In Vanguard: Normandy 1944 players fight to survive in hardcore multiplayer combat for historic D-Day objectives on real battlefields.
In these interesting times we have continued to work hard behind the scenes on the upcoming update to the game. The “REINFORCED” update will bring...
Today we are releasing the latest quality-of-life update to the game 0.5.8 which brings persistent stats tracking to the game for the first time and a...
Today we are pleased to announce our third major patch since launch; Vanguard 0.5.3. As with our last two updates this patch is focused around both quality-of-life...
Last week we launched Vanguard: Normandy 1944 onto Steam Early Access. It has been a great week seeing people playing and enjoying the game, and we are...
It’s June 6th 1944 and the Allied Invasion of Europe has begun. Storm the Normandy coast as the revered British Commandos, take and hold crucial objectives...
Last week we made another first in our development of Vanguard, by livestreaming one of our closed beta test sessions. There were of course a few bugs...
First of all, we really appreciate your understanding of our decision to postpone the launch of Vanguard. The few additional weeks this grants us has...
The first two months of 2019 have had us regularly play testing and fine-tuning the game. This has included bug-fixing, gameplay improvements and increasing...
We’ve kicked off 2019 very much in the same way that we ended 2018. Lots of testing, working on balancing and tweaks to the gamemode. Here we provide...
Before 2018 draws to an end we wanted to share some footage captured during recent testing and an update on some of what’s going on behind the scenes.
We did it folks! We've been working on the game for years and our appreciation for your support is hard to describe. Thank you! With our target met we...
As we head into the last 5 days of our Kickstarter Campaign we wanted to share a new video with you explaining how our unique Raid gamemode works and...
We have 10 day to go, just over halfway through the campaign and we are over 60% of the way to our target. According to statistics 98% of projects succeed...
We are halfway there; 50% to our target! Thank you again to our all our backers. We will be releasing much anticipated detail about our unique gamemode...
Kickstarter Day 7 and we are almost at 45%! Thank you to our backers old and new and to our community for their support. Welcome to a series of articles...
We are so excited to have started our Kickstarter project and to have received your support so early on - less than 48 hours since we launched and we’ve...
The big day has arrived! One we have been planning and replanning for months; the launch of our Kickstarter. We are very excited to finally share with...
Fight for historic objectives in this hardcore WWII multiplayer shooter.
Many of you have noticed that we have been very quiet for the last few months. We’ve been working hard and have made tons of progress on the game but...
With the end of the year around the corner and Christmas just a couple of days away we present a short Christmas video about a treachous journey made...
Ambience in the levels act as a base layer of audio, providing location-based sound for when the gunfire falls silent. The wind, birds, and rivers are...
One of the key issues we have discovered during our testing is that despite playing the game 'seriously' testers are continuing to struggle with identification...
In our last update we talked about the continuing development of our internal build 'Overlord-lite' and the process of refinement we are currently going...
The past few weeks since our last update have been a hive of activity for the team, and for the first time ever we’re very excited to bring you some...
The past year has been a successful one for the development of the game. In recent months the team has been working on what we have dubbed ‘Overltord-lite’...
In our last update we reported on “DevCon” and the team’s associated visit to TankFest 2016. In this blog we are going to take a brief look at what’s...
The past few weeks have been a busy time for the team. Our focus behind the scenes has been redirected onto something new and exciting… the latest and...
When the game moved to Cryengine EaaS, it created an opportunity to completely rework the audio implementation. Starting our new project in Wwise opened...
This week we are continuing our series of developer interviews; this week its the turn of our Lead Level Designer, Maniche!
Over the last six months, we’ve been working hard to implement as many of the core gameplay features as we can into the internal build. We are building...
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