Introducing Conquest
[p]Hello everyone,[/p][p]Today, we are excited to share more details on our upcoming 50v50 game mode, Conquest.[/p][p][/p][p]We have been hard at work developing this mode over the past development cycle, and it has gone through multiple iterations to reach the version you will be learning about here, and now you have got the opportunity to test it early on Steam via our Experimental Branch.[/p][p][/p][p]As we mentioned back in Dev Brief #211, we have introduced a new approach to testing. Our Community Manager, Ben B, has broken down how this works in our February Dev Diary video, where he has also been joined by Matt, Creative Director at Expression Games, and Xander, Game Designer at Expression Games, who share further insight into how Conquest has progressed behind the scenes.[/p][p][/p][p]As a reminder, Conquest is still a work in progress, and this test is an opportunity for the community to help shape the final version of the mode and ensure it is the best it can be. Please be sure to submit your feedback directly to the devs using the form linked below, as your input is essential to Conquest’s development.[/p][p][/p]Conquest Dev Diary: February 2026
[previewyoutube="f_-FOECeB_o;full"][/previewyoutube][p][/p]What Is Conquest Mode
[p]Conquest is a new 50v50 symmetrical game mode built around sustained territory control and morale management.[/p][p][/p][p]Unlike existing modes, victory in Conquest is not achieved through a single decisive push. Instead, teams must balance controlling objectives over time while actively reducing the enemy team’s morale through combat.[/p][p][/p][p]Each team begins the match with a fixed pool of morale. Morale is gradually depleted through player redeployments and through holding fewer objectives than the opposing team. The first team to run out of morale loses the match.[/p][p][/p][p]To secure victory, teams will need to consistently apply pressure, win firefights, and maintain control of the majority of objectives for extended periods, rather than relying on short bursts of momentum.[/p][p][/p][p]Conquest features five capture points spread across the map:[/p]- [p]Three central objectives positioned evenly between both teams[/p][/*]
- [p]One objective on the left side of the map[/p][/*]
- [p]One objective on the right side of the map[/p][/*]
- [p]Capturing any of the three central objectives grants control of only the grid square that objective sits within[/p][/*]
- [p]Capturing the left or right objective grants control of the entire row/column of territory on that side of the map[/p][/*]
- [p]Smolensk[/p][/*]
- [p]Foy[/p][/*]
- [p]Carentan [/p][/*]
Morale and Win Conditions
[p]Morale is the core resource that determines victory in Conquest.[/p][p][/p][p]Each team starts the match with a set amount of morale. Once a team’s morale reaches zero, the match ends immediately and the opposing team wins. If the match timer expires, the team with the higher remaining morale is declared the winner.[/p][p][/p][p]In this initial version of the Conquest mode, we have set the starting figure at 1000 morale per faction.[/p][p][/p][p]You will be able to see the current morale standings as part of the UI at the top of the screen, similar to how Warfare and Offensive UI systems operate. As with all aspects of this test, please do give us your feedback on the current morale values, and whether you’d like to see any alterations to this.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Dev%20Brief%20213/Screenshot%202026-02-19%20173021.png"][/img]Conquest UI[/p][p][/p][p]There are two ways morale is lost during a match.[/p][p][/p]Morale Bleed
[p]When one team controls the majority of capture points, the opposing team begins to lose morale over time. The rate of morale bleed increases based on how many more objectives one team controls compared to the other.[/p][p][/p][p]For example:[/p]- [p]A one objective advantage causes a slower rate of morale bleed[/p][/*]
- [p]A larger objective advantage results in morale draining more quickly[/p][/*]
- [p]1 Territory Advantage = -2 morale per 10 seconds[/p][/*]
- [p]2 Territory Advantage = -4 morale per 10 seconds[/p][/*]
- [p]Full Territory Advantage = -6 morale per 10 seconds[/p][/*]
Morale Depletion Through Redeployments
[p]Every time a player redeploys, whether manually or due to being killed, one unit of morale is lost for their team.[/p][p][/p][p]There are a few important exceptions:[/p]- [p]A player’s first deployment into a match does not cost morale, including players who join mid-match[/p][/*]
- [p]Redeployments during the warm-up phase do not reduce morale[/p][/*]
- [p][/p][/*]
Capturing a Sector
[p]Capturing objectives in Conquest uses a familiar strong point system, with players inside the strong point contributing three times the capture weight.[/p][p][/p][p]Captures are decided by total capture weight, not player count alone.[/p][p][/p][p]Importantly, all captures always take two minutes, regardless of how many players are present. Player numbers only determine which team is capturing, not how quickly the capture progresses.[/p][p][/p][p]For example, a smaller group positioned directly inside the strong point can out-capture a larger force spread across the wider area if their total capture weight is higher.[/p][p][/p][p]There is also a three minute warm-up phase at the start of the match before objectives can be captured or combat begins.[/p][p][/p]Conquest Starting Vehicles
[p]Conquest is designed to remain fully symmetrical.[/p][p][/p][p]Since factions in Hell Let Loose share similar vehicle capabilities, both teams will begin matches with identical vehicle line-ups.[/p][p][/p][p]Starting vehicles are subject to change for balancing purposes, but during this test each team will begin with:[/p]- [p]One Transport Truck at each of the three HQs[/p][/*]
- [p]One Supply Truck at one HQ[/p][/*]
- [p]One Medium Tank at one HQ[/p][/*]
- [p]One Light Tank at one HQ[/p][/*]
- [p]One Recon vehicle at one HQ[/p][/*]
- [p]One Self-Propelled Artillery (SPA) vehicle at HQ #3[/p][/*]
- [p]One pre-placed Jeep at every HQ.[/p][/*]
First Public Test Focus
[p]This first Conquest test is focused on validating the core structure of the mode.[/p][p][/p][p]We are primarily looking at:[/p]- [p]Objective flow and pacing[/p][/*]
- [p]Morale drain rates and match length[/p][/*]
- [p]How players approach territory control and flanking[/p][/*]
- [p]Whether the balance between combat and objective play feels right[/p][/*]
What Comes Next
[p]This test is the first step in refining Conquest alongside the community.[/p][p][/p][p]Your feedback will directly influence how the mode evolves, from balance changes to broader structural adjustments. Future tests will build on what we learn here, and we will continue sharing updates as development progresses.[/p][p][/p][p]Thank you for taking the time to jump in, test the mode, and share your thoughts with us.[/p][p][/p]Known Issues
[p]We are aware of a number of bugs/issues currently in the mode, however the main ones you may notice include:[/p]- [p]Capture bar displays incorrect colors when in contesting state[/p][/*]
- [p]Inconsistent coloring in HUD when capturing an enemy sector[/p][/*]
- [p]Capture points do not regenerate progress if no ally is present in the zone[/p][/*]
- [p]Restarting capture progress presents visual issues on the tac map[/p][/*]
- [p]Post-match screen shows incorrect information (capture points instead of morale)[/p][/*]
Community Feedback Form - Conquest
[p]Give your feedback on Conquest here[/p][p][/p]How to Join the Playtest - Experimental Branch
[p]Starting now, (Friday 20 February 2026), we have launched our latest Experimental Branch build on Steam. Through this branch, players will be able to join our early test builds, provide real-time feedback, and help shape Conquest up until release.[/p][p][/p][p]As with previous Experimental Branch builds, server owners can host their own community servers on the branch. If you are wanting to organise community games on the Exp Branch, please contact your GSP who can move your server onto the branch for testing using your own RCON tools.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Crash/image.jpg"][/img][/p][p]Head to the Properties section of the Hell Let Loose app on Steam. Do this by right clicking on Hell Let Loose, or hitting the settings cog within the Steam page.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Crash/image%20(2).png"][/img][/p][p]Go to Betas, and then select ‘experimental_branch’[/p][p][/p]- [p]The “None” option is the default/main branch that has the current Update 19 build.[/p][/*]
- [p]The “experimental_branch” right now has the new Conquest game mode included.[/p][/*]
