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#1
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - Today at 01:20:01 AM
[EA SITREP #5] Weekly News - 31 days later (but it's on the 28th!)



Your weekly news on Task Force Admiral, courtesy of the dev team!


Note & credit: Action screenshots were provided by players on the game's Discord — today featuring Ferda1947, Rookie Chauffeur, Nafeij and Marlock. Big thanks to them!

Welcome back, admirals!

It's been a month today since we released Task Force Admiral.

It's been wild.

We even managed to feature on Steam's Best Seller list for the month of January. That was not something we took for granted. Thank you for your trust and support over these past weeks.

We are fully aware that the game is still in a rough state in several areas, and we sincerely thank you for your patience. We are pushing forward with new content while continuing to refine the mechanics based on your feedback.

Also, shameless reminder: if you like our work as an owner of the game, please consider dropping a positive review, it will always help to get to that psychological 90% level. We're that close (hand gesture (c) Dir. Krennic).




What's Next

The coming days will focus on the following:

Midway – Final Polish

The Midway map is receiving a last round of improvements before we leave the area and head back to SOPAC. Coastal guns are of particular interest, as they will possibly enable some rather... spirited surface duels in future scenarios.

Aircraft Doctrine – "Second Wave" Instructions

We're discussing a second wave of new aircraft instructions. The following features are under consideration:

  •     Expanded search doctrine options (offensive loadouts, flying in pairs, etc.)
  •     Expanded strike doctrine options (target prioritization, post-IP search behavior, possibly in-mission recalls & retargeting, etc.)
  •     Expanded CAP options, including long-range variants that will later be useful for other patrol types

These additions would significantly expand tactical flexibility for players while also giving the AI clearer behavioral guidelines — particularly in situations where it fails to immediately locate the player's task force.

Enjoy your "lucky" free meals while they last — in the future, we do not expect lost KB air strikes to give up so easily. Likewise, KB responsiveness will improve. As long as there's a functioning flight deck, they won't stop shooting back without a fight.

After that, we'll likely turn our attention to weather systems and fog-of-war improvements.




Latest Patches

Two new patches were pushed to the public branch this week. A lot of work went into the fixin', thanks to the hard work of all the players & beta testers involved.

Read on....
#2
Games Discussion / Re: Sea Power : Naval Combat i...
Last post by Asid - Yesterday at 12:34:52 AM
Patch Notes 0.7.3
Fri, 27 February 2026



Hello from the Triassic Games team!

Today we are releasing Patch 0.7.3, which resolves a UI crash and rolls in additional fixes for the campaign, as well as some unit/sensor enhancements and fixes. This update also introduces new environmental enhancements, including experimental sun shafts and improved fog.


These environmental features are disabled by default and can be enabled in Video Options.

We have also reduced gun CEP by 40 percent across all ship guns. This is the first step in a broader effort to improve naval gun performance and behavior. Further refinements are planned.

Thanks everyone for your continued support!

Fixes
  • Fixed a crash in Noesis UI
  • Units: Asashio SSK fixed torpedo magazine
  • Units: F-5A was missing flight deck timings
  • Mission Editor: Added failsafe limits to waypoints to avoid the Index out of bounds of array errors when loading missions
  • Weapons: SS-N-19 range typo (370nmi -> 270nmi)
  • Null refs

Additions and Improvements
  • Campaign: Molniya mission 4 corrected briefing from Sacramento to Camden for map; added K-184 to briefing
  • Campaign: Molniya Mission 2 new Mirages F-1 picture for briefing
  • Weapons: Add smokeless AAM effect, added to AIM-9M
  • Weapons: various very small tweaks to antiship missile flight profiles
  • Weapons: slight improvement in RIM-66E/RIM-66G/RIM-67C low-alt performance
  • Weapons: all guns CEP decreased by 40%
  • Weapons: SS-N-19 flight profile modified for a lower range shot (15km alt cruise, 200km LO-LO range)
  • Weapons SS-N-2C terminal altitude reduced to 5m (16ft)
  • Weapons: SS-N-22 - added its terminal velocity increase to Mach 2.8 (1860kn) and increased cruise altitude (20m, 65ft)
  • Units: added AIM-9M to F-15C
  • Units: P-3C, S-3A, SH-3H - added limited number of AN/SSQ-77 VLAD sonobuoys
  • Units: added ServiceDate entries for all aircraft
  • Generic QF45 114mm coastal artillery: added more details
  • Improved skybox fog
  • Units: F-4E 3rd and 90th TFS (PACAF F-4E Clark AB squadrons)
  • Sensors: AN/SSQ-77 VLAD deepwater high-gain passive directional sonobuoy
  • Added experimental screenspace sun shafts and multiple scattering (defaults to disabled)

#3
Games Discussion / Re: Dagger_Directive
Last post by Asid - Yesterday at 12:27:55 AM
Dev Blog February 2026
Fri, 27 February 2026



Hi Everyone!

It's another short dev blog this month as we're finishing up custom weapon support and a few other features for the 0.8.00 Update.




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Custom Weapons

Interacting with custom weapons will be done through a menu in the armory.  From the menu you can subscribe/unsubscribe, create, and update weapons and magazines. 




Configuration Menu

Originally the configurations were done in a text file but we've created a UI to make it easier to work with.  From this menu you can create and edit the weapon or magazine settings.  You can adjust the weight, recoil, fire modes, ammo count, and more.  We've reworked many of the weapon systems to make it more accessible for modding. Most recently we swapped out the strict Magazine compatibility system with a simple string tag based system. You can see in the image below that the Magazine Tag is set to "thompson" tag. If you want to make a drum magazine for the Thompson we uploaded, you'll just need to add the "thompson" tag to your magazine and it will work with ours and with any other weapons on the workshop using that same tag.



Same for existing weapons in the game. If you create a weapon with the "stanag" tag it will work with all of the stanag pattern magazines in the armory. We'll be providing a full list of the tags we use internally and you'll also be free to create new tags as needed.

We're currently preparing the guide and model templates which we will release before the update goes out.  This way anyone can get started creating weapons and magazines to have them ready for the day the patch releases.

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Third Person Camera

We've had quite a few requests for a third person camera mode. While we had a version we did quickly in the console commands, it hasn't always worked properly. We've gone in and cleaned it up. You'll soon be able to select from "First Person", "Third Person - Over the shoulder", or "Third Person - Centered" camera modes from the settings menu.

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Loadout Importing and Exporting

Another new feature coming is the ability to export and import loadouts to share with others.  This is all done in the loadout menu.  Simply select the loadout you want to share and click the `Export` button.  This will save the loadout text to your clipboard to be pasted in messages or a text file to share with others.



Importing is just as easy.  Select the `Import Loadout` button and paste the loadouts text into the window.  You will then be able to select and play with your new loadout.



This isn't everything coming in the next update and we'll have more information to share over the next couple of weeks as we prepare for the Weapon Mods patch release!


Thanks!
- Dan
#4
Games Discussion / Re: Armored Brigade II
Last post by Asid - February 27, 2026, 01:29:05 AM
Armored Brigade II: Scandinavia is Out Now
Thu, 26 February 2026



Armored Brigade II: Scandinavia is available now for $19.99.



The Northern Flank ignites as the Cold War turns hot. This expansion brings the conflict to the Nordic theatre, where control of the Baltic approaches and Arctic corridors can decide the fate of Europe. New armies, challenging terrain, and distinct national doctrines reshape the battlefield in decisive ways.


Key Features:

    Three new playable armies: Sweden, Norway, and Denmark
  • 500+ new ground units and aircraft
  • Brand-new 30x30 km Swedish and Danish maps
  • A Swedish branching campaign
  • A Danish linear campaign
  • 3 standalone single missions
Take command on the Northern Front and test your tactics in one of the Cold War's most strategically critical theatres.

The Armored Brigade II Complete Bundle is now available, combining the base game and Scandinavia in one package. Discounts are also available across the franchise for a limited time, this is the perfect opportunity to expand your Cold War arsenal.


#5
Games Discussion / Re: Terminator: Dark Fate - De...
Last post by Asid - February 26, 2026, 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!
#6
Games Discussion / Re: Burden of Command
Last post by Asid - February 25, 2026, 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



#7
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - February 25, 2026, 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
#8
Games Discussion / Re: Panzer Corps 2
Last post by Asid - February 25, 2026, 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.

#9
Games Discussion / Re: Ostriv
Last post by Asid - February 25, 2026, 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

#10
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