Image 1 — Patch 1.2 & Roadmap Reveal drops this week
Image 2 — Patch 1.2 & Roadmap Reveal drops this week
Image 3 — Patch 1.2 & Roadmap Reveal drops this week

Patch 1.2 & Roadmap Reveal drops this week

The Hell Let Loose: Vietnam Roadmap briefing has been pushed back to later this week while final preparations are being made.

In the meantime, we’ve intercepted some interesting intel. A new shipment of weapons seems to have landed at Cam Ranh Port... Any idea what it could hold?

And that’s not all. Patch 1.2 deploys this week. 🪖

Read about it in yesterday's dev update: https://www.reddit.com/r/HellLetLooseVietnam/comments/1vodwgl/dev_comms_thread_launch_updates_hell_let_loose/

u/itsmeBenB — 10 hours ago

Coming Next: Roadmap & Patch 1.2

Following launch last week, the team has been hard at work reviewing your feedback, addressing issues, and preparing what’s next.

🗺️ Our first-ever Roadmap reveal is coming this week, featuring a first look at new weapons, vehicles, battlefields, and more.

🛠️ Patch 1.2 is also on the way, featuring 500+ bug fixes and improvements across stability, maps, vehicles, UI/HUD, keybinds, weapons, gameplay, and more.

Get a first look at some of the fixes coming in Patch 1.2 and find out what’s ahead in our latest blog.

📰 Read the latest update from the dev team on our full Dev Comms Thread

u/itsmeBenB — 1 day ago

Dev Comms Thread & Launch Updates | Hell Let Loose: Vietnam

Dev Comms Thread & Launch Updates

>This thread will be updated regularly with updates from the development team throughout launch

14 August: 24-Hour Update

We want to once again thank everyone who has jumped into Hell Let Loose: Vietnam since launch. We continue to closely follow your feedback and reports, and we truly appreciate you taking the time to share your experiences with us.

Since launch we have loved seeing the hundreds of thousands of people that have joined us in Vietnam and some of the incredible videos, livestreams and moments that have already been had.

That said, we have heard you, and there have been a number of points brought up by the community that we are actively working to address. These include, but aren’t limited to:

  • Game and server crashes
  • Overall stability, especially for AMD users
  • Tutorial bugs
  • Server frustration
  • Audio cut-outs on PS5​
  • Distorted voice, caused by EOS
  • Directional audio
  • Visual quality, especially on console
  • Settings resetting or saving issues
  • Cross play & aim assist

Our development team is already hard at work on the first patch for the game, which will address a broader range of fixes and improvements, but we’ve also identified several issues we want to address sooner. We’re therefore aiming to release our first Hotfix by the end of this weekend, targeting some of the most pressing issues affecting players since launch.

Hotfix 1: Coming This Weekend

The key issues that we’re looking to resolve in this first Hotfix include:

Stability improvements for AMD GPU users

While we’re aware of known Windows driver issues affecting some players using AMD GPUs, we also identified several fixes and launch parameters that helped reduce these issues for a number of affected players. We’re incorporating these changes into the main game as part of this hotfix so they can be applied across the wider player base.

Server updates & improvements

  • Continued rollout of additional Official Servers across all territories
  • Server stability fixes
  • Updates to the default Server Menu to make available servers easier to identify:
    • The server list will now refresh automatically more frequently to better reflect currently available slots.
    • Full servers will be hidden from the default server list. These servers can still be found by adjusting the server filter options in the menu.
    • Server Menu Algorithm has been updated to prioritise low ping servers with a player count lower than or up to 80. This should improve the ability for players to find servers with space to join.

We were delighted to see so many players jumping into the game at launch, and we had to bring additional servers online throughout the night to make sure there was room for everyone.

With the weekend approaching, and even more players expected to take their first steps into the Jungle, we’ve worked with our server providers to bring additional servers online across all regions.

We’ve also heard your feedback that some players have been struggling to find servers with available space, or that servers showing open slots were already full by the time they attempted to join. The combination of additional servers and improvements to the server browser, including more frequent automatic refreshes, hiding full servers by default and an improved algorithm to prioritise lower population servers with low ping, should help make it quicker and easier to find a server with room to play.

Finally we identified a number of cases were players experienced server crashes when broadcasting a message via RCON or using NVA tunnels. These issues have been fixed.

Audio Improvements

  • Resolved an issue where Audio could drop out for a period of time on PS5

Good comms are a major pillar of Hell Let Loose and can be a huge factor in your enjoyment of the game. While we continue to work with our partners on the robotic voice issue that can occur in proximity chat we did identify an issue affecting PS5 users where audio could drop out for extended periods of time. This fix addresses the issues and will be included in the Hotfix.

Other Topics

Crossplay & Aim Assist Discussion

Since launch, we’ve seen a lot of discussion around Aim Assist, particularly after the first introduction of crossplay to the Hell Let Loose franchise. We wanted to provide some clarity on how Aim Assist currently works in Hell Let Loose: Vietnam.

Aim Assist is available to all players using a gamepad across both PC and console, and uses the same values previously used in Hell Let Loose. Players can set Aim Assist to High, Medium, Low, or Disabled, with High being the default setting. There is also no difference in Aim Assist values between PC and console players.

In Hell Let Loose: Vietnam, Aim Assist is only active while aiming down sights (ADS). There is no “snap-to” behaviour when transitioning into ADS, nor does Aim Assist cause your aim to “stick” to or track another player’s movement.

Instead, Aim Assist provides a subtle reduction in aiming input speed when your aim is moving toward an enemy, helping gamepad users line up shots more precisely with an analogue stick. This assistance is limited at range and is disabled when an enemy is occluded, meaning Aim Assist will not provide assistance toward enemies who are obscured from view.

We’ll continue to assess the impact and balance of Aim Assist as more of you play the game. For now, we wanted to provide some additional clarity on how the system works and what players can expect when using a gamepad.

Issues Under Investigation

We’re also aware of a number of other issues affecting the gameplay experience, including audio and VOIP issues, visual quality and foliage issues, settings not saving correctly, keybind problems and persistent HUD elements. Our development team is actively investigating these reports, and we’ll continue to prioritise fixes for the issues having the greatest impact on players, and will keep you updated on our progress.

Tips for New Players

We also wanted to give a shoutout to some of the incredible videos that have been produced since Hell Let Loose: Vietnam launched. If you are a new player to Hell Let Loose, or are looking to get to grips with the new game, check out a couple of our favourites below:

u/itsmeBenB — 5 days ago

The Vietnam War AK with an Incredible Story, with firearms expert Jonathan Ferguson

Prompted by today's release of Hell Let Loose: Vietnam, Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, has done a deep dive into the story of the Dillon AK.

youtube.com
u/itsmeBenB — 7 days ago

Top 5 Things To Know Before Launch | 24 Hours Till Launch

The Top 5 Things To Know Before Launch

The wait is almost over! Hell Let Loose: Vietnam releases tomorrow, and we can’t wait for you all to deploy onto the battlefields of Vietnam.

Before the fighting begins, we’ve pulled together five key things you need to know ahead of launch, including what time you can jump in and the maps you’ll be fighting across, to technical information, community support, and known issues we’re already working to address.

#1 Launch Time

Hell Let Loose: Vietnam officially launches tomorrow. Check out the times below to find out exactly when you’ll be able to jump in and experience the battlefields of Vietnam for yourself.

9am PDT | 11am CDT | 12pm EDT | 1pm BRT | 4pm UTC | 5pm BST | 6pm CEST | 9:30pm IST | 11pm ICT (Vietnam) | 12am CST | 2am AEST (on 14 Aug)

Pre-Downloading Hell Let Loose: Vietnam

We know many of you are keen to get Hell Let Loose: Vietnam downloaded and ready ahead of launch. Pre-download availability will vary depending on your platform, so here’s the latest information:

  • PlayStation 5: Pre-download is already available. However, the final launch build will become available to download at 4pm BST tomorrow (1-hour before launch)
  • Xbox Series: Pre-download is expected to become available from 12pm BST tomorrow.
  • Epic Games Store: Pre-download will not be available. Players will be able to begin downloading the game once it launches.
  • Steam: We’re currently in conversation about pre-download options with Valve. If this becomes available, we will be targeting early tomorrow ahead of launch. We’ll share an update as soon as we can confirm availability.

Please keep in mind that timings and availability may be subject to change. We’ll keep you updated if anything changes ahead of launch.

#2 The Battle Locations of Hell Let Loose: Vietnam

At launch, we will have six maps that players will be battling over. In order to give you more info, head to the latest dev blog that shares more info on each of these maps.

Launch Maps | Hell Let Loose: Vietnam

https://preview.redd.it/12hdt8gb0zih1.jpg?width=1920&format=pjpg&auto=webp&s=749de1a54c5d8aece08cab930a645f01eb4db78c

#3 System Requirements

Hell Let Loose: Vietnam will be available across PC, PlayStation 5 and XBOX Series. With this in mind, we want to make sure that PC users are aware of our minimum and recommended tech specs before they jump in:

https://preview.redd.it/2wfd80gehzih1.jpg?width=1920&format=pjpg&auto=webp&s=bcace88a5dba04f4297ad050590971a0213fa3d5

AMD Users & FSR

We heard your feedback AMD users throughout the playtesting process. Although it won’t be available at launch, FSR is coming to Hell Let Loose: Vietnam in an upcoming update.

FSR 4.1 has already been implemented in-game, and the team is currently carrying out further testing and validation to ensure it’s ready for release. We’ll share more information on when you can expect FSR as soon as we’re able to.

NVIDIA Game Ready Driver

Ahead of launch tomorrow, NVIDIA will be releasing a new Game Ready Driver for Hell Let Loose: Vietnam. For the best possible experience at launch, we recommend ensuring you have the latest driver installed before jumping into the game.

#4 Customer Support & Community Feedback

Ahead of launch, we wanted to make sure you know where to go if you need technical support, encounter an issue, or simply want to share your thoughts and suggestions with the team.

Technical Support

If you need assistance, please start by visiting our Hell Let Loose Help Centre, where you’ll find solutions to many common issues. You can also find troubleshooting advice for a range of issues in the ⁠tech-solutions channel on our Discord server.

If you’re unable to resolve your issue through the Help Centre, you can contact the Hell Let Loose Support Team directly by clicking the button in the bottom-right corner of the Help Centre, or by sending a DM to the u/HLL Support bot on the official Hell Let Loose Discord server.

The Support Team is here to help support with the following issues:

  • Crashes
  • Bugs
  • Technical issues
  • And more!

For information on how to report a player in Hell Let Loose, please see our website here.

Should you wish to appeal any game bans, please see our website here for more information on how to do this.

Please note that the above support channels are intended for technical issues and support requests rather than general feedback or suggestions. If you’d like to share your thoughts on the game, you can do so through the channels below.

Suggestions & Game Feedback

We’re incredibly excited to hear what you, the community, think of Hell Let Loose: Vietnam and what you’d like to see from the game in the future.

With that in mind, we’ve opened a number of dedicated channels in our official Hell Let Loose Discord server where you can share your thoughts directly with us.

In our new Vietnam Suggestions forum, you’re welcome to share ideas for new cosmetics, weapons, factions, maps, or anything else you’d like to see come to the game. Feel free to go into as much detail as you like. No idea is too out there, and we can’t wait to see what you have to say!

We’ll also have a dedicated Vietnam Feedback forum where you can share feedback and report issues you come across while playing. While posts in this forum won’t go directly to our Support Team, we’ll be regularly reviewing your feedback and passing relevant reports and information back to the development team.

Alternatively, if Discord isn’t your thing, head over to the Hell Let Loose: Vietnam Subreddit, where you can share your suggestions, provide feedback, and discuss the game with other members of the community.

https://preview.redd.it/fr44x1v8gzih1.jpg?width=1920&format=pjpg&auto=webp&s=0b24c339ec2a96cbb2a2f7a3552b3f2b804d35a1

#5 Improvements & Known Issues at Launch

Before you jump in tomorrow, we want to give you an overview of some of the improvements we’ve made on the road to launch, as well as the known issues the team is already working to resolve as part of our live service updates.

Many of the issues listed below are already targeted to be resolved in our first update, while others may require a little more time. The team is working hard to address these as quickly as possible, and we’ll continue to keep you updated throughout live service.

If you encounter any additional bugs or issues after launch, please let us know through the Hell Let Loose Support Team, Discord or Reddit channels shared above. We’ll be actively monitoring your reports and feedback as more players jump into the game.

Improvements Since Crossplay Playtest

Before we get into the known issues, we wanted to highlight some of the work the team has done to get Hell Let Loose: Vietnam ready for launch.

Since the Crossplay Playtest, the team has resolved over 300 bugs, alongside making further improvements to stability, performance, audio, visuals, and the overall gameplay experience. We’re really pleased with the progress made ahead of launch, and this work will continue as we move into live service.

Here are just some of the improvements made ahead of launch:

  • Performance: Further performance improvements have been made across the board, helping to deliver a more optimised experience across all platforms.
  • Audio Balancing: Further balancing has been carried out to ensure the most important audio information is more prominent within the overall mix.
  • Radio Chat: Audio distortion affecting Command and Unit Radio Chat has been addressed (please do read the known issue below regarding Proximity Radio Chat)
  • Nameplates: Nameplates will no longer briefly flicker white when first appearing on-screen.
  • Character Lighting: Lighting issues affecting characters have been resolved across all outfits.
  • NVA Offensive HUD: Progress indicators will no longer incorrectly display all capture points to the attacking team during NVA Offensive matches.
  • AMD GPU Stability: Stability has been greatly improved for AMD GPU users, with a number of crashes identified during testing now fixed. Please note that the known AMD Windows Driver issues is still apparent which may cause stability issues for a small number of users but at a greatly reduced rate.

We’ve also been addressing a number of balancing areas highlighted by the community, including tunnels, helicopters, and more. For a deeper look at the improvements and changes we have been making on the road to launch, be sure to read our recent Road to Launch Dev Update.

Known Issues At Launch

While we’ve made significant progress ahead of launch, there are still some issues that the team is actively investigating and working to resolve.

Please take a look through the known issues below before jumping in:

Audio & VOIP Issues

  • The voices of other players using proximity chat can become distorted and robotic.This has been resolved in Squad and Leadership chats. It can still occur in proximity chat, and we’re currently working with our VOIP partner to resolve this in an upcoming patch.
  • Several users reported audio channels repeatedly cutting out during a large-scale stress test.
    • This has only been seen on PlayStation 5 Pro on a small number of occasions and is currently being investigated as we gather more data.
  • While traveling through a tunnel, players may not be able to see who is speaking in any VOIP channel, including themselves.
  • Players inside a unit will not be heard in proximity chat by other players if their Squad Leader leaves the unit.

Map Specific Issues

  • On Hue Outskirts in Conquest, floating name markers for capture points captured by default can appear below ground level.

HUD / UI Issues

  • Interaction text can persist on the Scoreboard and Match End Screen.
  • The Medic revive UI can sometimes display a placeholder name and incorrect distance when downed.

Keybinding, Options & Input Issues

  • On Xbox Series X|S, screen flickering can occur after enabling Motion Blur.
  • There is a low chance of losing keyboard input when spawning.
  • Gunner Fire and Gunner Alt Fire keyboard bindings can reset after leaving the Options menu.
  • Changing the default keybind for the Tac-Map may not be reflected within the map itself.
  • VOIP channels may not work when bound to mouse buttons.
  • Assigning a key to a new action does not remove it from the previous action.

Helicopter Issues

  • Supplies inside the Supply Helicopter are missing bullet collision.
  • The co-pilot can lose the ability to turn the helicopter using the right trigger after the main pilot dies.
  • On PlayStation 5, helicopter yaw controls can remain active after the player releases the control.

Tank Issues

  • Players are unable to downshift gears while the engine is on without pressing the throttle/accelerating.

Boat Issues

  • In some instances, only one of the two front-seat machine guns can be resupplied.

Weapons, Equipment & Combat Issues

  • NVA players are unable to place a Satchel on enemy constructables.

Character, Animation & Visual Issues

  • The NVA Knife can display placeholder textures when viewed in third person.

General Functionality Issues

  • When first deploying on a server, players can sometimes deploy without a weapon in hand.

AMD Stability

  • AMD GPU stability has been greatly improved since the Crossplay Beta. However, due to an existing AMD Windows driver issue, a small number of users may still experience stability issues.

 

We hope that you are as excited as we are for launch. It’s now your final chance to pre-order Hell Let Loose: Vietnam before launches on 13 August 2026. Pre-order now to receive the US Patrol Boat uniform.

https://preview.redd.it/6wh1qvfagzih1.jpg?width=1920&format=pjpg&auto=webp&s=0700cf987cbbb88a475117d9c3520b11a1a4a7d6

u/itsmeBenB — 7 days ago

Launch Maps | Hell Let Loose: Vietnam

Welcome to Vietnam

With Hell Let Loose: Vietnam launching tomorrow, it’s almost time to experience the battlefields of Vietnam for yourself.

At launch, players will be able to fight across six maps, each bringing its own unique environments, challenges, and opportunities for tactical gameplay. From dense jungles and remote villages, to waterways and open terrain, each battlefield will require you and your squad to adapt your approach to secure victory.

Ahead of launch, we wanted to give you a closer look at all six maps you’ll be deploying into from day one, and what you can expect when the battle begins.

https://preview.redd.it/r7wbewiwvyih1.jpg?width=1920&format=pjpg&auto=webp&s=6475729c5a013ef5145c7cdb64dd05da2023feb7

Thanh Hóa Bridge

Operation Rolling Thunder was a US bombing campaign during the Vietnam War, between 1965 and 1968, aimed at weakening North Vietnam’s infrastructure and military.

Thanh Hóa Bridge, also known as the Dragon’s Jaw, was one of the most heavily fortified and defended locations in the world during the Vietnam War. US aerial strikes repeatedly bombarded the bridge, and numerous times failed to hit their target, heavily defended by NVA forces and conveniently shielded by two mountainous peaks.

Thanh Hóa Bridge crosses the Nam Ma River, presenting a tactical challenge on the battlefield. Take control of important crossings and be prepared for river and cross-river combat. Rely on the jungle and mountainous terrain to gain the upper hand, and expect fierce close-quarters fighting around the villages and trainyards.

https://preview.redd.it/la3gq0mqoyih1.jpg?width=1920&format=pjpg&auto=webp&s=8b8b5b85e4da9a7c9764a8b0a0ba4a8c6541bb55

https://preview.redd.it/sqfse0mqoyih1.jpg?width=1920&format=pjpg&auto=webp&s=fbfcf7b0c62a9f450d96aadec213e901c9e93786

https://preview.redd.it/0gemyn8toyih1.jpg?width=1920&format=pjpg&auto=webp&s=48197b612941fddb793689d3fea80a1afde55f4f

Huế Outskirts

Tet Offensive, January 1968, was a series of coordinated surprise attacks by the NVA against the US and South Vietnamese forces in South Vietnam.

Huế Outskirts focuses on the mountainous terrain, terraced farms, and dense jungles, of the nearby areas surrounding the infamous city, as the US make their approach to recapture Hue proper. These changes in environment offer a mix of vertical combat, and claustrophobic close-quarters engagements in heavily defended US bases and large concrete industrial areas, all connected by accessible waterways.

https://preview.redd.it/gaeenauvoyih1.jpg?width=1920&format=pjpg&auto=webp&s=bdf5be2813c77c51a2fd5170985c3bd8c339da4d

https://preview.redd.it/skjziduvoyih1.jpg?width=1920&format=pjpg&auto=webp&s=d35867464ff3459bd30f03b3c5ff852f2faefb6c

https://preview.redd.it/ey1m7buvoyih1.jpg?width=1920&format=pjpg&auto=webp&s=50184afdbe4ea31660d66caf064aba5af451173f

Vạn Tường

Operation Starlite, August 1965, also known as the Battle of Vạn Tường, was considered the first US offensive of the Vietnam War. The operation started with a US amphibious beach landing and three simultaneous helicopter landings, all in an attempt to counter a potential assault on a nearby military base, Chu Lai.

Vạn Tường offers a blend of semi-urban combat throughout small villages and intense moment-to-moment action within the confines of the jungle. The sprawling river network gives ample opportunity to maneuver boats around the map, and for infantry to ambush through the dense river foliage.

https://preview.redd.it/b6919arwyyih1.jpg?width=1920&format=pjpg&auto=webp&s=7c2cc1d70588c160cf684aaf2263f13505899ba0

https://preview.redd.it/bjjb5arwyyih1.jpg?width=1920&format=pjpg&auto=webp&s=28a44ad94ec0985caefb8eeba75fffd7c61b0399

https://preview.redd.it/5cn7ig2yyyih1.jpg?width=1920&format=pjpg&auto=webp&s=7a26c59dba2e3e89eb1823ba16c159658c6f6598

Quảng Ngãi

Operation Piranha, September 1965, was the immediate follow-up to Operation Starlite. Starting with an early hours beach landing, the US used choppers to perform an envelopment assault on the retreating enemy, cutting them off where they had fled to the southern Batangan Peninsula in the Quảng Ngãi Province.

Adapt to the harsh environments of Quảng Ngãi, with monsoon flooding, rocky cliffs and caves, tropical bamboo forests, and open lowlands. Fighting will move between tight jungle confines, from cross-river expanses, to the vertical heights of the cliffs.

https://preview.redd.it/jrvxkf73zyih1.jpg?width=1920&format=pjpg&auto=webp&s=67ce54b0dc7e3885b7fa1b3f7aec924003dd08c3

https://preview.redd.it/ps6oae73zyih1.jpg?width=1920&format=pjpg&auto=webp&s=29d23aac72d1d3385f495ea7253a4eae990e385f

https://preview.redd.it/lmznfce4zyih1.jpg?width=1920&format=pjpg&auto=webp&s=f2187aa7b5b587205a2d0cacfe0394e29116bfe3

Đắk Tô Airfield

November 1967 saw the start of the Battle of Đắk Tô, an attack on a key US airfield base and surrounding hilltop fortifications in the central highlands of South Vietnam. The focal point of the base is its long, stretching airstrip, allowing nearby armor and recon units to take advantage and dominate the area. Impact craters and destroyed vehicles are strewn along the runway, caused by the constant bombardment of artillery strikes.

The operating airfield means the surrounding areas are less dense than the typical jungle, demanding effective teamwork and communication to navigate the open space safely.

https://preview.redd.it/pzxt27yzyyih1.jpg?width=1920&format=pjpg&auto=webp&s=6b1127f31ee6d91ae31b4c5dee703c1dc11f9758

https://preview.redd.it/tl8a6ayzyyih1.jpg?width=1920&format=pjpg&auto=webp&s=3c7501d10af29eea22c12e45d5403070c51d0540

https://preview.redd.it/6dvreym1zyih1.jpg?width=1920&format=pjpg&auto=webp&s=c109af768b2850be5e305075977f32acf7a3a638

Cam Ranh Port

By 1969, the Cam Ranh Bay Logistics Facility was a well-established Air Force base, Naval base, and large munitions and POL storage site. Based on a secure peninsula in the province of Khánh Hòa, its deep-water bay allowed for large vessels to moor along the substantial DeLong Piers. The facility faced multiple attacks across its lifetime, including a sapper attack in August 1969 that damaged many buildings.

Be prepared to fight around dense militarised areas, dry creek beds, and rolling dunes. The large waterway to the south allows for wide open boat skirmishes, while the industrial docks provide intense close-quarters combat.

https://preview.redd.it/y68ngq66zyih1.jpg?width=1920&format=pjpg&auto=webp&s=beb9495ea6e0d076f4775542457baf7ab47aa629

https://preview.redd.it/ztm4lwy9zyih1.jpg?width=1920&format=pjpg&auto=webp&s=de35a204a27addbe4c2dc5d251484c09ba108fa4

https://preview.redd.it/wibnawy9zyih1.jpg?width=1920&format=pjpg&auto=webp&s=0b4e7335360106dd7accfc023df9614c561a99a5

u/itsmeBenB — 7 days ago

Hell Let Loose: Vietnam Roadmap | Reveal Next Week...

The Hell Let Loose: Vietnam Roadmap will be revealed next week...

What do you hope is included? 🗺️

It is now your final chance to pre-order Hell Let Loose: Vietnam before launches on 13 August 2026. Pre-order now to receive the US Patrol Boat uniform. 🪖

🔗 https://linktr.ee/hellletlooseofficial

Be sure to join the community today on Discord and Reddit, and stay up to date with the latest announcements by following us on our social channels.

youtube.com
u/itsmeBenB — 8 days ago

3 Days Until Deployment... First Look: Quảng Ngãi? 🌴

There are just 3 days left until we all deploy into Hell Let Loose: Vietnam...

What are your first impressions of Quảng Ngãi? 🌴

Pre-order Hell Let Loose: Vietnam today before it launches on 13 August to receive the US Patrol Boat uniform. 🪖

https://linktr.ee/hellletlooseofficial

u/itsmeBenB — 9 days ago

Hell Let Loose: Vietnam | Launch Trailer | Launch 13 August

Hell Let Loose: Vietnam launches on 13 August ⏳

It's now your last chance to pre-order Hell Let Loose: Vietnam before launches on 13 August 2026. Pre-order now to receive the US Patrol Boat uniform. 🪖

Fight across large-scale jungle battlefields inspired by real-world locations during one of history’s fiercest conflicts. Coordinate with your squad in brutal 50 vs 50 warfare, pilot helicopters, command patrol boats and battle through dense terrain where teamwork is everything.

Hell Let Loose: Vietnam is being developed on Unreal Engine 5 for PC, PS5 and Xbox Series X and S by Expression Games, published by Team17.

Be sure to join the community today on Discord and Reddit, and stay up to date with the latest announcements by following us on our social channels.

Follow us on your preferred platform: https://linktr.ee/hellletlooseofficial

youtu.be
u/itsmeBenB — 13 days ago

U21 Exp Branch Playtest #1 | Starting today

The first Update 21 playtest kicks off today at 6am PDT | 9am EDT | 2pm BST | 3pm CEST

We cannot wait to see many of you testing out all the changes coming to armor, weapons & Conquest.

As always, I'll be livestreaming the playtest with Matt & Xander from the dev team over on our Twitch https://www.twitch.tv/hellletlooseofficial

War Correspondent Server Slam Event

And then on Saturday 8 August at 10am PDT | 1pm EDT | 6pm BST | 7pm CEST, the War Correspondents will be leading a 'Server Slam Event' on the Exp Branch.

Be sure to have the Exp Branch loaded up, and join the battle!

What's Included?

For all changes being implemented into this Exp Branch, be sure to read our latest blog
https://www.reddit.com/r/HellLetLoose/comments/1vfgzl8/dev_brief_219_first_u21_experimental_branch_test/

Feedback Forms

I'll be dropping the feedback forms below when we go live, so make sure that you submit your feedback to us via them as this is the absolute best way to get your thoughts heard by the dev team directly.

u/itsmeBenB — 13 days ago

AK47 + Dillon AK47 | "Inside the Armoury" Episode 2 with Jonathan Ferguson | Hell Let Loose: Vietnam

AK47 + Dillon AK47 | "Inside the Armoury" Episode 2 📹

Join us on YouTube for Episode 2 of our brand new series "Inside the Armoury", as Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, breaks down the NVA's iconic assault rifle the Type-56 AK47.

Jonathan also gives us an exclusive look at the unique Dillon AK47. This is not a video you want to miss!

Thank you to the Royal Armouries Museum for your continued support.

🔗 https://youtu.be/sg04IpE6Mx4

youtu.be
u/itsmeBenB — 15 days ago

Dev Brief #219 | First U21 Experimental Branch Test | Weapon & Armor Changes

What’s in the First Update 21 Experimental Branch Playtest?

Hello everyone,

Welcome to our first playtest for Update 21 coming later this year. Update 21 introduces a number of new additions, alongside significant changes to several core gameplay systems that we're excited for you to get hands-on with.

Conquest Mode

Many of you may have already had the opportunity to test Conquest in our v1 and v2 tests earlier in 2026. We are now excited to reveal that Conquest will officially be joining Hell Let Loose as part of Update 21 (as well as being one of the four game modes that will be in Hell Let Loose: Vietnam).

Conquest has gone through a lot of changes and iterations throughout its development and has been guided by much of the feedback we received after the previous two playtests.

If you're interested in learning more about how the new mode works, be sure to head over to watch the Dev Diary we released in conjunction with the first test where Matt and Xander break down the fundamentals of the mode.

https://youtu.be/f_-FOECeB_o

As part of this test, we will be playing Conquest on two maps:

  1. Juno Beach - Day
  2. Carentan - Day

We can’t wait for you all to share your thoughts as this game mode will continue to be developed and updated based on community feedback.

Weapon Changes

New Weapons: M1903A3 and M1903A4 Springfield Rifle

We are excited to bring two brand new weapons to the game; the M1903A3 and M1903A4 Springfield Rifle.

The M1903A3 Springfield bolt-action rifle joins the US Forces, while the M1903A4 Springfield replaces the existing Springfield Sniper rifle.

More new weapons will be coming in future Experimental Branches so stay tuned!

Weapon Fire Selector

Next up, we have a feature that has long been requested by the community; the weapon fire selector. All weapons that historically featured fire select modes have now had that functionality implemented. You can now freely toggle fire modes on the following weapons

As part of this test, the playable maps feature the US, Canadian and German forces, so only weapons used by those factions will be available in matches. All other weapons can still be tested in the Practice Range.

  • MG34
  • FG42
  • STG 44
  • BAR (fast and slow auto)
  • Thompson M1
  • Thompson M1928a1
  • Bren Gun
  • Sten Gun MK2
  • Sten Gun MK2 (Canadian)
  • Sten Gun Mk5
  • PPSH 41

Please note, audio and animations for these fire select switches are a Work In Progress, and that fire modes can currently be toggled by pressing Caps lock on keyboard.

Loadout Changes

Update 21 will also be bringing a raft of loadout changes.

For this playtest, we would love to hear your feedback on loadout changes we are looking to implement:

Rifleman

  • New level 6 loadout for the US Rifleman called “Marksman”
  • Comes equipped with a M1903A3 Springfield and an explosive ammo box
  • For the experimental branch the role will have no level requirement in order to let players try it out

Tank Commander

  • US tank commander’s default loadout weapon changed to the M3 Grease Gun from the Thompson

Default Crewman

  • The blowtorch equipment is now available on all default Crewman loadouts

Technician Wrench

  • Added the ability to build nodes with the Technician wrench

Anti-tank

  • Primary weapon for the default US Anti-tank role changed from the M1 Garand to the M1903A3 Springfield

Handling Changes

Alongside loadout changes, the team have also been looking at a number of handling changes to improve how they feel. Please keep an eye out for the following experimental changes whilst you play.

Weapon Sway

The first experimental change affects several rifles, as we have increased their weapon sway when looking around. This only affects them visually and should have no impact on accuracy when aiming.

This has currently been applied to the following weapons:

  • M1 Garand
  • M1903A3 Springfield
  • Kar 98k
  • SMLE No 1 MK III
  • All non-sniper Mosin Nagant variants

These changes are experimental so be sure to give feedback if you prefer these, or how they worked previously.

Recoil Changes

We have made two small recoil based changes to the Bren Gun and the STG 44.

For the STG 44, we have given it a small recoil increase. For the Bren Gun, we have made two specific changes. These are:

  • A greatly reduced visual screen shake
  • And slightly increased recoil

Previously the Bren Gun had little to no recoil but a high amount of screen shake when firing, making it appear to have more recoil than it actually did. This has now been adjusted, with a slight recoil increase to better match the reduced visual shake.

Armor & Vehicle Changes

Vehicle Spawn Limit

To kick things off, we have introduced a new Vehicle Spawn Limit. We have upped the limit from 5 to 8 for vehicles spawned from Commander abilities.

We are looking at this change for a few reasons. Firstly, after our recent changes in Update 20 including making jeeps and halftracks cheaper, we wanted to make sure that commanders didn't feel punished for spawning vehicles in and accidently limiting the amount of tanks that could be spawned. Likewise, this also gives players increased choice whilst also preparing for any future vehicles that may come to the game…

Luchs Balance

The next change comes specifically to the Luchs tank.

With the Luchs being a primary Anti-Infantry Light tank, it has historically had little to no impact on other enemy armor. For this Experimental Branch playtest, we have done a slight rework on the Luchs and it can now do the following:

  • Can damage the engines of all tanks
  • Can damage and destroy any Light from the rear. Recon tanks are a Work In Progress but will behave the same

We can’t wait to hear your thoughts on these changes after playtesting the Luchs at the weekend.

Armor Balance

Armor has undergone a significant balance pass to better define the role of each tank class

Heavy tanks have been rebalanced towards an anti-tank role, carrying more Armor Piercing (AP) ammunition with reduced High Explosive (HE) capacity, while Medium tanks now specialise in anti-infantry combat, carrying more HE ammunition at the expense of AP rounds. The Sherman Jumbo 75 remains the exception, retaining its role as a heavy anti-infantry tank

HE shell blast radius have also been adjusted to reinforce these roles, with Medium tanks receiving larger a blast radius than most Heavy tanks to make them more effective against infantry

Additional balance changes include:

  • Increased turret rotation speeds for several German and British tanks to improve responsiveness
  • Firefly damage increased to improve its effectiveness against armor
  • Fuel costs adjusted for the Panzer IV and Sherman Medium
  • Improved low-speed handling for the Sherman Medium
  • Experimental collision and physics improvements for the Panzer IV aimed at reducing instances of tanks flipping or launching unexpectedly
  • All SPAs now include an extra gunner zoom level, providing improved long-range target acquisition

Additionally, we have also enacted some changes to tank survivability

  • Increase to heavy tanks' front hull resistance (32% → 36%) and side hull resistance (16% → 28%)
  • Increase to Panther tank upper side hull resistance (16% → 23%)
  • Increase to medium tanks' front hull resistance (16% → 30%)

Salvage Balance

Finally on armor changes, all vehicles have had their salvaged fuel returns increased from between 1.5x to 2x times their previous amount.

Please share your feedback on all the Armor changes following the playtest, with the full details as well as further Armor balancing being revealed for Update 21.

Prone Collision Updates

This Experimental Branch introduces a Work In Progress update to how player collision works when prone. This has been designed to reduce instances of player models clipping into walls, terrain and other environmental objects while prone.

As part of this system, players may notice their character being gently pushed when rotating near obstacles to prevent clipping.

This is an early implementation, and we're aware of existing issues, so we'd appreciate you putting it through its paces and sharing your feedback via the feedback form.

Join the Playtest - War Correspondent Server Slam Event

Thank you to everyone joining this weekend's Experimental Branch. Your feedback plays a vital role in shaping Update 21, so please be sure to complete the feedback form after you've had a chance to play. We look forward to hearing your thoughts and we'll see you on the battlefield.

If you'd like to get involved, the Experimental Branch will be live throughout the weekend. To help fill the servers and put these new features through their paces, SoulSniper, TheFreshBakedGoods, RubberDuck and many more members of our War Correspondent programme will be hosting a 'Server Slam Community Event'.

Join us on Saturday 8 August at 10am PDT | 1pm EDT | 6pm BST | 7pm CEST, jump into the Experimental Branch on Steam, and join the action!

War Correspondents Content

As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:

First up, McBluffin gets some tips from the BEST players in Hell Let Loose. You don't want to miss this one: https://youtu.be/ckFwhVgsMCk

u/itsmeBenB — 15 days ago

Live Today - Part 2 of the Developer Q&A

Part 2 of the Dev Q&A goes live later today at 9am PDT | 12pm EDT | 5pm BST | 6pm CEST. Join the live premiere on YouTube

In Part 1 of our Hell Let Loose: Vietnam Developer Q&A, the team answered your questions about performance, gameplay and maps.

For Part 2, we're going behind the scenes to explore how the team has developed a new Hell Let Loose experience, the ideas that were tested along the way, and how the Vietnam and World War II development teams work together, and also a look toward the future of the game, talking about the team’s long-term ambitions for Hell Let Loose: Vietnam.

youtu.be
u/itsmeBenB — 20 days ago

Road To Launch Update | Crossplay Playtest Review

The Road to Launch Post-Playtest

First of all, a huge thank you to the hundreds of thousands of players who joined us over the course of last weekend's Crossplay Playtest. It was fantastic to see so many players across Steam, PlayStation and XBOX taking to the battlefield together, as well as all the incredible clips, screenshots and feedback shared by the community.

With launch on 13 August fast approaching, we cannot wait for you to experience the full game, including all of the maps that weren't available during the playtest.

Since the playtest concluded, the team has been reviewing thousands of responses to the feedback survey, alongside reports and discussions across Discord, Reddit, Steam and our other community channels. This feedback has been invaluable in helping us prioritise the areas that matter most ahead of launch, while reinforcing and shaping the improvements we had already planned for release.

Today, we want to share what we've been working on since the Crossplay Playtest, including improvements that weren't ready in time for the playtest, the changes coming at launch, and what we'll continue refining after release.

What we’re doing to prepare for launch

Alongside continued bug fixing, optimisation and polish, the team has been focused on addressing feedback from the recent playtest. While we'll continue improving the game after launch through regular updates, here are some of the key improvements players can expect on day one:

VOIP Improvements

The team has made significant progress in addressing the known VOIP issues encountered during the playtest.

Players should no longer experience the robotic voice effect in Command Chat or Squad Chat. While the issue can still occur in Proximity Chat, it should happen much less frequently.

The remaining Proximity Chat issue requires an update to the Epic Online Services (EOS) voice chat system. As soon as a fix is made available by Epic, we'll work to integrate it into the game as quickly as possible.

Audio Feedback

The team has reviewed all audio feedback from the playtest and has made a wide range of improvements ahead of launch. Audio will continue to be refined through future patches and updates, but players can expect the following changes at release:

  • Adjustments to helicopter SFX, including changes over distance.
  • Reduction in volume of front end music
  • Increased readability in the sonic soundscape to improve player navigation in the battlefield, including:
    • Pings - Raised within the mix to support improvements with spatial audio
    • Foliage - Increased in volume to support improvements with spatial audio
    • All Weapons - Improved pin-pointing and adjustments to support improvements with spatial audio
  • Improvements to headshot and hit confirmation sounds.
  • Decrease in volume to water wading.
  • Underwater swimming audio bug resolved.
  • Adjustments and improvements to character foley.
  • Commander abilities and explosions have received further adjustments and improvements.
  • All vehicles and vehicle types have had an audio balancing pass.
  • Wider improvements and changes made within the mix.

XP Progression

Based on playtest feedback, we've made several adjustments to improve early player progression and better support the new weighted loadout system:

  • Faster player progression through earlier role levels
  • Improved starting weight for selected roles
  • Reduced the weight of selected weapons to make them available earlier in progression

Balancing & NVA Tunnels

We have been continually reviewing player feedback alongside gameplay analytics to ensure the battlefield remains as balanced as possible.

As players continue to develop new tactics and strategies with both US Helicopters and NVA Tunnels, we'll continue to monitor their performance after launch and make balance adjustments where necessary.

Following the Crossplay Playtest, we've already identified several changes we'd like to make to the tunnel system, with a particular focus on tunnel travel speed and the Emergency Tunnel Commander ability.

For launch, we're planning the following changes:

  • Reduce the maximum tunnel connection limit from 5 to 4
  • Reduce tunnel travel speed to make rapid redeployment less effective
  • Remove the Emergency Tunnel Commander ability. We believe this mechanic requires a more comprehensive redesign before it returns to the game, and we'll continue exploring how it could be implemented in the future.

As always, we'll continue monitoring feedback and gameplay data after launch and make further balance adjustments where needed.

AMD Crashes & Stability

The team are continuing work investigating the AMD GPU crashes experienced by some users during the playtest. While most issues appear to be caused by known AMD Windows driver issues outside our control, we have identified some fixes that may lessen crashes and improve stability overall for AMD users.

Console Visuals

Based on findings and feedback from the playtest, we’ve been investigating shadows and foliage on console platforms with the goal of reducing issues with flickering and popping during gameplay. While this will remain a balance between visual fidelity and performance, we’re continuing to work hard to find the right balance ahead of launch.

Post-Launch Updates

We know there are still plenty of features, improvements and fixes that both the community and the team want to see added after launch. Alongside regular patches to address bugs and player feedback, we'll also be bringing new content to Hell Let Loose: Vietnam in future updates.

If you're interested in what lies beyond launch, keep an eye out for Part 2 of our Developer Q&A

Developer Q&A: Part 2

Tomorrow, 31 July, we will be releasing Part 2 of the Developer Q&A where the team will be going behind the scenes to explore how the team has developed a new Hell Let Loose experience, the ideas that were tested along the way, and how the Vietnam and World War II development teams work together, and also a look toward the future of the game, talking about the team’s long-term ambitions for Hell Let Loose: Vietnam.

🎥 Developer Q&A Part 2 | Development Process & The Future | Hell Let Loose: Vietnam | The Command Post

u/itsmeBenB — 20 days ago

Info on PS5 Pre-Order Refunds

We have seen some reports of PS5 players receiving a refund for their Hell Let Loose: Vietnam pre-order.

In some regions, PlayStation is required to send an email asking players to confirm whether they wish to keep their pre-order following a change to the release date. If no response is received within the required timeframe, the pre-order is automatically cancelled and refunded.

If this has happened to you and you still wish to enlist on 13 August, you can simply pre-order the game again via the PlayStation Store.

Thank you for your continued support, and we'll see you on the battlefield in just a couple of weeks. 🪖

u/itsmeBenB — 21 days ago

M16A1 + M203 | "Inside the Armoury" Episode 1 with Jonathan Ferguson

https://youtu.be/9iYw00GDqXM

Join us for Episode 1 of our brand new series "Inside the Armoury", as Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, helps us break down some of the iconic weapons coming to Hell Let Loose: Vietnam.

To kick things off, we go hands on with the M16A1 + M203.

Join the episode live at 9am PDT | 12pm EDT | 5pm BST | 6pm CEST

u/itsmeBenB — 22 days ago

Thank you for playing all + feedback survey

Thank you to every recruit who joined us on the front lines this weekend. Over a quarter of a million players deployed during our Crossplay Playtest, and we can't wait to see you all return when Hell Let Loose: Vietnam launches on 13 August.

If you haven't already, we'd love to hear your thoughts.
👉 Please submit your feedback here

Every response helps us continue to get the game ready ahead of launch.

We'll see you on the battlefield again soon soldiers 🪖

https://youtube.com/shorts/J5hmG0LspXw

reddit.com
u/itsmeBenB — 24 days ago

Crossplay Playtest Live Now | Known Issues, Feedback & Info

Hell Let Loose: Vietnam Crossplay Playtest Live Now

Before playing please be sure to read the below Known Issues and how to give Feedback.

The Crossplay Playtest for Hell Let Loose: Vietnam is now live for all platforms.

The playtest will run from now until Monday 27 July finishing at 6am PDT | 9am EDT | 2pm BST | 3pm CEST | 11pm AEST

Although this is a full cross-platform playtest, we've also made a selection of console-only servers available.

If you're looking to play on one of these servers, check the letter at the end of the server name to identify the supported platform:

  • X = XBOX only
  • P = PS5 only
  • C = Console Crossplay (XBOX & PS5)

All other servers support full crossplay between PC, XBOX and PS5.

Known Issues

Below are a list of the known issues

VOIP & Communications Issues:

Voice chat distortion is our highest priority known issue for this playtest, and we are actively working with our partners to resolve it ahead of the full launch.

  • During the playtest, you may experience distorted audio when beginning or ending a voice transmission from your teammates. This is most noticeable when opening and closing radio channels frequently (e.g. when a player presses a button to start talking in a voice channel).
  • To help reduce the issue, 'Keyboard & Mouse -> Toggle Radio Channels: Default' has been changed from Off to On, allowing players to keep a channel open and minimise the distortion.
    • This is because, if a player remains in an ‘open’ channel (i.e. not opening/closing a channel), then less distortion should occur.
  • Please note that Party Voice Chat is not available in this build.

Why has this happened? For Hell Let Loose: Vietnam we have moved to Epic Online Services (EOS) Voice Chat instead of VIVOX. The reason for this change is in the long term this will provide us with improved voice quality, greater reliability and more accurate directional audio. The distortion affecting this playtest stems from the integration with FMOD, and we're working directly with FMOD and Epic to resolve it ahead of launch.

Performance.

  • Performance optimisation remains a key focus ahead of launch, and players should notice improvements compared to previous playtests. However, under particularly intense gameplay scenarios, occasional FPS drops or performance spikes may still occur. Rest assured, optimisation work will continue through launch and beyond into live service.

Stability

  • Players using certain AMD GPUs may experience infrequent crashes or stability issues. We are aware of this and are actively investigating alongside a known AMD driver issue.
    • Alongside this, we are working to bring FSR to AMD users for launch in August.

Graphical Polish

  • We are currently working on our final visual polish before launch. During the playtest, you may notice some minor lighting inconsistencies, including incorrect lighting on certain U.S. Army character models and some console specific shadow inconsistencies and popping.

Tac Map

  • The Tactical Map has seen significant improvements, but further optimisation is ongoing. Some players may experience brief performance drops when opening the map, and teammate icons may occasionally fail to appear on first spawn.

Tutorials

  • The tutorials are receiving their final polish ahead of launch. During the playtest, players may encounter occasional visual issues or incorrect controller prompts that will be resolved by launch.

UI/Localisation

  • Final UI and localisation improvements are still in progress. During the playtest, you may encounter placeholder text, incorrect icons or prompts, and HUD elements that do not always update or display correctly.
  • The NVA Offensive progress indicators display incorrectly during the match warm-up phase. This does not affect gameplay and will be addressed before launch.

Feedback

Once you've had the chance to play Hell Let Loose: Vietnam this weekend, we'd love to hear your thoughts.

Please complete our feedback survey using the link below and let us know about your experience, including the new Đắk Tô Airfield map, the latest tunnel and helicopter changes, performance, gameplay, and anything else you'd like to share.

Feedback Survey: CLICK HERE TO GIVE FEEDBACK

Your feedback continues to play a vital role in helping us polish the game ahead of launch, thank you for taking the time to share it.

Minimum Specs

See the attached image with minimum and recommended specs.

Other info

As this playtest uses a separate playtest application, any progression, XP or unlocks earned during the weekend will not carry over to the full version of Hell Let Loose: Vietnam when it launches on 13 August.

This playtest is focused on gathering your feedback and ensuring we're delivering the best possible experience for launch.

How to join the playtest?

Steam

On Steam, head to the Hell Let Loose: Vietnam store page. Upon the playtest going live, a button will appear which will allow you to 'request access' to the playtest. Simply select this, download the playtest app, and join the test.

PS5 and XBOX

To take part, simply search for the ‘Hell Let Loose: Vietnam Playtest’ application on either the PlayStation or XBOX store once the playtest goes live, download the app, and jump into the action.

Please note that an active PS+ or Xbox Game Pass Essential subscription is required to join the test

Finding the Playtest on Xbox

If you're having an issue finding it on XBOX, don't worry.

The playtest does not appear under "Owned Games". Instead, you'll find it under:

My Games & Apps → Full Library → Free with Xbox → Demos

Alternatively, you can find it under All Games or simply search for Hell Let Loose: Vietnam Playtest in the Xbox Store again.

Once you've located the application, install it and you'll be ready to deploy when the playtest goes live.

u/itsmeBenB — 27 days ago

Dev Q&A #1 | Performance, Gameplay & Maps

The Command Post | Hell Let Loose: Vietnam Developer Q&A Part #1: Performance, Gameplay & Maps

Welcome to the latest Command Post! We're addressing your top questions from Reddit and Discord. Because we received so many, we’ve split this Q&A into two parts.

  • Part 1 (Today): Performance, gameplay, and maps.
  • Part 2 (Coming Soon): Behind-the-scenes development and post-launch roadmap.

▶️ Watch the Developer Q&A Part 1 | Performance, Gameplay & Maps | The Command Post 📽️

Full Summary of the Dev Q&A

For those that prefer to read rather than watch, we have summarised the entire Q&A below, breaking down each question and the key points shared by the team.

Featured in this Dev Q&A from Expression Games are:

  • Paul Rustchynsky - Game Director
  • Sam Warren - Development Director
  • Ryan Playle-Howard - Senior Art Director
  • Kieran D'Archambaud - Studio Technical Director

We hope you enjoy the read, and as always, we'd love to hear your thoughts in the comments.

1. Introduction & Performance

What has changed since the Open Beta?

Since the Open Beta, the team's primary focus has been refining performance, gameplay balance and overall polish ahead of launch. Performance optimisation has remained a key priority, with significant improvements made across both PC and console. Alongside this, the team has continued balancing the asymmetrical gameplay between the US Forces and the NVA, making targeted adjustments based on community feedback and gameplay data gathered during the Open Beta.

One of the biggest areas of focus has been the NVA tunnelling capabilities. While internal data showed that the NVA only held a slight advantage overall, the team has introduced several changes designed to improve balance without reducing the strategic importance of tunnels.

These changes include:

  • Tunnels are now automatically destroyed when the enemy takes control of friendly territory.
  • Tunnel cooldowns have increased from 2 minutes to 5 minutes.
  • Travel and entry times have been increased to make rapid redeployment less effective.
  • Maximum distance between 2 tunnels is now 400 meters versus 800 meters (1 grid square versus 2)
  • Increased distance check from 50m to 100m.

At the same time, helicopters have received a number of improvements to strengthen the US Forces' mobility. Flight handling has been refined, helicopters are more resilient to small arms fire, and Officers can now deploy spawn points with their Field Pad upon exiting the helicopter, giving teams even greater flexibility when moving around the battlefield.

These gameplay adjustments are designed to preserve the unique strengths of both factions while creating a more balanced experience across every match.

Reflections on Developing Hell Let Loose: Vietnam

Creating a successor to an established franchise comes with high expectations from an incredibly passionate community. Every new feature must not only support the team's vision for Vietnam, but also feel at home within the wider Hell Let Loose experience.

Alongside creating an entirely new setting, the team have worked to preserve the tactical gameplay and authenticity that define the Hell Let Loose franchise while introducing new mechanics, environments and asymmetrical gameplay.

Weekly internal playtests continue to shape development, with ongoing improvements to gameplay, visuals and performance helping prepare the game for launch. With the finish line now in sight, the focus remains on delivering a great day one experience, while laying the foundations for continued improvements and new content after release.

2. Performance & Console

What improvements can we expect at launch compared to the Open Beta?

As we have spoken about in our Performance Blog, the Open Beta gave the development team the opportunity to gather invaluable performance data from hundreds of thousands of players across a huge range of hardware configurations. While the primary goal of the beta was to validate stability and identify bottlenecks, it also highlighted areas where optimisation and player-facing settings could be improved.

One of the biggest changes since the beta has been the continued optimisation of both the game and its graphics settings. Players will have access to a more complete range of video options, making it easier to tailor performance to their hardware. Existing settings have been refined, whilst new options, including resolution scaling, provide greater flexibility when balancing image quality and frame rate.

Alongside improvements to the settings menu, the team has continued optimising rendering, animation and overall game performance, with optimisation work continuing right up to launch. As always, optimisation is an ongoing process, and the team will continue monitoring performance after launch to ensure Hell Let Loose: Vietnam delivers the best possible experience across all supported platforms.

Console Progress Update

Optimisation on console has continued to progress alongside the PC version, with improvements in performance on console often benefiting the PC build as well, with many of the underlying engine optimisations carrying across both platforms.

While optimising a large-scale battlefield filled with dense vegetation is a significant technical challenge, the team has continued making steady improvements throughout development.

The upcoming cross-platform playtest will provide another important milestone, helping the team validate performance, stability and gameplay across platforms before release.

Is enemy movement from a distance being addressed?

One of the most frequently reported gameplay issues during the Open Beta was the way distant players appeared to move. At longer ranges, character movement could appear to stutter or resemble a slideshow, making it particularly noticeable for players engaging targets at distance, especially snipers.

This behaviour was the result of an early optimisation pass designed to reduce the performance cost of updating character animations across the battlefield. While the approach improved performance, it had a noticeable impact on how distant player movement appeared.

Since the Open Beta, those systems have been significantly refined, and players that are visible at longer distances will now animate much more smoothly, ensuring movement remains clear and consistent without compromising gameplay.

There is a constant balancing act between performance and visual fidelity. Large-scale battles featuring up to 100 players require careful optimisation to maintain performance, but those improvements should never come at the expense of core gameplay. The goal is to ensure that players, particularly those engaging enemies at range, can accurately track movement while continuing to benefit from ongoing performance improvements

How have audio issues been addressed?

Audio was another area that received significant community feedback during the Open Beta, particularly around the overall mix and the ability to accurately identify where sounds were coming from during combat.

The audio experience wasn't where it needed to be and the team has since spent considerable time refining both the overall mix and the directional positioning of sounds across the battlefield. The focus has been on ensuring players can quickly identify important audio cues, whether that's the direction of incoming gunfire, the position of a nearby helicopter or the location of an advancing enemy squad. By rebalancing the audio mix and improving directional audio, the team aims to provide players with clearer situational awareness during even the most chaotic firefights.

These improvements extend across the entire soundscape, helping to ensure that critical battlefield sounds stand out while maintaining the immersive atmosphere of Hell Let Loose: Vietnam. The team expect these changes to be immediately noticeable during the next public playtest, with further audio polish continuing as development progresses.

What changes have been made to improve weapon audio and VFX?

Alongside improvements to the overall audio mix, the team has continued polishing the presentation of weapons to make firefights feel even more immersive.

Since the Open Beta, visual effects across the game have received significant attention. Muzzle flashes have been reworked, while numerous player-facing effects, including commander abilities and environmental ambience, have been refined to create a more authentic and dynamic battlefield. Players will also notice additional environmental details such as drifting dust, falling leaves and other atmospheric effects that help bring Vietnam's battlefields to life.

Weapon presentation has also been improved through a combination of visual and gameplay refinements. Rather than focusing on a single element, the team has continued iterating across weapon models, textures, animations and rendering to create a more cohesive experience when firing each weapon.

Another addition is the introduction of depth of field when aiming through optics. This subtly softens the weapon model while aiming down sights, helping players focus more clearly on their target and improving target acquisition during combat.

Like many aspects of Hell Let Loose: Vietnam, weapon audio, animations and visual effects will continue to receive polish and refinement as part of the game's ongoing live service support.

What future technical upgrades are planned?

Unreal Engine upgrades and support for newer hardware such as the PlayStation 5 Pro are both confirmed as part of the team's post-launch roadmap, and work is already being planned to continue evolving the game through future technical updates.

Hell Let Loose: Vietnam has been designed as a live service experience, and launch is just the beginning of the game's long-term evolution, with future patches helping to improve performance, expand platform support and introduce new technical enhancements across both PC and console with regular updates continuing well beyond release.

3. Gameplay

One of the defining features of Hell Let Loose: Vietnam is its asymmetrical gameplay. Rather than mirroring the two opposing factions, each side has its own strengths, equipment and strategies, creating a very different battlefield experience compared to Hell Let Loose.

Following the Open Beta, the team has continued analysing player feedback alongside in-game data to refine gameplay balance ahead of launch. While some systems have received targeted adjustments, the overall philosophy remains the same: preserve the unique identity of both factions while ensuring that victory comes down to teamwork, communication and tactical decision-making.

From balancing tunnel networks and helicopters, to refining resource management and commander abilities, there have been many gameplay improvements since the Open Beta, and these systems will continue to evolve after launch.

How is tunnel balancing being addressed?

Tunnel networks quickly became one of the most talked-about features during the Open Beta, with many players feeling they gave the NVA a significant advantage. While gameplay data showed the NVA only held a slight edge overall, several adjustments were needed to create a more balanced experience.

Rather than redesigning tunnels completely, the team have focused on a series of targeted changes designed to preserve their strategic value while reducing their effectiveness in certain situations.

The most significant change is that tunnels located within enemy-controlled territory will now be automatically destroyed when territory changes hands. This means that as the frontline advances, tunnel networks behind captured territory will no longer remain active, encouraging NVA teams to continually adapt their network as the battle evolves.

Additional balance changes include longer tunnel cooldowns, increased travel times, distance changes, and slower entry times. Individually these are relatively small adjustments, but together they reduce how quickly players can redeploy across the battlefield while maintaining tunnels as a powerful strategic tool.

At the same time, the US Forces have received several improvements to help counter the tunnel network. Helicopters now feature improved handling, increased resilience against small arms fire and the ability for Officers to deploy spawn points with their Field Pad upon exiting the helicopter, giving US teams greater flexibility when establishing new positions.

Balancing is an ongoing process, and every playtest and live match provides valuable gameplay data, allowing us to monitor how both factions perform and continue refining the experience. As players discover new tactics and strategies, gameplay systems will continue to evolve alongside the community.

Will guerrilla warfare come to Hell Let Loose: Vietnam?

There are currently no plans to add traps to the game, and this decision is rooted in the overall design philosophy of the Hell Let Loose franchise. Rather than focusing on guerrilla warfare, the team wants Hell Let Loose: Vietnam to remain centred on the conventional military conflict between the US Forces and the North Vietnamese Army. While traps played a role during the Vietnam War, they represent a different style of warfare than the tactical, large-scale combined arms battles that define the Hell Let Loose experience.

Instead, the asymmetrical gameplay is built around the unique strengths of each faction. Features such as tunnel networks, helicopters, distinct weapon handling and faction-specific vehicles are designed to create meaningful differences between the two sides while maintaining balanced and engaging gameplay.

The team believes this approach allows each faction to feel authentic and distinct without moving away from the core gameplay principles that have defined Hell Let Loose since its inception.

How do the NVA compare to the US Forces?

While tunnels and helicopters are the most obvious differences between the two factions, the asymmetrical design of Hell Let Loose: Vietnam goes much deeper than a single gameplay mechanic. Each faction has been designed with its own strengths, equipment and tactical opportunities, encouraging teams to adapt their playstyle depending on which side they are fighting for.

Although both factions have access to comparable weapon classes, each firearm handles differently, with its own recoil, ammunition capacity and feel. Rather than creating mirror images of one another, the goal is for every weapon to offer a distinct experience while remaining balanced through ongoing playtesting and community feedback.

Vehicles also play a key role in reinforcing each faction's identity. Both the US Forces and the NVA have access to boats that can transport troops and function as mobile spawn points, creating new opportunities for flanking manoeuvres and reinforcing the frontline.

Where the two factions differ is in their logistical capabilities. NVA boats can transport and deploy supplies using Vietnam's extensive waterways, while the US Forces instead rely on their helicopters to move both troops and supplies across the battlefield. These distinct approaches reinforce the asymmetrical gameplay, encouraging each faction to think differently about movement, logistics and supporting their team.

As the community continues to experiment with different strategies, we expect players to discover increasingly effective ways to utilise each faction's unique capabilities. Weekly internal playtests and community feedback will continue to shape balancing, with adjustments being made as different tactics emerge.

Are there any plans to change how resource nodes work?

Resource nodes have long been an important part of the Hell Let Loose gameplay loop, but they're also a feature that regularly sparks debate within the community.

This has led to one of the biggest changes since the Open Beta being the introduction of pre-placed supplies at each Headquarters. Rather than requiring players to switch roles and coordinate supply drops before building nodes, Engineers will now be able to construct them immediately at the start of a match, significantly reducing the setup time while removing much of the early-game frustration.

This isn't intended to remove the strategic element of resource nodes, and protecting your team's nodes and disrupting the enemy's economy remains an important objective throughout the match, creating meaningful decisions around where to build and how best to defend them.

We understand there is a worry about pre-placed supplies making node locations too predictable, but teams still have complete freedom to build elsewhere. The pre-placed supplies simply provide a quicker starting option, whilst players looking for greater security can continue transporting supplies to more strategic locations across the battlefield.

The introduction of helicopters and boats as additional methods of delivering supplies also creates far greater flexibility than in previous Hell Let Loose titles, giving teams more opportunities to establish logistics networks beyond their Headquarters.

Resource nodes remain one of the game's most discussed mechanics, and we will continue monitoring community feedback after launch. The goal is to reduce unnecessary friction while preserving the strategic choices that make logistics an important part of the game experience.

How has Time to Kill (TTK) been handled?

With the Vietnam War introducing a much greater emphasis on automatic weapons, many players have asked whether Time to Kill had been adjusted to suit the new setting.

Despite the shift in weaponry, the underlying TTK remains very similar to Hell Let Loose. Accurate shots are still highly lethal, rewarding precision over volume of fire. A well-placed shot to the head remains instantly fatal, while hits to the chest and limbs continue to behave much as players would expect based on the weapon being used.

Where Vietnam differs most is not in weapon damage, but in the battlefield itself. Dense jungle, varied terrain and reduced sightlines fundamentally change how engagements unfold. Players are often concealed by vegetation, making it harder to spot enemy movement and much more difficult to land accurate shots at range. Rather than encouraging players to spray bullets through the foliage, the team has focused on making positioning, movement and observation just as important as marksmanship.

To support this, the environment has undergone significant refinement since the Open Beta. Vegetation has been carefully adjusted to improve visibility where needed whilst preserving the feeling of fighting through dense jungle. Foliage now reacts more naturally to player movement, with rustling leaves and movement through vegetation providing visual and audio cues that help players identify enemy positions without reducing the importance of concealment.

Vietnam's battlefields create a much less defined frontline than players may be familiar with from Hell Let Loose. Helicopters, tunnel networks and the dense environment create more opportunities for flanking manoeuvres, meaning players can no longer assume the enemy is approaching from a single direction.

Ultimately, while the core lethality of combat remains familiar, the combination of asymmetrical gameplay, dense environments and evolving frontlines creates a very different tactical experience, one where awareness, communication and positioning are just as important as accuracy.

How have Napalm and Commander abilities evolved?

Commander abilities are designed to create some of the biggest moments on the battlefield, and since the Open Beta, the team has significantly expanded both their visual impact and their tactical role.

Napalm, in particular, has undergone a major overhaul. While the version seen during the Open Beta was functional, this was an early implementation that has since evolved considerably ahead of launch. The most noticeable improvements are the visual and audio effects. The napalm strike now delivers a far more dramatic spectacle, from the aircraft flying overhead and the impact itself, through to the lingering aftermath across the battlefield. Dense smoke, improved fire effects and enhanced environmental visuals combine to create a far more immersive battlefield experience.

Rather than acting purely as a lethal strike, napalm is now intended to function as an area denial tool. The thick smoke left behind dramatically reduces visibility, forcing players to rethink their approach and creating temporary barriers across the battlefield. Soldiers caught within the affected area will also experience visual and audio effects, making it even more difficult to fight effectively while encouraging squads to reposition or find an alternative route.

This evolution better reflects the role of commander abilities within Hell Let Loose: Vietnam. Rather than simply eliminating enemy players, these abilities are intended to influence the flow of battle, disrupt defensive positions and create new tactical opportunities for both teams.

What changes have been made to improve the Tactical Map?

The introduction of a fully 3D Tactical Map was one of the biggest gameplay changes showcased during the Open Beta, and while the team was pleased with the foundations of the feature, they also acknowledged the community's feedback around usability and performance.

Since the Open Beta, significant work has gone into refining both the functionality and responsiveness of the Tactical Map. One of the most noticeable improvements is how quickly players can now access it. The transition between gameplay and the map has been streamlined, allowing players to open and close the map almost instantly without interrupting the flow of battle.

The team has also continued improving the readability of the map itself. Roads, rivers and key terrain features have been made easier to distinguish, helping players navigate the battlefield more effectively and make faster tactical decisions. Optimisation has also been a major focus, with substantial improvements made to the tac map's performance across both PC and console.

Unlike a traditional 2D map, the new Tactical Map is generated directly from the game world. This means any changes made to the battlefield during development are immediately reflected on the map, reducing development time while ensuring it always accurately represents the environment players are fighting across. This also opens the door for future improvements, and we are already exploring additional visual filters and presentation options that could offer players different ways to view the battlefield while retaining the benefits of the fully 3D system.

The new map also provides commanders and vehicle crews with far more useful terrain information. Vietnam's battlefields feature greater changes in elevation, denser vegetation and more varied waterways than those found in Hell Let Loose, making it increasingly important for players to understand the terrain before committing to an advance. Being able to visualise hills, valleys and obstacles in three dimensions gives players more information to plan routes, coordinate attacks and position vehicles effectively.

Finally, because the Tactical Map is directly linked to the game world, future map updates, balance changes and new environments can be reflected automatically, allowing the map to evolve alongside the battlefield itself throughout Hell Let Loose: Vietnam's ongoing development.

4. Maps

From dense jungle and sprawling river networks, to airfields, docks and deserts, the battlefields of Hell Let Loose: Vietnam have been designed to capture the scale and diversity of the conflict while delivering varied tactical experiences.

During the Open Beta, players were only able to experience a single map, Thanh Hóa Bridge. While it provided a first look at the game's environments and gameplay systems, it represents just one part of what players can expect at launch.

The philosophy behind designing Vietnam's battlefields, how they balance historical authenticity with enjoyable gameplay, and what players can expect from both the launch maps and those planned for the future.

What is the team's approach to map design?

While many people associate the Vietnam War with dense jungle, the country offers a far broader range of environments than many players might expect.

At launch, players will experience battlefields ranging from river systems and farmland to airfields, urban areas and coastal locations. Each map has been designed to encourage different tactics, with varying terrain, sightlines and vehicle opportunities creating a unique gameplay experience.

The team's goal is to capture the diversity of the Vietnam War while ensuring every battlefield has its own identity, keeping each match feeling fresh regardless of which map you're fighting on.

What is the development process for creating a map?

Every battlefield begins with extensive historical research, using period photography, historical records, topographical data and modern geographical information to recreate the foundations of a real-world location.

From there, the environment is adapted for Hell Let Loose's large-scale gameplay. Terrain, waterways and objective locations are refined through continuous internal playtesting to create balanced battles while preserving the atmosphere and character of the original location.

While authenticity is a key priority, historical accuracy must be balanced with enjoyable gameplay. Some real-world locations naturally translate well into Hell Let Loose's large-scale battles, while others require adjustments to support the game's tactical flow. Rivers may be reshaped to better accommodate boats, terrain may be adapted to improve vehicle movement, and capture points are carefully positioned to encourage engaging battles across the map.

Will urban maps be coming to Hell Let Loose: Vietnam?

Bringing urban combat to the game is very much part of the team’s long-term vision, however these locations need to be approached carefully to ensure they deliver both an authentic representation of the conflict and engaging gameplay.

At launch, players will experience a variety of environments beyond the jungle, including industrial areas, docks and settlements that begin to introduce more built-up combat. These locations provide a foundation for expanding into larger urban battlefields in future updates.

The Battle of Huế is one of the most significant urban engagements of the Vietnam War and an area the team would like to explore in the future. Rather than rushing to recreate such an iconic location, we want to ensure it receives the time and attention needed to faithfully represent both its historical significance and the unique style of gameplay it demands.

Before tackling larger cities, the team plans to continue refining combat within smaller urban and industrial environments. This allows new gameplay ideas, environmental design and balancing to be thoroughly tested while building towards larger, more complex urban battlefields in the future.

What are the team's favourite maps?

For Game Director Paul Rustchynsky, Thanh Hóa Bridge remains a standout, noting the bridge itself creates a natural focal point for battles without becoming a traditional bottleneck. Tanks, helicopters, boats and infantry all converge around the crossing, creating dynamic engagements that evolve throughout the match.

Senior Art Director Ryan Playle-Howard rather than choosing a single landmark, instead focused on the extensive work that has gone into refining the jungles themselves. Since the Open Beta, vegetation has received significant iteration, with improvements to density, atmosphere and environmental detail helping each map feel more alive while also supporting gameplay through better readability and movement.

For Studio Technical Director Kieran D'Archambaud, two locations that we have yet to show off yet that stood out for different reasons. The upcoming dockside map offers a very different style of combat, with large open areas and extensive waterways creating new opportunities for vehicles and logistics. Meanwhile, the airfield presents one of the game's most distinctive tactical challenges. Its wide, exposed runway forces squads to carefully coordinate smoke, suppressive fire and movement, rewarding teamwork while punishing players who attempt to cross unsupported.

While each developer had a different favourite, they all agreed on one thing: every launch map has been designed to offer its own identity. From dense jungle and river networks to docks, bridges and airfields, the aim is for each battlefield to encourage different tactics and ensure no two matches feel the same.

What challenges did the team face in making the maps feel authentically Vietnamese?

One of the biggest challenges has been capturing the character of Vietnam itself while ensuring every environment remains enjoyable to play. A significant amount of work has gone into creating believable villages, farmland and rural settlements that reflect the period without distracting from the military conflict. Rather than focusing on civilian life, the team's goal has been to build environments that feel lived in and authentic, while remaining firmly centred on the battlefield experience.

The Open Beta also gave the team valuable insight into how players interacted with these spaces, with several areas having already undergone substantial revisions, with villages becoming denser, layouts being refined and environmental detail increased to create more believable and tactically interesting locations. Vegetation has been another major area of iteration, receiving extensive improvements to foliage placement, environmental ambience and overall readability.

Every map is regularly reviewed, tested and refined, allowing the team to identify areas that don't yet meet their expectations and improve them before launch. The result is an evolving collection of battlefields that aim to capture both the atmosphere of Vietnam and the tactical gameplay that defines Hell Let Loose.

Are we getting night-time maps?

The team have seen the communities requests for night-time battles, and are actively exploring how they could work in Hell Let Loose: Vietnam.

While there are no plans to introduce night maps at launch, any future implementation would need to offer much more than simply reducing the lighting on existing maps. Instead, the goal is to build gameplay systems specifically designed around fighting at night. Ideas currently being explored include mechanics such as flares, floodlights and other tools that would influence visibility, communication and tactical decision-making, creating a fundamentally different battlefield experience rather than simply making it harder to see.

There are unique challenges that night combat presents in Vietnam, with dense vegetation already limiting visibility during the day, simply darkening the environment could negatively impact gameplay. Any future night map would therefore need to be carefully designed and balanced to ensure it remains both enjoyable and tactically engaging.

The team have already begun experimenting with these concepts internally, but more testing and refinement is required before we're ready to commit to their release. As with every feature in Hell Let Loose: Vietnam, gameplay remains the highest priority, and any night-time experience will only be introduced once it meets the team's expectations for both authenticity and fun.

What is currently in the works for future maps?

One of the key priorities is continuing to showcase the diversity of Vietnam. While the launch maps already span a variety of locations and biomes, there are still many iconic locations and battlefields that can offer entirely new gameplay experiences.

Rather than simply creating more maps, the team is looking for locations that introduce new tactical challenges. Islands, urban environments and additional waterways are all being explored, with each potential battlefield evaluated not only for its historical significance but also for how it could influence the way players approach combat.

Several locations are currently being investigated as inspiration for future content, including Huế and Hạ Long Bay. While these are not announcements or confirmed additions, they represent the type of environments the team is excited to explore as development continues. These locations also create opportunities to introduce new gameplay ideas. Extensive waterways could place an even greater emphasis on boats and amphibious manoeuvres, while larger urban environments would offer a very different pace of combat compared to the dense jungles seen so far.

Post-launch map development will continue to be guided by three key principles: historical authenticity, gameplay variety and community feedback. As players spend more time with Hell Let Loose: Vietnam after launch, the team will continue evaluating which battlefields, mechanics and environments the community is most eager to see next.

Looking Ahead

That wraps up Part 1 of our Hell Let Loose: Vietnam Developer Q&A.

A huge thank you once again to everyone who submitted questions across Reddit, Discord and through our War Correspondents. Your feedback continues to play an important role in shaping the development of Hell Let Loose: Vietnam, and many of the topics covered here are a direct result of your discussions during and after the Open Beta.

If you'd like to hear the developers discuss these topics in more detail, be sure to watch the full Developer Q&A video above.

Part 2 will be coming soon, where we'll answer even more of your questions, take a behind-the-scenes look at the development process and share more about what the future holds for Hell Let Loose: Vietnam.

As always, thank you for your continued support, and we'll see you in the next Hell Let Loose: Vietnam playtest very soon.

u/itsmeBenB — 27 days ago