th) all players of WWII Online will receive FULL premium access, and all inactive premium accounts will be re-activated, they will only need to:


For additional news and development you can send the veterans to have a quick glance to our development roadmap at NOW is the time to get behind Cornered Rat Software and help us continue to make game development history!

Friday Update: September 11th, 2015

Posted by XOOM-CRS Friday September 11 2015 at 10:45AM
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Can you believe it's already been 14 years since 9/11? As we reflect on this important day in history in the real world, we wanted to give you all the update on the latest release of 1.34.11. Both PC and Mac are available for download and folks are diggin' the new Active Battles Tab. Also, we want to be sure we share with you the big successes that were made behind the doors so you know just how important this update was in the grand scheme of things. New unveil bonus inside!



1.34.11 IS ALIVE!

As mentioned we're a week into 1.34.11 being live and the new Active Battles Tab (ABT) has been a big hit. We've also made some tweaks to how the ABT selects which missions to populate, and we've also doubled the number from 8 to 16. These changes are entering testing over this weekend on our development server.

Here's a preview of the Active Battles Tab in action for the Allied side. FEATURE NOTE: As an Allied player you can select a mission associated with a different persona and automatically transfer to that persona without all of the old clicks required for ANY Allied branch. So if you have the American, French and British all together with missions, you can easily navigate through them all just by double clicking on a mission presented in the ABT.



Currently we're working with our Builder team to come up with some special event plans for the WBS we're planning near the end of this Campaign. This WBS event will include a thought-out dynamically changing event which will last from 5-7 days between the Campaign's (not apart of a Campaign). Specific objectives, unique game parameters and consequences.

The details are being worked on and we'll provide a briefing as soon as it's available. We wanted to do something a bit different not just for the WBS guys but for everyone.


We modified and in some cases updated the Host Code with this latest release of 1.34.11. It's important to note that this is the first time since mid-2012 that this sort of thing has occurred. It is a milestone achievement for our current team that really show cased the potential we have when we come together to accomplish what at times may seem like "mission impossible."


We have upgraded several operating systems on our servers which has allowed us to do more in developing and understanding how to improve these servers. As an added bonus it also increases security and overall performance - WOOT. This was a very calculated operation that took place, we send our many thanks to the man who spent time at our colocation (server housing) - BLOO.


We're getting closer to getting these new weapons into the game. We have the art team working with our programmers to figure out and document the entire implementation of new infantry weapons process. It has been determined that these two weapons will be the newest additions to WWII Online as soon as they are 100% game ready and tested.

Once these semi-automatic rifles have made it into game, we will simultaneously increase the bolt-cycle on the Lee-Enfield to more closely match its historical value. As always we'll keep you posted on our progress as this develops.


One of the coolest things we had was being able to go up on top of buildings to make the battle more immersive and offer new paradigms in city fighting. We're currently looking to put these into larger city buildings and will require the terrain re-write before implementation, however the art work is being completed now in preparation for all of that.


Truth is with your ongoing support, we will be able to do many great things to improve the game that were not long ago seen as possible. From all of us at CRS, thank you tremendously for making our dream of working on the game possible. We have a very bright future ahead and a fantastic team that is proving itself against all odds.

Everything that is happening here at WWII Online is an exception to the rules. When we come together as developer and community, out of passion and the desire to make the game great again, we can be unstoppable.

Are you all-in to continue making game development history with us?


Friday Update: August 28th, 2015

Posted by XOOM-CRS Saturday August 29 2015 at 2:00PM
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Happy Friday everyone! It has been a tremendous last two weeks getting lots of good things done. We have 1 new virtual machine installed in our Colo and we’re working on 3 more. I’ve got some work in progress screen shots of the German MP34, Sten Gun animation, Deuce and a Half and there are some major changes to the Fortified Mobile Spawn. And to top it off, we’re damn near completed with releasing 1.34.11!



As OHM mentioned we have a new server that was installed which will be configured to host our Development Server and the Training Server. This will be fantastic once completed and it will mark the first time in several years we will have all 4 of our old clusters back online:

  1. Campaign
  2. BETA
  3. Training / Events
  4. Development
In the future we will be creating 1-2 extra overflow servers in preparation for Steam release to make absolutely sure the game is up and available for everyone to play. On this note, our goal is to continue towards the track of getting on 1.35 and doubling our current server capacity, with FULL intention to make sure we can get everyone into a single server. That said, we need to be realistic and make sure we do this right.


We currently have 3 more machines being configured. This will help us back up our data more efficiently and allow us to keep our service up-time higher. One of these servers is planned to be a dedicated fall-back box for our Live Cluster, in case of an emergency we could get you back into the fight much faster. As part of this plan we’ll be installing IP Power switches which will allow us to remotely reset machines and once again, dramatically increase up-time and problem resolution if something occurs.



YOU, can help all of these initiatives move faster and provide us with the fuel to do more by becoming a HERO BUILDER. It has never been a better time to HERO UP and back CRS.

As a hero you will receive a free towing account, recognition in-game, closed BETA testing access and a forum for one on one chat with Developers. Are you ready to help make this game better?




As part of our roadmap plan we’re working on bringing in some new infantry weapons to the game. This is the high-poly version created by our weapon modeler SADGUY.


The Sten Gun modeling process has been completed and is now in the hands of DRAGONAV who is animating this weapon. We're really excited about these new submachine gun's entering game!



Here is the latest on the modeling for the Deuce and a half. It’s nearly complete and then we’ll begin working on the LOD’s (level of detail). Next phase after that is UV Map and Texturing. We know lots of you are excited about this iconic vehicle hitting the frontline! A big thanks to OSALLIVAN for his great work here.


After some initial feedback on the initial fortified mobile spawn (FMS) we made some very big changes, to include scrapping the previous concept entirely and work out a player provided example. It’s also important to note that the future of the Field Resupply Unit (FRU) will still be available but not available for spawning once the FMS is officially in-game, only its intended purpose of providing additional ammo. Huge thanks to our environment artist NETALYZER for moving quickly on this.


We are in the final stages of wrapping up this update. TGUNR and the rest of our programming team is moving as fast as they can to get the job done. I’ll also take this opportunity to say THANKS to all of you who have participated during OPEN BETA.

Our hope is to build a dedicated BETA testing team because it is incredibly valuable and will empower us with the knowledge of any bugs.


As promised in our Indiegogo Campaign, shortly after the release of 1.34.11 we will have a "welcome back soldier" promotion to bring back the veterans of WWII Online. This will occur once the release is proven to be stable and normal operations are confirmed.

We want to conclude this update by giving tremendous thanks to all of you who are subscribed to WWII Online and who have continued to keep your subscription active. YOU have kept the ball rolling and given us life. We hope we're doing our part to give back and show you that we do have a great future ahead, and as long as you're with us we can stand the test of time.

Please spread the word to all of our WWII Online community members who are active or currently inactive. Your efforts to get them back into the virtual battlefield are far greater as a community initiative then anything we could do.

We'll see you next week, SALUTE!

WWII Online Development Roadmap

Posted by XOOM-CRS Saturday August 1 2015 at 12:48PM
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It is finally here, the new WWII Online development roadmap for the remainder of 1.34, onwards to 1.35 and the Steam release! We’ll walk you through the top level view of what’s going on here at Cornered Rat Software, with some fixes and new weapons that are being developed. This is probably the biggest update I have ever written, it’s going to take awhile to knock through the list but it really shows you an entire view of what’s coming.

We’re on our way to have a great year - WOOT! The team at CRS is very excited to be able to share these notes with you. We’re opening the doors a little wider than we have in the past because we want you to know that we mean business and a full fledged effort is happening as we speak.


YOU, can help all of these initiatives move faster and provide us with the fuel to do more by becoming a HERO BUILDER. It has never been a better time to HERO UP and back CRS.

As a hero you will receive a free towing account, recognition in-game, closed BETA testing access and a forum for one on one chat with Developers. Are you ready to help make this game better?



Version 1.34.11 (Next Game Update Readme)

Our next patch is about to hit BETA and we’ll be inviting players to get involved to get a first look and hunt for any outstanding bugs. 1.34.11 will include several new features which include:


Infantry Class & Weapons Updates

  • All Sniper classes receive pistol
  • US ATR class introduced
  • US Mortar class introduced
  • Tiger tank turret traverse speed increased

New Vehicle Classes for USA

  • US Stuart
  • US Vickers Light Tank
  • US Daimler Armored Car
  • US Light AA gun (20mm)
  • US Bedford Truck
  • US Morris Truck
  • (US Laffly removed)

User Interface

  • Active battles tab
  • New infantry weapon class screenshots
  • Updated credits, includes Squad Funders
  • Several new “Did you know” tips
  • New menu music for Allies and Axis
  • Updated copyright to 2015
  • Added Luger to SMG loadout text info


  • PC patch manager back online
  • MAC key mapper now recognizes joystick properly
  • MAC application icon
  • MAC version number
  • FB Damage threshold increased by 2.5 times

S! To our brothers who have passed. The following have been added to the WWII Online Memorial (RIP):

Georg "GeorgH" H, Karen "Frank35" Sylte, Patrick "Icux" Carns, Ivan "Johan250" Telleria, Carl "Howie622" Howarth, Mike "RailRD" Perrier, Dale Stelgard Hopkinson, James "Carolina" Simpson, Augustus “Goof” Pope and Jim “Jeep” Leonard.

Version 1.34.12

We anticipate we will be doing at least one more point release on the 1.34 code base. This will allow us to add any other fixes and features that might be ready while we’re preparing for release on 1.35. During this patch we will attempt to fulfill all remaining Indiegogo campaign promises.


We’ve already been talking about the “ACTIVE BATTLES TAB” which will debut in 1.34.11, but as we start to think about re-working our existing UI (user interface) and making it really easy for new guys to get into the most likely situation to find action, we need something a little more “to the point.”

We’re thinking at the moment of placing this new “button” at the bottom of the active battles tab, which will be replacing the brigade roster as the “default” tab you see upon loading into the game. As far as how it works, we want the soldier to simply click the button, and it will do all the work in finding the most populated brigade —> mission —> FRU Y/N? —> Select weapon —> Spawn. And there they are, boots on deck in the best probable fight the system can offer them.

One thing we’re thinking about right now is how to set up a users preferences, so they can select what their priority unit to spawn would be, and other filters a user might be able to custom tailor to their interests.

All of this UI work and increasing simplicity in terms of LOCATING battle (not game play itself) is all preparation for a great Steam release. In general we have a lot of users joining the game who experience a steep learning curve (we were all there at one point), so we’re making a big point to clean that up as much as we can.

Version 1.34.xx

Depending on how quickly 1.34.12 is released there may be another update or two in 1.34, this will be dependent on several other moving parts. We’ll be creating more game updates more frequently than we have historically, to get fixes and other features in your hands faster, as they are tested and polished.

Version 1.35

Our big goal is to get on 1.35. There are a lot of great solutions in regards to host / server improvements, like improved infantry death lag, multi-crewing and increased server capacity. We anticipate in the next 6-8 months (if all goes well) we’ll be able to get on the 1.35 code base, and we’ll need lots of community members to help us test this thoroughly!

Another task we are working on which is really important, is to have a roll-back ability on our releases / updates. Releasing 1.35 is a pretty risky endeavor at said moment, which is why we’re not rushing it and trying to complete these items listed for 1.34.11/12+. The reason it’s relatively risky is the code base must be tested and examined so the new team can get more familiar with it, because most of the fixes were conducted by the legacy team and never went live (as we know).

That said, initial observation gives us great encouragement. We have fixed a long standing issue that prevented the current player base to participate on the BETA server, so when it’s time (and starting with the above 1.34) we can open the door to who ever is selected.

In the case of 1.35, we will likely run a mock campaign and drive all traffic from the normal campaign to this server so we can have a really good case study and make sure all cylinders are firing appropriately.


Release on Steam

Once 1.35 has been achieved, we will be doing everything we can to increase server maximum capacity. We anticipate a major flood of users and will be prepared with at least two game servers, 1) dedicated to the standard campaign, 2) dedicated for specific 2-3 day special events. Our preliminary ideas include requiring at least a 75% fill rate on server 1 before server 2 can be accessible.

Focusing all soldiers being in a single server is our primary goal, but we need to be realistic and prepare for worst case scenario situations. Now would also be a good time to say we will not be a 100% Steam game, if you have an account with us right now, you will not need to sign up on Steam.

Specific release date will be determined after 1.35 is secure and we’ve made progress on server capacity. As we transition from 1.34 —> 1.35 we will automatically obtain double the space for users, but we really need to do more. Can you think of 6+ AO’s happening? WOOOOT!

Visit our Steam and favorite us by clicking here.



The 3D art was completed by VOLCOL sometime ago, however these weapons have been sitting on a shelf waiting to get rigged, animated, sounds produced and handed off to a programmer to get the ballistics and data in order. I am pleased to report to you that this weapon is currently being rigged and animated, and the sound is also being produced. Once they are game-ready we will also increase the rate of fire for the Lee-Enfield as planned.

Click images for more detailed view. On the left is the French Mas40, on the right is the German Gewehr41.

Pictured Gewehr41 with a brand new rig which controls the animations. This is the beginning stages of our plan to improve rigs and animations for all characters and weapons in WWII Online. Click image to see more detail.


We’re very excited to announce that the Sten Gun will be making its way into WWII Online. This iconic weapon is part of a plan to introduce more variants of a similar class of weapon to the game. This will allow us to offer more value for specific subscriptions and add some new flavor onto the battlefield.

High poly version of the Sten MK II submachine gun. UV map and texture is the next step. Click image for more detail.


Everyone knows the grease gun, right? This is also in production and is in the 3D art and texturing stages. It will fire the .45 calibre round only. Did you know historically you could change the barrel on this weapon and use German 9mm ammunition? Talk about a great design decision.

Highly poly version of the M3A1 Grease Gun. The model is nearly completed and is currently being polished. Click image for more detail.


Naturally the German’s will be receiving the MP34. Once the above two weapons have been completed in 3D Art and Texturing this weapon’s development will begin. It will be firing the standard 9mm luger parabellum.


The M1 Rifle Grenade adapter, M9A1 HEAT RG and US M17 HE RG have been produced and textured, waiting on rigging, animation, sound and implementation via programmer. The US Rifle  Grenadier will be using the M1903 Springfield bolt action rifle. The M17 HE round will explode on impact like the German grenadier’s HE round.

Here are the high poly versions of the US Rifle Grenadier kit. UV map and texture to follow, these are a work in progress. Click images for more detail.


Similar to the Mas40 & Gewehr41 issues, we’ve had some rifle grenades ready to go that didn’t quite make it into the game. The French Brandt 50mm HEAT German GG-P40 HEAT rounds will be making it’s way into the game around the same time the US Rifle Grenadier is in. This also means the British will see the return of the Mills No.62 HEAT grenade, and all forces will have a rifle grenadier equipped with both High Explosive (HE) and High Explosive Anti-Tank (HEAT) grenades.


Also known as the “Deuce and a half,” the American equipment list is in need of some serious beefing up. We’re going to start with this troop transport which will be the first new vehicle our new team starts from scratch, then ramping it up a bit by moving onto bigger toys. 3D art production of this vehicle has started.


As part of our roll out of high command uniforms the US HC officer is nearly complete with the 3D art side of it. Next up is rigging and animation, which takes a lot longer than infantry weapons (lots of moving parts). We’ll then proceed onto the next HC officer uniform, covering all sides.

Click the image below for greater detail.


This has been a hot topic of discussion lately and we’ve seen a really strong wave of positive with the return and also the few edits we have made to “spice it up a bit.” The city bunker will likely find it’s way into the game around the release of 1.35, sooner if we can of course but that should give us enough time to get the job done. What’s different about this compared to infantry, weapons and vehicles is this will actually require us to rebuild the terrain, big project, but we’re gonna do it!




Production of the fortified mobile spawn is underway. It will be using earth materials to create a field bunker from which players can defend and invest into their mobile spawn. We really need to do more with player placed objects, this is the beginning. A big thanks to all of you who recently put in your ideas in a survey, we have logged them and are using that as a guide for concepts.


VICTARUS has been digging deep into the air raid siren and learning how to make it a great feature, without the annoying factor of constantly playing. This still requires some more digging and testing but we’re making progress to reduce how long the siren audio plays.

Armor Audit


Over the course of the above development cycle we will be working closely with researchers and professionals to examine armor and ballistics data from a historical perspective and what is currently in-game. We want to be sure we’re doing our best to get historical accuracy as right as we can because that is fundamental to our brand and the customers experience. This has also been an important request of the players on both sides.




Our boys in the air are in need of some new aircraft (we hear you). We want to start out by examining which aircraft can receive a different load out. Eventually we’ll want to work into creating brand new aircraft but with this new team just getting its feet wet, we need to start small and gradually gain momentum.

We will also be looking into new uv maps and texture (paint work) for some already existing American planes in the French Air Force and start populating the US Army Air Corps persona.


Thanks to our Sailors in the “Harbor,” we’ve been able to collect an important list of fixes we need to bring to the Naval game. Some important things we want to do is make sure our Fairmile riverines can use the “net” to pick soldiers up and transport them. We also want to look at collider issues and see why the troops on destroyers and troop transports cannot walk around on them. We also want to dig more into why some areas of the river banks you can climb, and some you cannot. Note: Multi-crewing issues should be fixed at release of 1.35, that’s a global fix (fingers crossed, beta testing willing).

We’ll also be looking at increasing the speed of the FMB and perhaps the top speed of the Troop Transport ship.


When standard bridges are destroyed, or you want a unique tactical advantage… you go to your engineers to place, “pontoon bridges.” We’re still designing exactly how this would work but it’s a really great feature all around to make some big changes in tactical warfare. Fortunately the rivers are pretty straight forward to work with. Our immediate thoughts are to make sure placing these takes a bit of an investment on both the construction and defense. They will be able to be destroyed and engineers will spend time repairing them. We'll make each piece strong enough so a rifleman can't take it out however.


Since we already have the Paratroopers in-game we really want to bring in the iconic US Airborne. We would also take the existing c47 and re-work the uv’s / texture so it matches the right paint job. Once the primary HC officers are completed, we’ll be shifting gears to work on this.


We will be introducing a series of weapons in the future which will include:

  • M1 Carbine
  • FG42 (Fallschirmjaeger Only)
  • Sturmgewehr 44 (BAR equivelant)
  • .30 Calibre light machine gun (mg34 equivelant)

3D art development begins on these items after the MP34 has been completed (listed above).


For a long time players on the Axis side have been wanting another faction to work with them. They are after all going up against the British, French and now American forces, we think it’s a good time to start planning how we can roll in a little help for the Germans.

The plan to introduce Italian forces to WWII Online is on a small scale. Essentially we’re talking about an infantryman with 2-3 load outs and being embedded with the German army. History has shown that Italian forces did participate with the Germans on the western front but in a smaller capacity, not a full fledged Army as they were mostly in North Africa.

The weapons that will be brought in with them currently include:

  • Italian M1891 Carcano rifle
  • Italian Berretta 1938/42 submachine gun
  • Italian Beretta Model 1934 pistol
  • They will use Germany’s grenades, binoculars and knife


We are conceptualizing a medical system that is based around realism. If someone gets shot in the field, there is blood loss, most soldiers had the ability to at least clamp the bleeding and conduct basic life saving procedures.

What about medics? Medics should matter a lot, but they should not have magic “health packs” that suddenly bring people back to life, or max out their health. However, if a soldier has been wounded, they probably won’t be able to aim well because they’re in pain, maybe they can’t move? So we think how can we make morphine matter, bandages, maybe dragging soldiers to cover? All of this would really change the game play for infantry and give you all a new set of challenges.



The game as it sits right now is far too manpower reliant for HC officers to be online. When brigades were introduced, so were a lot of manual (and labor intensive) requirements onto this group. We’re looking for ways to reduce that work load from the HC while still maintaining a player driven game. We’re not quite ready to comment with certainty, but we’ve been meddling around with ideas on side voting for certain HC tasks that are currently required of them only to fulfill.

That said, until we have fix(es) in place, officers will be needed to man the lines for smooth game play operations.


This is the direction we are headed. There’s so much to do and we have a great community backing and an awesome team onboard getting things done!

This article will be available on our home page and playgate for you to review and to show vets who are wondering what’s happening here at WWII Online. You can answer, “BIG THINGS,” times are changing, for the better.

I’ll be scheduling a Rat Chat with you all in the near future to keep you posted on progress and answer as many of your questions as I can.

Please leave some feedback below, questions will be answered and I’d love to hear your response to this very important article. We can’t thank you enough for your support, thanks for believing in us, backing us up and supporting us throughout the “dark times,” we experienced not too long ago. We will go on to do amazing things as long as you continue that, SALUTE!


Most of these listed below are volunteers. With an increased number of people signing up to be a hero builder and vets re-subscribing, we can seriously increase the production of new weapons and hire more talent to force multiply ALL of our existing objectives.


  • Matt “Xoom” Callahan, Executive Producer
  • Steve “Bloo" Daniels, Producer


  • Camry “Aven" Summers, Lead Artist
  • Hector “Sadguy" Gonzalez, Weapons Artist
  • Alex “Osallivan" Golenishchev, Vehicles & Weapons Artist
  • Jeff “Netalyzer" Celentano, Environment Artist
  • Luis “Norvac" Irizarry, Environment Artist
  • Frederick “Kruggr" Tuita, Character Artist
  • Alexander “Dragonav" Vervaet, Animation Artist
  • Jason “TheStorton" Storton, Animation Artist


  • Dave “Tgunr" Carlton, Lead Programmer
  • Gwynne “Gadget" Raskind, Programmer
  • Tyler “Victarus" Millican, Programmer
  • Mike “Pilotmc" Carter, Programmer
  • Aaron “AaronZack" Zack, Intern Programmer



New Update - Open Beta

Posted by XOOM-CRS Wednesday December 17 2014 at 1:07PM
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Cornered Rat Software

WWII Online is currently in OPEN BETA testing phases and we're really excited about what has come together! The new update (1.34.10) will include several weapons and vehicles having their textures updated and we've got some new sounds that will make you duck your head!

You can participate in testing now by visiting our testing forum:

World War Two Online - Open Beta (readme)


  • Fixed a bug where the Tiger gunner had bionic ears
  • Fixed UAC issues
  • Increased knife damage
  • Fixed mp40 sound timing (rollback)


HE Rounds Data Audit:

The beta team under the direction of Scotsman has been working on improving the fidelity of our shrapnel model. Since computers have advanced so much since we first wrote this data we can now afford to calculate more realistic numbers of shrapnel pieces. Consequently, all HE rounds have had their explosive and shrapnel models adjusted. Once again our sincerest thanks for the time and dedication the crew ahas put in to make our game better for everyone. Thank you.

Vehicles (Tank / Truck / AntiTank Gun):

  • Adjusted truck windscreen thickness so they all function the same
  • New camo pattern for Panzer VI E Tiger
  • New camo pattern for Panzer IV G
  • New camo pattern for Pak40 ATG
  • New camo pattern for Pak36 ATG
  • Updated art for Opel Blitz truck
  • Updated art for 6 pounder ATG
  • Updated art for 17 pounder ATG
  • Updated art for M1A2 M5 ATG
  • Updated art for vehicle commanders and some crew


The beta team under the direction of BLOO has been doing research on improving the gunsights in many of our vehicles. The first part of that work is complete and ready for testing. Our sincerest gratitude for the devotion these players have to making our game better. Thank you.

  • Daimler Mk.I Main gun
  • A13 Mk. II Main gun
  • A15 Mk. II Main gun
  • A15 MK. III Main gun
  • Churchill Mk. III Main gun
  • Churchill MK. VII Main gun
  • Matilda II Main gun
  • 6pdr ATG
  • Panhard 178 Main gun
  • R35 Main gun
  • H39 Main gun
  • S35 Main gun
  • B1 bis Main gun
  • B1 bis Hull gun
  • M4A2 Sherman Main gun
  • M4A3(76) Sherman Main gun
  • M10 Tank Destroyer Main gun
  • M1 57mm ATG
  • M5A2 76mm ATG
  • Stu.G. III Ausf. B Main gun
  • Stu.G. III Ausf. G Main gun


  • Paratrooper turn rate increased to old school values
  • Revised Infantry Unit names in the spawn lists to emphasize the weapon name
  • Increased ATP burn rate for heavy weapon infantry units
  • PIAT has some new arts

Infantry Uniforms:

  • Updated art for British infantry uniform
  • Updated art for German infantry uniform
  • Updated art for French infantry uniform
  • Updated art for German Fallschirmjäger uniform
  • Updated hand arts for all infantry

Lightmachine Guns:

  • Updated art for Maschinengewehr 34
  • Updated weapon audio for Maschinengewehr 34
  • Updated art for Bren Mk II
  • Updated art for Fusil Mitrailleur 29

Submachine Guns:

  • Updated art for Thompson
  • Updated art for Thompson 1928
  • Updated weapon audio for Thompson
  • Updated art for Mas 38
  • Updated art for Maschinenpistole 40
  • Updated weapon audio for Maschinenpistole 40


  • Updated art for Luger pistole 08 9mm
  • Updated weapon audio for Luger pistole 08 9mm
  • Updated art for Webley .455 revolver
  • Updated art for Pistolet Automatique mle 1935A

Grenades / Knives / Equipment:

  • Updated art for German StiG 24 hand grenade HE
  • Updated art for French hand grenade HE
  • Updated art for British No.36 mills bomb hand grenade
  • Updated art for German NbHgn 39 smoke grenade
  • Updated art for British No.77 Mk I smoke grenade
  • Updated art for French fumigene smoke grenade
  • Updated art for Allied satchels
  • Updated art for German satchel
  • Updated art for Allied knife
  • Updated art for German knife

Rifles / AntiTank Rifles:

  • Updated weapon audio for Lebel 1886/M93 (both variants)
  • Updated art for UK & FR Boyes Mk I
  • Updated art for Panzerbüchse 39


  • Updated art for British SBML 2 inch mortar
  • Updated weapon audio for British SBML 2inch mortar
  • Updated art for French mortar
  • Updated weapon audio for French mortar
  • Updated art for German Granatwerfer 36 mortar
  • Updated weapon audio for Granatwerfer 36 mortar


  • Environmental lighting has been updated
  • Fixed a floating forrest corner


  • Added new game loading screens
  • Added new user interface screens
  • Added new upsell messages for all supported languages
  • Updated several vehicle manuals
  • Updated ingame credits for all supported languages
  • US guns and trucks now have alert distances that match other countries (3000m)
  • FRU threshold reduced so that some weapons that were inconsistant in damaging it now cross the threshold more regularly
  • The "4Gig Fix" is now included in the release (cheers for less crashing!)
  • Updated desktop icon art
  • Updated PlayGATE art
  • Updated installer art
  • added fix for ATI driver crash

New Free Play Upgrade

Posted by XOOM-CRS Monday August 4 2014 at 12:41PM
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Cornered Rat Software

Today we introduce our new subscription the "Starter Account." Designed to give new players a low cost but very important upgrade to their accounts enabling to do things like capture facilities, use binoculars, unlock the submachine gun and more.

We're using this account as the replacement to our previous "Basic" account. Based on feedback from our free players this seemed a bit more up their alley in terms of the access they wanted for the cost.

The terms are $4.99USD per month, it's a no lock-in month-month subscription only, no cancellation fees. It will include all of the free to play access and more.


  • Core game access means these items will always remain with this account. They will not be interchanged like the promotion access.
  • Earn rank level "Sergeant" in all branches.
  • Submachine Gun (including Airborne).
  • Infantry Binoculars.
  • Capture Strategic Points (CP's).
  • Player Placed Foxholes.
  • Paratrooper Transport Plane.


Promo access means these users will receive two (normally locked) premium items every month. This access may be a permission unlock or a weapon unlock. The Game Manager will decide what these items are and he will change them on the First Friday of every month. There will not be more than two promo items at a single time.

  1. Promotion item / weapon #1.
  2. Promotion item / weapon #2.

These items could be from any branch and you may require your top achievable rank of Sergeant to access them depending on the value of the weapon in game.

There has never been a better opportunity for free players to subscribe and get the highest in demand access according to community feedback. By subscribing you're not only getting game critical access, you're also contributing to the game's ability to develop further.


Ready to get the Starter Account? Click the image below to get started!

Get your starter account now!

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