About the Game
Broken Arrow is a large-scale real-time modern warfare tactics game that combines the complexity of joint-forces wargaming with action-packed real-time tactics gameplay.
Featuring over 300 realistic military units and technologies, each battle offers an immersive experience with endless replayability.
Experience a gripping narrative-driven campaign featuring 19 handcrafted missions set in the Baltic region, played from both the United States and Russian perspectives.
The campaign features a thrilling plot of escalating global tensions, where each mission presents new tactical challenges and story developments. Whether defending key positions with elite units or launching bold combined arms offensives, every mission is designed to test your command skills in dynamic, realistic warfare scenarios.
On top of the single-player campaign, engage against AI in the Skirmish mode on 19 maps based on real life locations, choosing your favourite specializations and difficulty levels. Team up with your friends and learn the game at your own pace against various AI presets that represent Battlegroups you will face on the battlefield. At release, Skirmish doesn’t currently allow playing co-operatively with AI as team allies, but it is planned for a future update.
But if you’d rather face human opponents, hop online and engage in thrilling Multiplayer matches up to 5vs5. Track your progress as you rise through the leaderboard and you gain experience as a general while you level up and gain new medals.
Unleash your creativity with the powerful Scenario Editor, the same tool used to craft the game's missions. Design custom scenarios complete with cutscenes and dialogue using a visual scripting system—no coding required.
Share your creations with the community via the Steam Workshop or download them to experience endless user-generated content.
Craft your unique army deck by selecting from a vast array of units, each customizable to suit your strategy.
With over 300 units and more than 1,500 possible combinations, you can tailor your forces to match your playstyle. Modify vehicles and aircraft with different weapons, armor packages, and support systems to gain the upper hand on the battlefield.
Victory begins with meticulous planning. Broken Arrow offers a diverse range of units categorized into six key roles:
Recon Units – Specialized in spotting and marking enemy positions.
Infantry – Versatile ground troops equipped with various weapons.
Fighting Vehicles – Includes tanks, ATGM carriers, and fire support vehicles.
Support – Artillery and anti-aircraft units providing long-range support.
Helicopters – Ideal for rapid deployment and hit-and-run tactics.
Airplanes – Control the skies with interceptors and ground attack aircraft.
Deploy to the battlefield via land, sea and air. Use paratroopers and helicopters to rapidly seize key locations, reinforce them with heavy tanks and break enemy counter attacks with artillery and tactical missile strikes.
Infiltrate special forces behind enemy lines to disrupt enemy logistics and provide laser designation for your planes. Use the terrain to your advantage to ambush, out flank and outsmart your enemy.
Engage in combat across expansive battlefields inspired by real-world locations. From industrial harbors to sprawling urban centers, each environment offers strategic opportunities and challenges.
Utilize terrain features to ambush enemies, secure key positions, and execute flanking maneuvers.
Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
Hello Everyone,
Dear players, today, we are releasing a small patch for the main version of the game aimed at fixing the invisible unit exploit.
We appreciate your reports and encourage you to continue sharing any issues you encounter.
--------------------------------------------------------------------------------------------------------
Друзья, сегодня для основной версии игры мы выпускаем небольшой патч, призванный исправить баг с невидимыми юнитами.
Благодарим за вашу обратную связь, ведь именно она помогла оперативно выявить проблему и устранить её.
--------------------------------------------------------------------------------------------------------
各位玩家,今天我们为游戏主版本发布了一项小型补丁,主要用于修复单位隐形漏洞。感谢各位玩家的及时反馈,也欢迎大家继续反馈,随时报告游戏内遇到的问题。
Dear players,
We’ve released a small update that includes several fixes and improvements aimed at increasing overall game stability.
Fixed announced infantry damage modifiers not being applied
Fixed incorrect playback of few voice commands of some Baltic units;
Fixed an issue with scrolling being too fast in few menus;
Fixed an issue when starting a scenario from Editor tab led to assigned deck being incorrect;
Fixed an issue when Editor's Help tool wouldn't run in some cases;
Fixed an issue with AI's double spawn of units @ Baltyisk skirmish;
Fixed an issue when helicopters were able to fly through construction site-type buildings;
Fixed Dam 3D model issue;
Fixed LODs @ Zu-23;
Various fixes and improvements of Welcome to Kadaga pve scenario;
Fixed various crashes and freezes.
The new DLC Baltic Battalion is out now and available for free.
[dynamiclink href="https://store.steampowered.com/app/4151720/Broken_Arrow_Baltic_Battalion/"]You can download it today and immediately access all the new content included in this release, expanding your experience with everything listed below:
New army specialization : Baltic Battalion, including more than 30 new units and many more customization options.
New map: Kadaga Military base
New solo+coop scenario “Welcome to Kadaga” that can be re-played in 6 different ways
New Baltic Battalion AI preset for skirmish
New profile customization
12 new music compositions have been added to the Original Sound Track (also available on streaming platforms)
To celebrate the launch, the Spring Sale discount will remain active until April 6th. Broken Arrow will be available at a 15% discount until then.
[dynamiclink href="https://store.steampowered.com/app/1604270/Broken_Arrow/"]You can also enjoy the original soundtrack here and immerse yourself even further in the game’s atmosphere.
[dynamiclink href="https://store.steampowered.com/app/3693780/Broken_Arrow_Soundtrack/"]This dlc arrives alongside a range of highly anticipated and requested updates, including new features, improvements, gameplay changes, balance adjustments and bug fixes. Highlights include the addition of a Streamer Mode, a reduction in overall game size, performance optimizations, the new emergency airdrop feature and more enhancements designed to improve your overall experience.
New Features:
Players are now able to report or commend other players in the end match panel;
Players from CIS region will receive a popup message on game start with info regarding connection issues in the region and how to solve them via in-game proxy;
Added “Display messages from other players” and “Display drawings from teammates” options in settings (aka “Streamer safe mode”);
Deck Creation UI has been refreshed.
[img src="{STEAM_CLAN_IMAGE}/40513072/e8cb6effe6438edf74074cc89e9dc01ef9dce7ae.png"]
Improvements:
Major overhaul of internal project structure that will allow us to provide more frequent updates;
Significant reduction of game’s size (from 100GB to 60GB of disk space now);
Significant reduction of updates’ size;
Upgraded Unity version (minor update) which should decrease RAM and VRAM consumption;
Scenario lobbies are no longer protected by anti-cheat (both EAC and internal) to let modders experiment things;
Players can now resupply AI teammates in Skirmish;
Helicopters better predict obstacles when flying low, they will lose less speed and stop being stuck in some cases;
Added new voice lines when shooting cruise missiles and nuclear weapons from strategic bombers;
New loading illustrations added;
Increased deck selection countdown increased from 15 to 20 seconds;
Team A and B positions inverted on some maps to avoid disorientation during the planning phase
In custom scenarios skipping a cutscene as host will lead to cutscene being skipped for everyone else;
Improved security of BA’s web invites links;
Improved FX display distance of howitzers and mortars firing;
Various improvements of VFXs & SFXs;
Updated minimap images to unify the style and fix some incorrect formats;
Updated forest & grass visuals.
Mission Editor:
Node “Spawn multiple units” now properly synced via network;
Node “Change unit owner” now properly synced via network;
Node “Add unit to deck” now properly synced via network;
LuaNode update:
Fixed “ConvertDeadUnitsToLua” not working properly
Added LuaObjective
Added functions to get data from mission variables or storage
Added function for interaction with unit groups
Added functions for embarking and unloading to lua-units
Methods to get tags and objectives on the map
Updated lua in-game help page
Gameplay & Balance:
Customization of units can now change their label icon to better identify which version is used;
Map “The Dam” has been reworked to reduce the amount of forest. The altitude of the side with lower elevation has been increased to give better line of sight to SAMs;
Emergency airdrop feature added: clicking the airdrop button twice initiates the airdrop immediately. It is also possible to drop one unit at a time by clicking their icon in the cargo panel of the plane;
Infantry damage now takes into account the number of soldiers in the squad. Bigger squads will take slightly more damage and smaller squads slightly less. The size of the squad is measured dynamically and takes into account the losses sustained.
Anti-overkill against planes tweaked to always let a second missile be fired immediately. Previously dropping flares was required to trigger the launch of a second missile if the first missiles had very high damage (S-300)
Helicopter movement inertia slightly reduced to make them more reactive
Artillery smoke duration increased from 60 to 90 seconds
Howitzers with caliber 152mm and above aim time increased from 12-15 sec to 16-20 sec
MLRS aim time increased from 20-24 sec to 25-30 sec
Infantry heavy machine guns (Browning/Kord) now work on the same model as vehicle HMG resulting in an approximately 50% higher DPS. Their ammo stock has also been doubled to compensate for the higher ammo consumption.
Infantry MMGs and medium caliber marksmen rifles damage increased (from 1.2/1.5/1.8 to 1.5/1.8/2)
Tank guns dispersion reduced resulting in less misses at long range
Precision-guided munitions aim time won’t start before the plane is on high altitude any more;
Fixed: SRAW can now be fired at the ground with force fire command;
Bug fixes:
Fixed an exploit where spamming ESC button during deployment increased starting points;
Fixed an exploit where spamming ESC button during deployment phase led to units spawning without a delay;
Fixed an exploit allowing player to spawn unavailable units again after reconnecting;
Fixed an exploit allowing planes to be invisible (out of fuel exploit);
Fixed an exploit allowing infantry to survive a helicopter crash if a transport containing infantry was loaded in the helicopter;
Fixed an issue making units’ labels invisible due to boarding animation;
Fixed an issue with stealth bonus from buildings being applied with a delay leading to units being detected when they shouldn’t;
Fixed an issue with infantry labels in buildings not being displayed in some cases;
Fixed an issue with infantry labels not displaying stress level correctly in some cases;
Fixed an issue with stress recovery speed being FPS dependent;
Fixed an issue with vehicles or infantry resetting their aim time when rotating;
Fixed multiple issues with battlegroup list menu not refreshing correctly;
Fixed an issue where units’ ghosts couldn’t be cancelled during deployment phase;
Fixed an issue where ally units tend to block each other when driving on a narrow roads;
Fixed an issue with laser not reactivating automatically if a building or a point on the ground was designated;
Fixed a freeze due to scenario data loading (especially affects HDD users);
Fixed an issue where damage from a collapsing building or a destroyed transport would only apply partial damage if the infantry inside is stressed;
Fixed an issue with slow responsiveness of weapons UI;
Fixed an issue with Return Fire mode remaining active even when the unit was engaged;
Fixed an issue where aiming with MLRS at maximum range wouldn’t work in some cases;
Afterburner VFX cannot be seen any more if the plane is not detected;
Fixed an issue where Steam won’t start the game if an invitation was accepted prior to launching the game;
Fixed an issue where placing a communication marker on a ghost selected the ghost at the same time;
Fixed an issue where ghosts could be accidentally moved when making a square selection;
Fixed an issue where players were still able to switch slots after clicking the “ready up” button in some cases;
Fixed an issue where “Launch” UI element in the lobby could be stuck in some cases;
Fixed a objective zones color on minimap not coming back to white when neutralized after being captured once;
Fixed an issue where saving a scenario via “Save As” button didn’t generate a unique GUID, leading to problems if two scenarios had the same GUID;
Fixed S-300’s missiles’ smoke trail appearing on the S-300’s launcher after the missile hits the target;
Fixed XM301 gunfire sound (RAH-66 Comanche) overloading the audio system and CPU, causing sound artifacts;
Fixed US armored specialization icon being different in profile progression.
We hope you enjoy this free DLC and look forward to hearing your feedback. Let us know what you think and stay tuned, shortly we’ll be sharing more details about the upcoming Public Test Environment, where you’ll be able to join, test upcoming changes and provide feedback on major gameplay updates, balancing and new game mode.
Dear players,
we’ve released another small update that fixes an exploit which, under certain conditions, allowed players to make their units invisible.
We appreciate your reports and encourage you to keep reporting any issues you come across.
Dear players,
We’ve released a small update that includes several fixes and improvements aimed at increasing overall game stability.
• Fixed an exploit that allowed players to gain unit spawn points by canceling a unit ghost
• Proxy feature moved to the main game branch
After reviewing the connection issues and successfully testing the experimental solution, we are moving the Proxy feature to the main version of the game. This option is now available to all players without the need to switch to a beta branch.
To enable it in-game, follow these steps:
Game Settings → Gameplay → scroll down → Use Proxy
Please note that this feature does not support simultaneous use of VPNs or other services that alter geolocation.
At the moment, the Proxy feature is available only in Russia, with the possibility of expanding it to other regions if needed.
We sincerely appreciate the community’s feedback, it plays an important role in the ongoing development of the project and in shaping future updates.
Update 1.0.12
Dear players,
We are pleased to present Update 1.0.12 “Allied Command”. This update introduces an important new feature, several gameplay improvements, and a number of resolved issues.
The development team made the decision to dedicate this update primarily to technical enhancements, separating them from balance-related changes. However, this in no way means that work on balance has ceased. On the contrary, we are preparing the global update, which will include not only significant balance adjustments but also deeper changes to core game mechanics, based on extensive feedback from our players.
We closely monitor your feedback, carefully review your suggestions, and take your comments seriously. Your input helps us identify issues, find growth points, and move toward solutions that will make the game more stable, enjoyable, and comfortable for every player.
Allied AI Bots in Skirmish
The key feature of this update is the introduction of allied bots in Skirmish mode. Our goal was to ensure that bots act as reliable, predictable teammates while still remaining flexible enough to adapt to dynamic in-game situations.
To support this new functionality, we expanded the lobby settings. Bots can now be assigned to any available slot on either side, while retaining familiar options such as difficulty and specialization. This gives players more room to experiment - assembling custom teams, balancing sides, or testing new tactical approaches.
Skirmish mode has also received several quality-of-life improvements aimed at enhancing convenience and gameplay variety. Lobbies are now private by default and automatically filled with bots upon creation, allowing matches to start more quickly. Additionally, you can now change the time of day, making each battle more atmospheric and adding greater variability to battlefield conditions.
Changelog:
Added:
Skirmish mode now features allied AI bots for each map;
Some skirmish QoL improvements (such as you can now change time of day in skirmish mode, skirmish lobby is now private by default, skirmish lobby will now be populated with bots as soon as such lobby has been created, etc);
Post match screen: added display of scores, match duration and the reason why the match ended;
General fixes & improvements:
Fixed an issue where units would execute orders to incorrect position (aka reverse bug);
Fixed performance issues some players started to encounter after EAC has been added to the game;
Fixed an issue where the game could end as “Victory” or “Defeat” instead of “Match cancelled” in some cases;
Fixed an issue where player may be stuck during loading;
Refactored game’s network message handler which should minimize network issues in game (such as desyncs, invisible units, etc);
Fixed an issue where players who closed the game via alt+f4 during the match search were not removed from the search and could be assigned to a match
Fixed an issue where player.log size could be too excessive;
Fixed an issue with supply order (RMB on supply item) didn’t properly sync over the network;
Fixed an issue where units couldn’t be spawned but were removed from the deck;
Fixed an issue where player may get default deck in scenario lobby;
Fixed an issue where reconnect option was available even if the game has been started without EAC;
Fixed an issue with pause node not working properly in MP (Co-op scenarios);
Fixed an issue where Wargoals UI may not correspond to the amount of objectives on the map;
Fixed an issue where players may lack deserter status during post match screen;
Fixed lofting missiles (Javelin, Hellfire, Hermes-A and other top-down attack missiles) sometimes not reacquiring correctly if the shooter lost line of sight while the missile was still guided by the shooter;
Fixed an issue where bombs and artillery didn’t apply their damage to top armor in case of direct hits;
Attack drones’ logic has been improved: now clicking RMB on a target will lead to direct attack order (drones’ ammunition will be used as soon as possible) instead of moving closer to the target and then auto-attack;
Fixed an order related exploit allowing planes to fly outside of playzone;
Fixed an issue when units inside the transport were able to laze targets while being inside of a transport;
Fixed an issue when cover bonus from both stress and buildings has been applied at the same time in some cases;
Fixed an UI issue with scenario carousel in the main menu;
Fixed various crashes due to entity misuse issues;
Fixed various issues with overcast ambient on some maps (they’re too dark).
Fixed some minor issues in "Blackout" and "Self Service" campaign missions.
Mission editor fixes & improvements:
LuaNode update:
Fixed LuaUnit (and its conversion method into orange pin data)
Fixed Lua arrays (tables) can’t be passed to other lua nodes
GameAPI is now always available to use, "IncludeGameApi" checkbox was removed
Added examples page to Lua documentation
Fixed an error in RandomData node when exclusion mode was turned on;
We continue to develop the game and are preparing updates that will make the gameplay deeper, more stable and engaging. We have been working on the game every single day since its release and there are many important milestones and improvements ahead.
We want to express our sincere gratitude to each of you for your support, involvement, and genuine commitment to this wonderful adventure. Thank you for being with us!
We wish you all happy holidays and a well-deserved break. We’ll be doing the same, and we’ll see you in 2026.
Dear Players,
We apologize for the recent inconvenience caused by the EAC issue and appreciate your patience while we worked on a fix. Today’s update addresses the problem along with additional improvements to keep enhancing your experience.
You can find the full changelog below:
Update v1.0.11.2
General:
Fix of a case where Easy anti-cheat was not being installed
Fix of a case where final player score was displayed incorrectly
Missions fixes:
Blackout
Self Service
Search & Rescue
Papers please
Forbidden waters
Road to Fiddler's Green
We are pleased to present you with Update 1.0.11, which brings a number of improvements and changes designed to improve your gaming experience. In this patch, we have focused on strengthening protection against unfair players and improving the stability of the network infrastructure.
[img src="{STEAM_CLAN_IMAGE}/40513072/5d969b1bf0062a82c48243c4e236a9aa61f50f5b.png"]Easy Anti-Cheat
Since the release, one of the most discussed topics in the community has been the issue of cheaters. The fight against unfair play has been ongoing since the very first days of the game’s release and continues to this day.
During this time, our own anti-cheat system has been continuously improved and has significantly reduced the number of cheaters. However, we have come to the conclusion that this is not enough for truly reliable protection and the development of esports.
In update 1.0.11, an additional anti-cheat system - Easy Anti-Cheat (EAC) has been added to the game. It will work in conjunction with our internal cheat detection system, creating a multi-layer barrier against cheating attempts.
[img src="{STEAM_CLAN_IMAGE}/40513072/c104aae94f144195e9f7a6a2c1478e1325bf5d2f.jpg"]
Now, when launching Broken Arrow, players will be able to choose the option that is fit them:
"Play Broken Arrow" - Grants access to all multiplayer features and team-based battles.
"Play Anti-cheat disabled" - Grants access to a single player experience only, allowing to play with trainers or mods.
[img src="{STEAM_CLAN_IMAGE}/40513072/5b261fe8b95d89b6eb3545624a0049da7d7a3f01.png"]
We hope that these changes will minimize the use of cheats and prevent unfair players from ruining the enjoyment of the battles for those who play by the rules. Victory should be determined by skill, strategy, and teamwork, not by third-party software.
Halloween special gift
The most downloaded scenario of the workshop is a mode where you defend against zombies made by Joining Player. This scenario uses regular units of the game to represent the zombies. Since halloween is not far away we have decided to help with the creation of a real zombie mode by adding zombie units to the game.
[img src="{STEAM_CLAN_IMAGE}/40513072/48e2aa71c86ebf2a638a2639c3fada062b00e439.png"]
In case you don’t have access to the workshop don’t worry, we have also created our own zombie scenario which will be integrated in the game.
It can be played from 1 to 4 players in co-op, with a specific visual and sound ambient for the map.
Walkers:
Large group of slow moving zombies moving in the direction of your units and damaging them when they reach them.
Runners:
Smaller group of fast moving zombies rushing in the direction of your units.
Smokers:
Zombies on fire generating a trail of smoke behind them which blocks line of sight. They explode in a burst of fire when they reach one of your units.
Spitters:
Zombies spitting acid at your units including helicopters. The acid can damage vehicles and ignore buildings' cover as well.
Boomer:
A large zombie rushing in the direction of your troops to explode in a burst of fire, blood and various body parts flying around.
Thrower:
A giant zombie grabbing cars and throwing them at your units.
Police:
Law enforcement forces trapped in this chaos, unloading the magazine of their MP5 into non-compliant zombies.
Civilians:
Please, save them!
SUV:
A car to transport civilians
Support of server-side based network architecture
We are pleased to announce that this update introduces support for server-side network architecture. This is an important technical improvement that will not have a noticeable impact on gameplay at the moment, but it will serve as a solid foundation for future improvements.
We plan to transfer more and more elements of game logic under server control. This approach will improve the stability of online play, reduce the risk of desynchronization issues that are often mistaken for cheating, even though they are not. It will also significantly limit the possibilities for actual cheating.
This transition may increase server load, so our task will be to find the optimal balance between performance, stability, and quality. Work in this direction is already underway, and we will carefully monitor feedback to ensure a comfortable gaming experience for players
Mission Editor Improvements
It’s worth remembering that Broken Arrow features a fully functional scenario editor, allowing players to create their own missions and in-game situations. Thanks to the creativity of our community, many player-made works have already been created, gaining well-deserved popularity in Steam Workshop. We truly value your involvement and are inspired by the way you help develop the game alongside us.
In this update, alongside more fundamental changes, we also focused on the editor. A number of improvements and fixes have been implemented to enhance usability and stability. We aimed to make the content creation process more intuitive and comfortable for both newcomers and experienced players.
Significant enhancements have also been made to the Help section. The reference information is now much more detailed and accessible, making it easier to get started with the editor’s tools.
Patch 1.0.10 balance analysis
After analyzing the data collected, we have drawn the following conclusions regarding past balance changes:
The positive:
US specs are now correctly balanced between each other both in terms of win rate and popularity.
We have more and more tools available to measure the evolution of the balance over time and depending on player ELO, filters per map, per combination of specs etc…
The negative:
The win rate discrepancy between the US and Russian faction didn’t reduce despite our efforts in this direction.
The disparity of popularity within the Russian specializations is high. With the Guard Tank brigade becoming even more popular to the detriment of the Mechanized brigade which was already the least favored.
One factor explaining the US win rate staying low was the appearance of a bug preventing terminal guidance missiles from reacquiring in some conditions. The US faction relies on this type of guidance more than Russia and Javelin missiles with their lower range were particularly affected.
As a result US anti-tank capabilities were strongly impacted, resulting in the Russian armored/mechanized tactics to become more efficient.
A second factor is that the Kh-32 missile which was already identified as a problem in patch 1.0.10 was supposed to be considered a high altitude projectile and intercepted at longer ranges mistakenly remained a low altitude target. As a result these missiles continued to be a low risk/high reward option.
For this patch we have set ourselves 3 main objectives:
Reduce the prevalence of cruise and ballistic missiles to refocus the fight more on the frontline.
Reduce the win rate discrepancy between USA and Russia
Rebalance the interest between Russian tank and mechanized specializations
Changelog
Added:
Additional anti-cheat layer: Easy Anti Cheat is now part of the Broken Arrow anti-cheat system. It will work in conjunction with our own solution.
Added context messages in game chat when a player tries to reconnect. You will be aware if a player tries to reconnect as soon as they click the button instead of after the finish loading;
General fixes & improvements:
Victory Points compensation mechanic now compensates 100 points per war goal achieved instead of enemy victory point.
(if your team has +2 score due to having 1 war goal during phase 2, you'll be granted with 100 pts instead of 200 pts upon phase 3 start)Fixed an issue preventing players to progress with specialization levels;
Fixed lobby and post-match screen UI issues when players have reached level 100;
Slightly improved performance in Skirmish;
Pathfinding improvements on the maps : Riga Airport, Jelgavas Pils, Meandering River, Baltiysk Peninsula, Chkalovsk Airbase
Fixed an exploit allowing non-amphibious units to go into water;
Fixed an exploit allowing planes to fly beyond the limits of some maps;
Fixed a desync when unloaded/loaded units in an objective zone may block zone capture
Fixed a desync of Radar & Hold fire states in some cases;
Fixed an issue where SAMs with static radars (S-300V Antey, Patriot PAC-2…) could move with their radar activated when ordered to resupply;
Fixed an issue preventing proper reacquiring of terminal guidance missiles;
Fixed an issue when last vote could decide which map will be played;
Fixed an issue with units’ ghosts blocking mouse clicks; (“ghost” is the state when unit is bought but no spawned yet)
Fixed an issue when a plane could be destroyed when trying to attack a helicopter while having the afterburner turned on (Oh gravity, thou art a heartless..)
Fixed unit wrecks always appearing below bridges;
Fixed infantry’s heavy weapons (ATGMs, HMGs, AGLs, etc) not appearing again after being loaded then unloaded from a transport;
Fixed an issue preventing messages from appearing in the chat in some cases;
Improved Hint & Icon of disconnected players (it now shows how much time they have left to reconnect);
Fixed an issue preventing disconnected players from being considered as deserters if match ended shortly after they left;
Fixed an issue when missiles from AA with cold launch sequence (S-300, 9K331 Tor) hit the ground in close proximity in some cases.
Fixed an issue when models died inside house stuck at house exits;
Fixed drag-n-drop move commands in case when mouse button has been released over a unit;
Fixed unload via drag-n-drop into buildings leading to infantry being stuck in some cases;
Fixed an issue when units may not capture an objective if there was another hidden objective placed in the same area (happened in some solo scenarios only);
Fixed multiple cases of UI issues when joining a lobby;
Fixed UI issues on campaign screen;
Fixed hold-fire state being removed due to enemy aiming units that weren't visible;
Fixed ECM pylons being invisible in some cases;
Fixed precision strike visual feedback staying in place if there is not enough ammo for any attack orders;
Added “Reset to default color” option in labels colors settings;
Reworked AH-1Z LODs and camo fixes.
Fixed missing explosion sound effect for the 105mm cluster shell.
Removed redundant sounds for some popup windows;
Various localization fixes and improvements;
Various fixes to PvE Scenarios (Bay of Winds, Parnu, Baltiysk Peninsula, Klaipeda Rift, Ignalina Powerplant).
Mission editor fixes & improvements:
Updated Mission Editor help page documentation;
Fixed mission editor “Help” page crash if it has been launched again after mission restart;
Node "Get slot data" now properly works in both network and solo modes;
Node "Get slot data" got new "IsPlayer" boolean output;
Extended "OnArtilleryShot" node functionality: added team/shell-type filters, target-position output pin;
Added a new functional node "Random point" that will give a new random point in radius from the original position each time any connected node is activated;
Fixed logical nodes "Test condition" and "Wait condition" not working properly with connected functional nodes;
Nodes "Convert number" and "Convert text" are now work correctly and are made functional;
Fixed node "Calculate" working incorrectly with its "C" pin;
Fixed node "Counter" not counting all flow signals, if they were received at the same time;
Fixed "Spawn unit" and "Spawn multiple units" not working if there is only position input was set in the node;
Fixed "Play Audio" node not working with tags;
Fixed all purple node connections (objectives, tags, etc.) not being synchronized via network;
Fixed an issue when scenario lobby may freeze during loading if scenario had empty slot for player and that player had pre-placed units in scenario;
Fixed some nodes having only partial synchronization without supporting inputs via network: "Set animation camera", "Set camera position", "Set camera view", "Add unit to deck", "Change player deck", "Activate playzone", "Assign group", "Clear group", "Set marker position", "Update task";
Added synchronization via network to nodes: "Play audio", "Play music", "Set music intensity", "Stop music", "Destroy building", "Pause", "Spawn props", "Destroy props", "Spawn VFX", "Switch UI", "Medal reward", "Set Tag";
Updated Lua node:
Available APIs updated;
Fixed node syntax/runtime errors handling, errors wont prevent hot reload on node from working anymore;
Lua help page updated;
Lua CustomObjects are now synchronized through network;
Node can now accept supply and spawn-data inputs;
Balance Changelog:
Reduce the cruise missile spam meta:
Kh-32 missiles (Tu-22M3) are now correctly considered as high altitude targets engaged at long range by heavy SAMs
Missing ammo value doubled when units are refunded. So selling a ballistic missile launcher after shooting will cost you double for instance.
Planes are unaffected by this global change and receive individual changes instead:
AGM-88 HARM anti-radiation missile resupply cost increased from 30 to 40
Kh-58UShK anti-radiation missile resupply cost increased from 30 to 40
Kh-31 anti-radiation missile resupply cost increased from 25 to 30
SLAM-ER cruise missile resupply cost increased from 32 to 40
JSM cruise missile resupply cost increased from 32 to 40
Kh-59MK and MK2 cruise missile resupply cost increased from 32 to 50
JASSM cruise missile resupply cost increased from 45 to 50
Kh-29 missile resupply cost increased from 30 to 45
Kh-32 missile supply cost increased from 60 to 80
Cruise missiles launched from planes aim time increased from 1 to 3sec
Designers Note: This prevents cruise missiles from being fired at the last second to make them impossible to dodge them. The aim time is the delay before shooting a salvo of missiles, not the time between two missiles in a salvo.Kh-59MK and MK2 damage reduced 10->8.5
Designers Note: A pair of Kh-59 fired from a Su-57 was able to destroy any vehicle. This was making the use of tanks almost impossible on the US side.
JSOW and PBK500 damage increased from 7 to 8.5
Designers Note: Smart cluster bombs were almost never used as a pair would not even kill an IFV with 14 hit points. The increase of damage to 8.5 allows to destroy anything with 16 HP with a pair of bombs.
The US faction has more cluster bombs than Russia so this is also a soft way to rebalance factions’ win rates.
Reduce Russian Guard tank specialization power:
Designers Note: All specializations within a faction are linked together so if one of them is overperforming, all the other specs benefit from it. This is the case of the Russian Guard Tank specialization which is pulling up the win rate of all the other Russian specs and as a result the entire Russian faction. Targeting it in particular will allow to rebalance the 2 factions but also the balance inside the Russian faction.
T-15 Barbaris moved to VEH tab with an availability of 2
T-15 Barbaris: 57mm 50->100
9К317 Buk moved to tank, S-300V Antey moved to mech
Kornet-T re-assigned to mech specialization
Ingenery-Shturmoviki re-assigned to mech specialization
Ingenery-Shturmoviki squad size reduced from 8 to 7 to fit in BMPs
Shturmoviki re-assigned to Guard tank specialization
Shturmoviki squad size increased from 7 to 8, an additional PKP added, armor reduced from 10 to 8, price increased 50>55
BMPT Terminator base price 160>190, AGS upgrade 20>40, Armor upgrade 10>20
BRM-3K: 57mm 45->50, 57mm+Ataka 55->65, Armor upgrade 15->20
Kurganets and Bumerang: APS charges reduced 4->2, APS option's price reduced by 5 pts
Kurganets: Epokha module price 60->75
BMP-3: Epokha module price 35->45
US faction improvements:
Designers Note: In comparison the US faction is much more balanced internally, there is not one specialization which is strongly pulling the others up or down.
So the buffs applied to the US faction only aim at improving the win rate of the faction in general.
Javelin missile minimal range reduced from 200m to 100m
F-16C/V: added option for AIM-9 on middle pylons
Bradley A2, A2 ESV, A3 ESV, A2 CFV: base price -5 points
SLAMRAAM repurposed as a SHORAD unit with the ability to engage helicopter at the cost of a shorter range against planes
SLAMRAAM base price 130->100, 6 amraam 170->130, amraam+aim 180->150
Designers Note: With the Patriots split between 3 specs in last patch we can repurpose the SLAMRAAM into a different role without removing a vital anti-plane asset from many decks.
It will now act as some kind of OSA or TOR equivalent instead of a BUK equivalent.New customization for Centurion : RIM-116 SeaRAM
Designers Note: With 11 fire and forget missiles and a radar to increase their engagement range, this is another strong buff to US shorad capabilities.
[img src="{STEAM_CLAN_IMAGE}/40513072/a3f4ffe1f706b29fd21a3559a639dedda5272971.jpg"]
Tanks side armor compression:
Tanks side armor HEAT values compressed to make side shots from infantry RPGs more efficient:
Abrams series
TUSK1 armor reduced from 450 to 400
TUSK2+Trophy armor reduced 600 to 450
TUSK2 armor reduced from 700 to 500
T-series
Relikt armor (T-72B3M, T-80BVM obr. 18, T-90M) armor reduced from 600 to 500
Relikt armor (T-14 Armata, T-15 Barbaris) armor reduced from 700 to 500
Relikt + soft-case Relikt ( T-72B3M obr. 16, T-90M, T-80BVM obr. 18+ ) armor reduced from 800 to 600
Underused units/customization buffs and various fixes:
Razvedka squads receive a PKM machine gun replacing one of their AKM rifles
Giatsint-S rate of fire increased. Time between shots reduced from 8-10 sec to 7-8 sec
MiG-35: added R-73 option for middle pylons
Fixed the amount of shotgun shells for Force Recon 10>100
Ka-52K: added GSh23 pods option to inner pylon
The Russian default deck has been changed from Motorized/Mechanized to Coastal/Mechanized.
Designers Note: As an experiment we would like to observe how much the default deck impacts specializations' pick rate and win rates.
We sincerely appreciate your engagement and feedback - it is thanks to you that Broken Arrow keeps getting better with every update. We hope these improvements will bring you joy and deliver even more exciting gameplay moments.
Thank you for staying with us!
We are pleased to present you with Update 1.0.11, which brings a number of improvements and changes designed to improve your gaming experience. In this patch, we have focused on strengthening protection against unfair players and improving the stability of the network infrastructure.
[img src="{STEAM_CLAN_IMAGE}/40513072/5d969b1bf0062a82c48243c4e236a9aa61f50f5b.png"]Easy Anti-Cheat
Since the release, one of the most discussed topics in the community has been the issue of cheaters. The fight against unfair play has been ongoing since the very first days of the game’s release and continues to this day.
During this time, our own anti-cheat system has been continuously improved and has significantly reduced the number of cheaters. However, we have come to the conclusion that this is not enough for truly reliable protection and the development of esports.
In update 1.0.11, an additional anti-cheat system - Easy Anti-Cheat (EAC) has been added to the game. It will work in conjunction with our internal cheat detection system, creating a multi-layer barrier against cheating attempts.
[img src="{STEAM_CLAN_IMAGE}/40513072/c104aae94f144195e9f7a6a2c1478e1325bf5d2f.jpg"]
Now, when launching Broken Arrow, players will be able to choose the option that is fit them:
"Play Broken Arrow" - Grants access to all multiplayer features and team-based battles.
"Play Anti-cheat disabled" - Grants access to a single player experience only, allowing to play with trainers or mods.
[img src="{STEAM_CLAN_IMAGE}/40513072/5b261fe8b95d89b6eb3545624a0049da7d7a3f01.png"]
We hope that these changes will minimize the use of cheats and prevent unfair players from ruining the enjoyment of the battles for those who play by the rules. Victory should be determined by skill, strategy, and teamwork, not by third-party software.
Halloween special gift
The most downloaded scenario of the workshop is a mode where you defend against zombies made by Joining Player. This scenario uses regular units of the game to represent the zombies. Since halloween is not far away we have decided to help with the creation of a real zombie mode by adding zombie units to the game.
[img src="{STEAM_CLAN_IMAGE}/40513072/48e2aa71c86ebf2a638a2639c3fada062b00e439.png"]
In case you don’t have access to the workshop don’t worry, we have also created our own zombie scenario which will be integrated in the game.
It can be played from 1 to 4 players in co-op, with a specific visual and sound ambient for the map.
Walkers:
Large group of slow moving zombies moving in the direction of your units and damaging them when they reach them.
Runners:
Smaller group of fast moving zombies rushing in the direction of your units.
Smokers:
Zombies on fire generating a trail of smoke behind them which blocks line of sight. They explode in a burst of fire when they reach one of your units.
Spitters:
Zombies spitting acid at your units including helicopters. The acid can damage vehicles and ignore buildings' cover as well.
Boomer:
A large zombie rushing in the direction of your troops to explode in a burst of fire, blood and various body parts flying around.
Thrower:
A giant zombie grabbing cars and throwing them at your units.
Police:
Law enforcement forces trapped in this chaos, unloading the magazine of their MP5 into non-compliant zombies.
Civilians:
Please, save them!
SUV:
A car to transport civilians
Support of server-side based network architecture
We are pleased to announce that this update introduces support for server-side network architecture. This is an important technical improvement that will not have a noticeable impact on gameplay at the moment, but it will serve as a solid foundation for future improvements.
We plan to transfer more and more elements of game logic under server control. This approach will improve the stability of online play, reduce the risk of desynchronization issues that are often mistaken for cheating, even though they are not. It will also significantly limit the possibilities for actual cheating.
This transition may increase server load, so our task will be to find the optimal balance between performance, stability, and quality. Work in this direction is already underway, and we will carefully monitor feedback to ensure a comfortable gaming experience for players
Mission Editor Improvements
It’s worth remembering that Broken Arrow features a fully functional scenario editor, allowing players to create their own missions and in-game situations. Thanks to the creativity of our community, many player-made works have already been created, gaining well-deserved popularity in Steam Workshop. We truly value your involvement and are inspired by the way you help develop the game alongside us.
In this update, alongside more fundamental changes, we also focused on the editor. A number of improvements and fixes have been implemented to enhance usability and stability. We aimed to make the content creation process more intuitive and comfortable for both newcomers and experienced players.
Significant enhancements have also been made to the Help section. The reference information is now much more detailed and accessible, making it easier to get started with the editor’s tools.
Patch 1.0.10 balance analysis
After analyzing the data collected, we have drawn the following conclusions regarding past balance changes:
The positive:
US specs are now correctly balanced between each other both in terms of win rate and popularity.
We have more and more tools available to measure the evolution of the balance over time and depending on player ELO, filters per map, per combination of specs etc…
The negative:
The win rate discrepancy between the US and Russian faction didn’t reduce despite our efforts in this direction.
The disparity of popularity within the Russian specializations is high. With the Guard Tank brigade becoming even more popular to the detriment of the Mechanized brigade which was already the least favored.
One factor explaining the US win rate staying low was the appearance of a bug preventing terminal guidance missiles from reacquiring in some conditions. The US faction relies on this type of guidance more than Russia and Javelin missiles with their lower range were particularly affected.
As a result US anti-tank capabilities were strongly impacted, resulting in the Russian armored/mechanized tactics to become more efficient.
A second factor is that the Kh-32 missile which was already identified as a problem in patch 1.0.10 was supposed to be considered a high altitude projectile and intercepted at longer ranges mistakenly remained a low altitude target. As a result these missiles continued to be a low risk/high reward option.
For this patch we have set ourselves 3 main objectives:
Reduce the prevalence of cruise and ballistic missiles to refocus the fight more on the frontline.
Reduce the win rate discrepancy between USA and Russia
Rebalance the interest between Russian tank and mechanized specializations
Changelog
Added:
Additional anti-cheat layer: Easy Anti Cheat is now part of the Broken Arrow anti-cheat system. It will work in conjunction with our own solution.
Added context messages in game chat when a player tries to reconnect. You will be aware if a player tries to reconnect as soon as they click the button instead of after the finish loading;
General fixes & improvements:
Victory Points compensation mechanic now compensates 100 points per war goal achieved instead of enemy victory point.
(if your team has +2 score due to having 1 war goal during phase 2, you'll be granted with 100 pts instead of 200 pts upon phase 3 start)Fixed an issue preventing players to progress with specialization levels;
Fixed lobby and post-match screen UI issues when players have reached level 100;
Slightly improved performance in Skirmish;
Pathfinding improvements on the maps : Riga Airport, Jelgavas Pils, Meandering River, Baltiysk Peninsula, Chkalovsk Airbase
Fixed an exploit allowing non-amphibious units to go into water;
Fixed an exploit allowing planes to fly beyond the limits of some maps;
Fixed a desync when unloaded/loaded units in an objective zone may block zone capture
Fixed a desync of Radar & Hold fire states in some cases;
Fixed an issue where SAMs with static radars (S-300V Antey, Patriot PAC-2…) could move with their radar activated when ordered to resupply;
Fixed an issue preventing proper reacquiring of terminal guidance missiles;
Fixed an issue when last vote could decide which map will be played;
Fixed an issue with units’ ghosts blocking mouse clicks; (“ghost” is the state when unit is bought but no spawned yet)
Fixed an issue when a plane could be destroyed when trying to attack a helicopter while having the afterburner turned on (Oh gravity, thou art a heartless..)
Fixed unit wrecks always appearing below bridges;
Fixed infantry’s heavy weapons (ATGMs, HMGs, AGLs, etc) not appearing again after being loaded then unloaded from a transport;
Fixed an issue preventing messages from appearing in the chat in some cases;
Improved Hint & Icon of disconnected players (it now shows how much time they have left to reconnect);
Fixed an issue preventing disconnected players from being considered as deserters if match ended shortly after they left;
Fixed an issue when missiles from AA with cold launch sequence (S-300, 9K331 Tor) hit the ground in close proximity in some cases.
Fixed an issue when models died inside house stuck at house exits;
Fixed drag-n-drop move commands in case when mouse button has been released over a unit;
Fixed unload via drag-n-drop into buildings leading to infantry being stuck in some cases;
Fixed an issue when units may not capture an objective if there was another hidden objective placed in the same area (happened in some solo scenarios only);
Fixed multiple cases of UI issues when joining a lobby;
Fixed UI issues on campaign screen;
Fixed hold-fire state being removed due to enemy aiming units that weren't visible;
Fixed ECM pylons being invisible in some cases;
Fixed precision strike visual feedback staying in place if there is not enough ammo for any attack orders;
Added “Reset to default color” option in labels colors settings;
Reworked AH-1Z LODs and camo fixes.
Fixed missing explosion sound effect for the 105mm cluster shell.
Removed redundant sounds for some popup windows;
Various localization fixes and improvements;
Various fixes to PvE Scenarios (Bay of Winds, Parnu, Baltiysk Peninsula, Klaipeda Rift, Ignalina Powerplant).
Mission editor fixes & improvements:
Updated Mission Editor help page documentation;
Fixed mission editor “Help” page crash if it has been launched again after mission restart;
Node "Get slot data" now properly works in both network and solo modes;
Node "Get slot data" got new "IsPlayer" boolean output;
Extended "OnArtilleryShot" node functionality: added team/shell-type filters, target-position output pin;
Added a new functional node "Random point" that will give a new random point in radius from the original position each time any connected node is activated;
Fixed logical nodes "Test condition" and "Wait condition" not working properly with connected functional nodes;
Nodes "Convert number" and "Convert text" are now work correctly and are made functional;
Fixed node "Calculate" working incorrectly with its "C" pin;
Fixed node "Counter" not counting all flow signals, if they were received at the same time;
Fixed "Spawn unit" and "Spawn multiple units" not working if there is only position input was set in the node;
Fixed "Play Audio" node not working with tags;
Fixed all purple node connections (objectives, tags, etc.) not being synchronized via network;
Fixed an issue when scenario lobby may freeze during loading if scenario had empty slot for player and that player had pre-placed units in scenario;
Fixed some nodes having only partial synchronization without supporting inputs via network: "Set animation camera", "Set camera position", "Set camera view", "Add unit to deck", "Change player deck", "Activate playzone", "Assign group", "Clear group", "Set marker position", "Update task";
Added synchronization via network to nodes: "Play audio", "Play music", "Set music intensity", "Stop music", "Destroy building", "Pause", "Spawn props", "Destroy props", "Spawn VFX", "Switch UI", "Medal reward", "Set Tag";
Updated Lua node:
Available APIs updated;
Fixed node syntax/runtime errors handling, errors wont prevent hot reload on node from working anymore;
Lua help page updated;
Lua CustomObjects are now synchronized through network;
Node can now accept supply and spawn-data inputs;
Balance Changelog:
Reduce the cruise missile spam meta:
Kh-32 missiles (Tu-22M3) are now correctly considered as high altitude targets engaged at long range by heavy SAMs
Missing ammo value doubled when units are refunded. So selling a ballistic missile launcher after shooting will cost you double for instance.
Planes are unaffected by this global change and receive individual changes instead:
AGM-88 HARM anti-radiation missile resupply cost increased from 30 to 40
Kh-58UShK anti-radiation missile resupply cost increased from 30 to 40
Kh-31 anti-radiation missile resupply cost increased from 25 to 30
SLAM-ER cruise missile resupply cost increased from 32 to 40
JSM cruise missile resupply cost increased from 32 to 40
Kh-59MK and MK2 cruise missile resupply cost increased from 32 to 50
JASSM cruise missile resupply cost increased from 45 to 50
Kh-29 missile resupply cost increased from 30 to 45
Kh-32 missile supply cost increased from 60 to 80
Cruise missiles launched from planes aim time increased from 1 to 3sec
Designers Note: This prevents cruise missiles from being fired at the last second to make them impossible to dodge them. The aim time is the delay before shooting a salvo of missiles, not the time between two missiles in a salvo.Kh-59MK and MK2 damage reduced 10->8.5
Designers Note: A pair of Kh-59 fired from a Su-57 was able to destroy any vehicle. This was making the use of tanks almost impossible on the US side.
JSOW and PBK500 damage increased from 7 to 8.5
Designers Note: Smart cluster bombs were almost never used as a pair would not even kill an IFV with 14 hit points. The increase of damage to 8.5 allows to destroy anything with 16 HP with a pair of bombs.
The US faction has more cluster bombs than Russia so this is also a soft way to rebalance factions’ win rates.
Reduce Russian Guard tank specialization power:
Designers Note: All specializations within a faction are linked together so if one of them is overperforming, all the other specs benefit from it. This is the case of the Russian Guard Tank specialization which is pulling up the win rate of all the other Russian specs and as a result the entire Russian faction. Targeting it in particular will allow to rebalance the 2 factions but also the balance inside the Russian faction.
T-15 Barbaris moved to VEH tab with an availability of 2
T-15 Barbaris: 57mm 50->100
9К317 Buk moved to tank, S-300V Antey moved to mech
Kornet-T re-assigned to mech specialization
Ingenery-Shturmoviki re-assigned to mech specialization
Ingenery-Shturmoviki squad size reduced from 8 to 7 to fit in BMPs
Shturmoviki re-assigned to Guard tank specialization
Shturmoviki squad size increased from 7 to 8, an additional PKP added, armor reduced from 10 to 8, price increased 50>55
BMPT Terminator base price 160>190, AGS upgrade 20>40, Armor upgrade 10>20
BRM-3K: 57mm 45->50, 57mm+Ataka 55->65, Armor upgrade 15->20
Kurganets and Bumerang: APS charges reduced 4->2, APS option's price reduced by 5 pts
Kurganets: Epokha module price 60->75
BMP-3: Epokha module price 35->45
US faction improvements:
Designers Note: In comparison the US faction is much more balanced internally, there is not one specialization which is strongly pulling the others up or down.
So the buffs applied to the US faction only aim at improving the win rate of the faction in general.
Javelin missile minimal range reduced from 200m to 100m
F-16C/V: added option for AIM-9 on middle pylons
Bradley A2, A2 ESV, A3 ESV, A2 CFV: base price -5 points
SLAMRAAM repurposed as a SHORAD unit with the ability to engage helicopter at the cost of a shorter range against planes
SLAMRAAM base price 130->100, 6 amraam 170->130, amraam+aim 180->150
Designers Note: With the Patriots split between 3 specs in last patch we can repurpose the SLAMRAAM into a different role without removing a vital anti-plane asset from many decks.
It will now act as some kind of OSA or TOR equivalent instead of a BUK equivalent.New customization for Centurion : RIM-116 SeaRAM
Designers Note: With 11 fire and forget missiles and a radar to increase their engagement range, this is another strong buff to US shorad capabilities.
[img src="{STEAM_CLAN_IMAGE}/40513072/a3f4ffe1f706b29fd21a3559a639dedda5272971.jpg"]
Tanks side armor compression:
Tanks side armor HEAT values compressed to make side shots from infantry RPGs more efficient:
Abrams series
TUSK1 armor reduced from 450 to 400
TUSK2+Trophy armor reduced 600 to 450
TUSK2 armor reduced from 700 to 500
T-series
Relikt armor (T-72B3M, T-80BVM obr. 18, T-90M) armor reduced from 600 to 500
Relikt armor (T-14 Armata, T-15 Barbaris) armor reduced from 700 to 500
Relikt + soft-case Relikt ( T-72B3M obr. 16, T-90M, T-80BVM obr. 18+ ) armor reduced from 800 to 600
Underused units/customization buffs and various fixes:
Razvedka squads receive a PKM machine gun replacing one of their AKM rifles
Giatsint-S rate of fire increased. Time between shots reduced from 8-10 sec to 7-8 sec
MiG-35: added R-73 option for middle pylons
Fixed the amount of shotgun shells for Force Recon 10>100
Ka-52K: added GSh23 pods option to inner pylon
The Russian default deck has been changed from Motorized/Mechanized to Coastal/Mechanized.
Designers Note: As an experiment we would like to observe how much the default deck impacts specializations' pick rate and win rates.
We sincerely appreciate your engagement and feedback - it is thanks to you that Broken Arrow keeps getting better with every update. We hope these improvements will bring you joy and deliver even more exciting gameplay moments.
Thank you for staying with us!
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
22.1 GB
You May Also Like
View AllDownload Broken Arrow for PC with a direct link or via torrent. Get the full version of Broken Arrow for free. Broken Arrow is a Strategy released by Steel Balalaika.