WW2 RTS ‘Final Assault’ to Leave Early Access Next Month

7

Phaser Lock Interactive, the studio behind VR titles Final Approach (2016) and Twisted Arrow (2017), are bringing their WWII-themed real-time strategy game Final Assault out of Early Access with their full launch next month.

Update (April 25th, 2019): Phaser Lock today announced their cross-platform RTS is heading out of its short stint in Early Access on May 16th for $30. The game is launching on Steam, Viveport, and the Oculus Store, and supports HTC Vive, Oculus Rift, and Windows VR headsets. PSVR support is also on the future road map.

The full game’s features include:

  • Story and skirmish campaign modes
  • US and German Divisions including heavy armor, airforce and infantry units
  • Cross-Platform PVP multiplayer with leaderboards
  • Customization of Units, Flags and Player Avatars
  • 14 unique maps from the icy lanes of the small village of Kleinstadt to the brush-covered battlefield of Hill-512
  • Cross-platform PvP between HTC Vive, Oculus Rift and Windows Mixed Reality
  • Spectator Mode that invites players to enjoy the game outside of Virtual Reality

The studio says users should expect more maps, more units, more game modes and new campaigns coming to the game post-launch.

In the meantime, check out our Early Access review of ‘Final Assault’ to get an idea of what’s in store. The original article announcing the game’s Early Access follows below:

Original Article (February 13th, 2019): After a slight delay, Final Assault is now set to release in Early Access on Steam (Vive, Rift, Windows VR) and the Oculus Store (Rift) starting February 19th; it was previously slated for it’s EA debut on February 12th. A PSVR version is also in the works that will allow cross-play with all supported headsets.

The game’s Early Access period is said to last a short three months before its official launch in April. At launch of Early Access, the game will include both cross-platform PvP and PvE, and will see a total of 12 maps unlocking along the way.

Built from the ground-up for VR, Final Assault blows you up to the size of Godzilla, tasking you with commanding land and air units into enemy territory for interactive, dynamic battles. Much like Final Approach, units are controlled by drawing paths for precise, direct combat.

SEE ALSO
Valve Updated SteamVR Tracking Because 'Beat Saber' Players Were Too Fast

“We are focusing on the PVP right now and bringing Campaign, customization, and other game functions closer to launch. With the PvP, we feel that the more people playing in early access will allow us to balance the units/maps along with improving the AI for Campaign and PvE,” Phaser Lock CEO Michael Daubert said.

We’re currently testing a pre-release version of the game, and will have our full report coming before launch of Early Access next week.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.


Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Electric Lunatic

    The music so much reminds me of Skyrim

  • Jarom Madsen

    Can’t agree with the PvP before campaign mentality. There’s no guarantee of a user base, especially for VR games right now. It’s quite the gamble to try and make a multiplayer only game when countless other good VR games are abandoned gathering dust simply because the user base isn’t there. You’re asking for negative reviews at launch not because of quality but because there’s no way to play your game if there aren’t a surplus of users playing it.

    Alternatively if you launched a campaign first that’s compelling enough to boost your player base, you’ll make the money and build a fanbase before taking that PvP gamble.

    • HybridEnergy

      Agreed entirely with your strategy for release. Campaign pulls people in, MP keeps people playing longer and after. I had about 50hrs in Half Life 2 and 500+hrs in Counter Strike Source…but I would have never played counter strike source if I didn’t get it free with my Half Life 2.

      • Jarom Madsen

        I’m glad they’ve added the campaign so shortly after the original article, much more tempting now.

  • Pablo C

    PvP: we dont have enough people working on this so it wont have much content. Game will be dead after 6 months.

  • HybridEnergy

    I keep hearing good things about this game but my lack of getting it is the same reason I don’t get any of the other VR RTS games so far. It’s all micro, no macro. There is a reason Starcraft, civ , sins of the solar empire, total war games etc are some of the favs, people like the “build up” before the micro, don’t just pool money for me.

  • Moe Curley

    I really like this game and the idea of top down? I don’t know what they’re called games in VR. Much more immersive in VR. But a small suggestion to the developers. Just make the glove empty, the carved off hand effect is not right for some reason. A ghost glove would be a better effect in my opinion.