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21
Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on January 14, 2026, 11:57:49 PM »
Field of Glory: Kingdoms - Burghers and Bombards | The Late campaign
Wed, 19 November 2025



The second DLC for Kingdoms is packed with content, and there is a lot to discuss

Let's start with the Late Campaign of 1223.

It radically changes the shape of the game compared with the 1054 start. In a century and a half, the map has grown denser, borders have shifted or contracted, and several familiar powers are now mere shadows of their former selves (or gone entirely, farewell Fatimids and Seljuks). This is an age of more structured monarchies, richer cities, but also harsher wars and systemic shocks, foremost among them the arrival of the Mongols.


The Mongols are already far along in 1223, but it will take them a few years to consolidate their gains

Read on...
22
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on January 13, 2026, 12:02:39 AM »
Reentry has been updated to 1.0.30 - Checklist search, Academy fixes, Systems
Mon, 12 January 2026



This update adds a search feature to the Mission Pad -> Checklists page, rolls out a full overhaul of the CM Academy lesson 8 (SPS burn planning) and CM Academy lesson 9 A (Atmospheric Entry). It also fixes and improves many internal systems in the Apollo Command Module, fixes quite a few of internal and reported VR issues and general bug fixes.

As mentioned during the 1.0 release, the current phase of development has been mainly focused on fixing zero-day issues, crash to desktop issues, stability, Quality-of-Life fixes and in-game content (academy, missions, checklists, language) based on feedback from you who play the game.

I want to thank you all for helping me improve the game to the best of my ability, and for being part of shaping this product. At this point, these types of reports are slowing down a bit. I will continue to remain in this phase for a few more patches before shifting gears towards the 1.1 bits. Check the in-game Roadmap for details about all of this.

Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.


Checklist Search

A text field is added to the checklist page that provides search capabilities on the checklist names. Typing anything into this field will filter the checklists in the Mission Pad, and clearing it will revert the results back to normal. Use this to quickly find the checklists you need.



Read on...
23
Games Discussion / Re: Shadow Empire : A military-oriented and sci-fi wargame
« Last post by Asid on January 13, 2026, 12:02:36 AM »
Shadow Empire: Republica DLC - Closed Beta Sign-Ups are Open
Mon, 12 January 2026



Closed Beta sign-ups for Shadow Empire: Republica DLC are officially live!

This is your chance to play the upcoming DLC early and help us refine new features through your feedback. Selected participants will gain access to an in-development build, which may include unfinished content and balance changes.

Sign up for the closed beta here: https://www.matrixgames.com/beta/shadow-empire-republica

And don?t forget to wishlist the DLC:
https://www.matrixgames.com/game/shadow-empire-republica


24
Flight Simulation / Re: Announcing the TFDi Design MD-11
« Last post by Asid on January 12, 2026, 12:05:24 AM »
TFDi Design MD-11 - Official Trailer
10 Jan 2026





The TFDi Design MD-11 is an ultra high fidelity simulation of the iconic McDonnell Douglas three-engine transcontinental airliner. On January 12th, you can experience the definitive edition of the aircraft in Flight Simulator 2024.

Key Features:

  - Highly detailed cockpit with numerous customer options and subtle variances between passenger and freighter configuration
  - Meticulously modeled exterior with an emphasis on mechanical details and clickable doors, GPU, and ASU
  - Extremely thorough and detailed systems including all manual and automatic control modes and advanced flight managment system (FMS)/autoflight (AFS) systems like SIDs/STARs, holds, fuel and time predictions with ECON/CI simulation
  - Custom modeled flight controls and MD-11 quirks like its notorious dial-a-flap system, control droop, engine windmilling, and both Pratt & Whitney and General Electric engine options
  - Faithfully recreated sounds courtesy of Echo 19 Audio
  - Interactive passenger cabin with working in-cabin door controls, lavatories, overhead bins, window shades, and seat-back trays
  - With the Extended Simulation package, working circuit breakers and over 230 possible failures
  - Integration with various third party software and hardware


Learn more at https://tfdidesign.com/products/md11

For our existing customers, this release is the update you've been waiting for - Pratt & Whitneys, the art update, Extended Simulation, and Flight Simulator 2024 support. Thank you for your patience and we can't wait for you to see it on Monday!


Credit to Aviation Lads for the great video!
25
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on January 12, 2026, 12:04:35 AM »
Save 75% on Workers & Resources: Soviet Republic
Ends Thu, 22 January 2026 6:00 PM GMT




Attention comrades!

Workers & Resources: Soviet Republic is 75% off as part of the Hooded Horse January Publisher Sale with discounts on its DLC as well.

Turn your city into a rich industrial power with intricate production chains and a fully simulated global economy. Manage every aspect of your citizens? lives ? from education and work to party loyalty and criminal activity.

https://store.steampowered.com/app/784150/Workers__Resources_Soviet_Republic/

26
Games Discussion / Re: Bargains / Sale
« Last post by Asid on January 12, 2026, 12:03:33 AM »
Save 75% on Workers & Resources: Soviet Republic
Ends Thu, 22 January 2026 6:00 PM GMT




Attention comrades!

Workers & Resources: Soviet Republic is 75% off as part of the Hooded Horse January Publisher Sale with discounts on its DLC as well.

Turn your city into a rich industrial power with intricate production chains and a fully simulated global economy. Manage every aspect of your citizens? lives ? from education and work to party loyalty and criminal activity.

https://store.steampowered.com/app/784150/Workers__Resources_Soviet_Republic/

27
Flight Simulation / TFDi Design MD-11 - Official Trailer
« Last post by Asid on January 12, 2026, 12:03:17 AM »
TFDi Design MD-11 - Official Trailer
10 Jan 2026





The TFDi Design MD-11 is an ultra high fidelity simulation of the iconic McDonnell Douglas three-engine transcontinental airliner. On January 12th, you can experience the definitive edition of the aircraft in Flight Simulator 2024.

Key Features:

  - Highly detailed cockpit with numerous customer options and subtle variances between passenger and freighter configuration
  - Meticulously modeled exterior with an emphasis on mechanical details and clickable doors, GPU, and ASU
  - Extremely thorough and detailed systems including all manual and automatic control modes and advanced flight managment system (FMS)/autoflight (AFS) systems like SIDs/STARs, holds, fuel and time predictions with ECON/CI simulation
  - Custom modeled flight controls and MD-11 quirks like its notorious dial-a-flap system, control droop, engine windmilling, and both Pratt & Whitney and General Electric engine options
  - Faithfully recreated sounds courtesy of Echo 19 Audio
  - Interactive passenger cabin with working in-cabin door controls, lavatories, overhead bins, window shades, and seat-back trays
  - With the Extended Simulation package, working circuit breakers and over 230 possible failures
  - Integration with various third party software and hardware


Learn more at https://tfdidesign.com/products/md11

For our existing customers, this release is the update you've been waiting for - Pratt & Whitneys, the art update, Extended Simulation, and Flight Simulator 2024 support. Thank you for your patience and we can't wait for you to see it on Monday!


Credit to Aviation Lads for the great video!
28
Games Discussion / Re: Swordhaven: Iron Conspiracy
« Last post by Asid on January 11, 2026, 12:38:32 AM »
1.0.4
Sat, 10 January 2026



Greetings, friends!

Today we're proud to present a new patch to you, featuring not only bug fixes, but also new content, new merchants, improved weapon and crafting balance, and more! This patch also includes Misrav, the purveyor of rarities, who was absent due to unfortunate technical difficulties.


A few more patches like this bad boy here get us closer and closer to version 1.1 with new maps, and even more content. So stay tuned!

Here is the complete patch log:

  - New characters and quests (Misrav, Painter, etc.);
  - Golden fish;
  - Crafting now always uses chest inventory;
  - Paintings can now be hung in the Manor;
  - Fixed Lubricants which lost their durability in the previous patch;
  - Improved filtering system in the inventory, now mods can be found near weapons;
  - Added more merchants with various previously rare items on sale;
  - Fixed ore distribution, now Steel is more common in mid-game, and there are more chances of getting Balta before the endgame;
  - Added new legendary weapon;
  - Added missing icons to items;
  - Fixed typos and errors in localizations of the game and in the English version;
  - Fixed fishing bug, Balta Mines bugs including the save bug, bugs related to Bloodclaw's quest, and many other quest bugs;
  - Nicodemus ability parrying fixed.

Keep safe and healthy,
Yours,
Atom Team
29
Games Discussion / Re: Strategos : Classical antiquity RTS wargame
« Last post by Asid on January 10, 2026, 12:06:50 AM »
Strategos Is Launching on January 20th
Fri, January 9, 2026



Greetings Strategoi!

After a long period of development, testing, and iteration, we're happy to finally share some concrete news:


Strategos will officially release in Early Access on January 20th.

From the beginning, the goal with Strategos has been to create a real-time tactics wargame that treats ancient warfare with the seriousness it deserves ? large formations, fragile morale, imperfect command and control, and battles that unfold through momentum rather than micromanagement. Reaching a full release is an important milestone, but it?s very much the start of the next phase rather than the end of the road.

What Comes Next

Release is only the foundation. Throughout 2026, we plan to continue expanding Strategos with:

  - Additional historical reenactment battles and text-based campaign scenarios

  - Further development of the map-based campaign and additional theatres across different wars

  - New factions and units, especially chariots

  - Further refinements to AI, balance, and command mechanics

  - Quality-of-life improvements and usability enhancements

  - Ongoing performance and stability updates

Strategos is a game built on systems, and systems grow stronger with time, feedback, and iteration. Community input will remain a key part of shaping what comes next.

Thank you to everyone who has followed the project, tested builds, and shared feedback so far. We?re looking forward to seeing your armies clash on January 20th ? and to building the future of Strategos together beyond release.

? The Strategos Team
30
Games Discussion / Re: Battleplan historical, WW2 RTS game of unparalleled realism
« Last post by Asid on January 10, 2026, 12:06:46 AM »
Battleplan | Dev Diary #5 - Engineers
Fri, January 9, 2026



Engineers play an invaluable role on the battlefield, both on defence AND offence


MINEFIELDS

Engineers can place minefields. Minefields are incredible defensive tools. Enemies inside of minefields receive a myriad of penalties. Their movement speed is drastically slowed, and when in combat take extra casualties, receive less defence, lower firepower and lower morale. Pictured below is the defensive line in Operation Veritable, with minefields and bunkers littering a swamp.



Minefields have a strength percentage - the more time you give to lay mines, the stronger the minefield will be. You can tell the strength of a minefield visually by the number of mine icons. When you capture territory containing enemy minefields, their strength is slowly diminished over time as safe paths are marked & found.

Friendly units are not slowed down by friendly minefields (maps & paths are marked for them).

LAYING MINEFIELDS

Engineers can automatically lay minefields (changeable in the Doctrine panel), favouring roads. However you can also explicitly tell them to mine an area you think the enemy will through. Laying minefields takes lots of supply though.



CLEARING & ASSAULTING MINEFIELDS

If attacking an enemy position containing mines, you'll want your engineers to CLEAR the minefields ahead of time. This is a slow procedure, so give them as much time as possible before the attack (ex: 24 hours).



Additionally, friendly units become immune to the effects of minefields when escorted by nearby engineers. Pictured below are mechanized infatntry being escorted by mechanized engineers in halftracks.




FORTIFICATIONS

Engineers are also useful for creating higher level fortifications. Fortifications have a strength level, and by default most units can only create fortifications up to a certain strength (ex: Infantry can dig fortifications 40% strong). Fortifications grant defensive bonuses (especially against artillery), and minor firepower bonuses. Note in the picture below the relatively basic trenches & foxholes dug by regular infantry.



Note the higher fortification percent with the fortifications dug by engineers.



Lastly, some missions has you attacked pre-placed fortifications such as bunkers, pillboxes, anti-tank traps & ditches. These fortifications take weeks to build, and cannot be built during a mission.



DESTROYING FORTIFICATIONS

Fortifications are slowly destroyed while fighting. However Engineers are armed with specialist tools & weapons for destroying fortifications rapidly. Engineers will automatically move to assist & destroy fortifications that friendly units are fighting against.




MECHANIZED ENGINEERS

Engineers can be on foot, or mounted in halftracks. Mechanized engineers enjoy increased firepower from the machine guns in their halftracks and increased movement speed. Unfortunately they consume more supplies and cost more requisition (used to build division between missions).



In summary, Engineers are necessary for both defence and offence. Defensively they lay minefields and create improved fortifications. Offensively they clear minefields and quickly destroy fortifications.  They can be mounted in halftracks for improved firepower & speed. Don't forget to include Engineers in your custom-made divisions!

A demo will be available during Steam Next Fest from February 23 to March 2!
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