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#21
Tacview / Tacview 1.9.6 beta 2 is avail...
Last post by Asid - February 17, 2026, 12:03:50 AM


Tacview 1.9.6 beta 2 is available Now



Download: HERE

    - Release Date: Mon, 16 Feb 2026
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1236.2 MB

Release notes


FEATURES & CHANGES

  •     ADDED Aircraft Carrier as a separate object type in the Add/Edit Object dialog box
  •     ADDED Ctrl+Alt+F1-F8 to toggle mute for media windows
  •     ADDED Helicopter mixed units (e.g. US imperial units with distances in kilometers)
  •     IMPROVED Pilot names are now displayed only after pilots have boarded their aircraft
  •     IMPROVED Support of Microsoft Flight Simulator 2024
  •     IMPROVED ADS-B database to version 2025-08

FIXES

  •     FIXED Joysticks no longer working with remote controls.

Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...




#22
Games Discussion / Re: SAELIG
Last post by Asid - February 16, 2026, 12:19:02 AM
Update 60 - Go hunting for wild ore
Sun, February 15, 2026



Happy greetings to you all!

I have just heard the first demos for the new SAELIG soundtrack. They are pretty fabulous. I am excited to share them with you when they are done.


In the meantime, here is an update with some pretty cool things.

Fixes

  •     Fixed a bug where relationships would sometimes reset.
  •     Fixed a bug that would sometimes cause too many beds to be displayed in Building Info for a home.
  •     Fixed Scripture production not working if you were producing alone as an Abbot.
  •     Fixed conversation text scale in large UI modes.
  •     Fixed a bug where Welsh Raiders would invade maps they had no business invading. Those maps are now back to being raided by Vikings.
  •     Fixed some situations where the market tax vote would not work if there was no Reeve or Abbot.
  •     Fixed it so carts no longer get stuck in Longhouse walls.
  •     Fixed placeholder names showing when transferring carts or setting trade routes.
  •     Fixed a potential bug where you could be forced to marry some random person. I think.
  •     Fixed an issue where nails would sometimes not be removed from your freshly built building.
  •     Fixed an issue where you could develop a building while sleeping inside it and then get sucked into the void.
  •     Fixed a bug that could cause you to lose your Worker Lodgings building if one of your workers got married.
  •     You can no longer bypass the building cap by trading buildings with other people.
  •     Fixed some crime notifications appearing at the wrong time.
  •     Fixed four short swords being made instead of two.
  •     When entertaining with a torch, you will no longer hold your lute like a torch.
  •     Fixed some navigation issues.

Tweaks

  •     Tweaked wording in some notifications.
  •     You can now drag notification windows around, just like other windows.
  •     Notifications now visibly stack with an offset instead of sitting directly on top of each other.
  •     Added extra window safety mechanics that help reposition windows on very wide resolutions.
  •     Changed how the trading bonus works when selling to market. It now requires more skill checks the lower the item value.
  •     Unequipping a bow will now also unequip your arrows.
  •     Lowered the initial wage for agrarian jobs.
  •     Flour Mills do not work well with the Management upgrade because of how they are structured, so that upgrade has been removed and replaced with a new speed-boosting upgrade.
  •     Tweaked AI plot development logic. They will now avoid building Alehouses next door to other Alehouses, or Bakehouses next door to other Bakehouses.
  •     Selecting a person's portrait in the Abbot or Reeve voting panel will now open their info window.

New

  •     New weapon and tool: Pickaxe. Can be used in combat and to mine wild ore.
  •     Added wild ore, which is placed on each map. This ore can be mined with a pickaxe. It can be depleted and does not recover like fish or eggs. Wild ore has no bearing on Mines, which still run separately with their own ore supply.
  •     You can now start Thrymswold and Scrobbesbyrig completely empty, with no buildings. The towns will still exist but will be entirely up to you to rebuild.
  •     Added a Travelling Craftsman start to some maps. Begin with a couple of charms and a pickaxe.
  •     Leather Pack now grants you a tool belt, which can hold axes, pickaxes and seaxes. When these tools are in the tool belt, you no longer need them directly equipped to use them. If you want to use one as a weapon, you will need to place it in your weapon slot. Tools in the tool belt can only be used for tool-based actions.
  •     Added a button that clears a destroyed building and converts it into an empty plot, which can then be rotated.
  •     Added a new Advanced Farming option. Field and Corral production has been reduced. Corrals can now produce Animal Fodder, which is consumed per production cycle. If you are producing items and have Animal Fodder available, production will be much faster and will generate Manure. Manure can then be used by Fields to significantly increase production speed.
  •     Added a new ransom window to the Den for easier ransoming of prisoners.

Releasing updates for this game is like my favourite thing in the world - I am honoured to be able to continue to do so. Please feel free to get in touch via Steam, Discord or email if you would like to chat about anything at all.

Much love,

Atorcoppe
#23
News & Announcements / Update V6 12 Feb 2026
Last post by Asid - February 15, 2026, 03:24:23 PM


Hello,
Several weeks of work to update the map editor, now in version 6.
In addition, several adjustments have been made to the game for better representation.

Next step: validation of Division and Brigade AIs.
Graphically, several improvements for more realistic animations and the integration of new scenery elements.

Please feel free to contact me for the link to this new package

JMM


Bonjour,
plusieurs semaines de travail pour mettre à jour l'éditeur de cartes maintenant en version6.
Par ailleurs plusieurs ajustements dans le jeu pour une meilleure représentation.

La suite : validation des IAs de Division et de Brigade.
Graphiquement, plusieurs améliorations pour des animations plus réalistes et l'intégration de nouveaux éléments de décors.

N'hésitez pas à me contacter pour avoir le lien vers ce nouveau package

JMM
#24
Games Discussion / Re: Task Force Admiral - Vol.1...
Last post by Asid - February 15, 2026, 12:08:53 AM
[EA SITREP #3] Current Progress & the Next Steps
Sat, February 14, 2026



Where we're at and where we're going for the next few weeks

Note & credit: action screenshots were provided by players on the game's discord. Big thanks to them!

Welcome back, admirals!

One more week - we can't believe it's been nearly three weeks since the early access release. Honestly it feels like forever, but there's probably a reason for that. We've been up on the deck non-stop ever since d-day and it starts to show. Still, the week has been busy, so let's have a look at what has been done, and what is yet to come.






The News of the Week

Lot of work behind the scenes. We won't repeat ourselves in here, as there's enough contents as it is, but if you are curious about it, please do take the time to have a look at our patch notes from yesterday.

Task Force Admiral - Vol.1: American Carrier Battles EventFri, February 13, 2026
Patch Notes (public build 21906357) & 7-days History

Patch notes for the current build and the previous builds over the last 7 days. Reminder: all patch notes are visible on startup. Thank you in advance for your feedback!

Since then, another update has hit the digital shelves of your Steam library. That patch includes the following changes:

13/02/2026

  •     Improved automatic FDO & Scrambles interception logic that will impact fighter responsiveness against strikes.
  •     Minor improvements were made to fleet maneuvers when turning into the wind when the task force is set in a non-circular (non-ring) formation.
  •     Fixed the glitches on arresting barriers introduced in the last patch.
  •     Game won't "acquire" the mouse anymore.
  •         Except when the player is controlling an aircraft.
  •             This means the -nograb option is no longer necessary.

New models are being integrated in-game (yay, new targets), and will continue to be integrated next week, so as to be readily available for the new scenarios. Said new scenarios are set to be released hopefully in the last week of February or the first week of March, depending on our progress and our debugging, as some new mechanics will have to come into play to enable them.









In the meantime, we released an "ironman" version of Midway for you to try out, set around a second Japanese carrier task force supporting carrier divisions 1 & 2.


A Flight to Somewhere?

Historically, Fletcher's morning search proved overly cautious, and Mitscher's morning strike the complete opposite. But what if their fears of being flanked by an unannounced second force had proven right? For tough players only, along with tough choices!

In this scenario, American historical tactical fears prove validated, as the Kido Butai is not anymore a mere blob headed for Midway. This scenario is meant to be more challenging, but is in no way impossible, as many of our players have discovered so far. It requires finesse as your fighters will be under heavy pressure to repulse the enemy's onslaught, and catching the odd scout at the right moment could be the difference between a quiet morning and a deadly one.

The whole point is to allow us to scale the game up, as the extra 120 or so aircraft it adds to the mix along with a new task force will help us better identify issues belonging to that sort of complex engagements. You will also have the opportunity to strike Junyo, a ship not often seen in videogames over the years, that we are happy to reintroduce - along with Hiyo - to the digital world of carrier warfare. Her sleek liner lines are a sight to behold - it's now up to you to massacre these with little mercy!










The Team: some R&R time, as we rest & regroup!

Next week our lead dev JB will take a well-deserved rest for a week, so as to take a small break from the hectic time he has gone through since before the release. As such, the flow of smaller updates will pause for the duration of his rest.

In the meantime, Victor our newly minted deputy lead dev will try to organize our QA pipeline by scouring the forums and the discord, finding yet non-addressed issues that he will either report in orderly fashion to JB, or try to fix by himself. In doing so, he will be assisted by Lawson, our Discord mod, who is currently compiling a much-needed FAQ topic which will be published on the Steam forums. These efforts will also come in handy to properly write our helping tips, as the famed Wolfpack345 has kindly accepted to assist us in filming a dozen animated short videos, designed to be accessible as an overlay from the game's stations, in order to provide some sort of narrated companion.

As for what's next, Victor is only getting started. Among other things, he'll give us a hand in getting other core functions ready - including the mission editor and the much-awaited cinematic in-game replay system. Please make him feel welcome, for he's only getting started!

Thank you all for being with us on this journey. We'll do our best not to disappoint.






That's all for today. Thank you all for your continued support, and see you next week with fresh news!

With love,

The TFA Team
#25
Games Discussion / Re: Videos
Last post by Rinix - February 14, 2026, 03:03:20 PM
#26
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - February 14, 2026, 03:00:20 AM
Development Status #87
Fri, 13 February 2026



Dear Tankers!
Welcome to our 87th Development Status.
In this status update, we continue the saga of UI changes, but we also describe new features related to modding. We have enabled and are testing mods on the Steam workshop.


Modding
The last two weeks have also seen the development of tools for the Workshop. We have developed a tool for Tank Squad to support the creation and uploading of mods to Steam. We have also written a PDF with documentation.



As we mentioned earlier, and as stated in the roadmap, we are starting modestly by adding only a few options, including decals/unit/division emblems, camouflage, and side numbers. Over time, we want to add more features, and our dream is to include a mission/scenario editor. Time will tell.






Further UI changes

Battle map changes & map selection

Since the changes to the Battle Map described in the previous Development Status #86 were mostly received with enthusiasm, we have added a few more extras to the Battle Map. A new element for selecting units to spawn, similar to the units at the bottom, but showing larger icons/pictures of the tanks that are in that unit.



We have added a larger range of movement on the map. We noticed that if mission objectives or respawn points are close to the edge of the map, it is difficult to zoom in or move the map so that you can see them clearly. The larger range helps you move the map further, so that you can easily move things on the edges to the center of the screen.



Another thing is that when you click on a task in the list, the map will automatically move to the location of the marker. The same thing happens when you click on a respawn point – the map will move there and gain focus.


Widescreen support

After receiving your reports about the UI not working on widescreen displays, we checked our code and the logic that was supposed to detect the set resolution and switch the UI scale in the game. Unfortunately, it turned out that the methods were not being called—they may have worked in the editor, but not in the game.




UI scale match option in game settings

We restored their functionality in the game, and this week was marked by UI fixes to prevent the interface from stretching on large widescreen resolutions. It takes a bit of gymnastics to get everything to work together, but we are well on our way to preventing menu and in-game elements from stretching.

In addition, we also support resolutions on Steam Deck devices, because we want to finally add support and pass verification. Thanks to continuous optimization changes, we managed to reduce the game's RAM consumption even further.

We have added a slider to the game options that allows you to scale or, more accurately, adjust the aspect ratio of the interface. For example, the default value in the editor is 0.5 for a resolution of 1920x1080. With UI sizes such as 5120x1440, this value must be 1.0 so that the UI elements are not proportionally large. Setting the value to 0.0 for a resolution of 1280x800 (Steam Deck) will ensure that the interface is displayed correctly.




Main menu

At the time of writing this status update, the "scaling" modifications and corrections already cover the main menu, including the Settings screen. The settings screen in our game is common to both the main menu UI and the game itself, which are two different "ecosystems" in our case.



Headquarters
Yesterday, I started reworking the in-game elements, including the HQ panel.



The next panels are waiting in line, and I hope that we won't see any more dramas like the one in the picture below in the game. And if, by some miracle, it still happens, let me know and I'll fix it.




Optimization and bug fixes progress
We've found another few places where the game could run better and already fixed them. They were connected to how the game handled physics and terrain shaders.

We still have infantry animators to optimize and some netcode bandwidth to fix but we won't make it on time next week - it will be optimized and added in a patch after 20.02.

The game runs much better than it had a few weeks ago and after fixing the topics above we are coming to a wall - to optimize the game further we are going to need much more time and probably a new engine version - which must wait.

Unstable branch update
We've uploaded the current build to an unstable branch, check the link above for instructions on how to access it and what is the changelog ;)

https://steamcommunity.com/app/1498130/discussions/0/601910715107996635/


When we can expect new patch 1.2.0?

  •     We plan to release the update 1.2.0 on February 20th. This will be the sixth anniversary of the release of our first game on Steam. But to do that we still need to make a finalization of the 2025 roadmap.
  •     One last big thing left is to add Steam Workshop support and give you tools as a "starter pack". Starter pack will include possibilities to add mods like decals, camos + damage taken in battle (visuals) visible in the repair section.
  •     Next big thing is solid optimization step up. We removed some unused meshes from memory there should be again less RAM usage.
  •     And at the end mentioned mentioned above - UI overhaul for main menu and few other menus like Battle Summary.
  •     UI fixes and changes, especially support for widescreen displays
  •     QoL fixes to Battle Maps

Thank you and have a good weekend!
DeGenerals

#27
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - February 14, 2026, 02:47:05 AM
Some Map Campaign changes, etc...
Fri, 13 February 2026



Map Campaign

  •     added max year caps to map based campaigns
  •     randomize starting map side for map campaign battles
  •     fix planning phase issue with late game scenario when no diplomacy options left

Miscellaneous

  •     only disable double time on first close combat, not on first shooting
  •     reduce anarchy charge range of unhindered polearms in adjacency
  •     some changes to achievements code, might fix issues with them
#28
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - February 14, 2026, 02:43:33 AM
Update 2.00e: Improvements #2
Fri, 13 February 2026



- Addition: Bullet sonic boom sound based on the distance traveled

- Change: Ray tracing is disabled by default on the first launch of the game

- Improvement: Various optimization CPU

- Improvement: Optimization when loading a squad in the customization menu

- Improvement: Ragdoll physics

- Improvement: Adjusted the bullet trail VFX based on the distance traveled

#29
Games Discussion / Re: Swordhaven: Iron Conspirac...
Last post by Asid - February 14, 2026, 02:38:39 AM
1.0.6
Fri, 13 February 2026



Greetings, friends!

Today we have another patch for you, adding more characters and an entirely new location, while also continuing our trend of expanding pre-existing areas and making them more fun.


Of course, some very important bug fixes and general quality-of-life improvements have also been included. Here is the list of the major additions this version brings to the table:

  •     Many items got their final inventory icons;
  •     Some of the roofs in Swordhaven are now see-through;
  •     A mysterious cave has been added to the Ķirzaka Castle;
  •     Added more attack techniques to the boars;
  •     A new notification has been added when you try to delete a filled slot on your quick item/ability hotbar;
  •     New passages and enemies added to the Ķirzaka Castle;
  •     UI issue after auto switch input method was fixed;
  •     Nulki dialog issue has been resolved;
  •     New legendary weapon merchants have been added in Swordhaven and Ķirzaka Castle;
  •     Extended dialogue with the dye merchant in Grainhold. There are now additional ways to get more information about the murder case from him;
  •     Fixed several bugs with the new bigger quick hotbar;
  •     The issue of receiving a special maul on the world map has been fixed;
  •     Fixed several bugs related to the migration to the new version of the development environment;
  •     Added new portraits for monsters and characters;
  •     New signs have been added for the post office and bookstore in Swordhaven;
  •     New characters added to the Old Quarter of Swordhaven;
  •     Fixed a number of dialogue bugs and issues;
  •     Passersby have been added to Beggars Corner in Swordhaven;
  •     New effects added for game difficulty;
  •     Many minor bug fixes and local improvements such as textures, etc.

Thank you so much for your active support on the forums and on Discord. We'll keep updating the game, making Swordhaven the smoothest experience out there.

Keep that feedback rolling, and see you in the next update!
Atom Team

#30
Games Discussion / Re: Crying Suns Tactical space...
Last post by Asid - February 13, 2026, 12:34:54 AM
Alt Shift returns to self-publishing for Crying Suns (Updated bundles!)
Thu, February 12, 2026



Humble Games is no longer our publisher for the title

Humble Games has supported Crying Suns, but is no longer the publisher for the title. We appreciate the time we worked together. We wish them all the best in the future.

This is a new chapter in the life of Alt Shift studio, as we now have complete control over the future of Crying Suns, our first tactical roguelite. To celebrate, we've just updated the bundles available for the game and added discounts to each of them (this was not the case before):

  •     Game + Soundtrack bundle: -10%
  •     Game + Soundtrack + Digital Artbook bundle, now titled "Supporter Pack": -20%

As a reminder, Crying Suns is also available on iOS, Android and Nintendo Switch.

As you may know, the team is hard at work on a new title, Battlestar Galactica: Scattered Hopes. Stay tuned, because we have a big surprise in store for you very soon!