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Full Steam announcements and update articles for this title.
We are back with a new update for Call to Arms: Panzer Elite. Today’s patch introduces a massive new battlefield, an update on our radial menu controls, custom lobby settings for multiplayer, and refinements to AI gun accuracy.
Here is a detailed look at what is arriving in today’s update:
Prepare your crews for long-range tactical engagements. We are proud to introduce Mont-Saint-Michel.
This map features a brand-new, unique visual aesthetic, taking you to flat coastal grasslands and wide river-delta channels. Cover here is scarce, and there is almost no vegetation to hide your advance. Every maneuver you make will be visible under the looming, towering view of Mont-Saint-Michel’s historic abbey-fortress. Because of the open terrain, positioning and coordination with your platoon will be more critical than ever.
We have overhauled our radial menu system to make it smoother and more responsive during intense combat.
Smoother Input: Radial menus now select your desired option upon releasing the control, preventing accidental selections in the heat of battle.
Platoon Vehicle Selection: We have added a dedicated platoon vehicle selection radial menu to help you cycle through your units more efficiently.
Ping Radial Menu & Markers: The ping radial menu has been added and updated. You can now display clear icons above players' vehicles for quick communication, including Yes, No, and Help, or ping specific targets directly in the world.
Quick Ping Option: To streamline communication, you can now bypass the radial menu entirely. Pressing the Middle Mouse Button (MMB) will send a quick ping directly to your cursor, allowing you to instantly notify teammates of spotted tanks or incoming threats.
Platoon Order Icons: New status icons now appear above your AI-controlled platoon tanks to clearly indicate their current orders.
Please note: This is an initial implementation, and we plan to build upon this system in upcoming patches to improve both AI behavior and platoon management.
We want to ensure that multiplayer matches remain balanced and competitive for everyone.
We have added new settings that allow lobby hosts to control visual aids during multiplayer skirmish sessions. Hosts can now choose between Casual and Immersive presets. The selected preset will be applied globally to all players in the lobby, securing a level playing field for the match.
We have adjusted the mechanics governing weapon spread and AI targeting behavior.
AI gunners will no longer possess perfect accuracy on their very first shot. Instead, AI crews will now take a brief moment to settle their aim before achieving maximum accuracy.
This change makes initial engagements less punishing and rewards players who make smart use of movement and positioning.
Please note that this is only the first iteration of these changes. We will continue to monitor your feedback and work on further improvements to AI accuracy in future patches.
We appreciate your continued support and feedback as we develop the game throughout Early Access.
See you on the battlefield!
JOIN OUR DISCORD!
Hello, Tank Commanders!
The frontlines are shifting. In today's update for Call to Arms: Panzer Elite, we are proud to introduce a new feature: Field HQ. This is a major new system designed to keep you and your squad in the heart of the action longer, alongside the brand-new campaign mission St. Barthélemy.
We’ve heard your feedback, especially from our co-op players: sitting out the rest of a mission after your tank is knocked out isn’t ideal. To address this, we’ve integrated Field HQs across all campaign missions.
The Field HQ allows you to earn points during gameplay to redeploy lost tanks or call in additional armor to support your objective.
How to Earn Points:
Tactical Kills: Neutralizing enemies grants points, but precision pays off. You’ll earn bonus points for "special kills" such as triggering Ammo Rack or Fuel Tank explosions.
Skill-Based Bonuses: Earn more points through kill streaks, long-range shots, and assists.
The Underdog Factor: Destroying a higher-tier vehicle while commanding a lower-tier tank provides a significant score boost.
Battlefield Heroics: Capturing POWs and completing objectives directly contributes to your reinforcement pool.
We’ve introduced a Mission Medal system to track your performance. Your mission score now translates directly into a medal rank: the better you play, the higher the reward. These medals persist in your hangar and are featured on the new mission-end screens, so tread carefully and aim precisely to maximize your score.
The night offers no safety. In our latest campaign mission, you are tasked with striking St. Barthélemy and the vital train station near L'abbaye Blanche.
Set during Operation Lüttich, Allied air power is temporarily grounded by poor visibility. You must exploit this cover of darkness to deal a crushing blow. Expect intense, close-quarters combat where every shadow could hide a deadly threat.
One of our main focuses for this update was refining how the AI interacts with the environment. We’ve reworked foliage visibility and collision to prevent "cheating" AI behavior. Bushes and dense vegetation are now blocking the AI’s line of sight, meaning enemies will no longer spot or shoot you through thick concealment that should realistically hide your position.
Additionally, we’ve improved AI target selection and approach behavior to make engagements feel more natural and challenging.
While still in the early stages, we have begun a comprehensive overhaul of our vehicle damage and ballistics systems. This is an ongoing process, but this update introduces several foundational changes:
HE Filler & Spalling: We have tuned High Explosive (HE) filler and spalling mechanics to be more reliable. This ensures that post-penetration damage and fragmentation behave more reliably.
Internal Damage: We’ve revisited how internal damage is registered to make component destruction feel more authentic.
Engine Destruction: While the engine has always been a critical component, we have added unique death animations and custom VFX specifically for "engine kills." This provides more visual variety and better feedback when a vehicle is neutralized via engine failure.
Mantlet Rework: A hit to the gun mantlet no longer simply prevents you from shooting. Instead, it now throws off your aim and significantly slows down your gun elevation speed, keeping you in the fight but at a tactical disadvantage.
Component Durability: We have adjusted the durability of internal parts and fixed several vehicles that had incorrect armor or component setups.
We’ve added a fresh layer of polish to the world’s rivers and lakes. You'll see dedicated hit effects when firing into the water and updated VFX when driving through it. It’s a small detail that makes the environment feel much more responsive.
See you on the battlefield!
JOIN OUR DISCORD!
Commanders!
We are back with a new update for Call to Arms: Panzer Elite. This update features the new German campaign mission Le Dézert, the US conquest mission Retake the Airfield, and the addition of the Pz.Kpfw. III Ausf. N to your armored arsenal.
In this new mission, you must rush to Le Dézert, where the 352nd Infantry Division is fighting a desperate defensive action. Having survived the "hedgerow inferno", this veteran unit now faces relentless American assaults without armor support.
Your objective is clear: reinforce the line, stabilize the front, and push the enemy back.
The Pz.Kpfw. III Ausf. N rolls onto the battlefield. Equipped with the 7.5 cm KwK 37 L/24 gun, this variant is a dedicated support unit that fills the gap between light vehicles and assault tanks. With a loadout of AP, HE, and HEAT shells, it is a significant threat in urban environments and can effectively play the role of a more heavily equipped scouting unit.
Shift your perspective to the US forces in this new Conquest challenge. Command has assigned you a detachment of fast light armored vehicles to seize a crucial airfield.
The open terrain demands careful movement and long-distance spotting.
With limited heavy firepower and no immediate reinforcements, you must rely on speed and tactical flanking to regain control of the skies.
Prepare for a change of scenery and a shift in tactics. Our latest Skirmish map, "Radio Tower", takes the fight to frozen open fields.
This map focuses on long-range combat. Scattered small elevations provide strong control points that dominate the landscape. To win here, you must secure the high ground and control the roads to prevent enemy flanking maneuvers across the icy plains.
Following the successful testing period during our last update, we are excited to announce that Checkpoints are no longer considered an experimental feature.
Thanks to your valuable feedback and bug reports, the system is now a stable, permanent part of the single-player experience. You can continue to progress through our missions with the peace of mind that your progress is saved. This is just the beginning for mission persistence. We are currently designing a different system for co-op that allows players to get back into the action after dying, rather than forcing a mission restart or leaving you to watch your teammates finish the fight alone. Stay tuned for more details in future updates!
To further enhance the atmosphere of the battlefield, we have added a selection of new background music tracks. Whether you are planning your next move in the fog of war or engaged in a massive armored breakthrough, the new soundtrack will bring more depth and tension to your gameplay experience.
As a thank you to our Deluxe Edition supporters, we have added a new historical skin for the Pz.Kpfw. V Ausf. G “Panther”. This high-quality camo pattern allows you to lead the charge with a distinct and authentic look on the battlefield.
We are constantly monitoring your feedback on Discord and the Steam forums. Thank you for your continued support as we expand Call to Arms: Panzer Elite!
See you on the battlefield!
U.S. Conquest Mission - Retake Airfield
GER Campaign Mission - Le Dézert
Skirmish Mission Map - Radio Tower
New German Tank - PzKpfw. III Ausf. N
Immersion Update: New Background Music
Deluxe Edition: New Panther Skin
Fixed an issue where win conditions were not the same as UI displayed
Fixed keybind hints on zoom & movement so they all use the correct name.
Skirmish Capture Points are more visible
Resupply Stations are more visible
Panzer IV. Ausf G Optics Corrected
Historically accurate optics corrected
First iteration of music added in game
JOIN OUR DISCORD!
Hello Tank Commanders!
Today, we are excited to share our Updated Early Access Roadmap, detailing our plans from Spring through Summer 2026.
New Content: Missions, Maps and Vehicles
This Spring, we will debut three new German Campaign missions: Le Desert, Le Mesnil-Adelée, and St. Barthelemy. Additionally, we are introducing a new US Conquest mission, Retake the Airfield. On the armor front, the German Pz.Kpfw. III Ausf. N will arrive very very soon. Looking ahead to Summer, the fight moves into the Ardennes with the Bastogne Campaign mission, alongside two new Conquest missions. The focus then shifts to American steel with the arrival of the M18 Hellcat and M24 Chaffee.
In addition, we are planning a steady release of Skirmish maps throughout the year to ensure a fresh rotation of environments for multiplayer. Features & Improvements
AI and Platoon Behavior: We are overhauling AI detection to remove "cheating" behaviors, such as AI spotting and firing through dense foliage. Your AI subordinates will also become more intuitive, following commands effectively without obstructing your movement or driving into your line of fire.
Balancing & Penetration: We are refining our damage models to ensure armor interactions reflect realistic ballistics and historical data more accurately.
Aiming & Zeroing: We are introducing a manual zeroing system, giving you the tools to land precise shots at distance.
Field HQ (Co-op Revive): To keep the momentum in cooperative play, we are introducing the Field HQ system. Players can earn points by completing objectives, capturing prisoners, and eliminating enemies. These points can then be used to redeploy your vehicles during the mission, ensuring you can stay in the fight. Additionally, low-tier tanks will feature free respawns to keep the action moving. Field HQ will be available for single-player & Cooperative play.
Music: We are working on an in-game soundtrack to enhance the atmosphere during missions.
Ping System: Effective communication is vital, especially for those playing without visual aids like outlines or penetration indicators. We are improving the ping system to make marking enemy units and movement locations more intuitive.
Skirmish Evolution: We are currently utilizing our "Testing Grounds" to experiment with new game modes and map sizes. We are actively looking into 10v10 matches and will use your feedback to shape the final Skirmish implementation.
Host Settings: Server hosts will gain the ability to enforce specific realism settings, such as disabling outlines or penetration indicators, ensuring a level playing field for multiplayer sessions.
Binoculars: Your commander will be able to pop out of the hatch to use binoculars, providing a much-needed boost to scouting and identifying distant targets.
Visible Crew: To increase realism and vulnerability, crew members operating external AA machine guns will be visible and susceptible to incoming fire, ending the era of "remote-controlled" external weaponry.
Spectator / Death Cam: To help players learn from their defeats, a new death cam system will provide clear feedback on who fired the killing shot and from what angle.
Accessibility and Control: Full Gamepad Support will be implemented for both menu navigation and tank controls. We are also adding a Cruise Control feature to help manage long-distance travel across our larger maps.
We are incredibly grateful for the feedback you have provided so far. This roadmap is a living document, and while it shows our current trajectory, we will continue to adjust based on your input and the needs of the game.
Thank you for your continued support.
Hello Tank Commanders!
Today’s patch is a significant technical milestone for us. While it doesn't contain new playable content just yet, it is the essential foundation for the next content update arriving very, very soon.
Custom Engine Integration Stability has been our top priority. To address a handful of persistent crashes that were beyond the reach of the standard engine tools, we have transitioned the game to a custom-built version of the Unreal Engine. By modifying the engine source code directly, we’ve been able to implement deep-level fixes that improve stability.
Vehicle & Armor Optimization We’ve also overhauled how our vehicles are processed by the engine. Previously, the "countless armor volumes" required for our realistic damage models were putting a heavy strain on CPU performance. We have implemented system improvements that streamline how these volumes are calculated, resulting in smoother frame rates during heavy armored engagements and better overall vehicle performance.
What’s Next? This is the "quiet before the storm." We are putting the finishing touches on our next major content expansion. To give you a better look at what we have planned, we will be releasing an updated Roadmap here shortly.
Thank you for your continued support as we push toward this next chapter!
Stutter / Freeze on First GER mission resolved - You should no longer encounter microstutters for 2-3 seconds on mission Panzer Lehr. - This will require you to start a fresh mission for Panzer Lehr, previous saves on this mission will still have an issue.
Dynamic Difficulty - Missions will now scale in difficulty with more players in co-op
Additional tank destruction SFX
Proper armor values fixed in hangar - Previous armor thickness didn't display
Announcement page removed - Important announcements are available in the bottom right in the main menu and will take you to the steam news article.
Platoon command visual left/right flank fixed - Left / Rank flank visually were swapped and have been placed in the proper positions
Drive damage effects properly removed after repair - In rare circumstances players could repair their tanks and have issues going normal drive speed.
Loading screens have been updated with new images
Added vehicle selection restrictions for certain missions - These are lifted by completing the mission, allowing you to select any vehicle if you have beaten it.
Navigation improved on Airfield - AI should avoid getting stuck on the wings of planes
Ammo HUD sometimes disappeared on reloading mission
CO-OP Timer Fix - Clients in matches would sometimes have issues with co-op match timers not counting properly.
Main Menu Button Hover - Hovering over main menu selections now works properly
Tier icons properly displayed for tier 0 tanks when spotted
Tier icons properly displayed for tier 4 tanks when spotted
Interaction with smaller buttons improved
Fixed missing tank name in your platoon on checkpoint load
Kill reward / medals updated
Enemies are highlighted Orange instead of yellow
Cook off sounds - Added sound for "cook offs" when vehicle is destroyed via ammo rack or fuel tank
Kill reward / Medal sounds updated
Keybind functionality for various languages improved
Drive damage effects properly removed after repair - In rare circumstances players could repair their tanks and have issues going normal drive speed.
Tank movement - Pivot turning adjustments, should be more reliable on slopes
Commanders!
We are back with an update. For this update, we have focused heavily on community feedback, addressing some of the most requested features and frustrations, while also expanding the content with new maps and the legendary Panther tank.
Here is what you can expect in the new update: {STEAM_CLAN_IMAGE}/45657808/88a367c409a86138b2e7d5518d3cf4b180498e15.jpg https://www.youtube.com/watch?v=Ui4cDk1uDTo
We have heard your feedback loud and clear: losing progress deep into a long mission is frustrating. We agree.
While a comprehensive save system is a complex undertaking, we didn’t want to keep you waiting. We are releasing an early, experimental version of our Checkpoint system.
Important details:
Single Player Only: Currently, this is limited to SP modes.
Enable/Disable in Settings: You can go to Options > Gameplay to enable or disable this feature.
Please note that as an experimental feature, it is still a work in progress. However, we wanted to get this into your hands as soon as possible to alleviate frustration while we continue to polish it.
We’re further expanding our Single-Player and Co-op lineup with the addition of a new campaign mission: St. Vith and crossing of the river Our. This mission unfolds during the Battle of the Bulge, part of the Ardennes Offensive, the final major German push on the Western Front. Prepare for a gritty winter engagement where positioning is everything.
The long-awaited Pz.Kpfw. V Panther finally rolls onto the battlefield in this update!
Get ready to experience the strength, precision, and engineering quality that made the Panther one of Germany’s most iconic tanks. It strikes a deadly balance between mobility and firepower, and we can’t wait to see how you utilize it in combat.
You asked for larger battlefields, and we are delivering.
Introducing a new skirmish mission: ALG “A-1.” This map features a larger playable area than previous skirmish maps. It unfolds across a wide, open airfield with long sightlines and minimal cover, creating intense long-range engagements. Key locations include a seaside camp, fuel depot, HQ, and the airfield itself. This mission also debuts a new 4 Capture Point Mode, giving players additional strategic options and spreading the combat across the map.
We are launching a new multiplayer initiative called Testing Grounds. This is a dedicated space for us to experiment with new game modes and for you to shape the future of the game. The first mode we are testing is a pure PvP experience with up to 5 vs 5 players.
No AI Platoons.
No distractions.
Just straightforward, head-to-head combat.
We need your voice: This mode is in active development. We want to involve the community early to get feedback on what works and what doesn't. Please jump in, play a few rounds, and let us know your thoughts on our Discord server!
Any tank with an open-top design now comes to life with visible crew members manning their stations! This enhancement boosts immersion and makes these vehicles feel dynamic and authentic during gameplay.
Note: We know many of you are eager to see animations for gunners and internal crew. This requires many unique animations and is a much more complicated system to implement, but it is on our roadmap for the future.
Another highly requested feature was the ability to quickly configure the HUD for realism versus accessibility. We have introduced new settings under HUD options (and a selection screen on your first load) so you can pick what suits you best:
Immersive: For players who want a gritty, realistic experience with minimal UI clutter.
Casual: For players who prefer a more relaxed experience with more on-screen information.
Custom: Customize your on-screen experience.
Note: In the future, this will become a host-side setting, allowing hosts in skirmish mode to enforce realism rules.
V.0.05.02 Full Patch Notes - Available Here
For more info on content additions & notable changes please see our news post here.
V.0.05.02 Content Update - Checkpoints - Panther - New Missions
Checkpoints/Saves - All missions now have saves/checkpoints you can return to if you fail or leave a mission early. - This is still experimental and can be toggled on or off in the settings.
New Vehicle: Pz. Kpfw. V "Panther"
New GER Campaign Mission: St. Vith
New Skirmish Game Mode: Testing Grounds - No AI Squad (you can still fill empty slots with bots) - Up to 10 players
New Skirmish Map: ALG "A-1" - Up to 4 capture points
Visible Crew
- Crew is now visible in open cab type tanks
HUD Preset Selections - On your first launch you will be asked which type of HUD settings you would like (Casual or Immersive) - This can be changed any time in Settings -> HUD
Infantry Grenade Limits - Infantry will now properly have a limited number of grenades
Removed Pixelation On Snow Maps - Some users reported pixelation on snow based maps, if you still see this please let us know.
Corrected infantry officer model - Some missions showed the wrong infantry officer on GER campaign
Limited High Tier Tanks - Limited the amount of high tier tanks you can field on the battlefield in a single mission. - If a limit is present it will tell you on tank selection.
Fixed GER Crew Models In Hangar
Fixed Skirmish Lobby Player List - Previously the lobby would not extend when a large number of players were in a lobby.
Hangar Tank Icon Changes - Locked / Unlocked Tank Icons have been updated.
Campaign Text - Campaign text on mission selection screen have been updated.
Hotkey to toggle HUD/UI - You can toggle HUD/UI by using the hotkey H (this can be changed in the settings as well)
HUD Preset Selections - A continuation of the content addition above, you can change this preset anytime in the settings menu under HUD
Critical Unit Highlight Color Fix - If enabled in the HUD settings, the icon above spotted units will now show the same color as they display on the minimap.
US Hangar Music Added
Radio Filter Changes - Based on feedback we have made improvements to the filter on crew alerts
Global Impact Sound Fixed - Players could trigger an impact sound by using HEAT rounds which would play a loud noise all players could hear.
Key binds Reset to default - Resetting key binds will only affect the current page, no longer all settings.
Multiple vehicle adjustments for GER / USA - Torque, Turret Turn Rate reduced to be more historically accurate
Cannon Recoil Animations Added
U.S. Conquest Mission Added - Operation Frost Line is the first U.S. single/coop mission to enter the game.
U.S. Hangar added - You can now play U.S. in single player missions - Select from a multitude of your favorite U.S. Tanks - This is still a work in progress. Additional missions are being worked on for both GER | U.S.
New Skirmish Maps Are available in 1v1, 2v2, 3v3 - Kleinhau - Le Mesnil-Tôve
Vehicle Anti-Stuck improvements - We are continuing to improve the automated anti stuck feature.
Building Collision Improvements - Tanks could drive through certain buildings without collisions, this should be fixed
Campaign Selection - GER & USA campaign selection menu has been added
HUD displays only active objectives
Loading screen artwork added
Crew Voice Lines - Default Volume increased 25%
Tank Brakes - Brake sound effects have been added
Key binds Reset to default - Resetting key binds will only affect the current page, no longer all settings.
Vehicle Collision - Tanks should interact better when colliding with objects and each other.
Recoil Animations - Animations showing recoil have been added to all vehicles (part 2 of our previous update)
STUG43 | STUG44 | STUH42 Armor Fix - Driver side plate armor value has been increased to proper values - Viewing window is still a weak spot
STUG43 | STUG44 | STUH 42 Turret fix - Previously allowed the tank to be destroyed by destroying the cover plate
You may have noticed we changed our formatting for patches. Going forward you will see (release version 0=EA).(patch version).(hotfix version)
Vehicle Building Destruction changes - Tank Weight & Speed now factor into building destruction. (Heavier & Faster tanks will drive through buildings easier than a tank that is lighter or slower) - Tanks are properly slowed upon driving into a building. - There are further adjustments needed to this but this is the first iteration
Anti Stuck Helper - We have added an anti stuck feature that should automatically kick in if the tank belly is stuck on rubble or debris. You do not need to manually active this just try driving backwards if you are stuck on rubble.
Announcements / Updates - Updates are now shown on the home page when you open the game in the bottom right.
Tank Mantlet Fixes - Destroyed Mantlet Parts now properly blocks MG fire, previously if it was broken it would allow MG fire to penetrate the tank internal components.
3v3 Skirmish is back! - 3v3 is re-enabled on skirmish maps.
Skirmish Lobby Max Player Fix - Prevents lobbies with excess players from starting the match
Skirmish Lobbies Public By Default - When creating a lobby skirmish lobbies will now default to online
Crew Barks/Alerts no longer trigger on friendly fire
Radio Static on crew voice lines adjusted
Correct tank recommendation is now shown for Hill 285
Captured US Tank will now show German crewman properly on Battle of St. Lô, La Caplainerie
Camera Shake / Recoil - All playable vehicles have been updated to use enhanced camera shake effects for recoil - This is in preparation for actual barrel recoil in a future update.
Added Lock Turret Hotkey to HUD - (Default ALT Key) is now displayed on HUD at start of missions
Adjusted Hedgehog Collision Model - Should help prevent tanks from getting stuck on hedgehogs
Fixed Tiger's Turret Netting - Tiger netting should now bend with gun movement.
Building Model Changes
- Fixed floating pieces issue for several buildings
Hello Tank Commanders!
We are excited to share our upcoming development plans, we have many features & improvements planned. This is our first roadmap but there will be more in the future with new / updated plans. We look forward to hearing your feedback on the forums & discord! We have also just released a new update with lots of changes, if you haven't already be sure to check out our patch notes.
Tiger netting textures have been updated
Added Coming Soon Placeholders - "Missions that are being worked on have been placed on the mission board so you can see which ones are currently in progress."
Added Historically Accurate Scopes: - "Every tank, both US and German, now feature their own historical scope in first-person view"
First Person Camera View - "Internal view has been adjusted to its historically accurate position"
Adjusted Magnification Levels - "Tank sight magnification levels have been adjusted to realistic levels" - “Work on scopes doesn't end here; we will continue to improve them to match the feeling of controlling your tank from the inside.”
All projectile penetration values have been adjusted to be more realistic. - "This should stop long, unrealistic battles and help the player to properly damage components" - "We will continue to make adjustments to the penetration system after reviewing current changes."
The M8 Scott’s penetration values & amount of HEAT shells have been reduced to its correct values
StuH price and amount of HEAT shells have been adjusted to make it an interesting option for both campaign and Skirmish.
You are no longer able to move while repairs are taking place.
Game Progress Block Warning: - “The game will now warn you if windows is preventing you from saving your progress due to security restrictions for the save game file”
Main menu buttons adjusted to make it easier to navigate
Co-op Invite button should now be easier to locate & use
Welcome message adjustments - “The welcome message will no longer open 2 web pages” - “Hotkeys have been adjusted”
Copy Coordinates Button - “In the ESC menu in game, you can now click the coordinates in the bottom right of the screen to copy your current coordinates / map to send a bug report to the team.”
Destroying enemies in skirmishes now awards more points
Enemy AI units should now properly leave their spawn area on Mortain
Bion Spawn has been adjusted so you should no longer spawn in a stuck position on GER side
Lobbies created with a different build version are automatically filtered out in the server browser
Camera should no longer teleport under the tank on match end
Replay Mission Button: - "After completing a mission, a button is available to replay the same mission"
Player will now receive their new unit even if the resupply objective is completed ahead of time
Progress won't come to a halt anymore because of enemy vehicles hiding behind buildings
Trucks now leave the church plaza more easily when evacuating
The resupply objective marker now appears as intended above the resupply station
The hint to use the order menu now appears as intended when the new unit has been added
Spotted enemies and allied units will now display their outline correctly
The objective name “capture the train station” has been renamed to make the progression clearer
Objective Markers Disappear Properly: - "After completing an objective, markers should now disappear more reliably"
Highlight Remaining Enemies - "Towards the later phases of the mission, the highlight for the last standing enemies now kicks in earlier"
The German flaks won't be occupied by US soldiers anymore
Friendly tanks will now be destroyed as intended when moving bravely into the dangerous area if they won't return quickly
Changed the way collisions between tanks are simulated, they should get stuck in each other less often now
Gun barrels are not able to push other tanks anymore
Barrels of destroyed tanks won't collide anymore
Fuel Tank component will now highlight yellow when damaged.
The hurt indicator, with its greyscale texture when your tank is hurt, will now update properly
The list of objectives and crew messages in the tab menu won't overlap anymore in missions with many objectives
Ammo type names: the type names of the different ammunitions have been added to the HUD
Added more variations for crew skins
Each mission now shows a list of “recommended” tanks
Mission selection now shows new missions that are coming soon
Order Menu: “hold” and “follow” should now work more consistently when managing your platoon
Many individual rocks and small inclines have been smoothed to prevent tanks from getting stuck on them as often.
Crew barks and all other voice lines have been split and can be controlled with separate toggle buttons
The audio device should now default to the system default unless changed
Added "Ammo Name" and "Ammo Type" options to toggle visibility
Tank Track Traces: have been reenabled and are now toggleable in the settings to increase performance
Default master volume level reduced to 50%
Voiceovers: all AI crew barks (“We have been hit!”) that occur during combat have been exchanged for human voiceovers
Hangar sound effects won't carry over to the intro cinematics anymore
Spectating players and players in the end-mission screen can now hear all crew messages
Fixed a crash that occurred when trying to view the profile of a player
Various small crash fixes
USA/GER Crew Barks voice lines have finished recording & have been added. Crew barks will alert you to important info such as damage, penetration hits, repairs etc.
Crew Barks are able to be toggled on and off separately from placeholder voice lines under Settings -> Audio
--- We have some exciting news coming next week, keep your eyes peeled. View our previous patch notes here
We’re excited to announce Early Access is Available Now for Call to Arms: Panzer Elite
Standard Edition - $29.99
Deluxe Edition Upgrade - $19.99
Supporter Bundle - $49.98 - 10% (includes both Standard & Deluxe Edition)
We will offer a Supporter Bundle at 10% off for those who wish to contribute even further to the game’s development and it already includes the Deluxe Edition upgrade! You may ask why we are releasing a DLC during Early Access. The reason is simple: we are already planning and working on a Deluxe Edition for the full release, and we believe it would be unfair to withhold content from our early supporters who are already helping us during this phase.
To be transparent about our plans, the DLC is available at a reduced price during Early Access, and some of its content is already included for you to enjoy. Our philosophy is that the earlier you support us, the less you should have to pay for the game.
To make things even better, Early Access will launch with an additional 10% discount during the first week!
Price can vary from region to region
If you purchase during Early Access you own the game during & after Early Access.
We’re excited to share some news on Call to Arms: Panzer Elite & what you can expect with Early Access. Before diving in, we’d like to set the stage by explaining who we are, what Call to Arms: Panzer Elite is (and isn’t), and what you can expect going forward.
Digitalmindsoft is an independent studio whose roughly 25, mostly veteran developers share a great passion for tactical and immersive combat gameplay. Starting with Men of War (2009) and both Men of War: Assault Squad titles (2011 / 2014), we were finally able to establish our own IP with Call to Arms (2018).
Together with our brothers in arms at Barbed Wire Studios, we co-developed Call to Arms: Gates of Hell (2021), utilizing over 15 years of experience and continuous improvements in it. We are deeply grateful for our ongoing partnership, and while development on Gates of Hell progresses independently, there will be continued opportunities for collaboration and shared expertise as both projects move forward.
Early Access means the game is still in development and not yet in a finished state. Bugs and incomplete content will be present, but this is the perfect opportunity to help shape the game's future.
New features will be added, and existing features will be improved.
Content, including new tanks, missions, and maps, as well as game balance, will evolve throughout development.
Your feedback will directly influence the development path and priorities.
We want to work closely with the player base during Early Access to shape the game’s direction for years to come.
If you’re new to Early Access games, we recommend checking out streams and let’s play videos to get a feel for what to expect.
A first-person / third-person tank combat game set during the intense armored battles of World War II, focusing on historically accurate tanks and units used in the period.
Maps are inspired by real historical events and battlefields, aiming to recreate authentic environments and tactical challenges.
A “simcade” experience, balancing realism such as real penetration mechanics and historically accurate gameplay with quality of life options and a strong focus on fun to make it accessible.
Includes singleplayer, cooperative, and multiplayer modes, allowing you to command your tank platoon across varied scenarios.
Features destruction physics that can dynamically alter the battlefield, with destructible environments impacting strategy and gameplay.
Features the option to toggle less realistic features on or off to tailor the experience to your preference.
A fully realistic WWII tank simulator.
A real time strategy title.
A clone of other popular WW2 tank games, nor are we aiming to compete with them.
A pay to win game.
A purely pvp multiplayer focused game. (we offer coop and a singleplayer experience on top!)
"Overhead view of Campaign Mission Schöneberg"
We will have additional info in the coming days so stay tuned!
Standard Edition - $29.99
Deluxe Edition Upgrade - $19.99
Supporter Bundle - $49.98 - 10% (includes both Standard & Deluxe Edition)
We will offer a Supporter Bundle at 10% off for those who wish to contribute even further to the game’s development and it already includes the Deluxe Edition upgrade! You may ask why we are releasing a DLC during Early Access. The reason is simple: we are already planning and working on a Deluxe Edition for the full release, and we believe it would be unfair to withhold content from our early supporters who are already helping us during this phase.
To be transparent about our plans, the DLC is available at a reduced price during Early Access, and some of its content is already included for you to enjoy. Our philosophy is that the earlier you support us, the less you should have to pay for the game.
To make things even better, Early Access will launch with an additional 10% discount during the first week!
Price can vary from region to region If you purchase during Early Access you own the game during & after Early Access.
Instead of locking ourselves into rigid promises now, we want to listen to your feedback first to help shape the game’s development. We’ve already heard from our testers and are working on quality of life improvements such as a checkpoint system, bug fixes, balancing adjustments, more missions, additional tanks, new maps, and polishing existing systems and assets like sounds.
There will be many updates in the coming days / weeks after launch with fixes and changes. The game is in active development and we plan to work with the community along the development path. We will have more detailed roadmap plans shortly after launch.
Please don’t feel pressured to buy the game right now if you’re unsure about its current state. Early Access means the game is still evolving, so it’s perfectly okay to wait until it’s more polished or has the features you want. There’s no rush take your time and join us when it feels right for you. If you’re uncertain whether the game fits your playstyle or expectations, we recommend checking out streams and videos from content creators to get a clearer picture before deciding.
This is the beginning of a journey we’re embarking on together. We can’t wait to hear your thoughts and see how the game evolves with your involvement. Thank you for supporting us and joining us in Early Access!
See you on the battlefield!
Today, we’re taking you behind the scenes of one of the most challenging and rewarding parts of development: map production. Every battlefield you fight on has a story, and creating those maps is where history, research, and gameplay all collide.
Our process always begins with research. From famous operations to smaller but equally dramatic engagements, we look for moments in history that can inspire compelling missions. Archival photos, maps, veteran accounts, and even on-site visits all shape the foundation of a map.
But we also learned early on that reality doesn’t always fit inside our maps. Technical limitations mean we can’t reproduce every hill, town, and valley of a real battlefield at full scale. Many locations cover vast areas, full of unique challenges and details that simply wouldn’t fit into a single level.
Instead, we distill the essentials of the terrain. We take the most interesting features -the chokepoints, ridges, crossroads, and strongholds - and bring them together into one playable area. This way, players can experience a wide variety of tactical challenges inside a relatively compact battlefield, without losing the authentic feel of the original location.
Take our Mortain mission as an example. The real battle in August 1944 was defined by German forces attempting to recapture the heights around the town. Instead of focusing on the town center, we decided to highlight the surrounding high ground and a railway station - a setting that naturally creates choke points, ambush sites, and room for armored maneuvers.
This balance of authenticity and design freedom gives us both the atmosphere of Normandy and the intense gameplay you expect from the tank battle game.
To truly capture the feel of these locations, our team even traveled to Normandy. Standing on the ridges, walking through the bocage, and visiting Mortain itself gave us invaluable perspective. Photographs can only take you so far - experiencing the terrain in person helps us recreate the mood and flow of the battlefield in a way that feels real, not artificial.
During these trips, we also took hundreds of reference photos of landmarks, terrain, and structures. From bridges to old farmhouses, many of these details found their way directly into the game. Whenever you cross a narrow bridge under fire or push through a hedgerow, chances are it was inspired by something we stood in front of and documented ourselves.
Map design doesn’t happen overnight. Early sketches are tested, refined, and sometimes completely rebuilt. We brainstorm, block out terrain, and playtest repeatedly until the battlefield feels just right. Each map goes through multiple iterations before it reaches the balance of historical inspiration + engaging gameplay.
To support this process, we’ve built our own set of tools. These allow us to quickly block out interesting positions for the player, populate the battlefield with life, and shape the environment so it feels authentic. On top of that, we developed entirely custom mission tools that let us control the flow of each scenario - from the pacing of enemy attacks to the timing of reinforcements. Together, these systems help us transform a rough sketch into a living, breathing battlefield.
Of course, all this effort - the research, the trips, the tools, the iterations - has one goal: to create a battlefield you can truly feel. We want every map to be more than just a stage for combat; it should be an experience that puts you into the boots of a tank commander. Whether you’re holding the line on a ridge, ambushing through the bocage, or storming across that bridge we photographed, the aim is for you to live history while shaping the outcome yourself.
Thanks for sticking with us! We can’t wait for you to experience everything we’ve been working on and to appreciate the battlefields firsthand. Every trench, ridge, and farmhouse was crafted with care to challenge your tactics and immerse you in the struggle of World War II.
See you on the battlefield - and as always: Happy tanking!
Hello Tank Commanders!
Welcome back to our dev diary series for Call to Arms: Panzer Elite. In our previous entries, we’ve taken deep dives into our Component-Based Damage system and the intricate details of our Penetration Physics. Now, it's time to shift our focus from the internal workings of your tanks to the dynamic world around them. Get ready to learn about how we’re bringing truly Destructible Environments to life, ensuring every battle feels incredibly immersive and impactful.
Forget static battlefields; in Call to Arms: Panzer Elite, the environment is a living, breathing, and most importantly, a destructible entity. From the smallest crate to the largest building, nearly every element can be altered. Immerse yourself in the chaos of tank warfare as you drive, shoot, and blast your way through environments that react to your every move.
From the very beginning, we set out to create a destruction system tailored specifically to the needs of Call to Arms: Panzer Elite – one that could handle a massive variety of destructible buildings, props, and foliage, all within a fully multiplayer environment. This led us to make a significant decision: we poured a tremendous amount of effort into creating a Custom Destruction System from the ground up. This system allows for full multiplayer support and handles the massive scale of destructible elements, all while ensuring every surface type – be it wood, glass, metal, or stone – reacts with accurate physical properties. The visual effects react dynamically to the physical surface and are supported by destruction sounds that enhance the atmosphere of combat. They also scale with weapon caliber – so whether it’s a light machine gun or a high-velocity tank shell, the difference in destruction and visuals is obvious, letting you instantly recognize what kind of firepower is targeting you.
The building destruction system delivers a visually detailed experience. Watching a large structure collapse under sustained fire adds a dramatic element to the battle. More than just eye candy, destroyed buildings fundamentally shape the battlefield as the battle progresses, providing crucial cover for your tanks and altering tactical possibilities.
Our buildings are incredibly detailed, often made up of hundreds of individual pieces. These include Walls, Roofs, Floors, Windows, Doors, Glass, Shutters, and Corners, all designed to break apart realistically.
Buildings also offer numerous cover opportunities. Each window, for example, can be utilized by infantry, forcing players to pay close attention to open windows and keep a watchful eye out for enemy anti-tank infantry to avoid being ambushed.
To achieve realistic collapses, our buildings use an anchor system that not only links structural elements together but also evaluates the structural importance – or “weight” – of each anchor point. This ensures that when critical supports fail, the upper floors collapse in a believable and consistent manner.
In addition, we developed a system that makes destruction even more realistic by dynamically adding extra details to the fractured and damaged parts.
Beyond the standard structures, Call to Arms: Panzer Elite features larger Unique Props with custom hand crafted animations, visual effects and sounds for their destruction.
For smaller, more common objects such as fences, boxes, hay bales, and barrels, we employ a more generic approach to destruction. While still physically accurate and visually satisfying, these elements are designed to be efficiently processed given their abundance on the battlefield. This ensures good performance even with a fully destructible environment.
The natural environment isn't immune to the ravages of war either. Fields flatten under tank tracks, trees fall with a mighty crash, and bushes get destroyed, all contributing to the ever-changing landscape. We've developed a clever system that allows us to easily create intricate hedgerows, fields, and forests within minutes using our own advanced spline tool and Unreal 5’s PCG system, ensuring dense and realistic vegetation across our maps.
In this series of dev diaries, we've pulled back the curtain on the foundational elements of combat in Call to Arms: Panzer Elite, from the meticulous component-based damage to the nuanced penetration physics and now, our expansive environment destruction system. We are confident that these interconnected systems will provide an unparalleled and truly dynamic tank combat experience.
We're incredibly excited for you to experience the depth of our destruction systems firsthand. Stay tuned for more dev diaries as we continue to refine and expand Call to Arms: Panzer Elite! Our next entries will highlight other exciting features!
Happy Tanking!
Hello Tank Commanders!
Welcome back to our dev diary series for Call to Arms: Panzer Elite. In our last dev diary, we unveiled our Component-Based Damage system, showing you how every shot can impact individual parts of your tank. Now, prepare to dive deeper into the mechanics of how those devastating hits are delivered.
To understand the impact of your shots, we first need to look at the different Hit Outcomes that can occur the moment your projectile strikes. A simple hit won't guarantee results; for your projectile to inflict meaningful damage, it must successfully penetrate the enemy's armor. A successful hit on an enemy vehicle can lead to several outcomes:
Blocked: Shots can be blocked outright by thick armor, failing to deliver any destructive force.
Ricochets: The laws of physics are unforgiving on the battlefield. Depending on the impact angle and the slope of the armor, projectiles can bounce off a tank's surface, harmlessly deflecting into the air. This emphasizes the importance of understanding enemy tank armor layouts and angles.
Penetration: Only a successful penetration can truly inflict damage. When a projectile hits armor with sufficient force and at a favorable angle, it will penetrate the armor, allowing its destructive power to unleash havoc on internal components and crew.
Before we dive into the details of penetration physics, let's first examine the various Ammunition types available. Choosing the correct ammunition for the situation is very important. Call to Arms: Panzer Elite features various projectile types, each with unique characteristics and intended uses. Understanding their strengths and weaknesses will be crucial. Here's a breakdown of the ammunition archetypes and their subtypes:
Experience true vehicle realism. Every armor plate on every vehicle is individually modeled with its own volume, thickness, and material type. This means your tactical decisions matter: a shot aimed at a weakly armored side will behave completely differently than one deflecting off a heavily sloped frontal plate.
When a projectile strikes a sloped armor plate or hits at an angle, the effective thickness of armor it must penetrate increases. This is a fundamental principle of tank design, known as Sloped Armor. The effective armor thickness is calculated using the impact angle relative to the armor's perpendicular angle. The shallower the impact angle (i.e., the more sloped the armor is relative to the incoming projectile), the greater the effective thickness.
Penetration Physics
A projectile's ability to penetrate armor is determined by its penetration capacity. This capacity is influenced by several factors, including:
Projectile Type: As detailed above, different ammunition types have inherent penetration capabilities.
Projectile Velocity on Impact: The further away a target is, the lower the projectile's impact velocity, and thus, its penetration capacity.
Projectile Diameter: A larger diameter projectile generally carries more kinetic energy.
Impact Angle: This is crucial. Even the thickest armor can be overcome if struck at a favorable angle, while a highly sloped plate can deflect rounds that would otherwise penetrate.
If a projectile's penetration capacity is greater than the effective armor thickness, it penetrates. Upon successful penetration, the armor's thickness is deducted from the projectile's remaining penetration capacity. The projectile then continues its trajectory, potentially with a small deflection due to the impact. It can then proceed to penetrate internal components like the fuel tank, ammo rack, or crew members, or even penetrate the hull again if it still possesses sufficient penetration capacity.
In this and our previous dev diary, we've laid out the foundational elements of combat in Call to Arms: Panzer Elite, from the component-based damage system to the intricate details of penetration physics. Understanding hit outcomes, the different ammunition types, the realistic modeling of vehicles’ armor, and the factors influencing projectiles penetration capacity will be key to mastering the battlefield. We are confident that these systems will provide challenging yet rewarding gameplay.
We're incredibly excited for you to experience the depth of our damage and penetration systems firsthand. Stay tuned for more dev diaries as we continue to refine and expand Call to Arms: Panzer Elite.
Our next entries will highlight our realistic and visually impressive environment destruction system and much more!
Happy Tanking!
Hello Tank Commanders!
Welcome to our very first dev diary for Call to Arms: Panzer Elite, our brand new standalone game developed from the ground up in Unreal Engine 5. We've crafted a unique design philosophy and gameplay style that we believe will redefine your tank combat experience. In this diary, we're excited to reveal the details about gameplay mechanics that ensure every shot, every decision, and every battle is truly impactful.
Forget simple health bars; in Call to Arms: Panzer Elite, every shot matters, and every component tells a story of battle.
Our core philosophy for vehicle destruction is rooted in a Component-Based Damage model. Instead of a single, monolithic health pool, each tank is a complex machine composed of numerous interconnected parts. This means that a well-aimed shot can disable a specific system, cripple a tank's performance, or even render it a smoking wreck, all without necessarily "destroying" the entire vehicle in one go.
This system encourages players to think tactically about their shots, aiming for critical modules to gain an advantage, rather than just spamming rounds.
Each component can exist in one of Three States of Operation, directly influencing the tank's performance and visual appearance:
Normal: The component is fully functional, operating at peak efficiency.
Damaged: The component has taken a hit. Its performance is degraded, and visual cues indicate its compromised state.
Destroyed: The component is completely destroyed, often leading to severe gameplay penalties or even the destruction of the tank itself. Visuals will reflect catastrophic failure.
Components are represented by volumes on the tank. Damage is immediately apparent, offering visual feedback and direct gameplay consequences, catastrophic failure or severe performance degradation.
The Crew Members are perhaps the most vital "components" of your tank. Each crew member can be individually harmed, affecting specific aspects of your tank's operation. This adds another layer of tactical depth, as losing a key crew member can significantly impair your combat effectiveness. Crucially, wounded and unconscious crew members can be patched up and returned to combat, offering a chance to recover from devastating hits. Keep a close eye on your crew's well-being. If all of them become unconscious, your tank's battle is over.
Our Vehicle Damage System is designed to make every engagement feel meaningful and dynamic. From the satisfying thud of a shell bouncing off armor to the dramatic explosion of an ammo rack, we want players to feel the impact of every shot. This multi-layered system of component damage, visual feedback, and crew vulnerability ensures that no two battles are exactly alike, and strategic thinking is always rewarded.
We're incredibly excited for you to experience this system firsthand in the game. Stay tuned for more dev diaries as we continue to refine and expand Call to Arms: Panzer Elite! In part 2, we'll be diving into our very detailed penetration physics, including the effects of different armor thickness and sloped armor. One of our upcoming dev diaries will also showcase our realistic and visually impressive environment destruction system!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Call to Arms: Panzer Elite, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Call to Arms: Panzer Elite statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.