From mod to standalone, Day of Infamy is following the path of Insurgency. Early Access release is launching next month, July 2016, on Steam. The store page has launched, so you can add to wishlist and purchase the game on release day for $19.99.

Today Day of Infamy enters Closed Alpha.  Here are the release notes for what is currently in the game:

Release Notes

Game Overview

Experience intense close-quarters WWII infantry combat, from the entrenched shores to the battered streets in Day of Infamy.

Diverse Factions and Settings

Commonwealth and U.S. Army forces clash against the German Wehrmacht from the island of Sicily to the beaches of Normandy.


“Storm the beach”
Sicily, Italy (1943)

British Commonwealth Forces
Axis Forces


Comacchio, Italy (1943)

Axis Forces
U.S. Occupational Force

Dog Red

Dog Red Sector, Omaha Beach, Normandy, France (1944)

U.S. Rangers
Axis Forces


“Battle of the Bulge”
Outskirts of Bastogne, Belgium (1944)

Axis Forces
U.S. Airborne


“Loyal Remnants”
Reichswald Forest, Germany (1945)

Combined Commonwealth Force
Axis Forces

20 weapons and wide range of attachments

Full-range arsenal including bolt-action rifles, pistols, revolvers, submachine guns, heavy machine guns, grenades, and flamethrowers. Fix bayonets, extend magazines, or swap iron sights with period-specific customization options.

Online Multiplayer


Designed for sustained attack-defend style action, Offensive puts one team pushing forward while the other team attempts to stop their advance. Additional reinforcements and time are earned when the attacking team secures their objectives.


Designed to simulate a large scale battle with push/pull style gameplay, either team may advance or retreat depending on the flow of action. The team which advances further in the end will be victorious.


This territorial control mode blends limited waves with strategic capturing. Teamwork is greatly rewarded, and rounds can end quickly. There will eventually be matchmaking, ladder and rank systems associated with this mode, as it will become the game’s “competitive” mode.

Cooperative and Singleplayer


Hold the line with your brothers-in-arms as enemy AI strategically advance on your position. Fall back and regroup to bring back your fallen comrades.


Lay siege on well-fortified enemy defenses with your friends. Securing objectives will lead to reinforcements.

How to Play Singleplayer

For the time being until we have hooked up proper menus, you must use the console to try out the singleplayer. To play the above game modes in singleplayer mode, open the console (~) and type the following: <map name> <game mode> solo

For example, type the following: bastogne entrenchment solo

Game Features

Gritty Objective-Based Experience

Intense core infantry mechanics and a simplified HUD create a highly visceral and immersive experience. With a reinforcement wave system tied to objectives, the game maintains an emphasis on teamwork and coordination.

Squad-Based Role System

Squad system built upon role-based player classes, which are asymmetrical based on what team you are on. Depending on your supply points, you may customize and upgrade your gear, affecting your appearance, weight, stamina, and movement speed.

Strategic Leadership and Artillery Strikes

Officers can direct their team in the field. In addition to a wide variety of command options, they may call in an intense artillery barrage on the enemy, if a radio operator is nearby.

Local and Radio Communications

Local VOIP is used to talk to your teammates in the game, but be careful because the enemy can hear you if you’re close enough. Radio operators also serve as a communication beacon to those around them, as HQ and radio operator chatter can be heard through them.

Capa Mode

Spectator free roam camera behaves like a real camera, with the ability to adjust f-stop and focal length for the depth of field quality. Some console commands required.

  • mat_insdof 1 (Enables depth of field, but might slow down performance)
  • spec_camera_options_gui 1 (Menu to adjust sliders for depth of field)
  • spec_handheld 1 (Enables sway with the camera to create a handheld feel while recording video footage)
  • Q key lowers camera view, E key raises camera view vertically.


The game aims to be a continuation of the gritty WWII experience established by the Day of Defeat mod for Half-Life in 2001. It builds off the atmosphere and nostalgia of this classic experience, but adds more visceral and intense core infantry mechanics.

Known Issues

There are a couple of known issues and shortcomings with the game, as it’s currently pre-closed-alpha. Here is a list of what you can expect to be broken, so there are no surprises:

  • Menus
    • We have just implemented brand new menus using HTML5-based Coherent GT middleware. What you see ingame is very early and will be redone before early access release.
      • Key binding page has no way of unbinding a key. Type “unbind” followed by the name of the key in console to unbind.
      • Graphics options are extremely limited and the game may not recover from ALT+TABs. It is recommended to use borderless window. To customize game resolution, right click your game in Steam > Properties > Set Launch Options and enter “-window -noborder -width 1920 -height 1080”, replacing 1920 and 1080 with the appropriate values.
  • Voice over
    • The VO in the game is very early, and some of it is either missing or misplaced.
      • Germans will sometimes play American voice lines. This is temporary for gameplay reasons until they are replaced at a later point in time.
  • Art polish
    • Whether it’s the characters, weapons or environments, the art in the game is a bit rough and will be polished a lot over the next month leading up to our early access release.
      • The only “polished” character art in the game are the Commonwealth characters. The rest are placeholder and will be replaced.
      • The level art is intentionally not final, so that we can make adjustments to map layouts based on feedback we receive from the community.
      • We’re still using a lot of placeholder weapon art, some weapons are final but textures are still a work in progress.
  • AI behavior
    • We just implemented a brand new AI into the game, and it has some kinks to iron out.
      • The bots are quite good at medium to longer ranges, but sometimes show their weakness and stupidity up close. We are working on this.
      • Sometimes the bots spawn in places they shouldn’t.
  • Gameplay
    • Whether multiplayer or cooperative, we want to make it clear that the gameplay is not by any means final.
      • We will not only make modifications and improvements to the game modes and game experience based on feedback, but we will also introduce new game modes and mechanics.