All news >
  • GDC talk: Scalable Real-Time Ray Traced Global Illumination for Large Scenes
    2 May 2019

    One of the most important aspects of game development, besides introducing new content is innovating new features and ensuring they run fast and efficiently. Today, we would like to talk to you about Scalable, Real-Time, Global Illumination for Large Scenes, and how this affects the dynamic environments inside Enlisted.

  • The "Battle of Moscow" location in Development
    14 December 2018

    Today, we would like to show several screenshots of the "Battle of Moscow" location currently in Development. Adding fortifications and digging trenches, we continue our work to improve the landscape and overall atmosphere of the battle.

  • Anton Yudintsev talks about Enlisted and Nvidia
    7 September 2018

    Enlisted is a WWII-themed, MMO, squad-based FPS set to launch next year. Julian caught up with Anton Yudintsev of Gaijin Entertainment during Gamescom2018 to get the rundown on what makes Enlisted stand out from the rest of the pack.

You are Enlisted!

Enlisted - is an MMO squad based shooter which is built around some of the most important and famous episodes from World War 2.

In Enlisted, players can experience these famous battles on a massive scale through the real heroes of those encounters - the soldiers. In some modes, players won’t be fighting alone on the battlefield, they will be leading their own squad of AI controlled soldiers, this will grant a unique scale to the combat. Engagements with up to hundreds of soldiers fighting simultaneously will be held on different fields of battle with maps up to hundreds of square kilometers.

The latest version of the Dagor Engine is able to calculate huge detailed spaces, dynamic water and skies, while using physically based render.

Teamplay, the correct evaluation of actions with consideration of the current situation on the battlefield, weapon and character capabilities - all of these will be essential parts of Enlisted. Players will gradually unlock new characters who will all have different playstyles. Additional diversity in the battles will also be granted by a wide weaponry selection. Just like in a real war, where you rarely can see two absolutely identical rifles - weapons in the Enlisted will have their own features and their own history.

Popular World War II battles will be present in the Enlisted in separate campaigns. To re-create each of these battles requires not only the creation of separate content like new locations, characters, weapons and vehicles - it also requires a huge amount of work on creating the game rules and balance in them. This is why each campaign will be developed separately from each other.

All the screenshots shown here are taken from the pre-alpha version of the game.


  • "Enlisted" - is a MMO squad based shooter featuring some of the most famous episodes from World War 2.
  • Every battle in WW2 - is actually a separate game. "Enlisted" - is not a “mixture” of different WW2 (specific front) episodes, but separate chapters within certain battles.

    Other online shooters are basically sports-like competitions with one team fighting against the other with the background set or decor of a particular historical period, but it’s not a battle, it has nothing to do with the objectives that soldiers had in real warfare. The desire to actually “walk in a real soldier’s boots”, to be victorious against the opponent - the opponent being a real person - this is what we as players seek in these games but never find. We want to not only create “arenas” for a 15x15-30X30 team fight, but create scenarios that have tactics similar to real combat missions.

    Battles involving equal teams in equal conditions are, of course, interesting as a competition. But they do not have the immersion or the thrill of real battle, where balanced forces and symmetrical objectives are unlikely.

    The other feature of "Enlisted" is detailed accuracy in every battle. You may be a defender of Moscow in the trenches dug around the city, facing advancing enemy tanks and superior forces, with an objective to hold the enemy, to stop the advancing army in its tracks with all the resources you have. Your task is not to kill every enemy soldier; imagine being a member of the landing operation with an objective of capturing a foothold and mounting defenses, making it possible for the main forces to land on the continent, or, on the contrary - defend against the landing party, or lead your troops so that they arrive in time to a strategic point. This is something one can experience in single-player games but not in online game with human opponents.

    The next important feature of "Enlisted" is an opportunity to control a military unit in specific scenarios and not a single character. First, you gather your unit and then you play with this unit until you complete your objective or until the last member of this unit of yours dies. We want to make every character and every weapon somewhat unique, similar to how it is done in some action-based tactical games.
  • Match-making on the “rating” servers will be based on the player’s rating (skill) with an opportunity to make a squad, meaning that you can invite your friends to play in the same team. Private rooms (servers) will have no rating. We plan to develop an option for the players to create their own scenarios for their private rooms, but at the moment this is not a priority task.
  • Currently we have both. But we think that first person view should be the primary option, In some cases 3rd person is more comfortable, especially for new players, but first person view provides much more immersion.
  • The game will have different scenarios. We have tested battles of 120-150 soldiers in one battle and it seems that it will be close to the maximum. Greater numbers require another approach to detalization, since it means higher system requirements - at least with this level of detail. However the exact number of actual players in one battle is not yet defined.
  • After all a game is a game, not a reconstruction, a war simulation or economy simulation. We thrive to recreate the feeling from a real battle, how we perceive it and how the people who watch the movies and read the books perceive it. In real life there are many details that are important - such as off-duty life, organizational matters and strategic decisions which do not actually affect the story of a single battle. A war lasts much longer than any battle and combines thousands of details which we do not plan to recreate. We want to create exciting and thrilling combat, to deliver a real feeling of battle, give our players a feeling of being a part of a unit that performs a military task. A computer game with all its conventionalism may provide for better balance: such as faster and more dynamic battles or concentrating on the most interesting aspects of a battle - e.g. a player playing a medic would hardly enjoy gameplay of dragging a wounded fellow soldier for 30 minutes to a field hospital.
  • Unfair play is a scourge for PC shooters. Online shooters are vulnerable to aimbot and wallhacks by their nature. There are several ways to fight against them and we plan to use them all:

    1) Basics such as moving, aiming, controls and hit detection are calculated server-side only. Thus speedhack, godmode, instakill or full recoil compensation or bullet spread modifications are impossible on the client side;

    2) Server anti-cheat system such as FairFight or similar;

    3) Client anti-cheat system such as Easy Anticheat or similar;

    4) Certain game design features also help to make a game less vulnerable to cheating - e.g. server-side visibility calculations, realistic speed of turning and aiming provide significant restrictions to cheating,

    5) Game replay and reporting system;

    6) Private rooms - where you can play only with people you trust.
  • We plan that there will be different sorts of military vehicles as a part of the scenario for different battles, since they are a very important part of real combat operations and objectives in most episodes from WW2. Player control of vehicles is one of our current development goals.
  • The game requires DirectX 11 and a 64bit system (Windows 7 or newer), we will probably add support for Vulkan later on. Graphical card minimal requirement is 1GB Nvidia 660GT analog from AMD or similar. We will try to provide support for older hardware if it’s possible. Also, if the community is interested we can possibly release the game for MacOS.
  • We want our players to be a working part of the development process. Along with our players we have gathered the targeted sum that allows us to work on development of the Tunisian campaign. We plan to recreate several of the most famous WW2 battles such as the Battle of Moscow and the Invasion of Normandy, with support from our players we hope to make some other campaigns as well. E.g. the Battle of Iwo Jima, the Battle of Stalingrad or even the Battle of Berlin. Working on every such battle requires not only its own content - locations, characters, weaponry, but thorough work on the balance and game rules.

    Our campaign is more than just one map or location, vehicles and soldiers involved It mean dozens of missions with almost hundred variants for weaponry and environment will cost too much and and will have extremely high requirements for your system. If we try to make all the campaigns as one game, such a game will be very expensive, take 5 years to develop, require a lot of space on the drive and will not be needed in the end.

    That is why we are addressing you - our players, so that you will decide what battles you want to play. The current list of campaigns is not final, we will thoroughly read your suggestions and will do our best to implement the things that our players are interested in.

    If the “open development” succeeds - it will show that we are moving in the right direction alongside with our community who will provide major support for the development.

    As a part of our “open development” program we are going to not only show how much money we have gathered but also publish regular reports on which aspects of the development this money was spent and what goals we have set for further stages of the development.
  • The minimal sum is $250,000 - it will cover the basic expenses for the content of one campaign. It is not the whole budget of development but achieving this milestone will allow us to bring more people to the team and work on further campaigns and expand the gameplay, such as an opportunity to control vehicles for example. At the same time we will understand what campaign is most interesting for our players so that we can concentrate our efforts on it in the first place, prioritizing the development process.
  • We don’t like the approach when the game is divided into several DLC’s or episodes and is sold via Season Pass or imposing further additions which is popular at the moment. Every player should decide whether he wants to play a certain game and spend his money with an understanding of what he will get.

    That’s why we have decided to make access to these battles independent of the other - each campaign will be a separate game. However a player who purchased more than one will see them all in the game as selectable chapters. Also we do not want to impose micro-transactions as an opportunity to purchase some sort of ingame advantage. A player will have an opportunity to get collectable weapons and characters that are different from the others but do not offer ingame advantage (which is strange in the first place - a bullet to the head means death for every person after all) rather providing uniqueness or rarity.
  • We ran a survey and it showed that the vast majority of players prefer a free-2-play approach. This has influenced the game development process significantly. Such a change in the distribution model also requires a change in the design. This is why it will take us some time to prepare and implement new goals, to adapt them to a new distribution model. What is left unchanged is our course towards wide scale and realism and also the open development of Enlisted.
  • All your funds will come back to your account in Gaijin.Net. From this account you may purchase in War Thunder, Star Conflict, Crossout and other games available on Gaijin.Net. But we are sure that "Enlisted" will be released.
  • If pledges exceed $1 000 000 we will initiate multiplatform development. Every platform launch however primarily depends on the platform holder.
  • We plamn to launch Early Access in 2019. Before the Early Access there will be several stages to gather opinions and feedback and to adjust the game balance: Closed Alpha test, Closed Beta test and Early Access on Steam. Alongside, we’re eager to launch the Early Access with a quality and feature set as close to the final version as possible. After Early Access launch there will be only optimization, balance and polishing work. Early Access will last for a few months.
  • "Enlisted" is being developed on the Dagor engine by a team of kindred minds - Darkflow Software. Many of us have worked for Gaijin Entertainment in many projects including War Thunder. We are well acquainted with Gaijin’s technological basis and we believe the Dagor engine to be the best for developing a full-scale warfare gaming project, which includes the vehicles of battle. Also, we’re working closely with experts from Gaijin Entertainment, our publisher. We do reckon on Gaijin Entertainment expertise to achieve the highest level of refinement and details.

    Enlisted is based on different principles of game design than War Thunder. Primarily, we are focused on a detailed and deep reconstruction of battle - not the vehicles or soldiers specifically on their own. Thus the game is much less “simulation” than War Thunder. Secondly, the game has skill-based matchmaking and a completely different meta-game, based on the collection and statistics, closer to such games as Counter-Strike: Global Offensive or DOTA2.
  • We will endeavour to reach the War Thunder level of detail - and since we will need a very limited amount of controllable vehicles (compared to War Thunder) - this goal is possible to achieve. Especially since Gaijin Entertainment provides really big support for this project.
  • We would like to create an opportunity to barter weapons and characters between players. This would be something new for warfare games. If the players are interested in this - it would bring significant diversity to the game.
  • Since the game is published by Gaijin Network Ltd., it will be connected. Especially since War Thunder includes WW2 as one of it’s settings. Of course there will be a common log-in with other Gaijin projects.