That is a very big question, but put simply "Battle Cry of Freedom" follows our vision of simulating huge historical battles where the player can put himself in any role from your normal infantryman up to the Generals commanding armies, with every place in between including artillerymen, engineers and cavalry.
This game is going to be bigger, both in map size and player count, better in visual and gameplay, and contain even more unique and original features that we have been known to produce.
We will be keeping our core gameplay completely based on player skill, with no reliance on random systems or leveling. Our combat system will feature a fun, intuitive and brutal reaction based system. Basically it will be Bigger, Better and More.
We are a small four man team, all of which are former modders, skilled in all aspects of game development. We are from all around Europe, and formed FSE when we decided to start making our own games instead of spending our skills tweaking other people’s creations. As we come from a gaming background, we are very passionate about what we create, as we intend to play the games we create!
We have created our own new and original network engine using the latest technology, and we are using it in combination with the latest Unity game engine. This means we have what we think is very probably the most efficient multiplayer support ever seen. This means our game will be able to support over 200 players battling on 2 X 2 KM maps. Two Hundred is our pre-alpha number, and is what we aim our game will support at the very least, really the number is dictated by what a server and client can handle and we will try to push it as high as possible.
That is quite a fitting explanation, we want to combine a realistic and skill based combat system with the huge size and tactics of epic warfare.
We chose to make a stand alone as it means we can make the game we want to make, without risking compromise by involving too many powerful interested parties. This also means that the player does not have to buy into another series just to play our creation, and we are not limited by the original game’s engine. For you this means we have a freedom of creation that will allow us to really put our and also your vision into something we hope will become creature of beauty.
At this point we are unsure of the total development time, we expect it to take a year.
We are extremely thankful to all the donators we have had over the years. You have helped us a lot and your support over the years means a lot to us. However we have decided to no longer accept donations.
We promise that the game won't cost more than 25 Euros. There is no definite price set yet though.
No, with a one time payment you have access to our game for your and its lifetime. The official public servers will be available for free, and we welcome our community hosting their own massive servers.
Not in the generally accepted definition of an MMO, no. Our game is massive, it is online, but it isn’t a grinding based persistent world with dungeons and levels. Our game is a huge first/3rd person shooter/melee hybrid, based on player skill and reaction, with no progression, unlocks or unfair battles. The game is also based on servers, and we encourage players to host their own servers and games.
At release, Battle Cry of Freedom will feature eight gamemodes: Conquest, Battle, Team Deathmatch, Deathmatch, Duel, Capture the Intel, King of the Hill and Siege. However, we do plan to add more gamemodes after the games initial release.
We are taking our inspiration from the Mount & Blade series, including our previous game, Napoleonic Wars, utilizing a directional attacking and blocking system.
2 X 2 kilometers is the largest map size we support so far. However, we have found that maps over 700 meters already feel HUGE. As such, the majority of maps will be around 450 X 450 meters in size. To put in perspective, a 2 X 2 kilometers map would take you approximately twenty minutes to walk across.
We as a team are very interested in the time periods we utilise. This means we genuinely prefer to be historically accurate, and this coupled with a particularly unforgiving community means our standards are higher than your usual title. With "Battle Cry of Freedom" we even want to take it a step further.
We think that we have found the perfect balance between historical accuracy and gameplay. But when it comes to the graphical representation of uniforms, gear and weapons, we believe that it is our duty to get them as historically accurate as possible. This includes perfectly recreating the pattern of cloth, modeling buttons from the backside and getting every single stitch just right.
We are very experienced in developing a game within the era of the musket, yet we wanted to try something challenging and new, the American civil war is an incredibly interesting period which is also the last major conflict featuring musketry warfare. This means we can start to incorporate other fun features while still having our base combat mechanic intact.
The community makes a game. Our community is very important to us, and we realise how vital clan support is. We already have a clan registry and will provide the ability to find and play with your friends using Steam.
The most important help you can give is by following the development. However any help you can give in spreading the word is very appreciated, so linking us on facebook, twitter and generally telling your friends would be fantastic!
You can find a button that will take you to our Discord, Facebook, Twitter and Youtube on the bottom of this page!
We created an expansion to the well known title "Mount & Blade Warband", which actually started out as a modification we had been working on for just over a year beforehand. The expansion was very successful and has to date sold over 500,000 units.
Two of our developers (Olafson and Admiral) have worked together with Anvil Game Studios prior to the games Early Access release. For example, Olafson provided many of the games maps, 3D artwork and sounds. Admiral has created a large number of the games character models. In addition, Flying Squirrel Entertainment has donated a couple of their game assets to Anvil Game Studios for use in Holdfast: Nations at War. After a financial dispute in 2018, the relationship between the two companies cooled down.
Our game as a multiplayer title will be 100% optimised for high performance online battles. We have a fantastic engine, utilising culling (not rendering things a player cannot see) LOD and scaling server technology, so a standard server will run a few hundred players, while a powerful box is only limited by its power, we have yet to find the games limit, and is something we will be testing in our alpha and beta.
We realise not everyone has a doomsday machine from mars. We aim to make the game accessible to everyone through the use of scalable graphics, low internet usage and an optimised network engine.
We do not yet have minimum system specs, but we intend to provide them prior to release.