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#1
Games Discussion / Re: Terminator: Dark Fate - De...
Last post by Asid - Today at 12:05:27 AM
Evolution | Dev Diary #1
Wed, 25 February 2026




With the new Terminator: Dark Fate - Defiance: Evolution DLC nearing release, and with it continuing the story of humanity's fight against the Machines, against Legion, we wanted to take you back to the battlefield to refresh your memory of the story so far.


The story so far [Spoilers]
The DLC's that have been released have continued the story on from what was set in the original base game.

The base game followed Lieutenant Alex Church from his first command within the Founders, fighting back against Legion, finding himself and his force adrift in the wastelands, and finding allies in the form of the Movement, the civilian militia, that he managed to bring together into a Resistance force. Towards the end of the campaign, a giant Mech, using unknown digital technology was destroyed and that technology, named 'The Digital Storm', became a winning tool in the final battle against legion at Galverston, where Legion technology development, including creating human-skinned infiltrator Terminators, was halted, and some Legion technology taken by the Founders.


The first DLC, We Are Legion saw the war from the Machines point of view, as Legion identified the 'Digital Storm' weapon that had been used towards the end of the base game, and it tried to find out about, and capture that technology. Splitting off 'Units' from itself, we followed Unit 1462 as it made contact with the Integrators, and used Acolyte Silas to help it find out about Digital Storm.

Legion's path met Alex Church and his Resistance, and later attacked the core of the Founders forces, to discover and capture Digital Storm. It found that Digital Storm was a sentient AI that the Founders had 'discovered', from an earlier time in the 90's, but utilized some 'strange future code' that Silas couldn't understand. 

We Are Legion ends with Unit 1462 being infected with the Digital Storm's code base, and after a confrontation with Legion itself, Unit 1462 is left for dead, only to be 'discovered' and re-booted by Elder Silas himself.

The last DLC, Uprising, we returned to the fight of the Resistance as Alex Church and a portion of the Resistance forces are 'searching in the North' for more humans to join the Resistance. As the structure of Uprising is more 'fluid' and open, it is up to each individual player what the outcome of that campaign was, but pushing back the Machine hordes was the goal.


The Story Continues [More Spoilers]
And so we move North and come to the new Evolution DLC. This continues the story set out in the earlier DLC's [spoilers ahead].

The new campaign DLC continues the story of Alex Church, the Integrator Silas and the Legion Unit 1462 and their fights against Legion, or for their other goals. 

When a large Legion mining and operation in Canada forces an Integrator army, led by Silas to seek out the support of the only force that he knows that could help them destroy these operations, Alex Church and his Resistance.

Entering the Legion Mining Facility



What we witness is an uneasy alliance, Integrators, The Resistance and Unit 1462, together to defeat a common threat, but all with their own individual goals and needs that may not sit well with the other allies.

This plays out in the snowy battlefields of the North, from Central New York to the Canadian wilderness.

Integrators defend a parking lot near Niagara Falls

Returning to the story are some of the key players. Alex Church is returning, leading the Resistance. With him comes some familiar faces from the original game. Big Bob & Sergeant Calderon return with their heavy tanks and their unique banter, as well as Sergeant Mason.

Evolution of Melee Attacks
The new campaign story centers on the creation of the next Revs, a process that humanity is trying to stop. These evolved Rev 6's do not carry weapons, but now sport bladed claws and increased speed. If one of the new Rev 6.5's reaches an infantryman and leaps towards them, the infantryman has 0% chance of survival, but will be ripped to shreds. Survival depends on killing the Rev before its final attack.

An augmented soldier, using technology found during the Galveston fight back, can survive hand to hand fighting with this new breed of Rev. In fact, using the new augmented technology, it has a good chance of killing the attacking Rev, such is the strength of the new augmented humans.

There have even been some worrying battle reports of the new Rev's attacking vehicles. Leaping onto vehicles and ripping off armor, until either the vehicle is disabled or the Rev destroyed. Although reported, we do not have any footage to correlate whether this is just rumours!



Questions from the community:
The Official Terminator: Dark Fate - Defiance Discord channel has a discussion specifically to ask questions about the game. Here are some that were not answered in the channel.

From Cameron Phillips:
What can we expect in terms of character development and evolution of our main hero in this new story chapter? Will there be any interesting choices or moral dilemmas to experience, similar to the ones presented in the original campaign? Anything you can share about the high-level plans for the characters' future journey - without any major spoilers? Thank you.

Mark:
Well, our 'main hero', Alex Church, is not necessarily the main protagonist in the new Campaign. As mentioned above, the Integrators and Unit 1462 are also front and center when it comes to the story. Each has their own goal and so it is interesting to see where each one may lead the story.


From Sky:
I actually have a question and it's a question that has been asked in the past but I'm curious if anything has changed, are there any plans or considerations going forwards towards introducing a map editor or mission maker possibly both combined into one.

Mark:
Hopefully, yes. But I can't give any more information on that just now.


From Paul Lefebvre
Will Sergeant Mason's first name be revealed in the dlc?

Mark:
No. (isn't his first name Sergeant?)


From Raskolnikov
Mark, will we have a new giant robot in this DLC?

Mark:
Yes, and no!

More information will be released in another dev diary before the release of the Evolution DLC.

See you on the battlefield soldier!
#2
Games Discussion / Re: Burden of Command
Last post by Asid - Yesterday at 12:04:15 AM
Three Nations DLC released! $5! Broadcast Video by DiplexHeated.
Tue, February 24, 2026



Lead UK and US paratroopers, a German Mechanized Assault and even French Civilian all around DDay in this battlepack.

This $5 DLC lets you lead UK and US paratroopers, a German mechanized assault and even a French mother balancing helping the Resistance with the safety of her family.

More details, two minute trailer:




Burden of Command™ - Three Nations



Steam

Lead British paratroopers, German Wehrmacht, or US paratroopers in four standalone scenarios centered around D-Day! Learn new tactics and enter new emotional terrain - commanding inside a crumbling despotic German regime. Can you adapt? Can you lead? Three Nations DLC.

£4.29



#3
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - Yesterday at 12:03:52 AM
Game Update 1.2.1
Tue, 24 February 2026



Dear Tankers and Mechanics!

Situation report
After releasing the big patch 1.2.0, several bugs appeared that we had to fix. Over the weekend, a new build was released, actually two, but there was no event. Today we made another build with fixes marked as 1.2.1. This week you can expect another update with more fixes - there is a lot to improve.


Changelog 1.2.1
Below is the full list of changes being made:

Added:

  •     Small push when tank gets hit
  •     Battle exit points for SM1 and SM3 scenario

Fixed:

  •     Fixing varius issues
  •     Issues with custom settings not properly managing shadow quality settings[Fixed] After crew repair tank, driving forward at full speed Fix
  •     Destroyed vehicles slipping on ground
  •     Fixed vehicle keep position after repair
  •     Fixing tanks not shooting issue + ammo being restored on despawn
  •     AI movement bugfixe
  •     Stug III G, Panzer IVH customization issues
  •     Counter attacks now should work
  •     Game correctly removes destroyed vehicles points from capture zone
  •     Issue where modded content with many textures in single mod didnt properly synchronize on multiplayer session
  •     Issues with a modding

Modified:

  •     AI speed modifier on different surfaces

Removed:

  •     Offset from setting destination on ground


Sale
Our game is now 25% off. The sale will last till 27 February.

Thank you for your support, we are working. See you next time!
DeGenerals
#4
Games Discussion / Re: Panzer Corps 2
Last post by Asid - Yesterday at 12:03:40 AM
Allied Operations - Italy: Vol.1 | Beta sign up + Dev Diary #1
Tue, 24 February 2026



The development of the DLC is progressing very well. We are opening sign-ups for the beta test, if you'd like to help us refine and balance the DLC, you can sign up here. Your feedback is always valuable to us.

Now, let's dive into the first Dev Diary.

Ground of Conflict
Greetings, Generals!
After the development of Panzer Corps 2: Frontlines - Cyrenaica, we never abandoned the idea of a dual campaign.

In fact, we built upon it, improving, refining, and expanding the concept while listening carefully to your feedback.

THE CAMPAIGN
The result is Panzer Corps 2: Allied Operations – Italy Volume 1, the opening chapter of the Italian Campaign and the first step in the Allies' return to Europe.



This new DLC marks the beginning of a broader journey that will follow the Allied advance across Italy, from the beaches of Sicily to the heart of the mainland: a new theatre of war, full of challenges, surprises, and opportunities for strategic depth.

EUROPE'S SOFTBELLY
The year is 1943.

With the Axis defeated in North Africa, the Allies prepare to strike at Europe's southern flank.

The target: Sicily.

Codenamed Operation Husky, the invasion became one of the largest amphibious invasions in history, involving American, British, and Canadian forces under the command of General Harold Alexander, commander of the 15th Army Group.



This campaign is more than a sequence of battles. It tells the story of two Allied armies advancing along opposite coasts, facing different challenges, and ultimately converging for one of the most dramatic finales of the war.

Twelve historical scenarios will take you from the night of July 9th, 1943,  when the first gliders crossed the Sicilian coast, to the race for Messina in mid-August, where British and American troops competed to be the first to raise their flag over the island.

A NEW THEATER OF WAR
Sicily is a land of sharp contrasts and a battlefield unlike any other.

Its biodiversity and geography make it as beautiful as it is hostile: scorching plains crossed by winding rivers, fertile valleys that suddenly rise into rocky mountains, and coastal towns clinging to cliffs above the sea.

Every hill, river, and village becomes part of the tactical puzzle.



Our goal was to make the Sicilian terrain feel like an active opponent, unpredictable, demanding, and constantly shaping the flow of battle.

This environment pushed the scenario design toward greater tactical depth, with terrain features that directly influence player decisions. River crossings split advancing forces, narrow mountain passes restrict armored units, and the many mountain ranges and rolling hills form natural fortified lines that must be breached.



The result is a variety of terrain that create a Mediterranean theatre that feels organic, unforgiving, and deeply atmospheric

ICONIC UNITS
From amphibious landings and airborne assaults to hard-fought battles in mountains and urban centers, these formations play a central role in shaping the flow of the campaign.

ALLIES
British Airborne Infantry
British airborne troops were among the first Allied units to enter the battle, landing behind enemy lines during the opening hours of the invasion. 
Tasked with seizing key bridges and road junctions, they operate in isolation and under constant pressure.



British Commando
British Commandos played a key role during the Allied advance in Sicily, spearheading the push toward Messina. 
Highly trained and adaptable, they excelled at flanking maneuvers and close-quarters combat, making them effective in breaking enemy defenses and securing strategic objectives.



U.S. Rangers
U.S. Rangers were trained for direct assaults against fortified positions and coastal defenses, reflecting their historical role during the landings at Gela and subsequent operations.
Their aggressive approach and resilience under fire made them effective at breaching enemy strongpoints and securing critical beachheads.



Allied Medium Armor
Medium tanks provide mobile fire support for infantry, but Sicily's rugged terrain, narrow roads, and the superior firepower of Axis Panzer units often limit their effectiveness.
As a result, Allied medium tanks were most effective when operating in close coordination with infantry, rather than as independent spearheads.



AXIS UNITS
Italian Coastal Defense Units
Tasked with holding beaches and key ports, Italian coastal units are not the most feared formations of the war. 
Still, prepared defenses and favorable terrain force attackers to commit extra resources to break through.



German Fallschirmjäger
Veterans of earlier campaigns, German paratroopers are deployed as elite infantry rather than airborne troops. 
Highly disciplined and combat-effective, Fallschirmjäger units are formidable opponents.



Hermann Göring Division
Elements of the Hermann Göring Division provide armored and mechanized support to German forces in Sicily. Combining infantry, armor, and heavy weapons, these units are often used in counterattacks and defensive operations aimed at slowing the Allied advance.
They represent some of the toughest resistance players will face during the campaign.



HISTORICAL STUDIES OVERVIEW
To bring Operation Husky to life with accuracy and depth, we conducted extensive research using period documents, military archives, and contemporary reports.

We studied every phase of the invasion, from the airborne assault at Ponte Grande to the final push toward Messina.



Our research highlighted how clearly the two Allied armies divided the island, each advancing along its own axis before eventually converging beneath the slopes of Mount Etna.

This directly shaped the campaign's design: two separate fronts, each with its own pace and character, gradually coming together in the final missions where British and American operations intertwine.

We also discovered key differences in how the two forces experienced the campaign. The U.S. advance typically faced fewer obstacles and moved faster, while the British Eighth Army contended with tougher terrain, stronger resistance, and more complex challenges.
These insights helped shape the narrative tone, as well as the gameplay pacing and balance of the two paths.



Last but not least, along the way we uncovered lesser-known but fascinating events, which we integrated as optional objectives in scenarios. Players can choose whether, or how, to engage with them, adding extra layers of strategy and replayability.



These historical details add depth, variety, and dynamism to the campaign, while preserving historical authenticity and reinforcing player choice.

TWO ARMIES, ONE GOAL
At the heart of Allied Operations – Italy: Vol. 1 there is a newly formed army: the 15th Army Group.


Sir Harold Alexander

Commanded by Sir Harold Alexander, the 15th Army Group was composed of two Allied armies advancing along separate axes.

The British Eighth Army, under General Bernard Montgomery, lands near Syracuse and pushes north along the eastern coast.

The U.S. Seventh Army, led by General George S. Patton, comes ashore further west around Gela, then advances through Palermo toward Messina.


General Montgomery


General Patton

Players command both forces across different scenarios, experiencing the contrast between British methodical planning and American operational boldness.

Different methods and different ways of thinking about how the war should be fought. Despite their differences and the bickering, they shared the same goal: freeing Sicily from the Axis.

Along the way, you will face Italian coastal defenses, and seasoned formations from the German Fallschirmjäger and Hermann Göring divisions, each introducing distinct tactical challenges.

This dual structure lies at the core of the DLC's design: two parallel campaigns that gradually converge into a single, climactic conclusion.

We will take a closer look at how this structure works and how it shapes gameplay in the next Dev Diary.

#5
Games Discussion / Re: Ostriv
Last post by Asid - Yesterday at 12:03:32 AM
Alpha 5 patch 9 hotfix 47
Tue, 24 February 2026



This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions.

Added/changed:

  •     Some minor optimizations
  •     Added text flow around image in help pages
  •     Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows)
  •     Added help page for stone mining camp
  •     Added a few more resource carry models
  •     Improved construction workers logic (don't go with a gang of 20 to build a single cart parking)
  •     Added options in cartwright to repair specific vehicles (or none)
  •     Added category totals in resource stats





Fixed:

  •     Roads could get weird after loading one save after another
  •     Imported oxen were female and could give milk
  •     Wagon sheds and farms could secretly breed animals
  •     Crash when barber surgeon's patient didn't wait for him and died
  •     Fallow fields could restore too much nutrients in some cases
  •     Changing crop could immediately restore field nutrients

#6
Flight Simulation / Re: DeadStick - Flight Simulat...
Last post by Asid - February 24, 2026, 11:24:52 PM
Dev Update | Region 1 - Waking
Mon, 23 February 2026



We wanted to take some time today to talk about Region 1 in Deadstick, the full game will have 6 regions, which we'll talk about in the coming months.

Introducing Region 1, officially named 'Waking'



Waking is the warmer southern gateway occupying the island's southwestern peninsula. This is where early explorers, like Ellis Moore, first built settlements on the island. Somewhat sheltered from harsher northern climates, this early region enjoys milder weather and some of the most vibrant landscapes found anywhere on the island.

Dense forests fill the terrain, covering much of the landmass. Waking is best known for its striking autumn woodlands. Sweeping groves of golden-brown leaves provide enduring colour and visual diversity, setting Waking apart from the colder evergreen regions found further north.

At the heart of Waking, a cascading waterfall feeds into the tranquil waters of Greyhound Lake, creating one of the island's most striking water features. The surrounding forests and shorelines teem with life, making the area feel alive and welcoming to new explorers.

Waking's ecosystem is rich with unique flora and fauna. Herbivores thrive in the fertile environment, with herds of deer roaming the forests, foxes moving quietly through undergrowth, and free-range cattle grazing across open clearings. The abundance of plant life supports a balanced and peaceful wildlife population, reinforcing the region's reputation as the island's most hospitable wilderness.


Where can you land in Waking? Here is a breakdown of places you'll spot.

  •     Major Airports - 1
  •     Minor Airfields - 5
  •     Small Strips - 1

Bush Strips
  •     Villages - 3
  •     Fishing Villages - 4
  •     Farms - 4
  •     Campsites - 2
  •     Mines - 3
  •     Breweries - 1


We've been sharing some points of interest across our social channels this month, please take a look below.









We also shared a fly over video of some of the bush strips in Region 1 👇

Watch YouTube Video




  •     Westerly Farm - Small farm, originally established to feed settler at Moore's Landing.,
  •     Lowbush Brewing Co. - Their signature brew uses fresh river water, local grains and delicious cranberries.,
  •     Greyhound Lake Camp - Campsite with excellent hiking routes and picturesque views.,
  •     Flowers-In-May - Large and successful farm, best known for their delicious fireweed honey.

In Region one you'll find yourself landing in large airport, short bush strips, industrial sites and remove sites without a defined runway. Check out ariel shots of Morton Airport, Bampoe, BlackJack Perch & Shoulder Ranch!









And finally, here is a closer look at some of the weather you'll expect to see. Deadstick has a full weather system, when to fly and in what weather conditions is a choice and success can be dependent on those choices, so be prepared! Check out the video below 👇




- The Mythwright Team
#7
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - February 23, 2026, 12:05:24 AM
New Roman Civil Wars Narrative Campaign, other various fixes
Sat, 21 February 2026



Narrative Campaigns

  •     Added a new Roman Civil Wars and Revolts narrative campaign
  •     Split Map and Narrative campaign sections in Campaigns UI
  •     Added stakes as new campaign battle only terrain type, currently only on one RCW campaign battle


Deployment

  •     Improvements to Roman vs Hellenistic style deployments in campaign battles
  •     Added some custom deployment position changes for narrative campaign battles for Pharsalus


Bugs

  •     Improvements to issues with allied routing chain routs


Units

  •     Added undisciplined heavy infantry shock troops type for Roman Levy and Slaves with Captured Equipment
  •     Added veteran auxiliary spears unit (for Pharsalus)


Map Campaigns

  •     Added elephants prioritization rule for map campaigns


UI

  •     Battle UI shows allied faction icon and gives faction name tooltip on hover
  •     Minor fixes to tooltip displays for shooting
#8
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
Last post by Rinix - February 22, 2026, 04:27:38 PM
https://www.steelbeasts.com/topic/17346-version-5-state/
Quote from: SsnakeI like to draw the analogy of a construction site. For a good while you might only see a placard "Soon, here will be a building!" while the architect is drawing plans and the owner is collecting permits, securing the bank loans, selecting the construction firm, and in our case, we also have to build the road to connect the builting to the nearest city, and have plumbing and electricity lines connected as well. One day the excavators arrive and start digging a hole for the foundation, and that's kinda the point where we are. It's still not very impressive - a muddy hole. Even when concrete has poured, it's a hole with a concrete slab in it, and nothing happens while it cures. At some point though the bricklayers come and things are starting to take shape. But you still need to erect the outer walls, inner walls, add a roof, windows, doors, and let's not even talk of interior design. Nevertheless, the foundation is essential. you really want to make sure that it's done well because everything rests on it.

So, what can I tell?
We've hired a number of additional team members. There have been a lot of short-term requests coming in from the other customers - understandably so, one might add, given the global political situation, but of course the demand for short-term adaptations takes away development hours from version 5. So, the overall schedule has slipped by about six months per my estimate. Which isn't so bad, but given that V5 is a strategic priority, I'm not entirely happy about it either.

Now, the general plan is to develop a number of small applications first that use the V5 code framework and which are designed to be network compatible with SB4. This will bbring some fundamental new features faster, and it  allows for a gradual transition from V4 to V5 as more and more V5 features become available and V4 elements get converted. SB4 is too massive, we can't just convert it within a year or two. So, the military customers at least will have to use SB4 and SB5 in parallel for a transition period. That requires network compatbility, and for that, we developed a network bridge. This has no practical relevance for you, at least not at this stage, and probably never. But it's an essential element for the overall development roadmap.
With this network compatibility, we can develop the kind of features that would otherwise be too time-consuming under SB V4; two of them are scheduled for this year, one of which might be made available to you - a new map editor. While primarily designed for V5, it can read V4 data, and it's supposed to export into V4 format as well.

The 3D engine will be based on Vulkan Scene Graph. VSG has the advantage that it's less platform dependent than DirectX, so, yes, there will be a Linux version of SB5. We're currently in the selection process for the sound engine, and we want start the integration work on it in the second half of this year. In parallel, there's work going on for an internal tools.

The first 3D application I expect for 2028. Then there'll be conversion work. You want, I assume, at least 80...90% of the current feature set available before we can release SB5 to you.
#9
News / Announcements: SB Pro / CodeMeter Runtime 8.40d releas...
Last post by Rinix - February 22, 2026, 04:24:22 PM
CodeMeter 8.40d
Release Date: 2026-Feb-05
Operating Systems Windows, Linux, Mac OS X
Download Windows (127.73MB): Click Here

Info:
Based on the release for CodeMeter Protection Suite 11.70d, CodeMeter 8.40d is released.
#10
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - February 22, 2026, 12:43:05 AM
[EA SITREP #4] Weekly News: Objects & Modding
Sat, February 21, 2026




While our Dev was resting, some others were hard at work!


Note & credit: Action screenshots were provided by players on the game's Discord — today featuring Alan, Hood, Nafeij and Sgt Hamlet. Big thanks to them!


Welcome back, admirals!

As expected, the week has been fairly calm on the update front, as we took some time to rest and refit, with JB enjoying a well-deserved break. He'll be back in action on Monday, so don't worry — updates and fixes will resume soon enough.

Regarding development plans (fixes aside), as mentioned earlier our focus will be on a select number of new functionalities designed to make upcoming scenarios more interesting and more playable. These include new options for air operations, as well as expanded strategic objectives, allowing for win conditions that go beyond the current "make them turn back" dynamic typical of our carrier face-offs.



Read on....