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Steam News5 December 20257mo ago

Letters of War Definitive Update 1.2.6 is live!

Visual Content Empty key scenes and locations throughout the game were filled with additional assets and visuals that add aesthetics and atmosphere where necessary, and where the locations felt particularly desolate.

Full notes

Full Letters of War update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes9 additions6 changes1 removal
  • Gameplay
  • UI and audio
  • Maps
  • Balance
  • Events
addedEmpty key scenes and locations throughout the game were filled with additional assets and visuals that add aesthetics and atmosphere where necessary, and where the locations felt particularly desolate.
addedThe boss fight scene with a sniper (Liam in a tank) - the mechanics themselves were reworked, namely, the key rules and visuals were changed. Now the player is tasked with destroying fortifications (where, as planned, the fortifications are located) rather than mindlessly shooting at houses and windows. Machine gunners and snipers). UI and an additional health indicator mechanic were also added, requiring the player to destroy a specific fortification housing a sniper before the sniper can fire a well-aimed shot at Liam.
removedAddition of a UI element for "hints" for the player in the form of tasks that must be completed at the moment or upon receiving them (location: upper right corner / can be disabled in the settings if desired).
changedCorrection (improvement) of the mechanism for detonating machine gun nests during the landings in Sicily and Normandy. Improved gameplay dynamics by changing the mechanics of grenade penetration and throwing, with a slight tweak to the gameplay.
changedReduced cooldowns on all machine guns throughout the game to improve overall gameplay dynamics, as well as improved visuals for penetrations and machine gun emplacements in Chapter 2.
changedBalancing the mechanics of tripwires in German tunnels, increasing the skill check speed and extending it to the second stage, for a slight increase in difficulty and improving overall gameplay dynamics.

Letters of War changes

addedEmpty key scenes and locations throughout the game were filled with additional assets and visuals that add aesthetics and atmosphere where necessary, and where the locations felt particularly desolate.
addedThe boss fight scene with a sniper (Liam in a tank) - the mechanics themselves were reworked, namely, the key rules and visuals were changed. Now the player is tasked with destroying fortifications (where, as planned, the fortifications are located) rather than mindlessly shooting at houses and windows. Machine gunners and snipers). UI and an additional health indicator mechanic were also added, requiring the player to destroy a specific fortification housing a sniper before the sniper can fire a well-aimed shot at Liam.
removedAddition of a UI element for "hints" for the player in the form of tasks that must be completed at the moment or upon receiving them (location: upper right corner / can be disabled in the settings if desired).
changedCorrection (improvement) of the mechanism for detonating machine gun nests during the landings in Sicily and Normandy. Improved gameplay dynamics by changing the mechanics of grenade penetration and throwing, with a slight tweak to the gameplay.
changedReduced cooldowns on all machine guns throughout the game to improve overall gameplay dynamics, as well as improved visuals for penetrations and machine gun emplacements in Chapter 2.
  1. Visual Content

  • Empty key scenes and locations throughout the game were filled with additional assets and visuals that add aesthetics and atmosphere where necessary, and where the locations felt particularly desolate.

  • During the core mechanics of the landings in Sicily and Normandy, as well as during the main character's main story runs, through mortar shelling and bombing in all scenes, dynamic visuals such as the crowd effect in the background were refined (so that it doesn't seem like Liam is running alone over time).

  1. Refinements to Existing Mechanics

  • The boss fight scene with a sniper (Liam in a tank) - the mechanics themselves were reworked, namely, the key rules and visuals were changed. Now the player is tasked with destroying fortifications (where, as planned, the fortifications are located) rather than mindlessly shooting at houses and windows. Machine gunners and snipers). UI and an additional health indicator mechanic were also added, requiring the player to destroy a specific fortification housing a sniper before the sniper can fire a well-aimed shot at Liam.

  • Addition of a UI element for "hints" for the player in the form of tasks that must be completed at the moment or upon receiving them (location: upper right corner / can be disabled in the settings if desired).

  • Correction (improvement) of the mechanism for detonating machine gun nests during the landings in Sicily and Normandy. Improved gameplay dynamics by changing the mechanics of grenade penetration and throwing, with a slight tweak to the gameplay.

  • Reduced cooldowns on all machine guns throughout the game to improve overall gameplay dynamics, as well as improved visuals for penetrations and machine gun emplacements in Chapter 2.

  • Balancing the mechanics of tripwires in German tunnels, increasing the skill check speed and extending it to the second stage, for a slight increase in difficulty and improving overall gameplay dynamics.

  • Added a machine gun overheating mechanic during a bomber escape, visual refinements, and reduced ammo collisions to improve the overall feel of shooting.

  • Addition of a spotlight mechanic during the escape from a German armored vehicle (visual improvement). Overall minigame balancing, along with improved machine gunner firing dynamics (technical improvement).

  • Tank shooting (final game) - mechanics refined. Only after three destroyed tanks does the "Sieze Fire!" storyline activate. The player counts the number of destroyed tanks, but is interrupted by the story. Added a counter for missed tanks, with the option to lose if you miss all 5 (loss).

  1. New mechanics (minigames)

  • Minefield, a completely new mechanic for checking and then defusing mines. At the start of the mechanic, Liam goes into a "crouch" animation, then a "check" UI element appears. Pressing the spacebar checks a 1.5m radius around Liam for mines. If a mine is found, the defusing mechanic begins by spamming "D," where the slider accelerates and reaches its final mark = success (the mine is defusal). If the slider drops = mine explosion (failure / death).

  • The updated barn after the German guns has been completely redesigned and improved in terms of design and size. Enemies in the form of Germans have also been added, which must be neutralized using stealth (previously, the barn was empty, and you had to find the haystack lifting mechanism). The mechanics remain the same, enemies have been added, and the overall dynamics have been improved.

  • Added an enemy on the roof of the German gun for subsequent neutralization (for overall combat dynamics)

  • Balance on a log when crossing a river after escaping from an armored car and then jumping into a waterfall (Liam is exhausted, and crossing the river becomes a story-driven challenge)

  • Added gusts of wind in Northern Italy after the trenches are bombed. While wandering through a snowstorm, Liam gets blown away unless the player actively presses D to combat the strong wind.

  • Added an enemy fighter that hunts infantry during long stretches where the player must cover some distance. The event is activated at that moment, and when the prompt appears.

Source

Steam News / 5 December 2025

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