How to Install Battalion 1944 and Join a Server
Battalion 1944 was crowdfunded by people who wanted a World War II shooter back with no perks, no killstreaks and no unlock treadmill, just fast movement.
Battalion 1944 was funded by several thousand people who wanted a specific thing back: a World War II shooter with no perks, no killstreaks, no unlock treadmill, and movement fast enough that aiming at a strafing player is a skill rather than a formality. A British studio took that money and built exactly what was asked for.
Then almost nobody played it.
That is the honest opening, and it needs to be, because the gap between what this game is and how many people are in it at any given moment is the first thing you should understand. Listings collect on the Battalion 1944 hub, and the population you find will depend enormously on which evening you look and which part of the world you are in.
What the game actually does differently
Strip away the setting and the interesting part is the ruleset.
Wartide is the mode it was built for. Five against five, one team planting a bomb and the other stopping them, rounds won and lost with a small economy between them that decides what you can carry next. If that sounds like the structure of a game you already play, it is — the design borrows the round-and-economy skeleton and hangs old iron sights and old movement on it.
No progression that changes the fight. Weapons do not gain attachments that alter how they behave. There are no perks, no field upgrades, no streak rewards raining down on whoever is having a good round. Two players with the same rifle have the same rifle.
Movement is loud and fast. The game expects you to strafe, to break your own patterns, to peek and reset rather than hold a sight line and wait. Players coming from modern shooters describe it as twitchy; players who came from the early 2000s describe it as normal.
Arcade playlists exist for people who do not want a competitive round structure — team deathmatch and objective modes with larger player counts and a much lower stakes-per-round feeling. They are where you learn the maps.
The maps themselves are compact by modern standards. Two or three genuine routes between spawns, a handful of positions worth holding, and enough verticality to make a grenade a decision rather than a reflex. That compactness is deliberate. Five-a-side does not work on a map built for twenty.
The state of it, before you spend money
I am not going to tell you what this game costs or whether it is free right now, because the answer has changed. It has been sold, it has been repositioned, and it has carried more than one name across its life while the studio moved on to other work.
Check the store page. Not a guide, not a video from two years ago, not this paragraph. That is genuinely the most useful sentence in this article.
What has not changed is what you get: the game itself is finished in the sense that it works, the modes are all there, and the reason to be cautious is entirely about how many other people you will find in it.
Who this is still for
Three groups, roughly.
People who played Call of Duty 2 and Call of Duty: United Offensive competitively and have spent twenty years wanting that structure with a modern engine underneath it. That is who the Kickstarter was aimed at and it is who stayed.
Small competitive communities who organise their own matches. Five-a-side is easy to arrange and a scheduled match needs a server, not a matchmaking queue. This is the healthiest part of the game and it is almost entirely invisible from outside, because it happens in Discord servers rather than in a public browser.
And people who want a WWII shooter that is not a simulation. If Hell Let Loose sounds like too much work and Day of Defeat sounds like too little, this sits between them.
If none of those are you, be honest with yourself before buying. A game with no players is not a bargain at any price.
Installing
It is a Steam game and it installs like one. Buy it, find it in your library, install it, let the first launch take its time compiling shaders.
If the platform itself is new, start with our Steam guide instead.
Do the settings pass before your first match rather than in it. Two things matter more than the rest in a game with this movement speed: sensitivity, which you should set once and never touch again, and framerate stability, which matters more than raw framerate for tracking a strafing target. Turn down whatever eats frames and leave the rest.
Finding a game
Two routes in, and which one works depends on how busy the game is when you try.
Matchmaking or the official playlists. Fine if there are enough people online in your region. Empty if there are not, and it will happily leave you queueing without telling you the queue is hopeless. Give it a few minutes and then stop giving it minutes.
The server browser. This is the route that matters and it is the reason this game belongs on a server list at all. Community-run servers are how a game like this survives past the point where the official population supports matchmaking, and they are also where you find the modes and rulesets the official playlists never offered.
Filter by region first. Ping matters disproportionately in a shooter with a low time-to-kill, and a server on another continent will feel wrong in a way you may not be able to name. Where a server is hosted goes into why.
Then filter by players, and be sceptical. A browser entry claiming a healthy count and delivering an empty map is a familiar experience across every game with a server list, which is why our listings query servers directly rather than repeating what they claim. What makes a listing trustworthy explains the difference.
Connecting to a specific server
Pick the server first, then join it. That is the inversion this whole site exists for, and it is worth getting used to.
The reliable path is the in-game browser's favourites: add a server, and it stays in a short list you can check in ten seconds rather than scrolling a full internet list every session. If you have a specific address from a community's Discord, the browser is where you give it to the game, and you give it the whole thing — address and port together. Servers on shared hosting do not sit on default ports, and a missing port number is the single most common reason a direct join silently fails.
Save three or four. Then check them at the times you actually play. A game in this position lives or dies on whether you know which box has people on it at nine on a Thursday, and nobody can tell you that but your own favourites list.
Playing with people rather than waiting for them
The realistic way to get regular games out of this is to stop treating it as a game you launch and start treating it as a game you arrange.
Find the community attached to a server you liked. Nearly every server that stays up has one, and the people on it are the same people every night. Turn up, be tolerable, and you will find yourself in matches that were organised half an hour beforehand rather than found by a queue.
That is how a five-a-side game with a small population works, and it is not a compromise. It is how competitive shooters worked for a decade before matchmaking existed, and the games from that era that still have anyone playing them all work this way now. Our piece on why nobody joins your server is written for owners, but the diagnosis in it applies to players too: empty servers stay empty because nobody arrives first, and someone has to be first.
What a five-a-side round actually asks of you
If you have only played large-team shooters, the round structure will take some adjusting to, and the adjustment is more about attention than aim.
Every death costs the round, not just you. With five players a side, one person dying early leaves four against five for the rest of the round, and that is usually decisive. Trading — dying but taking someone with you — is a legitimate and valuable outcome. Dying alone in a corner is not.
The economy is a team decision. What you can afford between rounds depends on how the last one went, and a team where everyone independently buys the best thing available will have nothing three rounds later. Groups that play together agree on this out loud.
Information is the whole game. Where the enemy went, where they are not, how many are left. A player who dies and says nothing has wasted the only thing they had left to contribute.
You are playing the same map for a long time. Rounds are short, matches are not, and the map you started on is the map you will be on in half an hour. Learning one properly beats knowing four badly.
None of this is unique to this game. It is what happens whenever a shooter puts a small team on a small map with a round timer, and it is the reason people who like this structure like it a great deal.
Renting a box for your own five
For a group that wants to play together on a schedule, a server of your own is a modest expense and it removes the entire problem of finding a populated public one.
The practical questions are what it costs and how big to make it. What game server hosting costs covers the first, and the second is easier than it looks in a game like this: a five-a-side shooter does not want a fifty-slot server, and our note on choosing a slot count explains why an oversized empty server is worse than a small full one.
Problems
Nothing in the browser. Clear every filter and refresh. Filter state persists, and a region filter left on from last session will show you an empty list on a night when the game is fine.
Matchmaking never finds anything. Stop waiting and use the browser. This is not a fault you can fix.
Joined and everyone is much better than you. A small remaining population in a competitive shooter skews heavily toward people who have played it for years. That is unavoidable and it is not a reflection of the game's difficulty curve. Arcade playlists and quieter servers are the gentler entry.
The game has been updated and the server has not. Community servers running behind a client patch will refuse you. Nothing to fix at your end.
Where else to look
If the appeal is the era, the neighbours are all worth a look and several of them have more people in them. Call of Duty 2 is the direct ancestor of this game's whole design and its community servers are still running. Wolfenstein: Enemy Territory is free, class-based, and has been going for over twenty years. Medal of Honor: Allied Assault and Battlefield 1942 come from the same few years and have communities that never left.
If the appeal is the five-a-side round structure rather than the setting, that is a much larger world and most of it is not set in 1944. Call of Duty 4 sits in the same tradition with a different war.
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JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. Battalion 1944 servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.
Common questions
- Why does connecting directly to a community server fail?
- A missing port number is the single most common reason a direct join fails. Servers hosted on shared platforms do not use default ports, so you must enter the full address and port together into the in-game browser.
- What should I do if the server browser shows no results?
- Clear every active filter and refresh the list. Filter settings persist between sessions, meaning an old region filter can hide active servers and make the browser appear completely empty.
- Why does a community server refuse my connection after a game patch?
- The community server is running behind the client patch. You cannot fix this on your end, as the server owner must update their software to match the current game version before allowing players to connect.
Published · 9 min read