What is Battle of Stalingrad?
IL-2 Sturmovik: Battle of Stalingrad is the continuation of the legendary IL-2 Sturmovik series that has set the standard for PC combat flight games for more than ten years. This new entry into the series will offer virtual pilots an even more accurate simulation of the most famous air battles of World War II. Better quality of content, bigger scale , new physics, more realistic aerodynamics and new game elements set this title apart from all which came before. We have only one goal - To give you a New Higher Level of Immersion!
- Being developed by 1C Game Studios comprising developers of previous Sturmovik titles and 777 Studios, the creators of Rise of Flight: The First Great Air War (the best WWI combat flight simulator ever made)
- Unprecedented level of detail in physics, damage modeling and aerodynamics ever represented in virtual aircraft
- True-to-life and complex AI system
- The largest and most detailed recreation of the Battle of Stalingrad theatre ever modeled in a flight simulation with unique structures, buildings and landscapes
- Ten Legendary aircraft that have been thoroughly re-created using original drawings and blueprints
- Historically correct reconstruction of all key operations of the Stalingrad battle
- Quick fights and large-scale battles in single-player and multi-player with dedicated servers. An extensive in-game achievement system that allows players to unlock historically based airplane modifications and upgrades as your campaign progresses. No Pay to Win here, only skill and bravery is needed!
Why Battle of Stalingrad?
February 2, 2013 marked 70th anniversary of the Battle of Stalingrad. Seven decades after the watershed battle of World War II on the Eastern Front, we are using the state-of-the-art possibilities of the modern PC to re-create the brutal aerial combat of the skies above Stalingrad.
Minimal System Requirements:
To understand if you PC can handle IL-2: BOS we recommend using Rise of Flight as your benchmark - the recommended system requirements for Rise of Flight are found below.
Rise of Flight is available for free and you can download and play by going to the following link - http://riseofflight.com/tryrof/en.
We recommend these system requirements as the minimum specs for IL-2: BOS.
- Windows® XP (SP2) / Vista (SP1) / Windows® 7 (SP1) / Windows® 8
- CPU: Intel® Core™ 2 Quad 2.6 GHz+ or Intel® Core™ i5/i7 2.6 GHz+
- GPU: 1024 Mb+, GeForce GTX 260+/Radeon HD5850+
- RAM: 4 Gb+
- Sound: DirectX 9.0c/11 compatible
- Free Hard Drive space: 10 Gb+
- Internet Connection Required for Registration, Career Mode, Multiplayer and Statistics Tracking. 256 Kb/s for single-player and 1 Mb/s for multiplayer
Who's making it?
The current combined IL-2: BOS and ROF Team includes 33 employees. The project is being developed based on our updated Digital Nature game engine which already powers the award winning Rise of Flight: The First Great air War. Project Management is headed by the 777 Studios team:
Albert «Loft» Zhiltcov.
Chief Producer. Albert is a leading member of the IL-2 Community and member of the Flying Barans squad. Albert has participated in many IL-2 Sturmovik championships and projects such as: ADW (Air Domination War) – a special multiplayer environment for IL–2 Sturmovik. Albert is also Chief Producer on award-winning Rise of Flight.
Jason «Burnin» Williams
Executive Producer. An executive with lengthy experience in the gaming industry including software development, marketing, distribution and hardware manufacturing (NaturalPoint and TekNMotion). Jason is also founder of the 777 AVG virtual squadron and active member of flight-sim community. He is also the President of 777 Studios which developed and published Rise of Flight.
Lead Programmer and architect of the Digital Nature game engine. Participated in successful projects such as: Project Sikorsky (2003-2005) and Rise of Flight (2006-current).
Andrey «Petrovich» Solomykin
Lead Engineer. A very skilled and knowledgeable engineer who builds our flight model system. Andrey has participated in such projects as: L-39 Albatros add-on for Microsoft Flight Simulator (2000-2001); Lock-On: Modern Air Combat (2001-2005) from Eagle Dynamics and Rise of Flight: The First Great Air War from 777 Studios.
Michael «Gapmaker» Samokhin
Lead Artist. Michael is the talent behind our amazing aircraft models. His work on Microsoft Flight Simulator add-ons (2002-2004) has won numerous awards and prizes. He has built the legendary F-104 Starfighter (Best Jet Fighter/Bomber at FlightSim.com) and Boeing 727 (AVSIM 2003 Bravo Zulu Award at Avsim.com). Michael was also Lead Artist on Rise of Flight development.
Project Manager and QA Lead. Daniel has participated in popular projects such as: Lock-On: Flaming Cliffs and DSC: BlackShark by Eagle Dynamics and Rise of Flight by 777 Studios; Head of Flight Training in VFTC squadron. Daniel is the man who develops plans and design documents for the team and who keeps us on schedule.
Viktor «VikS» Sechnoy
Level and Gameplay Designer. VikS is an active member of IL-2 Sturmovik community, member of the Flying Barans squad and a multi-award winning virtual pilot and champion of European and World cyber air sports tournaments. He was also a member of the ADW (Air Domination War) development team. Viktor is also valuable as our studio's historian and archive specialist.
How we do it?
We study gigabytes of scanned documents from many nations that shed light on the performance and history of our airplanes. That includes documents that were recently de-classified by the Russian Ministry of Defense and taken from the Central Archives by our team to be studied. Soviet test include records not only test of Russian aircraft, but also captured German aircraft. We also acquired German aerial footage of Stalingrad and its vicinity and exclusive technical data and graphics assets.
We also listen to real life pilots' commentary on aircraft performance and aerial combat tactics whenever possible. Their memories are valuable records of WWII history and feedback from the few veterans that are left can be very useful.
We visit WWII history museums and aircraft reconstruction projects. We even performed intensive mock dogfights in real aircraft to get a feel of what it was really like.