Update log
Full Hell Let Loose update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Fixes
- Maps
Introducing Conquest
Hello everyone,
Today, we are excited to share more details on our upcoming 50v50 game mode, Conquest.
We have been hard at work developing this mode over the past development cycle, and it has gone through multiple iterations to reach the version you will be learning about here, and now you have got the opportunity to test it early on Steam via our Experimental Branch.
As we mentioned back in Dev Brief #211, we have introduced a new approach to testing. Our Community Manager, Ben B, has broken down how this works in our February Dev Diary video, where he has also been joined by Matt, Creative Director at Expression Games, and Xander, Game Designer at Expression Games, who share further insight into how Conquest has progressed behind the scenes.
As a reminder, Conquest is still a work in progress, and this test is an opportunity for the community to help shape the final version of the mode and ensure it is the best it can be. Please be sure to submit your feedback directly to the devs using the form linked below, as your input is essential to Conquest’s development.
Conquest Dev Diary: February 2026
What Is Conquest Mode
Conquest is a new 50v50 symmetrical game mode built around sustained territory control and morale management.
Unlike existing modes, victory in Conquest is not achieved through a single decisive push. Instead, teams must balance controlling objectives over time while actively reducing the enemy team’s morale through combat.
Each team begins the match with a fixed pool of morale. Morale is gradually depleted through player redeployments and through holding fewer objectives than the opposing team. The first team to run out of morale loses the match.
To secure victory, teams will need to consistently apply pressure, win firefights, and maintain control of the majority of objectives for extended periods, rather than relying on short bursts of momentum.
Conquest features five capture points spread across the map:
Three central objectives positioned evenly between both teams
One objective on the left side of the map
One objective on the right side of the map
Mock-up demonstrating the average placement of capture points
Unlike in Warfare and Offensive, all capture points are active at all times and can be captured in any order. This means teams are not forced into a linear push and are instead encouraged to flank, probe weak defenses, and capitalize on unguarded objectives.
Basic visual mock-up of conquest territory control
Using the in-game grid system, capturing objectives affects territory ownership differently depending on their position:
Capturing any of the three central objectives grants control of only the grid square that objective sits within
Capturing the left or right objective grants control of the entire row/column of territory on that side of the map
Because of this, the outer objectives are more strategically valuable, as they influence a much larger portion of the battlefield.
In this initial community test, the maps that we will have available for you to play include:
Smolensk
Foy
Carentan
Smolensk In-Game Conquest Tac Map
Foy In-Game Tac-Map
Morale and Win Conditions
Morale is the core resource that determines victory in Conquest.
Each team starts the match with a set amount of morale. Once a team’s morale reaches zero, the match ends immediately and the opposing team wins. If the match timer expires, the team with the higher remaining morale is declared the winner.
In this initial version of the Conquest mode, we have set the
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