Dev Brief #213 | What is Conquest + Early Playtest
Introducing ConquestHello everyone,Today, we are excited to share more details on our upcoming 50v50 game mode, Conquest.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.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.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.Conquest Dev Diary: February 2026What Is Conquest ModeConquest is a new 50v50 symmetrical game mode built around sustained territory control and morale management.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.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.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.Conquest features five capture points spread across the map:Three central objectives positioned evenly between both teamsOne objective on the left side of the mapOne objective on the right side of the mapMock-up demonstrating the average placement of capture pointsUnlike in Warfare and Offensive, all capture points are active at all times and can be captured in any order. This means teams are not forced into a linear push and are instead encouraged to flank, probe weak defenses, and capitalize on unguarded objectives.Basic visual mock-up of conquest territory controlUsing the in-game grid system, capturing objectives affects territory ownership differently depending on their position:Capturing any of the three central objectives grants control of only the grid square that objective sits withinCapturing the left or right objective grants control of the entire row/column of territory on that side of the mapBecause of this, the outer objectives are more strategically valuable, as they influence a much larger portion of the battlefield.In this initial community test, the maps that we will have available for you to play include:SmolenskFoyCarentanSmolensk In-Game Conquest Tac Map Foy In-Game Tac-Map Morale and Win ConditionsMorale is the core resource that determines victory in Conquest.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.In this initial version of the Conquest mode, we have set the starting figure at 1000 morale per faction.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.Conquest UIThere are two ways morale is lost during a match.Morale BleedWhen 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.For example:A one objective advantage causes a slower rate of morale bleedA larger objective advantage results in morale draining more quicklyThis encourages teams to contest objectives constantly and prevents matches from stagnating.For this upcoming playtest, the following morale bleed will be in effect. Please note that this is subject to change with player feedback.1 Territory Advantage = -2 morale per 10 seconds2 Territory Advantage = -4 morale per 10 secondsFull Territory Advantage = -6 morale per 10 secondsMorale Depletion Through RedeploymentsEvery time a player redeploys, whether manually or due to being killed, one unit of morale is lost for their team.There are a few important exceptions:A player’s first deployment into a match does not cost morale, including players who join mid-matchRedeployments during the warm-up phase do not re
Hello everyone,
Today, we are excited to share more details on our upcoming 50v50 game mode, Conquest.
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.
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.
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.
Conquest is a new 50v50 symmetrical game mode built around sustained territory control and morale management.
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.
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.
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.
Conquest features five capture points spread across the map:
Three central objectives positioned evenly between both teams
One objective on the left side of the map
One objective on the right side of the map
Mock-up demonstrating the average placement of capture points
Unlike in Warfare and Offensive, all capture points are active at all times and can be captured in any order. This means teams are not forced into a linear push and are instead encouraged to flank, probe weak defenses, and capitalize on unguarded objectives.
Basic visual mock-up of conquest territory control
Using the in-game grid system, capturing objectives affects territory ownership differently depending on their position:
Capturing any of the three central objectives grants control of only the grid square that objective sits within
Capturing the left or right objective grants control of the entire row/column of territory on that side of the map
Because of this, the outer objectives are more strategically valuable, as they influence a much larger portion of the battlefield.
In this initial community test, the maps that we will have available for you to play include:
Smolensk
Foy
Carentan
Smolensk In-Game Conquest Tac Map
Foy In-Game Tac-Map
Morale is the core resource that determines victory in Conquest.
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.
In this initial version of the Conquest mode, we have set the starting figure at 1000 morale per faction.
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.
Conquest UI
There are two ways morale is lost during a match.
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.
For example:
A one objective advantage causes a slower rate of morale bleed
A larger objective advantage results in morale draining more quickly
This encourages teams to contest objectives constantly and prevents matches from stagnating.
For this upcoming playtest, the following morale bleed will be in effect. Please note that this is subject to change with player feedback.
1 Territory Advantage = -2 morale per 10 seconds
2 Territory Advantage = -4 morale per 10 seconds
Full Territory Advantage = -6 morale per 10 seconds
Every time a player redeploys, whether manually or due to being killed, one unit of morale is lost for their team.
There are a few important exceptions:
A player’s first deployment into a match does not cost morale, including players who join mid-match
Redeployments during the warm-up phase do not reduce morale
This system reinforces the importance of survival, coordination, and avoiding unnecessary losses.
Capturing objectives in Conquest uses a familiar strong point system, with players inside the strong point contributing three times the capture weight.
Captures are decided by total capture weight, not player count alone.
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.
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.
There is also a three minute warm-up phase at the start of the match before objectives can be captured or combat begins.
Conquest is designed to remain fully symmetrical.
Since factions in Hell Let Loose share similar vehicle capabilities, both teams will begin matches with identical vehicle line-ups.
Starting vehicles are subject to change for balancing purposes, but during this test each team will begin with:
One Transport Truck at each of the three HQs
One Supply Truck at one HQ
One Medium Tank at one HQ
One Light Tank at one HQ
One Recon vehicle at one HQ
One Self-Propelled Artillery (SPA) vehicle at HQ #3
One pre-placed Jeep at every HQ.
This first Conquest test is focused on validating the core structure of the mode.
We are primarily looking at:
Objective flow and pacing
Morale drain rates and match length
How players approach territory control and flanking
Whether the balance between combat and objective play feels right
Some values, including morale bleed rates and starting assets, are still work in progress and may change between tests.
This test is the first step in refining Conquest alongside the community.
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.
Thank you for taking the time to jump in, test the mode, and share your thoughts with us.
We are aware of a number of bugs/issues currently in the mode, however the main ones you may notice include:
Capture bar displays incorrect colors when in contesting state
Inconsistent coloring in HUD when capturing an enemy sector
Capture points do not regenerate progress if no ally is present in the zone
Restarting capture progress presents visual issues on the tac map
Post-match screen shows incorrect information (capture points instead of morale)
If you do come across other issues in your testing be sure to let us know via the below feedback form:
Give your feedback on Conquest here
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.
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.

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.
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Go to Betas, and then select ‘experimental_branch’
The “None” option is the default/main branch that has the current Update 19 build.
The “experimental_branch” right now has the new Conquest game mode included.

With server owners able to bring their community servers over onto the Experimental Branch, we are sure to see many events taking place in the coming week to try out the new Conquest mode. One such event is being hosted by the DraftHAUS & SoulSniper's SOF.
This will be kicking off at 2pm EST on Saturday 21st February. Make sure you have the Exp Branch downloaded and ready to go so that you don't miss it!
As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:
https://youtu.be/j8ozHAIIxyY?si=At1eMNdy_10uqleT
https://youtu.be/TI3JHaX-JJU?si=mKQO0wfVBrSqOP0K
https://youtube.com/shorts/8WVVqJBBI8Q
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