Steel Company Development & Feedback (2D WWII Tactical Scale)

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zakblood
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by zakblood »

i liked the part that you included my fav battle, Arnhem, but while the map looks something like it, it didn't play or feel like it and that's not a bad thing, just a comment from someone who owns and plays every game and engine which covers this battle.

your game engine plays well, very stable with no issues, loads quick and has a good AI / programming.

eye candy isn't high and the Arnhem map doesn't feel or look quite there as of yet, but overall it's better than some released games so thanks for the work and share and hope someone picks this up and supports the development

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https://www6.slitherine.com/inventory/k-project
not even sure if this is still going on, but give Matrix and Slitherine a email and see if it goes in the right direction for you, good luck.
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scaz
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by scaz »

I've been playing this game non stop for almost a week. It's a fantastic start to what I feel will become the successor to Steel Panthers. I see that you've been updating it almost every day now and the improvements show.

One of my favorite features is the multiple unit move command (M). I'm playing Bir El Gubi right now and I don't think it would be possible to play a scenario that big without the M command.

One recommendation would be to provide some documentation/manual/etc. I think that will make learning the game easier.
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maitrebongo
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by maitrebongo »

So, here is the result using PNGs (thanks for making that possible).

Image

The look is much finer and has better contrast, and there's no longer any need to draw a black outline around the unit.

I’ve grasped how the graphics are organized in your game engine: each unit has an assigned sprite (though some share the same one).
I could redo all the sprites in PNG format like the example above, but it would be better to release them as a mod, since I don't own the rights to the original artwork.
I can create a sprite for each unit variant (naming it exactly after the unit ID to avoid confusion).

I think we should do the same for the terrain tiles, perhaps taking inspiration from software like HexDraw 2 :

Image

Image

It would look cleaner and less pixelated.
One of *Steel Panthers*' great strengths is its terrain tiles that blend seamlessly with adjacent ones. I don't know how the programmers back then achieved it, but it makes the game maps look incredibly realistic.
Also, it would be amazing to have an overlay layer on top of the map where a hand-drawn map could be placed (the developer of *Hex of Steel* did this, and it revolutionized modding possibilities for his game).

Another strength of *Steel Panthers* is its Line of Sight (LOS) system. You simply right-click on a hex to highlight all the tiles within that unit's LOS. It’s brilliantly simple—the best LOS system I’ve ever seen in a tactical wargame.

One possible improvement for your game would be to sort list items alphabetically; it makes finding things much easier.
Last edited by maitrebongo on Thu Aug 20, 2026 9:03 pm, edited 3 times in total.
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emernic
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

Wow, those sprites look absolutely incredible.

Yeah definitely can't be in the base game if you don't own the IP unfortunately, but could be a very nice mod and a useful reference for any artists contributing sprites to the game.

There have actually been a few updates just recently, related to your other comments:
- There is now a LoS tool in the game, although i haven't added it to a tutorial yet. Just hold V and hover over any hex. If you have a unit selected, it uses the height of that specific unit in the calculation.
- I have just started trying out the SP style "continuous terrain textures with blended edges" approach you're describing. Only implemented for the ground/water so far and needs some visual tweaking, but the basic mechanics work (basically you have one big tiled square texture which is "revealed" on the hexes containing that ground type and the engine blends them at the borders).
- I added a "High Visibility Sprites" setting in the visual settings, which adds a border and highlight.
- There actually IS a very rudimentary form of the "overlay layer" you're describing in the form of "briefings", which can have arbitrary image overlays on the map. Check out Singling. More generally I think it would be cool to have programmatic/scriptable map overlays and the ability to draw custom UI elements for mods.

Better terrain sprites would make a huge difference because you're staring at them all the time in game. Would love any tips or art you can give. I'm hesitant to go too "abstract" or "board game" feeling because I feel like it might turn some people off, but maybe I'm wrong.
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