Game mode and the front
A front that moves
Territory grows from each naval base along linked forward bases, and is cut when a link falls.
Roadmap
Every part of Frontlines, sorted into what is done, what is being worked on and what is planned. Nothing here has a date on it: things are done when they are done.
77%
Frontlines is 77% of the way to its first playable release.
47 done, 7 in progress, 12 planned. Each item counts once when done and a half while in progress.
Built and working in development builds.
Game mode and the front
Territory grows from each naval base along linked forward bases, and is cut when a link falls.
Game mode and the front
Eighteen strongpoints across the map, held by whoever’s territory covers them.
Game mode and the front
Free at the main base, the carrier and your squad’s beacon; forward bases cost cash, more the nearer the front.
Game mode and the front
A shared beacon, shared tasks and a bonus for the leader.
Game mode and the front
Spotting marks, and intel tasks that pay cash and experience.
Game mode and the front
Staging, the breakthrough countdown, a four-hour cap, and a replay of the front at the end.
Game mode and the front
Downed soldiers, stretchers and evacuation.
Game mode and the front
Every action has a key, so a match can be played end to end.
Logistics and building
Build and ammunition are loaded at the base yard and driven to forward bases.
Logistics and building
Each forward base keeps its own stores, loaded from a truck through a load screen.
Logistics and building
Hesco, sandbags, wire, ditches, watchtowers, ammunition crates, aid stations and depots.
Logistics and building
Pieces are placed from kits and finished with a hammer or shovel, from a build strip.
Logistics and building
Doors that lock, and charges that open doors, walls, wire and radios.
Logistics and building
A combat engineering vehicle for the heavy pieces.
Infantry and weapons
Guns assembled from parts at the gunsmith, with several kinds of round per calibre.
Infantry and weapons
Bullets simulated in flight, with drop, penetration and ricochet.
Infantry and weapons
Damage by body part, armour, bleeding and a downed state.
Infantry and weapons
A grid inventory, looting, a persistent stash, traders and a gunsmith.
Infantry and weapons
Stances, lean, vault and mantle, mounting a gun, the dive to prone and a crawl in eight directions.
Infantry and weapons
Every gun has its own sounds, and movement can be heard.
Vehicles and fire support
Machine guns, launchers, anti-aircraft guns, mortars and howitzers, manned and rearmed by players.
Vehicles and fire support
Mortars and howitzers fire on a computed solution; spotters call for fire.
Vehicles and fire support
UAVs, supply drops, smoke, barrages, electronic warfare, naval gunfire, air strikes and cruise missiles, paid for in supply.
Vehicles and fire support
Depots and garages, vehicles with seats and weapons, driven and crewed by players.
Vehicles and fire support
Buy vehicles with cash, fit modules, set the ammunition load, and insure them.
Vehicles and fire support
Patrol boats, an air-cushion landing craft, and destroyers you can buy and sail.
Grand Gulf
A highway, main roads, tracks and streets, with lights, signs and barriers.
Grand Gulf
Two cities, four towns and three villages, laid out and built up.
Grand Gulf
A walled base and port at each end of the map, with yards, depots and berths.
Grand Gulf
A runway, a tower and hangars, with interiors you can walk through.
Grand Gulf
Silo shafts, a launch capsule and three floors of chambers under the ridge.
Online and servers
A server build and a manager that starts, restarts and scales instances.
Online and servers
A master server and an in-game browser with ping, favourites and passworded servers.
Online and servers
One button finds an open server, or has one started.
Online and servers
Players are their Steam accounts, and servers are reached through Steam’s relay.
Online and servers
Skills, cash, stash and garage kept on a backend that checks every change against the game’s rules.
Online and servers
One place to run every server machine.
Online and servers
A packaged client, server and tools, version 1.0.1.0.
Interface and audio
Deploy, briefing, career, armory, quartermaster and settings, over a globe of who is online.
Interface and audio
Team bar, compass, minimap, weapon card and a stance figure that shows wounds.
Interface and audio
Territory, fronts, fog of war and fire control on one map.
Interface and audio
Where to deploy, what to build and what to call in.
Interface and audio
A stash, four traders and a gunsmith board.
Interface and audio
Your voice carries 40 metres, to friend and enemy; the squad radio reaches your squad anywhere.
Interface and audio
Sounds for the menus and the HUD.
Nothing in this column for that area.
Being built or tested now.
Logistics and building
Real models for the radio, the supply piles and the pieces, replacing stand-ins.
Infantry and weapons
Each gun’s own reloads, checks and stoppage drills, in first and third person. One gun is left.
Grand Gulf
A skyscraper, a block of flats and a shop so far; more landmark buildings to follow.
Grand Gulf
Vegetation, parked cars and street furniture, to give the ground cover and life.
Grand Gulf
Frame rate and memory on a map this size, on low and high settings.
Online and servers
Built, and waiting to be tested through Steam itself.
Online and servers
Careers, player cards and leaderboards on this site. Built; they switch on with ranked servers.
Nothing in this column for that area.
Decided on, not started.
Game mode and the front
Matches at full strength, and the balance changes that follow.
Logistics and building
What things cost and how far a truckload goes, tuned from full matches.
Infantry and weapons
Further rifles and pistols to fill out both armies.
Vehicles and fire support
Handling, armour and cost, tuned from full matches.
Vehicles and fire support
Northgate’s missiles, and what it takes to fire them.
Grand Gulf
Finished materials and detail in place of blockout buildings.
Online and servers
Official servers on a test machine, with the game delivered through Steam.
Online and servers
The game’s own page on Steam, and wishlisting.
Online and servers
Networking work so a full 100-player server has headroom.
Online and servers
Deferred until the core game has settled.
Interface and audio
See and manage your Steam party from the main menu.
Interface and audio
A pass over wording, layout and readability once the game has been played at scale.
Nothing in this column for that area.
Online and servers
The server browser, the live globe and the host portal are already built and on this site. They say "server list offline" until there are public servers: Servers, Live,Host a server.