
Coming from Isonzo, you’ll recognize the fundamentals in Gallipoli, but there’s a lot that’s new, built directly on years of community feedback. Here’s what actually changes, in practice.
More flexible movement
No more binary “you can only sprint if you have stamina” system. You can now sprint even when out of stamina, just slower. With full stamina, though, you run faster for a short while: handy for charging the enemy or reaching cover.
You can sprint while crouched or prone too, keeping your head down in the trenches without losing too much speed. With a bayonet fixed or a melee weapon in hand, you can charge the enemy with a burst of speed (and all the yelling you’d expect).

More weight on squad play
Coordinating with your squad matters more, thanks in part to teamwork-focused roles like Stretcher Bearers (medics) and Heavy Machine Gunners. You can now ping any location or marker to steer your squad.

The squad type you pick determines what to focus on: it gives extra slots for specific classes and dedicated Call-ins for the Officer. Check the Squads and Call-ins guide for the full breakdown.
More immersion
More care put into audio, VFX, and environments. Explosions kick up sand and dust that lingers and slowly disperses, and it’s not just for looks: that dust can serve as cover for a bold assault or a tactical retreat.

Full crossplay
Gallipoli has crossplay on PC, Xbox Series X|S, and PlayStation 5: squad up with anyone, on any platform.

Other gameplay changes
- Deeper damage handling: non-lethal damage downs you but leaves you mobile. You can’t fight back, so the goal is reaching safety so an ally can revive you
- Reworked progression: classes and weapons are all unlocked from first launch, and leveling up earns you perks. See the dedicated progression guide
- Expedition Game Mode: as the attacker you need to stay agile and adapt, each sector’s objectives are randomized every match
Source: official devblog “Gallipoli - Release Date Re-Reveal & Community Trailer”, BlackMill Games.