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Steel Division: Week One

Steel Division: Week One

Steel Division: Normandy 44 has been released a week ago, and since it was published, we haven’t stopped reading and answering your comments. We’ve received incredible feedback from our community, most of the time very positive, and we thank you all for that.

Our team is, at the moment, dedicated to solving the final technical issues reported by some players and to improve the game experience. Here’s what we’re up to:

  • Fixing lag, disconnecting & desync: some players experienced some lag and were being disconnected while playing multiplayer. We released a first update yesterday that helped a lot of players to enjoy multiplayer games, nevertheless, some of you guys are still having issues. The best way to help us identifying the cause of this problem is to send us your replay and information through this link.
  • Improving stability when switching graphic settings: this bug, which affects a few players and makes the game crash, is currently being investigated. Thanks to your feedback, we’ve identified which options are concerned by this bug, and we’re working on a fix to improve the game’s stability.
  • Making a better chinese localisation: due to a last minute technical problem, the chinese localisation that was published when the game was released was incomplete and based on an old translation. We quickly released a hotfix, and decided to improve the quality of the chinese translation. It’s currently being tested by our team and chinese-speaking players, and should be available soon.
  • Improving the matchmaking system: the current “Quick match” is being enhanced to be even more efficient and allow you to join games even faster.

We’re also testing the long-awaited Observer Mode for multiplayer, and a balance patch is also on its way. Some (very) cool stuff is also coming, but it’s a bit too early to talk about it 😉


We’ll keep you posted on our official channels (FacebookTwitterTwitch (we’ll be live on Thursday!)), and will post more content on our blog in the coming days (I heard that MadMat is preparing something about his favorite division in the game).

Papa Yankee


  • Juha
    May 30, 2017 at 4:43 pm

    Are there any plans to improve the LOS-tool from 2D to 3D so it would also notice height differences.

  • pavel
    May 30, 2017 at 11:02 pm

    hey guys, great game, loving it. could you perhaps think about merging ranked and quickplay together? just call it all quickplay, less player base fragmentation this way

  • Hauggy
    May 30, 2017 at 11:24 pm

    Excuse me but did Paradox fix the issue with their script preventing people from getting the ace Pierre Clostermann? I suppose it might be later this week?

      • Luke
        June 5, 2017 at 3:32 pm

        And, did you get any informations cuz I as far as I remember we were supposed to get the Ace last week?


  • ben
    May 31, 2017 at 2:11 pm

    Thank you for Observer Mode, that is wonderful and very convenient to help some non-professional commentator to recommend this interesting game, you know, in general they play very poor 😀 But It pays to bring a lot of curious people join the game. expecting to new balance patch, not only historical but also entertaining. Finally, don’t be too tired because you have so many players.

  • Julius Funnell
    May 31, 2017 at 10:05 pm

    This is a Great game! There are loads of excellent features, too many to mention Thank you!
    …but can you give us a proper campaign map like Close combat or Wargame Red Dragon? That would make this perfect. Hope to see Market garden and North Africa campaigns in future! (Not the linear one we have now)

    Also the first story campaign battle is bugged so I cannot move on the next 11 missions….It says I fail even after completing all objectives as instructed. I’m not the only one affected.


  • Jochi
    June 1, 2017 at 2:24 pm

    Are you going to fix the bug where detracked vehicles can turn? It wasn’t a thing in wargame, and it really cheapens the experience in a gme that otherwise has a very cohesive internal logic

  • Sven Forster
    June 2, 2017 at 2:17 pm

    Thanks for this patch and the very nice game you created.

    I found some problems, some of them noticed already in the official forum
    -terrain marker (C-key) doesn´t match with the real envoirement/terrain height, it shows for example free sight but there is a hill where you can´t shoot over and so probably also can´t watch over
    -Scouts are not automatic in not-attack mode after leaving vehicle if I´m not completly wrong. I have to watch everytime I place a scout that as soon as he gets out of the vehicle I press the “H”-key to prevend him vom dying, really annoying because you have enough to do and it´s important to place a scout quick and without watching him for so long time.
    -Resupply of ammuniation is hard if you hear only someone shouting and have to search after that through all your troops until you found (most time) an infantry soldier without AT-ammo. If this is kind of a feature it would be nice if they would shout their unit type too, so you know if/how important it is.
    -After the artillery is running out of ammo it´s driving straight into the enemy position I wanted to attack with (obviviously) artillery-strikes.. It´s so frustrating to watch a replay and find out that your arty got killed because it was suiciding into the enemy lines. I have the arty grouped up on numbers and if one is out of ammo I can´t even see it if I didn´t missed something. Anyway, they shouldn´t drive into enemy lines..
    -A shortcut with the “soldiers point of view” (eye symbol) would be great and a lot helpful, clicking on that button is nor a nice solution.
    -It´s really bad that you are not able to see how far your soldiers can spot enemys, it´s making it really difficult to know where scouts are needed and where not so much. For sure it´s the best to place a scout anywhere but I have them only limited. Maybe an integration into the eye symbol-view would be a good solution, additional to the shortcut.
    I searched a lot but I couldn´t find an info how far units can spot, can you tell it to me? Do they look all 400 m in example or is there also a difference between types of units?
    -Would be nice to know what are the differences between 1, 2 and 3 star veteran units, it´s not easy to create and organize your battlegroups if you are not knowing if the benefit is worth it. I only found out that a leader nearby gives them strong bonusses like half damage while surpressed, but how much is the advantage if the unit has already 1 star in example?
    -unit description (ingame, while pressing I) is not readable to me because of small font size, but a lot of people addressed this issue already I saw in the forum. Rest is good readable to me, but I play on 3 27″ monitors. 🙂
    -it would be nice to have the same possibility to give new reinforcment orders as it is possible at the start. Like “move fast there, undeploy there” and so on, it´s a little bit annoying to give them a position, wait until they show up and give them then the real commands.
    -I´m a big fan of statistics and it´s really bad that you have to watch the replay (which you can´t move forward with the cursor to the end, only by speeding it up) to the end only to the old statistics of games again. There would be a better solution nice. The replay function itself is amazing and I love it, really good job. Only lecks a bit of functions in example the point that you can´t move to a wished point without watching the stuff before and also that you can´t move back if you missed something or want to watch it again, to start the replay again and let it run forward again is frustrating.
    Also more statistics, mostly for unit types and such stuff would be nice. Is there any possibility to get the “final report” after the battle in a text document, for example after the battle in a file where the infos are stored for this session? Than I could make a little tool for detailed stats by myself.

    Hope I didn´t missed something important, if yes I will let you know. 🙂

    Beside that I love the game, it´s amazing, please keep up the good work. Performance is also really good for me and the 2 guys im playing with. (played mostly 3 vs 3 against computer yet)
    And I think it´s a really good thing that you rely on datas to see if the balance is right and not who is crying the most and then nerfing everything into ground while creating new unbalance on other side/place.

    Thanks again. 🙂

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