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1
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on Today at 12:39:19 AM »
Horse Update Now Available for the Early Start DLC
Mon, 15 December 2025



Hello Comrades,

Today we are releasing a free update for the Early Start DLC that expands its logistics system in a new direction. The Horses and 1920 Start update brings full horse support across the game and pushes the Early Start DLC further based on your continued support and feedback.


Horses are now integrated into the logistics system across multiple vehicles. Passenger carriages, cement carts, pull behind cranes, and plows all have horse variants. Horses run directly inside the vehicle scripts, so speed and pull load behave as expected, with additional horses increasing performance. A stamina system has also been added so they cannot be pushed endlessly.

To support a fully horse driven setup, we have added the necessary buildings, including horse hospitals, horse construction offices, feeders, stud farms for breeding, and a carpenter?s workshop for producing carriages.

The update is free and live now. Thank you for your continued feedback and support of the Early Start DLC.

We are also planning another DLC for 2026. We think you will be very happy with it, and we will share more details when we are ready.

Check out the latest trailer below.




New Images Approved by the Ministry of Aesthetics

Aside from horses finally leaving their stables, we?ve also replaced the old portraits with brand new artwork.




Research icons have been fully reworked with a complete visual overhaul.






Campaign mission images have been updated as well.





Because the quality of these images is much higher than what the game itself requires, we?ve included them in our press kit. Feel free to use them for videos, streams, or other community content.

Merry Christmas from the entire Soviet Republic team to you and all your loyal citizens.

Detailed changelog:

1.1.1.0

  - Added horses with new buildings
  - Added labour halls
  - Added worker-based excavation and terrain flattening when no excavators or bulldozers are available
  - Added 1920 start option
  - Replaced 2D art images (mission images, portraits, research icons)
  - Attempted to fix the issue of universities becoming overcrowded by workers
  - Fixed an issue where bio-waste could not be unloaded under a rare condition (very small amount of fertilizer remaining in the bio-waste storage)
  - Fixed occasional crash on launch
  - Fixed an issue where construction offices outside the range were assigned when construction was re-started
  - Fixed an issue with the loyalty filter when workers were moving into residential buildings
  - Fixed a problem where upgrading footpaths was free (asphalt → brick with lamps)
  - Fixed SFX issue when trams moved from railway track to tram road
  - Added checks when loading saves containing DLC stuff
  - added Ursus A30 trucks,
  - added Skoda 706R trucks,
  - tweaked various MAZ-200 stats,
  - corrected the mass of the Skd 706RTTN refrigerator, D-211 roller and D-150 paver,
  - lowered the pollution of early start heating plants
  - added early nuclear fuel production chain
  - added new textures for ZiS-151 trucks
  - added ZiS-151 logging truck
  - fixed sounds for ZiS trucks
  - added ZiS-150 trucks
  - Re-baked some previews for V3S trucks.
  - Fixed the model for R-2203 van and RF-977 ambulance.
  - fixed ZiS-5 families
  - added 3 old panel houses,
  - locked modern panel houses behind brutalism and modernism
  - YaG texture tweak
  - Sound changes fixing missing early start klaxons and some vanilla car engines
  - added Vetra trolleybuses (part 2)
  - added DKW Meisterklasse, Skoda Tudor, Tatra 600, EMW 340, Citroen 11CV cars,
  - added ZiS-8 bus,
  - added ZiS-5 gravel and concrete trucks
  - added SO Series electric locomotive
  - gaz-67 and ifa f8 ambulance has also been added
  - Fixed zis-155 covered length preventing purchasing this vehicle
  - GAZ AA bread buffed to 1.5 t capacity
  - Russo-Balt T40/65 trucks limited to 1920s, given back historical speed (20km/h)
  - Ya-4 trucks given more variants (Dumper, Concrete mixer, Waste truck)
  - Added T-111 vehicle family
  - Reworked KRS-SM11 bus and added KRS-SL11 bus


1.1.1.1

  - Fixed missing localization strings for vehicles
  - Fixed nuclear factories being displayed twice in the list
  - Ships now correctly display that they can load trains in the vehicle schedule
  - Fixed an issue where it was sometimes possible to duplicate horses when sending a carriage from storage with two or more horses
  - Fixed available years information for the T-111 family


1.1.1.2

  - Fixed replace vehicle problem and crash
  - adjusted a few vehicle availability dates,
  - Zawrat bus is now available for dollars, not for rubles,
  - factories which don't explicitly consume power for production can now also work without power with low efficiency
  - added Essen wagons,
  - added new early start buildings: small food factory, small distillery, another restaurant, theatre, monumental sports hall
  - vehicle availability dates adjustments and fixes
  - added more passenger train stations (modern and early start),
  - modern clinic becomes available at brutalism, not modernism


1.1.1.3

  - Production is now displayed in the building list for production plants
  - Fixed an issue where removing a piece of road, tram, or trolleybus electric connection did not trigger regeneration
  - added Holt 75 bulldozer and tractor
  - added more rail and road gates,
  - added an old nuclear power plant
  - added an old metro station
  - added an old vehicle storage
  - added Skoda 1201
  - Added Fiat 626 and 666 trucks
  - Added GAZ-51 trucks (part 1)
  - added Saurer B-typ trucks (part 1)
  - added rest of T111 family (and T-141 and T-147)


1.1.1.4

  - Fixed a performance issue with the technical office and vehicles (constant pathfinding in case of an error in the road network).
  - Fixed an issue where an excavator or other machinery waiting on construction for transport prevented cranes from entering.
  - Fixed waste production for the stud farm and carpenter workshop.
  - Fixed an issue with dummy storages at the horse workplace and water warnings.
  - Changed the SFX of steam locomotives (separated engine and underlay).
  - Limited the maximum speed of a train to the speed of its slowest locomotive.
  - Fixed animation when towing steam locomotives.
2
Games Discussion / Re: Swordhaven: Iron Conspiracy
« Last post by Asid on Yesterday at 12:19:36 AM »
Swordhaven v.0.9.9 - The "Almost there" Update & Saving Info!
Sat, 13 December 2025



Greetings, friends!

We're nearly there! Swordhaven has been finalised, but it still needs the last bits of polish, so we're releasing the final Early Access version into beta for all of you to try before the full release.


Version 0.9.9 is a draft of what the release is meant to look like. You can play through the entire plot and see the end credits. It is still a bit rough around the edges, especially in the endgame, but it's all there for you to check out.

Those of you who wish to support our studio further may also consider choosing a complementary DLC. We have two to choose from: the Magus Tower Pack and the King's Hand Pack. As is our studio's tradition, these are a token of thanks for your continued support, featuring unique player character skins, unique items, and, in the case of the King's Hand Pack, a new location with a buried treasure protected by blood-crazed monsters.





Knowing that wiping saves on release is always a difficult, albeit necessary, decision that some of you may not enjoy, we have found a compromise this time. Upon release, the game will include a new setting related to save-file compatibility. There, you will be able to choose whether to continue using Early Access saves or switch to version 1.0 and later. Please note that this may break certain scripts!



There is also another boon for those of you willing to try out Swordhaven before release: the unique Veterans Pack will only be available while the game is in Early Access, with its unique item and player character skin to be lost forever upon release. We hope you check it out!



The changes in this version include the following:

  - The game can now be finished;
  - Unlocked two optional DLCs': The Magus Tower Pack and The King's Hand Pack;
  - Numerous balancing and technique-related fixes;
  - Various bug fixes made possible through beta player feedback;
  - New items such as the coveted backpack and more;
  - Improved weapon modification capacity and functionality;
  - UI fixes for crafting and potion brewing;
  - And much more!

We hope you check out this version of Swordhaven and give us your feedback.

Swordhaven: Magus Tower Pack


The Magus Tower Pack for Swordhaven: Iron Conspiracy is a small collection of unique items for players who wish to support our studio further after purchasing the base game.

-10% ?4.29 ?3.86


Swordhaven: The King's Hand Pack


The King's Hand Pack for Swordhaven: Iron Conspiracy adds new cosmetic customisation options, a set of distinctive items including a special weapon and shield, and an additional in-game location: a nameless island featuring a challenging combat encounter and buried treasure.

-10% ?4.99 ?4.49

Thank you all so much for making this journey possible!


Yours forever,
Atom Team

3
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on December 14, 2025, 11:35:17 PM »
Update 1.1.0.20
Sun, 14 December 2025



1.1.0.18

  - Added various community building's improvements
  - Fixed issue when a train or tram was repaired with an end station connected to the repair shop
  - Fixed automatic tram and trolley brick road connections when the building does not support trolleybuses or trams
  - Fixed Fuel Independence mission when coaling stations are present
  - Fixed issue where brick sewer pipelines did not require the proper slope
  - Removed electronics requirement from older aircraft and plastics requirement from older vehicles
  - Added an old livestock farm
  - Added ZiS-5 trucks (part 1)
  - Increased GAZ AA speed to 70 km/h
  - Reduced GAZ AA garbage truck capacity to 1.5 t
  - Corrected years of availability for P36 locomotive (1952?1974) and Pm3 (introduced in 1939)
  - Updated textures of Skd 3-8T trolleybuses
  - Adjusted GAZ AA balance
  - Moved introduction of ?koda 706 RTO buses to 1956
  - Added YaG trucks with trailers
  - Added a YaG logging truck
  - Updated YaG textures
  - Adjusted YaG balance
  - Added some missing vehicle families
  - Buffed O&K Dampfdrehkran with an extra carriage, more skill, and higher capacity


1.1.0.19

  - Re-introduced back heating to police station to avoid problems with water
  - Fixed an issue where the Technical Office falsely posted a warning about being unable to store waste when container transfers were set as the destination
  - Fixed various issues related to forklifts and trains at cargo stations when using advanced cargo setup
  - Fixed an issue with the United Kingdom map related to terrain flattening
  - Fixed an issue with overlapping "tons" text in the vehicle window in Spanish
  - Fixed an issue where auto-connecting a footpath to panel roads created a brick road instead
  - added Trabi 500 car family (not DLC exclusive),
  - added Ifa F9 car,
  - added ZiS-154 bus and moved ZiS-155 back to 1949,
  - added a brick cement silo,
  - changed YaG sounds,
  - increased Ya-6 passengers to 45,
  - ZiS-5 fixes
  - added an old chemical plant,
  - added old scrapping facilities,
  - children's playgrounds ranges now correctly increase with their sizes
  - added a tiny warehouse,
  - added LODs for YaG trucks for better performance
  - added Tatra T87 car,
  - added an old bus station
  - added an old cement plant,
  - added small metal cement silos,
  - added some more missing vehicle families
  - added Ikarus 30 bus
  - added Zawrat bus,
  - added Vetra VBRh and VA3 trolleybuses,
  - vehicle availability dates adjustments
  - added an old explosives factory,
  - added a small technical university,
  - added Austin Dixi car
  - added ZiS-151 trucks (part 1),
  - added an old prefab factory


1.1.0.20

  - Large Re-balance of trackbuilders
  - Added Ya3 Heavy Steam Railcrane (1934)
  - Br80 track builder was added


You can find detailed list of trackbuilder changes there:
https://steamcommunity.com/app/784150/discussions/0/603041689184030182/
4
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on December 14, 2025, 04:35:46 AM »
https://www.steelbeasts.com/topic/17459-steel-beasts-works-on-linux-wine/page/2/
Quote from: Ssnake
As the version number suggests, 4.450... Yes, certain things changed, but thanks to this thread we could make further amendments for better Linux compatibility, at least for the moment. SB5 will be less Windows centric.
5
Steel Beasts Pro / Steel Beasts 4.5 Thread
« Last post by Rinix on December 14, 2025, 04:34:09 AM »
https://www.steelbeasts.com/topic/17753-steel-beasts-content-wish-list/page/359/#comments
Quote from: Ssnake
At the moment our clear priorities are to advance as fast as possible with the new engine, but we're working on a number of groundbreaking elements. It's not entirely trivial. We have really good people in the team and I'm in good spirits that we'll have the first reference implementation of a combat vehicle with crew positions by about summer 2027. No doubt, we'll run into a couple of snags on the way to that point. Once the first reference implementation is complete, converting the other fire control systems and combat vehicles will become "relatively easy" (not the least because we can look up how it's supposed to work in version 4).

Every hour that we spend on more version 4 development
- is an hour not spent on V5
- is a technological debt of at least half an hour of extra work on V5

We still are working on V4 features. There will be a version 4.5 in 2026 with, I think, a number of cool new features. But we have to be very selective in what kind of features are worth the V5 opportunity costs plus extra work for later conversion.
Quote from: Ssnake
The goal is a new release in the first half of 2026, no earlier than late April but probably more like June. There'll be a handful of new playable vehicles, sure, but the main effort is elsewhere.

https://www.steelbeasts.com/topic/17753-steel-beasts-content-wish-list/page/360/
Quote from: Ssnake
The new engine, GUI etc. are long-term goals that you'll see come to fruition in version 5. Until then, there's still the short-term demand by our customers to stay relevant in the current operational environment. In short, the coming version will put a considerable focus on drones. That much I can tell at this point.
6
Games Discussion / Re: Knights of Frontier Valley
« Last post by Asid on December 13, 2025, 12:05:15 AM »
Steam Playtest now open for sign-up!
Fri, December 12, 2025



The game has been years in the making - time to show what it is like

Venerable Knights,

Six months after Alpha 3.fun went out to a closed group of testers, the next big Alpha milestone is almost ready for release - but this time, everyone gets to play it. Including you. For free.

You can join the Steam Playtest by clicking the button here:
https://store.steampowered.com/app/1085830/Knights_of_Frontier_Valley/

The game will unlock mid-January for everyone. Some of you waited for years to try out this unique RPG inspired by classic tiles, and now we are just a month away!

Mind this is not yet Early Access, but you will get a fully playable version that is quite representative of the final experience, although a lot more will be added before the game is officially finished.



Get to know many of the deep features of "Knights of Frontier Valley" in the tutorial adventure "Aldhelm's Path". Help unlucky thief Aldhelm out of trouble by crafting items, using your persuasion skills, stealth, lockpicking, and any other means you see fit.

Then guide him from a bustling city to a dark dungeon following the clues contained in a mysterious treasure map! Use your tactical finesse to defeat enemies that stand in your way towards riches and a better life.

When you are ready for more after solving this quest, start the main game with your own character and dive into a completely new challenge. Exploring new cities, dungeons, and other places you will advance through the first few chapters from the final game.

Make new friends and enemies in a detailed world with complex NPC behavior, changing seasons, day-night cycles, and realistic weather.

Customize your character, choose a profession, and specialize in a branch to become a master of your trade.

You can look forward to 6 to 10 hours of fun in this Playtest version of an old-school RPG with procedural world generation that makes every game unique.

See you soon at the palace in the grand city of Thyle!

Martin
7
Games Discussion / Re: Unity of Command II
« Last post by Asid on December 12, 2025, 02:08:44 AM »
Ardennes 44 DLC Out Now
Thu, 11 December 2025



In Other News: Steam Deck Verified!

The Ardennes 44 DLC is officially available! You can deploy to the Bulge starting now.



https://store.steampowered.com/app/3456990/Unity_of_Command_II__Ardennes_44/

In this DLC, you command German forces during the 1944 winter offensives and the final, desperate battles against the Red Army in the spring of 1945.


To help you prepare for the campaign, we have included the full Scenario Chart below.

Live Stream: join the developers in playing and discussing the new DLC on release day. Hexaboo will be streaming with Daniel, who led the development on this DLC, as guest. STREAM LINK. https://www.youtube.com/live/w6ntfffqk_A

Steam Deck: we've recently added full Steam Deck support, and the game is now officially Steam Deck Verified. Execute deep operations and encircle the enemy from literally anywhere. No supply disruption applied!

Cheers!

8
Games Discussion / Re: War on the Sea
« Last post by Asid on December 11, 2025, 12:11:02 AM »
Improved Campaign Logistics (Beta)
Mon, 24 November 2025



This update (version 1.09) features a major re-working of campaigns. In particular, we've been working closely with the modding community to integrate their revisions of campaign logistics as well as expand the game to better support mods.

To that end, we'd like to extend our thanks the War on the Sea modding community for their continued passion and tireless work to further improve the game along with their ongoing contributions and discussions around this latest update. Many thanks to community members;

  - Yort

  - Chevayo

  - Apollo

  - Claustro

  - Iv

Key new features are:

  - Resource costs for rearming ships and replenishing aircraft

  - Replenishment at sea

  - Expanding number of ships allowed in a Task Force

  - Removing the limit of different 4 types of aircraft on ships or at airfields


To opt into the beta:

REMEMBER: use of mods will likely not be compatible with this version until updated mods are released

1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta

Use the pulldown to select the beta version.

It should then begin to download.

3) When you run the game the version number should read the version you selected.


Full changelog below. Version 1.09

24 Nov 25 (Beta)

GENERAL

Shells no longer fall short when under time compression

Weather particle effects correctly cycle under normal and accelerated time compression (eg thunder/lightning)

Torpedoes are now destroyed (without exploding) when striking land

Setting speed slider to 0 stops ships completely

Enemy ships now detect and react to incoming torpedoes

Shell impacts now use correct deck height when determining if superstructure or hull hit

Removed the check for passive sonar in UnitSeaAI.AttackUnit to prevent ships without Active Sonar pinging

Active sonar no longer pings frequently under time compression

Small calibre fire striking aricraft generates random smoke trail colors

Impoved particle effect representing underwater layer

Shells striking a ship directly no longer create splashes

"hePenFactor":0.2 in mountData.txt passed to shells for use in armor penetration calculations, (rather than a fixed 0.2 value)

CAMPAIGN

Starting a new campaign displays campaign settings by default

Terrain tiles now correctly displayed on maps east of the prime meridian

Modified/corrected DEM data on tiles 2_9, 2_10

Enemy submarines no longer displayed on strategic map after loading a save game

Fixed a bug with auto-air patrols introduced in last update

Auto scouts rearm ammunition on landing at base

Improved ship navigation on strategic map so as to not get stuck in place

Ships now correctly check for aircraft they have in the air based on faction

Aircraft carriers now correctly apply cooldowns based on payload

campaign001/setup.txt corrected "enemyCarrierStrikeRange" to 480

Fixed a bug where ships possessing secondary guns and depth charges did not correctly display remaining depth charges on board

Fixed a bug where ammo for primary guns not using magazines was miscounted if # barrels > 1 (Kamogawa Maru is the only case)

Task groups now correctly use radar on the strategic map

Strategic map weather now displays cloud level/rain/storm in superscript next to Sea State value

Air cover for enemy task forces

campaignXXX/sea_missions.txt added "airCoverPriority":1 to various missions with capital ships and carriers

Enemy aircraft carriers now launch combat air patrols to scout around their task force

Support for larger task forces & aircraft types

campaignXXX/setup.txt added new variable "maxShipsInTaskForce":10 to enable custom campaigns with larger task forces

Added slider and adjusted Task Force panel to allow scrolling for more than 10 ships

campaignXXX/setup.txt added new variable "maxAircraftTypesToLaunch":4 to enable custom campaigns with more aircraft types on ships or at bases

Added arrow buttons to navigate through more than 3 aircraft types when launching them

interface/styles.txt added reference for NextPrevAircraft buttons

Expandable summary panels

campaignXXX/setup.txt added new variables to set the height of panels on Campaign Summary Page to enable scrolling and support for more content

"objectivePanelHeight":0

"rulesPanelHeight":1000

"mapKeyPanelHeight":0

(default value = 0 making panels unscrollable, for modding reference viewable window height = 560)

Campaign summary panel, Map Key replaced cloud textures with sprites to enable scrolling

CAMPAIGN LOGISTICS

Resources now used to resupply ships and replenish aircraft

Addition of new logistics and resupply mechanics

In campaignXXX/setup.txt:

Ports can now have resources deducted when resupplying ships:

"usePortResourcesToResupplyAmmo":true

"usePortResourcesToResupplyShipAircraft":true

Ports can now have resources deducted when replenishing airfield aircraft:

"usePortResourcesToResupplyAirfields":true

campaignXXX/seaUnits.txt added new variable for each ship type "resourceCost":[0,4,0,4]

These resources are required to resupply the ammunition of a ship when "usePortResourcesToResupplyAmmo" = true

campaignXXX/seaUnits.txt added new variable for each aircraft type "resourceCost":[0,10,2,2]

These resources are required to resupply missing aircraft for ships if:

"usePortResourcesToResupplyShipAircraft" = true

Or airfields if:

"usePortResourcesToResupplyAirfields" = true

New file resupply.txt added to campaign folders to define resource costs for ammunition.

Shells based on calibre and individual costs while torpedoes and depth charges are the standard [Troops,Supplies,Engineering,Fuel]

Code: [Select]
"shellCalibre":[460,410,406,360,203,155,152,140,127,120,102,100]

"shellCostTroops":[0,0,0,0,0,0,0,0,0,0,0,0]

"shellCostSupplies":0.046,0.041,0.0406,0.036,0.0203,0.0155,0.0152,0.014,0.0127,0.012,0.0102,0.01]

"shellCostEngineering":[0.042,0.034,0.033,0.026,0.008,0,0,0,0,0,0,0]

"shellCostFuel":[0,0,0,0,0,0,0,0,0,0,0,0]

"torpedoCost":[0,0.6,0,0]

"depthChargeCost":[0,0.1,0,0]

Resupply at Sea

campaignXXX/setup.txt added new variable "supplyShipsAllowed":true to enable resupply convoys

Ships too far from port may resupply at sea if oilers and merchants carrying sufficient resources are in same group or nearby

Ships within range of a Port will ignore resupplying at sea and use Port only

campaignXXX/setup.txt added:

"maxSeaStateResupplyAtSea":4 to check for suitable sea state

"resupplyAtSeaHours" to check suitable daylight hours

Added additional lookup flags for resupply logistics data to be displayed in RULES panel

language/english/campaign/campaignXXX/rules,txt reformatted

language/english/campaign/campaignXXX/rules_template,txt reformatted and updated with supply logistics example

language/english/dictionary/general.txt added fields

CMobileOrders2 renamed Rearm Ships to Resupply Ships

ResupplyAll=All Ships

ResourcesFromPort=Port resources to resupply

ResourcesAtSea=At sea resources to resupply

language/english/dictionary/campaign_message.txt added/modified messages for;

InsufficientRAS=Nearby supply ships lack resources to resupply.

RASHoursFailed=Too dark. Cannot resupply at sea between hours of <0> and <1>.

RASSeaStateFailed=Conditions too rough. Cannot resupply at sea in sea state above <0>.

InsufficientPort=Port lacks sufficient resources to resupply.

InsufficientAirbase=Airfields lack resources: <0>

Rearmed=All ships resupplied.

RearmedCarrierWarning=All ships resupplied (Carrier air wings require Release / Repair)

More Campaign Settings

language/english/campaign/campaignXXX/rules.txt modified for all campaigns (and tutorial) to show all campaign settings

Campaign settings on starting a new campaign added toggles for:

Use Port Resources To Resupply Ship Ammo

Use Port Resources To Resupply Ship Aircraft

Use Port Resources To Replenish Airfields

Limit Airfield Aircraft Replenished

Allow Merchants/Oilers to Resupply At Sea

Enable Strategic Bombing

language/english/dictionarygeneral.txt added;

usePortResourcesToResupplyAmmo=Use Port Resources To Resupply Ship Ammo

usePortResourcesToResupplyShipAircraft=Use Port Resources To Resupply Ship Aircraft

usePortResourcesToResupplyAirfields=Use Port Resources To Replenish Airfields

replenishLimitAircraft=Limit Airfield Aircraft Replenished

supplyShipsAllowed=Allow Merchants/Oilers to Resupply At Sea

enableStrategicBombing=Enable Strategic Bombing

9
Flight Simulation / Re: DeadStick - Flight Simulator
« Last post by Asid on December 11, 2025, 12:04:40 AM »
Dev Update | Airport Upgrades & Flight Planning
Wed, 10 December 2025



Hey bush flyers,

It's been over a year since we started the re-development for Deadstick, and if you've been following along you'll have seen a bunch of progress we've made to the game, and thank you all for your ongoing support 🙌


Our aim throughout this re-development process is to keep you all as informed as we can, sharing gameplay, screenshots and a bunch of folks have already been helping us out with some playtesting 👀

As mentioned in a previous post open playtesting is coming in 2026 and we can't wait for you all to get hands on. For those of you who haven't already signed up, now is the time 👇

https://store.steampowered.com/app/771800/Deadstick__Bush_Flight_Simulator/

Let's recap what we've been working on and what shared throughout November. As usual, please note that all of this is work in progress in-game footage/images.

If you'll remember back in May we shared some screenshots of a selection of airports & airstrips, and since then we've done a bunch of environment work (including all of our peaks & valley updates) and many of the airports have had major transformations.

Graves Airstrip

May 2025


November 2025


Lawless Airstrip


May 2025


November 2025


Cook Airstrip


May 2025


November 2025

And say hello to a few airports which we've shown off for the first time!

Sparks Airport


Bampoe Airstrip


Ball Airport


We also gave a first look at the early implementation of flight planning in Deadstick. We made it simple to map a route populating the flight plan, once confirmed all the key details can be viewed on your knee board when you begin your journey. Check out the full video below 👇



What do you all think about the in-game sounds?!

We also gave a look at the various times of day from inside the cockpit, check out the full video below 👇




Lastly, we wanted to give a sneaky peak of the latest WIP Deadstick map 🗺️


It's December, which means we will be back in January 2026 with our next update. We wish you a happy holidays 😄 -Mythwright
10
GHPC Update 20251030.2
Tue, 9 December 2025



Minor Update

GHPC Early Access has been updated to version 20251030.2. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.



CHANGE LOG

  - Added a map symbol legend

  - Reduced the game's memory usage significantly

  - Massively reduced mission unload times

  - Reduced mission load times on some systems

  - Optimized vehicle driving physics further

  - Optimized some visual effects for explosive impacts

  - Improved NSVT audio

  - Optimized or stabilized a large number of audio effects, including machine guns and ambience

  - Fixed rain layering when AAR X-ray is enabled

  - Improved or bugfixed a variety of visual effects

  - Fixed missing T-64R "gill" armor panel models

  - Fixed two-piece 115mm ammunition being partially inert in the damage model

  - Fixed 9M111 fins not animating during launch

  - Fixed 9M112 and 9M112M impact fuze location being too far forward

  - Bombs and artillery shells are no longer able to ricochet


Thanks for playing!
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