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Shadow Empire: Republica | Moodboard & Designer Notes #5 - Oligarchy
Mon, 14 July 2025



In the previous entries of the Moodboard & Designer Notes series, we explored the various faces of democracy and introduced Meritocracy. Today we dive deeper into another political system featured in the Republica DLC: Oligarchy.


The essence of meritocracy is in selecting the best candidate for the job. Not just selecting one  of your friends or business partners.

This series of articles aims to showcase the main themes of Shadow Empire: Republica DLC, an expansion currently in development by Vic (VR Designs) that focuses on politics.

Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.


Moodboard: Oligarchy
The President activated the Vidcom wall screen, the large display casting a blue-ish light in the dimly lit chamber. The images of the three candidates flickered into view, none of the faces he saw inspired confidence. ?Commander of the 1st Armored Corps is a serious position,? he muttered. ?How can we have these numskulls as nominees??

He turned to his Human Resources Advisor, who sat patiently beside him in a wheelchair, impaired but with his eyes still sharp. The Advisor was a good man with a deep commitment to the greater good. The president asked, ?Isn?t it possible to dismiss some of these candidates? For example, that Jerome fellow? He doesn?t even have any military experience. How can he be a nominee in the first place??

?Well, sir?? replied the HR Advisor, his voice filled with a blend of frustration and hope, ?it is not so much an exercise in meritocracy here but more like a complicated game of patronage.?
The president sighed deeply, the weight of their stagnating society pressing heavily upon him. ?I know, I know? But why don?t these bastards adhere to our principles anymore? The best man gets the most important job??

?In a way, they do,? replied the HR apparatchik, raising an eyebrow, ?In many ways, they are the true winners. Only those most adept in the arts of clientelism and corruption have managed to climb so high that they can influence the choices of the military selection committee.?

The president?s expression darkened as he contemplated their predicament. ?How did we end up here? Instead of selecting the best candidates for the whole country, we are selecting the best candidates for a tiny clan of oligarchs.?

The HR apparatchik took the Vidcom control from the table, his hands steady despite his degraded health. He tapped it a few times until an image showed up of the great victory over the Nomadic Alliance. The flickering screen displayed scenes of past glory, of battles won, sacrifices made and parades of victory. ?Remember?? he murmured.

?How could I not?,? said the president in an equally grumpy voice. ?You lost your legs, for starters??

The Advisor looked down at his wheelchair and his missing legs. The President continued: ?Those were the times? we fought? everybody fought? sacrificed themselves for the homeland.?

?Ehm? Indeed,? confirmed the slightly disturbed apparatchik. ?But do you also remember what happened afterwards??
?Yeah,? said the president, his tone heavy with regret. ?Things went downhill? all the way to us nominating this former vacuum-cleaning salesman as Commander of our elite armored Corps??

The HR Advisor sighed, rolling his wheelchair back a bit, and patiently said, ?No, I am talking about the frontline and our military operations.?
The president took the clue, his mind going back to the days of conflict and victory. ?Well? we won and we managed to reap the benefits, right? We got hold of those Alliance?s Rare Metals mines and gave our populace what they deserved after all their efforts: Quality of Life, lower taxes, and even access to more luxury goods.?

?Indeed,? nodded the HR Advisor. ?I?ve thought a lot about it, and I believe it?s precisely that? we went soft. Our people started to spend more time on themselves instead of on their country. They began to prefer fancy clothing over military fatigues, career building over heroics.?

The president nodded slowly, absorbing the analysis of his Advisor and the gravity of their situation. ?That makes perfect sense. You?re more insightful than meets the eye, Advisor. But does that mean we just have to start a new war to get out of this mess??

The Advisor switched the Vidcom screen back to the three candidates, the images now looking even more inadequate under the scrutiny of their conversation. Slumped in his wheelchair, he said, ?Alas? no? it?s far too late for that, President. We will not win any wars with guys like Jerome in charge.?




Designer Notes: Meritocracy turning to Oligarchy in Republica DLC
Once Virtus goes down in a Meritocracy the question of who should govern will be answered differently by your elites. Instead of the most ?capable? it will slide into the most ?deserving.? 

In practice the most deserving according to your elites will often be the one with the most Social Standing, the most Seniority or the most Patronage.  Once you have arrived here you find yourself in an Oligarchy. As our President did in the story above. They wiggle their way into positions of power and leave you little choice but to appoint their ?friends? as well.

Meritocracy turning to Oligarchy is like atrophy setting in. Be careful to not be too complacent with a light Oligarchy as it has a tendency to entrench itself. It will get harder to get new Leaders to important positions once Oligarchs start to dominate your Leader Pool.

When Virtus goes low your Leaders will get a chance to get the Oligarch Feat. This Feat will make them siphon off funds and pass contracts to their business friends (kick-back).  What they do is semi-legal (as opposed to outright corruption) and their subversion only works well under low Virtus conditions because it takes two to Tango: An oligarchic Leader as well as a society/business or government culture that?s willing to think likewise.

The Wealth acquired by Oligarchs will often be spent on Social Standing Leader Feats. This will give them higher Social Standing Scores, which will help the Oligarchs with most Social Standing to secure the top jobs.

Furthermore Oligarchs with a lot of Wealth will become the Patrons of Client Leaders, ensuring their support within their Faction and bringing closer their goal of becoming Faction Leader.

In game theory terms: Oligarchs will siphon off funds and use those funds to rise to the top of the pyramid where they will spread their lack of Virtus all over the place.

There is a real danger of getting caught in a downwards spiral with Oligarchy. As happened to the Nation in the story. As the Oligarchs demoralize the Nation and drag down Virtus, which further reduces their barriers to growing more powerful and grabbing more resources.

Over time this could give rise to Dynastic Families that will basically be above the law. But this would involve a system change from Oligarchy to Aristocracy. We?ll discuss that next Moodboard.

The story above ended on a desperate note, but there is hope in darkness? when things turn really sour for the Populace, due to exploitation by the Oligarchs, they might rise up in revolt to dispose of the hated Oligarchs and install a democracy. So everybody gets equal power. After all? why would only a small percentage of the Populace have all the power?


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2
Racing / Richard Burns Rally, Rallysimfans Installer v1.56.0
« Last post by Asid on Yesterday at 12:01:03 AM »
RallySimFans Installer v1.56.0
06 July 2025 APR 2025



v1.56.0 (2025-07-06)


Rallysimfans Installer v1.56.0 💥 💥

What's new in RallySimFans (RSF):
- New and updated maps. Please see below for more details.
- New: Simagic Alpha Evo Sport and Simagic Alpha Evo Pro support in "Adjust steering wheel rotation range per car" feature.
- New: The latest DXVK Vulkan (2D) driver support. Set RSFLauncher.Screen&Graphics.Vulkan.Version to "auto" or "1.3.2" value.
- Fix: SimuCube wheelbases and "reset rotation range back to original range when RBR is closed" fixed.
- New: Updated and new RBRHUD assets. Please see below for more details.
- New: OpenRBRVR
- Other tweaks and bug fixes here and there as usual.

OpenRBRVR 2.1.1 plugin by Detegr:
- Update DXVK to 2.6.2 version. Set RSFLauncher.Screen&Grahics.VR.OpenRBRVR.Version to "auto" or "2.6" value.
- Fix cubemap rendering (within DXVK, was broken by me).
- Add multiview workaround for new AMD cards while the investigation of the issue continues.

RBRHUD plugin asset updates by Towerbrah (compatible with the existing 0.3.5.4 RBRHUD plugin version):
- ### Overlays ###:
- Added imperial unit digidash version with (F and MPH) added new linear style digidash based on the default style.
- Added RBR-Roadbook overlay by Arek. (This is a special overlay for recording Recce videos)
- ### Gauges ###:
- Added: Renault Clio Rally 3 gauges (by Cubits)
- Added: Ford Escort Mk2 Alternative race style (by XMALMX)
- Various gauge tweaks and improvements (by Cubits, XMALMX, RSWats)
- Remember to tick RBRHUD Plugin, RBRHUD Overlays, RBRHUD Assets and RBR mud textures components in RallySimFans Installer app if those are not selected by default.

New maps:
- 568 Graciosa I (by NaroGugul). NaroGugul has done it again. Wonderful new stages in Brazil.
- 569 Graciosa II (by NaroGugul).
- 570 Fosso delle Dogane (by BlueKnightTracks). Italy is not just tarmac racing. BlueKnightTracks proves there are also great gravel stages in Italy. Rare sight, but highly appreciated whenever seen.
- 574 Longyou 2024 SSS - 1 Lap R (by SimRallyCN). Few months ago SimRallyCN team came in the RBR map scene with a big statement. If you thought you had already seen everything in RBR then this stage proves it wrong. Longyou 2024 SSS is short, but visually ultra realistic looking stage. It is also the first public photogrammetry RBR Blender stage.
- 575 Longyou 2024 SSS - 1 Lap L (by SimRallyCN). One lap version.
- 576 Longyou 2024 SSS - 2 Laps R (by SimRallyCN). Two laps version.
- 577 Longyou 2024 SSS - 2 Laps L (by SimRallyCN).

Updated maps:
- 515 Nujiang 72 Turns (by SimRallyCN). Rain effects, physics and shadows improved.
- 517 Bayanbulak-Pegasus 2 (by SimRallyCN). Moved couple car wrecking rocks away from the roadline.
- 532 Wythop I and Wythop II (by Edd Hartley). Updated splash images, minimized the track pack disk usage. See https://www.eddhartley.com/ more details.
- 533 Wythop II (by Edd Hartley).
- 564 El Condor (by Trasky). Moved couple car wrecking rocks away from the roadline and brakewall improvements. See https://trackbuilderspain.com/modders/trasky-tracks/ for more details.
- 168 Liptakov 1 (by Vasek Sourek). Fixed a weather bug (missing trackSettings file).
- 169 Liptakov 2 (by Vasek Sourek).

BTB to RBR updated maps:
- 561 Elmenteita (by Esko Kytomaki/Tangoteam, conversion and fixes by PeterB). Shadow and weather fixes, interactive object fixes, start timer moved to the correct location. Part of Ubunapa map subgroup (remember to install all maps from a map subgroup).
- 572 Kinamba Yala (by Esko Kytomaki/Tangoteam, conversion by PeterB). An old BTB map now with improved visuals, weather options, collisions, shadows and FPS performance. Part of Ubunapa map subgroup.
- 578 Mattila (by Justup and BTBfin, conversion by PeterB). An old BTB map now with improved visuals, weather options, collisions, shadows and FPS performance. Part of 1000Lakes map subgroup.
- 579 Kuri Bush I (by AJNZ, conversion and fixes by PeterB). An old BTB map now with improved visuals, weather options, collisions, shadows, UV fixes and FPS performance.

Please visit www.rallysimfans.hu website to download the latest RallySimFans INSTALLER application to update your existing RBR/RSF installation.

This time existing RSF users don't have to download a torrent to get these new things, all you need to do is to run the latest RallySimFans Installer application and choosing "Update Existing Installation" option.
A fresh new RSF installation still needs the torrent downloaded RSF map packages as a basis before running the RSF installer application.

Please see more detailed instructions in www.rallysimfans.hu Downloads page.

DISCLAIMER: If any of the RBR stages, cars or other assets have a voluntary donation or patreon option to support the respective author then please remember RallySimFans does NOT control those and is NOT responsible of those options. If you are a minor then please always consult your guardians before making any financial or other contributions in Internet.

3
Games Discussion / Re: Broken Arrow
« Last post by Asid on Yesterday at 12:00:53 AM »
Update 1.08 - Changelog
Fri, July 11, 2025



This update focuses mainly on stability improvements, anti-cheat improvements and fixes to the most major known issues and errors. We are also happy to bring new PvE scenarios.

New features and content:

    - Ability to change map size in Skirmish and Custom lobbies: the map is determined automatically, but you can override that according to your preference;
    - New PvE scenarios for 1-3 players on Kaliningrad and Ruda maps;


Balance changes:

We are closely monitoring the evolution of the best performing strategies and their counters. The situation is still evolving so we don?t want to add lots of major changes simultaneously, so we have decided to start with this change first:
    - Reduced sprint cooldown from 60 to 30 seconds for every infantry/recon infantry unit.
    - This modification will deeply impact the balance by giving infantry the ability to use one sprint charge to attack a position and sprint away when artillery starts raining. It also allows to disengage more easily when overwhelmed by vehicles;


Stability and network:

    - We have fixed most cases of memory leaks, which were followed with crash-to-desktop situations;
    - Reconnect functionality received multiple important fixes, both on server and client side; we will continue our work on this subject in the future;
    - We have applied tweaks and improvements to our Matchmaker in order to provide better game experience for everyone;
    - Numerous fixes and improvements;


Anti-cheat improvements:

This update improves the anti-cheat system, which will now be more efficient in detection.
The team has also been expanded with new members dedicated to thoroughly reviewing all cheating reports, ensuring fairness in the ban process. With this added expertise, we?re confident the staff will be even more efficient in detecting and addressing cheaters.


Plans for the near future:

First of all, let us reassure you that we plan to further improve our game by fixing known issues and solving problems that were highlighted by our community as well as bringing new content and making the overall game experience better for everyone.

Currently we want to highlight these fixes, features and improvements, but note that this list is not exhaustive:

    - Fixes and improvements for Co-op scenarios synchronization;
    - ?Surrender? feature for multiplayer games and progressive penalties for leavers;
    - New UI screen for scenarios;
    - QoL improvements for single-player scenarios experience;


Full list of changes:

Added:
Added option to change map size in Skirmish and Custom lobbies. The size is changed automatically based on the number of players by default but can be forced in the additional settings of the lobby;

Added game servers in Thailand, Indonesia, Malaysia (We?re monitoring the amount of players from all over the world and dynamically adding new servers accordingly. Full list of currently available game servers geolocations in GLOBAL region: US West, US East, Hongkong, UK, France, Germany, Japan, Thailand, Indonesia, Malaysia);
Added portraits for Baltic states vehicles;
Added swimming animation for ground troops (where applicable);
Added PVE 1-3 Kaliningrad scenario (tower defense style);
Added PVE 1-3 Ruda scenario (tower defense style);

General fixes & improvements:
Fixed multiple CTDs (crash-to-desktop) due to memory leak issues;
Fixed memory leak issue on our server infrastructure. This should increase overall multiplayer stability.
Fixed multiple cases of ?Reconnect to battle? button not appearing;
Fixed multiple cases of ?Player.log? file consuming excess amount of space;
Fixed an issue with Campaign menu being stuck;
Fixed an issue when players may have empty map without playable zone/capture zones/spawn points after loading to the game (in both: single player and multiplayer);
Fixed an issue when players may have 99/99 units in a deck after loading to the game;
Fixed an issue when player may get disconnected from game server with corresponding error message;
Reduced max FPS cap from 300 to 144;
Fixed an issue with dropdown options being unclickable in some cases;
Fixed an issue in the reporting system which prevented showing the correct player?s profile upon clicking (this was a UI issue only).
Adjusted matchmaking system in order to minimize games with big difference in elo rating between teams;
Adjusted matchmaking mechanism to be more accurate while looking for a more suitable (ping-wise) game server. Please be advised: turning on VPN, ?connection boosters? and other proxy-like solutions may in fact lead to worse multiplayer experience.
Fixed an issue with transferred units movement interpolation;

Fixed an issue where some input devices (joysticks, gamepads, racing wheels, vJoys, some particular mouse and keyboards) may interfere with options selection on UI.
Fixed an issue with displaying incorrect date:time format in various in-game messages;

Fixed ?Flares! Flares!? achievement not counting;
Fixed an issue when player wasn?t able to override anti-overkill with his AA by clicking RMB on a desired target;
Fixed an issue when Steam workshop scenarios were incorrectly initialized in some cases;
Fixed CIS region servers popup screen overlap;
Fixed incorrect ?ready up? UI sound;
Rebinded default camera rotation button from LCTRL to MMB;
Fixed mission unlock conditions hints on Campaign screen being misleading;
Fixed M712 Copperhead VFX looking like a cluster round;
Adjusted 127mm gun VFX (Arleigh Burke);
Adjusted mortars and howitzers impact VFX life time;
Fixed MC-130H having no model under certain circumstances;
Fixed Tochka-U?s missile texture being pink;
Adjusted parachute animations;
Fixed CAAT Tow marines' pose with M240;
Fixed an issue with S300V/S350/S300PM deployment animation being stuck resulting in missiles being fired directly into the ground;
"Bay of winds" zones capture time adjusted from 30 to 15 seconds to match other maps;
Various fixes for weapons icons;
Various localization fixes.

Campaign fixes & improvements:

?Blackout? mission:
Fixed mission being stuck in some cases.

?Show time? mission:
Fixed time-related medal could not be earned;
Fixed the case of players being stuck if they fail the bombing runs too many times.

?Peacekeeper? mission:
Fixed mission?s intro cutscene not scaling correctly for 4K resolutions.

?Self Service? mission:
The timer for the final stage has been increased to 20 minutes (it was 5 minutes by default);
When bringing supplies to Cap. Batalin, he will now give you 2 helicopters right away instead of adding them to the reinforcements.

?Papers please? mission:
Fixed cases of invisible units appearing in the mission;
Improved balance of pre-placed equipment at the storage base;
Various improvements to the behavior of allies and enemies;
Enemy attack pattern on the HQ has been slightly improved;
Fixed an issue of mission stuck due to losing HQ zone;
All units received appropriate camouflage (winter).

?Operation Cold Harbor? mission:
Various improvements for each difficulty level. Player now has slightly more resources and units;
The behavior of attack waves from Narva has been improved;
Fixed a bug when pilots could have been detected prior to secondary mission pops up.
Minor improvements to Batalin's movements;.
All units received appropriate camouflage (winter).

?Forbidden waters? mission:
Various improvements for each difficulty level. Player now has slightly more resources and units;
Improved AI behavior.


?Broken arrow? mission:
Various fixes for voice overs;
Fixed a bug when the Green Light Team was able to capture the last objective (Bennett Plan).


Balance:
Reduced sprint cooldown from 60 to 30 seconds for every infantry/recon infantry unit.
Fixed mistake in base price of CAAT TOW 110 =>100 this could result in deck value being inconsistent;
Spetsnaz GRU Verba option: added a second Verba launcher to balance the interest of this option with the two others;
Ingenery-Shturmoviki price 60 => 70;
Fixed optics value for Skrezhet with Zu-23M + Igla to detect helicopter further away;
Fixed TOS-1 rear HEAT armor value being inferior to kinetic armor;
Fixed A-222 Bereg howitzer having lower reload times in mixed loadout.
4
Games Discussion / Airland World - 1:1 scale Earth sandbox
« Last post by Asid on July 13, 2025, 01:48:23 PM »
Airland World

Airland World is a planetary sandbox where you can create and play games and simulations anywhere in the planet.




One planet. Infinite possibilities.
Explore Airland World ? a true-to-scale Earth sandbox for simulation lovers and creators. Build, script, and play from first-person missions to space exploration. Powered by real-world data and Lua scripting, with a creator-driven marketplace.


Main features:
- 1:1 scale Earth sandbox
- Built on the latest version of Unreal Engine 5, with photorealistic rendering, Lumen, Nanite, Chaos... 
- Proprietary terrain technology,  procedural rendering of the entire planet from orbit to the blade of grass.
- Custom high fidelity vehicle physics
- Large scale multiplayer system
- Custom ECS technology to render hundreds of actors
-  LUAU scripting language
- A fully integrated game store

Coming in Early Access late 2025.


5
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on July 12, 2025, 12:01:45 AM »
Development Status #77
Fri, July 11, 2025



Dear Tankers!

Welcome to our 77th Development Status.





Tutorial work progress
This should be here on premiere - but we did not manage to finish it on time. Right now we?re working on it for two weeks and still it needs more cooking.

As the game progresses in development we might revamp the tutorial and it?s content or add new one, but for now the tutorial is going to be divided into 3 separate parts:

  - Battle Basics
  - Multi Crew handling
  - Repair Section


The topics we cover in the tutorial are mostly taken from your questions and suggestions - how to spawn in your own squad, how to change camera controls or aiming controls etc.

There won?t be a next patch without finishing this part of the game. In future, when we add, for example, loader gameplay we will need to add this new part to multi crew tutorial. Or a new tutorial part totally, when we extend commanding our forces through formations, aggressiveness control, waypoints, control through map etc.




Game optimization stages

We divide the optimization into a few stages - from issues that can be fixed very fast and have big impact to total overhauls of certain parts of the game.

Stage 1
Our current Stage 1 of optimization is focused around:

  - clearing the stutter when the units spawn in or when the game spawns explosions. We have already noticed big and unnecessary loading of assets when player is already spawned and has control over his camera
  - reducing memory usage (players with lower VRAM report very big issues because of this)


Examples

  - First infantrymen that had unique weapons or inventory loaded all of the textures, materials and animations when he was spawned onto map - we have added pooling system for inventory as well as few other fixes and this big stutter is gone
  - First explosion on any terrain caused big calculations on that terrain to instantiate a copy of terrain data to work on - this also was a big stutter
  - Destruction of few wooden houses caused the game to recalculate navmesh - which wasn?t really necessary
  - Sandbags, wooden fences, debris - all of this has been loaded by the main thread, synchronously - also caused stutters when a big explosion happened near a trench or fortified position. (we still need to add some limiter to how many physical objects we allow at the same time. We have noticed even after this fix that having hundreds of physical wooden planks and sandbags that fly around is bad. We have an idea how to replace it or optimize it but that must wait for next stage of optimization)
  - Tanks when spawning in used very unoptimized method that searched around the scene for various stuff - causing very big stutter upon spawning
  - Tank crewmen spawned with their equipment with them, which also prolonged the spawning process - we switched to giving them the inventory when they left the tank.
  - When player spawned in his infantry or AI tank squad all of them spawned in the same frame, causing massive lag - now it?s divided into few seconds per one tank and one second per soldier


There is more, and more to come - we are building the game almost every day and check if - after spawning in - the game stutters at any moment. Then we deal with the issue and test it again and again. The main goal is to get rid of what we can without very big changes - but we already see that we are reaching a point where only changing to the newest multiplayer system can help - as some of the optimization issues come from the core of that system which we are not able to change at all. From what we understand, the new version has some of this solved - but changing to that version is a total overhaul that can take a few weeks at least.




When we can expect new patch 1.1.2?
Besides tutorial and optimization Stage 1:

  - big changes to how game handles knockout of a vehicle
  -   - should be harder to kill the player and easier to kill enemy AI
  -   - enemy AI now correctly decreases their morale that can lead to panic and evacuation of the tank
  -   - if tank wants to retreat and still can move and has smoke grenades it?s going to launch it

  - AI shooting dispersion fix - we found out that AI always hit where they wanted to, our dispersion logic was not working and in the end the game allowed them to have 100% accuracy
  - player vehicle camera and vehicle movement issues - added interpolation and a way to overcome the physics issues when interpolation is on


First, we need to finalise the tutorials, and then we can plan the release of the next patch.

Thank you and have a good weekend!
DeGenerals
6
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on July 12, 2025, 12:01:40 AM »
Panzer Corps Day 2025 - Recap
Fri, 11 July 2025






Today is Panzer Corps Day! To celebrate this moment with the whole community, we've prepared a lot of content and hosted a live event on our Twitch channel.

We retraced the history of Panzer Corps and all the series that contributed to making it the fantastic franchise it is today, such as Axis Operation, Frontlines, Elite and more.

In particular, we had an in-depth live chat with Volcanite Games, discussing one of the upcoming Allied multi-linked campaigns: the invasion of Italy by the Allied forces.

In case you missed it, you can re-watch the live event here:

https://www.youtube.com/live/GwAROoJpX5E

Before we move on, here's a special message for the community from Kerensky, one of the developers and a cornerstone of our community.

Read on...

7
Games Discussion / Re: Alliance of the Sacred Suns : 4X/Grand Strategy
« Last post by Asid on July 11, 2025, 12:02:23 AM »
The Long Sleep: Boss Slayer: Zero initial build released, roadmap for Alliance!
Thu, 10 July 2025



Where have you been, Steve? I'm not dead - just coding, healing, and rebuilding.

Hey everyone! Steve here. First of all, I know it's been quite a while since I last posted. As I alluded to in my last post, I've been working through a lot this year after being dropped by HH, and while I've made a lot of positive progress, it's still hard sometimes to reach out, but I think I'm finally in a place where I can go back to regular updates and interacting with the community. I actually love this part of game dev - old-timers to Alliance/Imperia will remember that I used to be super-responsive and chatty, probably to a fault, but obviously the penduluum has swung way too far the other way, and I'm sorry about that.

So first thing first - I've been busy the last several months working on a smaller passion project called Boss Slayer: Zero. Game description below:

It's a tactical strategy/RPG game set in the near future where you are an inmate with a life sentence, but you are given a chance to be pardoned if you participate in an experimental VR construct called JANUS. You signed up, but 92 years later, you realize you're much worse off then before.... can you escape JANUS, outwit a malevolent Warden AI known as simply The Judge, and possibly even save humanity from extermination?

And the big news - As of today, I've released the initial public build for BS:0!

Currently, BS:0 is in a late-stage prototype. Most of the core game loop is in, and the UI has been upgraded significantly from the early prototype stage, but a lot of 'gamey' elements are not yet present, like animated fighters, upgraded graphics, full SFX, and full UI motion. I wanted to add enough of the UI/camera work to show what I'm aiming for with the design and the 'feel' of the game.

Anyway, I know many of you are 4x fans, and I know this is not a 4x game. It is a strategy game however, and it combines several genres of strategy (tactical, RPG, asset management, roguelike) into what I believe is a neat recipe.

If you're interested in checking BS:0 out, you can always get the latest version on itch.io here: https://texashawk76.itch.io/boss-slayer-zero It's free for now (you can donate if you're so inclined, and that would certainly help with Alliance, but not necessary!) Once BS:0 gets to a sufficient development stage, I'll create a Steam page for it and make that the focus.

Also, here is a gameplay video that showcases the combat side of the game:



UPDATE: Here is the second video - it's the first video in a series that shows the career mode:




"Great, Steve. That's just great. What the hell is going on with the game I signed up for, though?"

Valid question. So here's the deal. Right now, I am doing some limited work on Alliance, mainly optimizing and organization stuff like culling old assets, scripts, prefabs, art, etc. I'm also working on inline documenting many of the functions so when I go back to working on it full-time I won't have to relearn my code structure.

Without going too much into psychoanalysis, I needed to release BS:0. I needed to prove to myself that I could code and bring to a reasonably solid state a game, even a much smaller game, into the public eye. And I needed most of all to prove that I could handle all aspects of game development myself, including coding, writing, UI, and debugging. I'm happy with where I'm at with these skills, so that bodes well for restarting active work on Alliance.

So what that means from a practical perspective is that while my focus right now is on Boss Slayer: Zero, I am about to restart development - at least on a *very* part-time basis - on Alliance.

My first overriding goal is to hammer the current dev build into a state as stable and documented as I can make it - tooltipping everything, cleaning up some interim UI elements, documenting internally and creating good comments, updating some LUA scripts, etc. Basically, I want to take what we have so far and make that as solid and stable as possible, and then go from there.

At that point, I will more than likely start reaching out again to publishers. I have been in contact with several over the last 9 months, and there is still significant interest in the game and concept, but I wasn't yet ready to come back to New Terra. As of today, I haven't landed planetside yet, but I'm at least in orbit of the planet. :-)

Finally, a word about timelines/release dates/promises in general: I've come to learn, especially for a small/solo studio, to be very careful about committing to things that I can't for certain complete/do. I'm well aware that I've burned a lot of trust in this community with that behavior, and all I can do going forward is to be here. Be consistent, be responsive, and be realistic. That much, I can promise this community. I don't take you for granted, and I'll be answering a lot of the tougher comments/posts today, and going forward I'm devoting an hour a day or so solely for social media/marketing/community interaction - I've neglected this part of the job, and I'm sorry.

I will be posting a development diary shortly on BS:0 if you're interested in that project, along with an actual roadmap, albeit one without firm dates ;-)

And as always, you can follow both projects on our Discord: https://discord.gg/fqHr82WeHY That's generally the best place to get the latest on both games.

Long live the Celestial Empire,

Steve Hawkins

Owner, KatHawk Studios


8
Games Discussion / Re: Broken Arrow
« Last post by Asid on July 11, 2025, 12:02:17 AM »
On the matter of cheating and bans
Thu, 10 July 2025



Since launch the development team has been working hard on the anti-cheat system, in order to ensure that the multiplayer environment is safe, fair and fun to everyone.

We have been monitoring reports and more than 2000 players have been banned on suspicion of cheating since launch.

Unfortunately, after internal analysis of the logs and a review of the banning procedure, we've observed some cases where false positives may have occurred in the process, and while we have made every effort to ensure fairness, we cannot fully guarantee that some players haven't been banned unfairly. It is also the reason why we have been quiet in the past few days, we were undergoing a rigid and serious analysis of our internal processes.

For this reason we have decided we are going to review all cases of bans which might be the result of false positives or result of human error from our staff.

There have also been cases of players banned from multiplayer for having cheated in single player. Our system cannot differentiate between single player and multiplayer at the moment, so while we wouldn?t object to use of cheats in single player in normal circumstances, we cannot allow them right now, as it wouldn?t be a simple change.

We don?t take this decision lightly, but it is the only right thing to do in this case. Rest assured that there is only a very small % of players affected, but our aim is 0 false positives - there can?t be any doubts.

We apologize to those who have been banned unfairly.

Rest assured that we remain determined to stamp out cheating in all its forms.


Update 1.08 includes improvements to the anti-cheat system, and the team has been expanded with new members dedicated to thoroughly reviewing all cheating reports, ensuring fairness in the ban process. With this added expertise, we?re confident the staff will be even more efficient in detecting and addressing cheaters.


Update 1.08 released tomorrow

Tomorrow on July 11 we are going to release update 1.08. We are aiming at releasing it at around 9 am GMT, so hopefully we?ll be punctual. As usual, we will accompany the update with a post and a detailed changelog.

Please note that we will take the servers down in order to deploy the update. Estimated downtime: 15 - 25 minutes.


Community Call

Broken Arrow has players from all over the  world. We come from many different countries and cultures, and we all have different sensibilities. All of us need to be more understanding and tolerant towards everyone. It is a game and we are here to have fun.

Stop accusing different nationalities of cheating, or having assumptions that different nationalities are more prone to cheating than others. That is simply not the case.  Simply put, the proportion of cheaters is globally the same in every country, but some countries have more players than others.

We must be clear on one point: we do not accept or tolerate any form of racist language or behavior. We are one big family and we want people to enjoy Broken Arrow and to feel at home in the Broken Arrow community, no matter where they are from or who they are.

This is our call to the community: cheating makes things harder for everyone.

Cheaters are only making things harder for the developers, as they need to put more time into that rather than focussing on new additions.

Cheaters are only making things harder for the staff, as they are putting a lot of time into ensuring that cheaters get banned.

Most importantly, it makes the game not fun for people who play multiplayer.

If you love Broken Arrow, consider this and please help us by contributing to creating a healthy environment for everyone.

9
Games Discussion / Battleplan historical, WW2 RTS game of unparalleled realism
« Last post by Asid on July 10, 2025, 11:38:47 PM »
Battleplan is a historical, WW2 real-time strategy game of unparalleled realism and simulation. Fight across massive battlefields created from real-world geographic data. Create your army by customizing your order of battle and chain of command. Draw directly on the map to create elaborate plans, and watch your officers carry them out.





Battleplan is a unique real-time strategy game that simulates massive month-long battles with hundreds of thousands of troops second by second, day by day. You give high-level orders, then watch your officers and companies carry them out autonomously.
 
The aim of Battleplan is not to micromanage your army, but to create deliberate plans to destroy the enemy. You dot his by creating multi-step and multi-unit plans intuitively by directly drawing on the map.

Each division is realistically modeled with headquarters, regiments, battalions and companies. Your infantry, tanks, engineers, anti-tank guns, artillery and scouts work together and perform tasks autonomously.

Chains of command can be modified to suit what you need. You can hire and sack officers with unique stats.

Maps are based on thousands of square kilometers of real-world geographic data. Each road, town, forest and swamp is exactly where they are in real-life.

Each mission is simulated second-by-second, allowing you to pause, play in real-time or fast-forward at will. Mission lengths range from one week to a month.

Supply depots are modelled. Both the direct and indirect approach to war can work. You can either try to blast through enemy positions with massed fires, or unhinge them from their base and force them to retreat or be destroyed.
 
The main campaign will consist of 10+ massive historical battles set in the campaign for the Liberation of France. You will upgrade your divisions with new attachments and promote officers. Let wounded divisions rest and recuperate. Gain powerful air support assets such recon, fighter-bomber and heavy bomber aircraft.

The main campaign lets you play as the Allies, but individual scenarios also allow you to take on the role of the Germans.

We have also included geo-tagged locations with real-life historical photographs taken at those locals. After capturing Cherbourg in-game, you can see actual photographs of what the town looked like after the battle there.

Battleplan is currently in Beta, and we would welcome any additional testers that want to sign up - https://www.slitherine.com/beta/battleplan














10
Games Discussion / Re: Videos
« Last post by Rinix on July 10, 2025, 12:32:15 AM »
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