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

Post by maitrebongo »

Thanks a lot.
I’m going to try creating a graphics mod using unit sprites in PNG format, matching the quality of the example.
If I understand correctly, I just need to create a folder for my mod within the `modules` folder—located at `C:\Users\myname\AppData\Roaming\Steel Company`—and drop all the modified files into it.

- I tested the Line of Sight (LOS) tool you implemented. It’s very good, though slightly less intuitive than the one in *Steel Panthers*. I realize that the system I described would alter the game's usability (specifically, reassigning functions linked to the right mouse button).

- The *Steel Panthers* approach to terrain generation creates a much more immersive look and feel; that’s one of the reasons for its success.

- It’s great that you included a "high visibility" option so players can choose what suits their preferences.

- It would be fantastic to be able to import a map image that overlays perfectly onto the hex grid. Nowadays, it’s very easy to find software for designing tactical wargame maps (like HexDraw 2); one could simply define the underlying tiles (which determine terrain characteristics) beneath the image.
This would allow modders to use any graphic style they like (abstract, board-game style, etc.).

You’re doing an excellent job, and your responsiveness is incredible.
Thanks.
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emernic
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

maitrebongo wrote: Thu Aug 20, 2026 9:31 pm Thanks a lot.
I’m going to try creating a graphics mod using unit sprites in PNG format, matching the quality of the example.
If I understand correctly, I just need to create a folder for my mod within the `modules` folder—located at `C:\Users\myname\AppData\Roaming\Steel Company`—and drop all the modified files into it.
Sweet!

More or less yeah, you'll just need to:
- Create a very basic module.json file
- Add a data/units.json file to point at your files, since they'll be png so won't match the existing filenames. You can look at the units.json file for the base game (in the special modules folder next to the EXE) to see all the sprite IDs and the format.
- Create an assets/ folder in your mod for all the images.

Your units.json would look something like:
{
"sprites": {
"ger_halftrack": {
"files": "ger_halftrack.png",
"fill_frac": 0.614
}
}
}

And thanks as always for the feedback. I hadn't thought about letting people define the whole map with an image. That's a bit trickier because there is destructible terrain, fortifications etc. The current system just lets you show a toggleable in-game overlay for players (so that you can draw arrows or add some kind of fun satellite map of the real terrain etc.).
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

zakblood wrote: Thu Aug 20, 2026 4:54 am 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.
Yeah this is one of the earliest scenarios I made and it needs some TLC. It's one of the less realistic/researched ones at the moment.

Thanks for the support and feedback. I'll take a look at the Slitherine k project. There's also Steam's "Next Fest" coming up, which the game might be able to get into (depending on how fast they review the page).
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emernic
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

scaz wrote: Thu Aug 20, 2026 12:39 pm 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.
Thanks. I'm very glad to hear people are already enjoying it. Yes, there will definitely be a manual sometime before release.
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

thewood1 wrote: Thu Aug 20, 2026 12:21 am I played around a little and its a fantastic start.

One recommendation is being able to click on the message and have the map center on the unit or action being addressed. At least I didn't notice it happening in my quick play through.

One thing you can do to make units stand out more is maybe put a little flag in the corner of the unit on the map. I find it very hard to see the units right now.

I'd like to see the firing units hex and the target units hex flash on the unit firing. Just to make it stand out more.

Another feature would be using waypoints that can be chained together so you can plan out a unit's moves. Let each waypoint have some commands available, like smoke, hide, etc.

It would be good to let multiple units be in a single hex, up to a limit.
Good ideas, some of which I've been thinking about. I'll definitely do some things to make the AI turns and the logs easier to follow. I like the idea of highlighting the enemy and victim. Complex commands could definitely be cool too but are tricky. Simple movement waypoints might not be hard though.

Thanks for trying it out!
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maitrebongo
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by maitrebongo »

Okay, I've finished all the German vehicles; each unit has its own proper illustration.
It’s a fairly time-consuming task, but I’ve automated the process as much as possible.

Let me know if this looks right to you; if there’s enough interest, I’ll go ahead with the other nations.

Image

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For any interested modders, here is the PSD file containing all the German units:

https://drive.google.com/file/d/1P8Wyr2 ... drive_link

And here is the mod—extract it into the `modules` folder—located at `C:\Users\YOURNAME\AppData\Roaming\Steel Company`

https://drive.google.com/file/d/1ckJnf4 ... drive_link
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emernic
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

VERY nice. Now we just need a mod to replace all the terrain sprites so they don't look extra crappy behind the detailed tanks :D

Are a couple of vehicles near the bottom of the second image missing a turret?

EDIT: Oh, wait are those the ones that I haven't added separate turrets to in the base game yet? I forgot about that. There is actually a way to change that with a mod, but I should probably just go back and fix those units.

Also, FYI, you shouldn't need to include all the base WWII content in the mod. Sending you a PM with some details on how to set it up so it only patches what's needed.
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maitrebongo
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by maitrebongo »

Hi,

I am currently running tests using counters, like those found in board games.

Image

Would it be possible to have a setting that prevents the unit from rotating a full 360 degrees, and instead uses horizontal axis mirroring when moving from left to right or right to left? That would stop the counter from ending up upside down.

Thanks in advance if you can make this happen (it would be a huge step forward for modding possibilities).
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emernic
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

Yes, there actually is one (it's used for the big aid station tents etc.).

The field is

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"fixed_orientation": true
on the sprite definition in units.json
e.g.

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"sprites": {
    "hq_tent": { "files": "sprites/hq_tent.png", "fill_frac": 0.65, "fixed_orientation": true }
}
(it does not currently do horizontal axis mirroring but I could add that)

Counters are something I would like to support (as a setting in the base game or as mods), so let me know what other features would be most helpful. I'd imagine it ultimately needs to be more of a separate "mode" rather than just a sprite that happens to be square.
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maitrebongo
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by maitrebongo »

Great, it works well.

Image

It would be much better if you could create an option for horizontal axis mirroring.

I’ve used a color code to indicate the state (standing, cower, prone). Could you please tell me what triggers this state in a unit and what the consequences are in the game?
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emernic
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Re: Steel Company Development & Feedback (2D WWII Tactical Scale)

Post by emernic »

Very nice.

The stances may change (and are intended to be moddable, including allowing manual stance adjustment) but currently it's:
- Standing is very exposed, and it is triggered by moving more than 1 hex in a turn.
- "Prone" (maybe slightly misleadingly named) is much less exposed. This for units who have fired but not moved. "In firing positions" might be a better name, but it's a bit long.
- "Hunkered" (cower) is even slightly less exposed. This is for units who have not moved or fired.

I will make horizontal axis mirroring on by default for fixed_orientation sprites in the next update.
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