Massively Multiplayer Online First-person Shooter Games Codexery

World War II Online

Persistent World War II simulation with combined arms and player command.

World War II Online

World War II Online is a massively multiplayer online first-person shooter (MMOFPS) set in World War II, developed by Playnet, Inc.'s internal game studio Cornered Rat Software. Originally released on June 6, 2001 for Microsoft Windows, with a Mac OS version in 2002, it was re-released in 2005 as WWII Online: Battleground Europe, and later on Steam Early Access in summer 2017 under its original name. As of June 2021, developers were porting the game to Unreal Engine 5.

Quick Facts

Title
WWII Online
Developer
Cornered Rat Software
Publisher
Strategy First
Platforms
Windows, Mac OS X
Released
Windows / June 6, 2001 / Mac OS X / November 13, 2002
Genre
Massively multiplayer online first-person shooter
Modes
Multiplayer
Producer
Rodney Hodge / Neil Huntley / Dana Baldwin / Steve Daniels / Geof Evans
Artist
Roger Long / Kevin Rivas / Bruce Patnaude / James Chilton / Rafael Harris / Jeremy Lindstrom / Hector Gonzalez
Programmer
Caleb Luehrs / Ian Frisbie / Gwynne Raskind / Mathew Hogan / Mike Cox / Mike Carter
Designer
Mark Pribe / John MacQueen / Jonathon Hoof / Chris Sherland / Phil O'Connor
Engine
Unity 3D (proprietary)

Facts from the source article.

Lore & Background

World War II Online is a persistent, real-time battlefield set in a ½ scale map of western Europe covering approximately 56,600 km². Players can fight as German, American, British, or French forces, operating aircraft, armored fighting vehicles, anti-tank guns, anti-aircraft artillery, naval vessels, or as infantry and paratroopers. All vehicles with two or more positions can be multi-crewed by two players. The game uses a single, non-instanced world with capturable cities, airfields, and ports.

Reader's Guide

The game features a detailed damage model simulating kinetic damage to vehicles, including critical components like engines and fuel tanks, with realistic ballistics accounting for drag, muzzle velocity, and armor penetration. Players gain ranks through a performance-based scoring system, with detailed statistics tracked via a web interface called Combat Statistics and Records (CSR). Communication is supported through multiple text channels, including Target, Mission, Squad, and Side, with players also using Discord. The strategic layer is managed by player-run High Command groups, which can place Attack Objectives to initiate captures of towns and their facilities.

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