March Live Event - Recap
A few days ago we hosted a live event on our Twitch channel to update you on Broken Arrow’s Baltic Battalion release development progress. In case you missed it, you can re-watch it here.
Below, you’ll find a recap of what was discussed. Thanks for your continued support, the game will continue to evolve according to the Roadmap and your feedback. The next live event will be held in April.
Release Date & Discount Plans
First of all, we wanted to address the release date.
We want to assure you that Baltic Battalion will be released before the end of the month, so you can expect it within the next couple of weeks, between March 26th to March 31st. We encountered a last minute, unexpected problem with the voice over.
Regarding the Spring Sale, Broken Arrow will be discounted by 15% from March 19th to March 26th. However, we will extend this promotion until April 6th so that players can take advantage of the discount alongside the release of Baltic Battalion.
Roadmap Update

The roadmap has been updated to reflect current progress.
The Baltic Battalion DLC is considered complete and is awaiting release. The next specialization is in development, while spectator mode is now actively being worked on. Post-match reporting has already been implemented.
This roadmap remains a live document and will continue to evolve over time.
Baltic Battalion DLC Overview

The Baltic Battalion DLC introduces a new army specialization for the US faction, increasing the total number of available specializations to six.
It is built around the concept of allied reinforcements, combining Lithuania, Latvia, and Estonia into a single playable force. These countries have been grouped together because, individually, they do not provide enough equipment to form a complete specialization. This system is designed to expand further as new nations are introduced.
The specialization focuses on motorized and mechanized warfare, with a strong emphasis on infantry and infantry fighting vehicles. Compared to other US specializations, it is less tank-focused, heavier than Stryker-based formations, and more versatile than Marines, while having more limited access to helicopters and aircraft.
A key aspect of the design is the wide mix of modern and older equipment, reflecting the reliance of Baltic armies on reservists and conscription. Players will have access to a broad variety of units, but more advanced equipment is available in lower numbers, encouraging diverse deck-building rather than repetition.
Infantry plays a central role, with a large variety of units organized by role rather than loadout. Each role includes one unit per country, and players can switch between national variants, fully replacing the unit, including its weapons and visual identity.
The specialization also includes diverse reconnaissance options, ranging from combat-ready recon squads to stealth-focused infiltrators such as snipers and amphibious units capable of operating through waterways.
The vehicle roster complements this approach with a mix of reconnaissance, transport, and combat platforms, including fast tracked vehicles and older systems equipped with specialized weapons such as early top-attack missiles.
If you’d like to go into more detail, you can read the latest Dev Diary about Baltic Battalion’s units here.
Patch & Technical Improvements
A major update will be released alongside the DLC.
This update includes numerous fixes for gameplay exploits that have been identified recently, along with significant technical improvements. Most notably, the game size has been reduced from 100 GB to 60 GB thanks to a new texture compression system, which will also allow for smaller and faster updates going forward.
Several quality of life improvements have also been introduced. A Streamer Safe Mode allows players to hide chat content to avoid potential bans on platforms such as Twitch. Players can now report others after a match, addressing cases where reports were missed during gameplay. In addition, anti-cheat has been disabled in scenario lobbies to better support modding, which often relies on systems similar to those used by cheats.
From a gameplay perspective, infantry balance has been adjusted, with medium-range weapons such as machine guns and designated marksman rifles receiving buffs. The protection system has also been reworked so that smaller squads benefit more from protection, while larger squads benefit slightly less.
Finally, a new feature called emergency airdrop has been introduced. This allows players to immediately deploy units from transport aircraft when threatened, making airborne strategies more viable, particularly in multiplayer.
Public Testing Environment (PTE)
A Public Testing Environment will be introduced after the release of the DLC, with a planned launch in April.
The purpose of this system is to test major gameplay changes without affecting the stability of the main game. It also allows developers to gather structured feedback from the community.
The testing will focus on three main areas: air combat, ground combat, and game modes.
Air combat changes include a rework of missile allocation systems to improve interception logic. Ground combat adjustments aim to reduce the dominance of artillery while strengthening both tanks against vehicles and infantry against vehicles.
An experimental game mode is also being tested where capture points generate score over time rather than instantly, which could significantly impact pacing and strategy.
The Public Testing Environment will be publicly accessible, allowing all players to participate.
Q&A SESSION
The approach doesn’t depend on whether the specialization is for the US or Russia, but rather on the scope and amount of content included in the DLC. If a DLC is large and introduces many new units and features that require significant development time and resources, we can’t realistically release it for free, as development time still has a cost. In this specific case, we wanted to make a gesture to the Broken Arrow community by celebrating an important milestone together: the release of the game’s first DLC. That said, we will absolutely continue to release free content updates as we’ve already done for events like Halloween. However, applying the same model every time (for example, releasing one free specialization per faction) wouldn’t be economically sustainable in the long run.
Saves for solo, observers for multiplayer are the next two big things but it will take some time.
A beta testing branch will be open soon after the DLC to let the community test quality of life improvements and game mechanics modifications.
We’re slowly increasing the size of the team, we released the game with approximately 15 persons working full time, we are approaching 30 now.
We plan to support the game for many years with new armies, biomes, game modes etc..
The DLC will contain some global changes impacting the balance:
But we plan to have major changes coming from the PTE that will impact the balance so we wait for the feedback from the public and will adapt.
Impossible in short to medium terms as we use third party softwares to make the maps.
It’s not just a faction but also a new campaign, new features etc. so it takes time to make.
Next patch will allow players to open scenario lobbies with modifications of the game. (one of the two anti-cheats was not disabled previously)
Also, we are working on a feature to include a copy of the units database in scenarios.
This database can be modified with a third party editor (many of them available for free).
This means that you can create a scenario (remember: a multiplayer game mode is a scenario) with units having different characteristics.
Yes but not in the near future.
Loitering ammunition is the term we used. These are basically missiles with man in the middle control or AI terminal guidance. The rules of what can intercept or not must still be defined and tested.
We will take this decision when the moment comes. But technically nothing prevents a specialization to be present in two factions at the same time.
And this works in both directions, you can imagine USMC or US airborne being part of another faction as ally reinforcement.
We will expand the ships options in the future with rubber boats, patrol boats and larger ships supporting ground battles with guns and missiles.
As for true blue water naval warfare the scale is very different from ground battle, fleets are strategic assets and fit better a game like ICBM than Broken Arrow in their use.
So we are thinking how we could make that compatible with our game but it’s not easy.
There are also people who react negatively to anything that is not standard equipment. So we try to find a balance between realism, fantasy and gameplay interest.
Yes but there is a lot of bug and exploit potential. So a small improvement will arrive with DLC and bigger changes will be tested in the beta branch.
We will not wait to have all the countries released to start proposing more diverse content otherwise this will be done in 10 years, there are so many countries.
Splitting Elo by faction or country is something we consider valuable, and it’s a direction we would like to pursue. However, it comes with technical challenges tied to how the current matchmaking system works. At the moment, players are grouped based on a single Elo value before factions are assigned. This becomes particularly complex when players choose a random nation, as the system cannot reliably determine which Elo rating should be used during matchmaking. Because of these constraints, we currently maintain a single Elo per player. In the meantime, to ensure the system remains fair as the game evolves, we plan to introduce seasonal resets, where Elo is partially reset following major balance updates or new DLC releases that significantly impact gameplay.
We have added many skins to vehicles since beta, for infantry this was experimental, there are some technical difficulties and we have been focusing on other stuff since release.
This Summer normally.
Because it takes time to prepare a patch and make sure we don’t introduce bugs regardless of the time it took to make the actual change. Making small changes all the time would drastically increase the amount of time spent with patching and this time wouldn’t be used for developing new features.
The beta testing branch we are opening soon is one way to make this process faster. Because it’s a beta branch we can push changes faster there, potentially break it for a day and then fix it the next without generating a lot of negativity because the game is unstable.
This is part of beta branch tests to increase damage of tank guns vs vehicles.
beta branch tests