Translations for our friends around the world.

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Steel Beasts Pro / Re: Steel Beasts Screen Shots
« Last post by Attila on February 24, 2024, 04:23:40 PM »

Games Discussion / Re: Maneuver Warfare : Command a panzergrenadier battle group
« Last post by Asid on February 23, 2024, 06:58:25 PM »
Update 1.27
Fri, February 16, 2024

Maneuver Warfare Update 1.27 is live now. The main changes in this update are:

-the Editor lets you purchase entire formations up to brigade size, not just individual units
-improved manner in which purchased units are displayed in the Editor
-improved artillery fire sounds
-improved performance

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Asid on February 23, 2024, 12:04:56 AM »
D.O.W. Steel Beasts Wednesday Mission 21/2/24

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Asid on February 23, 2024, 12:04:33 AM »
Thanks for the AAR Rinix  :thumbsup
Tacview / Tacview 1.9.4 beta 1 is available Now
« Last post by Asid on February 23, 2024, 12:04:24 AM »

Tacview 1.9.4 beta 1 is available Now

Download: HERE

•   Release Date: Wed, 21 Feb 2024
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 775.2 MB

Release notes


•   ADDED DCS: Sinai Map
•   ADDED Option to display the event that triggered the playback pause in the 3D view
•   IMPROVED CSV files support
•   IMPROVED Mach speed handling over 80km of altitude
•   IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3



To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...

Games Discussion / Re: Rule the Waves III
« Last post by Asid on February 23, 2024, 12:04:18 AM »
Rule the Waves 3 History Series Episode 2 - Dreadnoughts: 1906-1918
Tue, 20 February 2024

With the launch of Dreadnought and Invincible the race for naval supremacy intensified. Ships ballooned in size, cost, speed, and armament. From 1906-1914 the navies of the world built a combined 63 Dreadnought Battleships in a naval arms race that helped bring about the First World War. Submarines made their debut as a practical weapon of war, and destroyers grew in size and displacement with multiple torpedo launchers. After the war the cost of these fleets was so ruinous a new innovation in international diplomacy was adopted to curb spending, the Washington Naval Treaty.

Special thanks to Drachinifel for lending his voice to this project.

You can expect Episode 3 out in March.

Games Discussion / Re: Atomic Society
« Last post by Asid on February 22, 2024, 12:48:50 AM »
Farewell to Atomic Society
Wed, 21 February 2024

Atomic Society will be removed from sale at the end of this week.

It's been a long, wild ride but the time has come to shut down our little studio and move on to new pastures. Don't worry, everybody who owns the game will still be able to play it. It will remain in your Steam library forever. However, the game barely sells anything these days, and there are still several costs involved in running a business (accountants, etc) so we have to start winding things up, starting by removing the game from sale.

I guess it's an appropriate time to say goodbuye. 2024 marks 10 years since a friend and I (with the optimism of complete beginners) asked “why don't we make a game for fun?”

2014 was a boom period for wannabe developers with crazy dreams. Steam Greenlight (remember that?) had been running for 2 years, the indie market was opening up, and Unity had made it possible for beginners to test their luck, for better or worse. Our idea of a post-apocalyptic town building game was a brand new concept back then. When we revealed it in 2016 (via Kickstarter), no one had heard of Frostpunk, Endzone, or Surviving the Aftermath. That Kickstarter still failed, but luckily a random YouTuber made a video of our fledgling pre-alpha and suddenly thousands of players fell in love with the game's potential and were clamoring to play AS. After yet another 2 years of grueling work, we released the first ever Steam version in Early Access (one of the most stressful things I've ever done!) and it sold quite well, considering we were making things up as we went. For a year or two afterwards we even earned basic salaries from this passion project - not much but we did get the privilege of doing something we loved.

However, it was really hard living up to everybody's expectations. A fully 3D town building/social sim game was a huge
concept for a tiny group of hobbyists working around their day jobs! We could just about handle it, but we were slow, and the games industry moves fast. Richer competitors came along. Also, after 7 years of work on top of regular jobs, “burnout” was becoming a thing too. But we pressed on for 3 years in Early Access, getting the game to the best state, and finally let it go for good back in 2021 (during a real life post-apocalyptic event of Covid).

Unfortunately a game only really gets one big launch, and Early Access had been it for us, so that final release didn't do much, but at least finished and I was done
. I couldn't even look at Steam without having a weird panic attack after we released. Making and marketing a game had worn me down (several real life disasters didn't help either). You need a lot of business stamina to stick it out in indie dev, and a peaceful real life. After we launched, our American coder friend had to get a real job, our artist had to give up dev to look after their elderly parent, and main coder Nick started a new family. It was okay though as we had nothing more to add to the game, but life had called us all in new directions.

I'm still extremely proud that we managed to create a pretty big 3D game out of a dream, that we stuck with it even when the problems seemed insurmountable, and that Atomic Society is still something different and quirky in an industry that likes to play it safe. For someone's first ever shot at game dev, it's not bad!

Thanks to everyone who bought and enjoyed the game and supported tiny, no-budget indie devs like us. I hope you all enjoyed being crazy post apocalyptic dictators, setting wild laws that might not show up in other games, and that these old blogs have been inspirational for anyone who wants to make their own gaming dream. If you believe in your game, you've got to make it!

However, now it's time for us to head out into the post-apocalyptic “wasteland” and see what other adventures are out there.

Best wishes from the Far Road Games team:

Scott, Nick, Mariana and Adam

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Rinix on February 22, 2024, 12:25:41 AM »
Here's my screenshots:

The plan

The enemy's main attack comes in the north

We begin the advance to the objective

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Rinix on February 21, 2024, 05:12:49 PM »
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 21/2/24 @ GMT18:00
« Last post by Oleg on February 21, 2024, 05:10:29 PM »
A-2 and C-2 for me please.
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