Recent posts

#31
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

#32
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

#33
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!

#34
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - February 12, 2026, 12:48:08 AM
Map Campaign AI updates, more Localization, Chariots in progress
Wed, 11 February 2026



Map Campaign
  •     Added new Syracuse vs Carthage (Sicilian Wars) campaign on same map (with some settlement differences) as existing First Punic War campaign. This also involved further localization of the map campaign, AI improvements, and expanding the modularity the map campaign code to fit new campaigns with asymmetrical starting armies and reinforcement, new army strengths, different victory conditions, distinct AI behavior and such
  •     Added settlement hover terrain type information
  •     Add more options for mercenary units, and randomized
  •     Fixes to mercenary hiring like not showing same option twice
  •     Improved map campaign AI use of fleet moves
  •     Added 2 units for raw/light reinforcements, new armies and mercenaries as needed
  •     Increased walled city debuff to besiegers, and increased its bonus to allied reinforcement rolls
  •     Improved AI calculation of advantage when choosing to garrison, fight or retreat
  •     Improve use of AI general type disposition and display on tooltip
  •     Rebalanced army creation, matching player choices and improving variety
  •     Improved various texts
  •     Fixed bugs with player erroneously picking up AI army
  •     Made AI better at pursuing siege opportunities and using them to gain advantage in upcoming battles
  •     Improved AI pathing around player armies where appropriate
  •     Improved AI response to not finding paths
  •     Fixed issues with AI aggression from pathfinding issues (ie more aggressive now when appropriate)
  •     AI better at staying withdrawn from recently lost battles to instead regroup
  •     Improved AI following and support of allied armies
  •     Improve AI seek sieges to relieve
  •     Improve overall defensive AI strategy
  •     Fixed bug with reloading campaigns with existing ongoing besieged garrisons
  •     Fixed bug with free diplomacy roll after enemy retreat text persisting
  •     Fixed bug with garrisons not resetting on season end

Localization
  •     Many localization updates for German, French, Spanish and Russian, especially to Unit Names and Descriptions
  •     Started localizing the Map campaign UI

Army Lists
  •     Minor edits to base Camillan Roman army list to include more optional Italian units

We've also created a functional first pass on implementing chariots, but not all animations are completed and it's not yet in the public build.


#35
Games Discussion / Re: Flashpoint Campaigns: Cold...
Last post by Asid - February 11, 2026, 01:31:12 AM
Flashpoint Campaigns: Cold War - First Update of 2026
Tue, February 10, 2026



Hello Colonels and Polkovniks. Today we have the first 2026 update for Flashpoint Campaigns: Cold War.

v3.0.2.10338 is the first of many updates we have planned for the year, so please stay tuned for future betas and releases. Major features in this update include...

Support for multiple monitors with different display scaling. This means that if a player has multiple monitors running at different scales, dialog boxes will scale to the new monitor once the exact center point of the dialog crosses over.

Tweaks and improvements that will boost artillery performance, both when its managed by the player or under fire support orders.

Buffs to ATGM fire rates on helicopters. This will make the vaunted Hellfire-armed Apache a menace on the battlefield.

The rest can be found in the changelog posted below.

Happy hunting everyone!


Content:

- Maps: fix outdated Buchholz map graphics (wrong style railroads).

- Update "It Begins" scenario to use the new Gersfeld map, which fixes inconsistent cover/concealment values.

- fix a problem in "Tutorial - Artillery Operations", where fire support group ("FSG") thresholds prevented NATO MLRS from firing CB missions on detected targets.

- "Beaning the Beamers": fix CSLA leader badge to CSLA badge (not CZ flag), reduce FSG thresholds for rocket launchers, refer to "Czechoslovaks", not "Czechs" in the briefing.

- "The Three Sisters" updated: "Set WP HiHQ on map for all BPs; Set WP AD units on map; Adjust WP OMA artillery ranges to reach the map. Note that the Red artillery is all set to On Call... no pre-barrage, which is as expected."

- "The First Dance" updated to correct the time in the briefings and make a slight change to one of the Red BPs. This scenario is meant to be played from the Red side. We have added a notice at the top of the Scenario Description to explain this now.

- "Schlacht bei Diemelstadt" updated to correct briefings and threat assessments typos and provide some auto-generated info.

- Re-introduce illumination rounds to "Every Cat is Black at Night". They went missing at the last minute with 3.0.1.

- The ICM strike animation now uses the correct animation.

High DPI Monitor Support:

- Support multiple monitors with different display scaling by switching to 'per monitor' High DPI support. This means that if a player has multiple monitors running at different scales (e.g. 100% and 150%) then as game dialogs and reports are dragged from one to the other, the dialog will scale to the new monitor once the exact center point of the dialog crosses over.

Combat Model:

- Allow helicopters with fire-and-forget ATGMs a rate of fire of two. Note: This results in AH-64 with Hellfire missiles being even more powerful in combat.

- Lower the protection threshold for anti-armor systems to engage using AP or HEAT (including tank guns, auto-cannon, ATGMs).

- Stop anti-radiation missiles from engaging targets w/o air search radars.

- Don't double-count defender terrain and mast/periscope benefits in combat.

- When a standoff range of one is specified, have the unit anticipate up to three minutes in the future to determine if its standoff is about to be violated.

- Fix an issue where "hold fire" units could be blocked by an enemy that wouldn't fire on them due to not being damage-capable. Units with Hold Fire SOP should not be stopped in this case.

Increased Artillery Utilization:

+ Retain fire support requests for static targets longer.

+ Improve "Indirect fire on targets containing friendlies" handling, making artillery available sooner for other missions.

- Reject the fire mission and don't scoot if detected prior to the first volley

- Abort fire mission on first detection of friendlies in the target area, preventing repeated log messages.

+ Improve generation of fire support requests.

- Call with a batch of units, enabling prioritization of most relevant target.

- Increase priority of targets who do not already have a fire support request in the FSCC queue.

Multiplayer PBEM++:

- Various fixes to make the system more robust and better explain PBEM++ server messages. Improvements to the logging as well for future troubleshooting.

- New account registration. Add further details of username and password constraints. This is a new label we added to the sign-in page to explain to people creating new accounts what the basic rules are for user IDs and passwords.

Tournaments:

- Let players end a tournament match if one of them has suffered Sudden Death.

- Award the Game Over Bonus if the minimum required turn length has passed in a tournament match.

- Matrix Tournament Rules. We now give 7-star victory points to winners rather than the specific level of victory points. Losers still get partial points based on their victory level.

Other Changes:

- Fix a problem where resupply orders would get cancelled before making any progress. There was an assumption that after X mins, some resupply would have happened.

-- Fix ammo handling in Scenario Refresh, successfully preserving ammo loads over weapon changes in the same platform, and correctly preserving ammo per pod/pylon instance.

Quality of Life Changes and Fixes:

- Allow for stronger transparency in the night and twilight hues. Show the min/max limits of these values in the relevant User Preferences dialog. We do not want to suppress these entirely or the effects of artillery illumination rounds will not be noticed.

- Introduce a dedicated wreck marker for downed helicopters.

- The Subunit Inspector now shows long subunit names across the top two lines of text so that they are no longer truncated trying to fit into one line.

- Scenario Editor: reintroduce the 'Auto Place Bridges' button for situations where we want to replace an underlying map and place all bridges anew.

- Unit Dashboard. Don't treat helicopters being outside of resupply range as a Staff Alert but do provide supply range information as a Staff reminder.

- Fix Air Defense overlay not distinguishing between FLAK guns and ADL limited guns.

- Weather Model: report "clouds on the ground" 50m visibility as fog.

- Fix incorrect display of ICM attributes in the Subunit Inspector and the Unit Dashboard.

- Fix missing description of 'Direct Path' SOP Movement Preference flavor.

- Fix display of (HQ) rank to follow 'local' rank descriptions.

- Provide better information on detected contacts in pop-ups and in the TOC Intelligence report.

- Fix Staff Alerts being generated as soon as a single subunit has low or no ammo for a weapon + ammo combination. Now all subunits need to be low or out before the alert is generated. This primarily affects units firing illumination rounds.

- Fix TOC Intelligence report for Enemy Sitrep, tooltips leaking details about 'detected only' forces and lost contacts.

- Add an option to see a halo around the unit counter label to improve readability against unexpected unit counter colors. By default, the unit counter label halo option is off.

- Consistently use the time format HH:nn in the game, such as in the 'clock' panel's dawn and dusk times.

- Unit Counters: make sure the default unit counters for detected / sigint / etc. are treated as NATO symbols with respect to flipping, coloring.

Documents:

- FM01 Game Operations updated some text descriptions. Also, we made a few grammar tweaks and replaced one outdated image for the game Colors preferences.

- FCCW Game FAQ - updated info and added OneDrive compatibility issue

- FM02 Battlefield Primer - typos, added missing ammo types

- FM03A Tutorial Operations Basic - corrected a handful of typos and a bad image.

- FM03B Tutorial Operations Intermediate - corrected a handful of typos and a bad image.

- No changes to the other PDFs.

- Multiple fixes on the fly to online Guides documentation to fix typos, broken links and duplicate information.
#36
Games Discussion / Re: Gunner, HEAT, PC - vertica...
Last post by Asid - February 11, 2026, 12:28:47 AM
GHPC Update 20260210
Tue, 10 February 2026



Regular Update: Marder 1A2, Camo Nets, Binoculars, and Missions

GHPC Early Access has been updated to version 20260210. 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.


NEW VEHICLE: MARDER 1A2



The latest arrival in the ongoing development of the West German equipment is the Marder 1A2 infantry fighting vehicle (IFV). In most respects, this vehicle is identical to the existing Marder A1- and Marder A1+ IFVs previously added to the game, but there is one very important difference: the addition of a standard forward-looking infrared (FLIR) thermal sight for the gunner.



If you've learned how to use the M1 or the M60A3 TTS in GHPC, this new sight will feel very familiar. It has a green tint, a very 1980s image resolution, and two zoom levels with different reticles. Due to the optic's sensitivity to heat signatures, it can be useful not only for night fighting but also for daytime target acquisition.

Thermal sights like this one would gradually replace the standard night vision and "thermal pointer" sights in the Marder fleet. In GHPC's setting, however, the 1A2 package is still brand-new, so the earlier variants remain in play and provide plenty of variety.

Aside from the significant optics upgrade, the Marder 1A2 is still a Marder, with all of its quirks - including the unstabilized gun and 20mm caliber. Even with the ability to see the enemy much more easily, you'll still need to be careful not to overextend in combat.


MISSION UPDATES

Our mission team has finished converting the vast majority of the existing Instant Action missions to support the command mode. With only a few exceptions like legacy missions or special formats, all friendly team movements in GHPC will now be editable by the player, should you wish to adjust or replace the default plan. And if you prefer to simply jump in and drive, that's fine too - the default plan is usually plenty good enough.



Meanwhile, another brand-new mission is ready to debut. "Forest Incursion" can be found in the Point Alpha mission list. This one is built for the Marder 1A2 and Leopard 1A3, but as with any Instant Action mission, you can swap in any vehicles you like using the customize button after winning at least once.


BINOCULARS

We've been doing lots of background work regarding crew models and crew station control as we build toward the "detailed crew" milestone from our roadmap. One small piece of that work was the creation of new animated binoculars to be used in first-person view. We've decided to add these to the game without waiting for the other crew changes to arrive, as they still work fine on their own.



While in the commander's first-person "head view", you will now see a physical pair of binoculars raised up into view when you use the zoom-in control. They'll lower again when you zoom out, then get stowed after not being used for a bit.



As you look through the binoculars, you'll also notice new reticles in your viewfinder, with different patterns for NATO and Warsaw Pact. These markings are intended for use in optical rangefinding - at least, if you know how to convert mil measurements to target distance!


COSMETIC UPDATES

Some of the details in the game don't have a material impact on the performance of the vehicles, but they're still interesting in their own right. While the programming team continues to focus on long-term work toward our remaining roadmap features, our art lead has cooked up some new stuff.



First up, we have a large expansion of the list of vehicles that can receive camouflage netting as a decoration. This was previously exclusive to the Abrams and T-80B, but now several other tanks and IFVs can appear with this enhancement.



Alongside the netting, the "luggage" models available on various vehicles have been updated. There's a new 1980s-era MRE box, as well as a classic Soviet TVN-12 thermos container.

And last but not least, the thermal signatures of vehicles have been reduced a bit, to make them less intensely "glowy".


OPTIMIZATION

As we work on new features for the game, we also constantly seek out ways to improve the underlying systems. In keeping with that strategy, today's update features a series of optimizations designed to speed up the rendering of terrain, particularly trees and grass. The workload should be spread more evenly across CPU threads, and as a bonus, trees will retain visual detail out to a slightly longer distance. The results will depend on each individual player's system specs, but we think on average this will provide a small bump in frame rates.

Now that we've covered the key points, here's the full change list:


CHANGE LOG



NEW CONTENT

   
  •     Added Marder 1A2 IFV
  •     Added mission Forest Incursion in Point Alpha mission list
  •     Converted nearly all existing missions to command mode, which will be the new standard going forward
  •     Added first-person binocular models and animations when using commander head view
  •     Added reticles to binocular views
  •     Added randomized camouflage netting decorations to a large number of vehicles

FEATURES AND ADJUSTMENTS

  •     Improved optimization of tree systems
  •     Improved optimization of terrain detail systems
  •     Reduced intensity of vehicle heat signatures
  •     Improved heat signatures of tank tracks
  •     Updated decoration items on vehicles with new US MRE box and Soviet TVN-12 thermos container
  •     Revised Abrams Alley to make the layout and pacing easier to understand

FIXES

  •     Fixed multiple mission flow bugs
  •     Fixed issues with "wait for node" modifier in command mode
  •     Fixed multiple issues with infantry control in command mode
  •     Fixed a bug that could occur when using infantry with a platoon of mixed vehicle types
  •     Fixed an issue that could prevent some vehicle decoration layouts from appearing
  •     Fixed improper terrain checks that could lead to various bugs

Edit: The build was updated at 17:30 EST to correct a rendering issue with tank tracks.
#37
Games Discussion / Re: Broken Arrow
Last post by Asid - February 10, 2026, 12:04:44 AM
Community Tools Spotlight
Mon, 9 February 2026



The Broken Arrow community is home not only to skilled commanders, but also to players who strive to make interacting with the game more convenient and accessible. We're glad to see the community taking initiative by creating their own tools for match analysis, communication, and tracking key gameplay data. We'd like to highlight some of these resources and share them with a wider audience.

Let's start with BA-HUB, a service many players are already familiar with, which brings together essential tools in one place.

Here, players can access a unit catalog with detailed information on weapons and characteristics, featuring convenient filtering and quick stat comparison.

BA-HUB also includes a built-in deck builder that allows players to create and optimize decks with real-time cost calculations, save an unlimited number of builds, and tailor decks to different playstyles.

In addition, BA-HUB provides player rankings, global statistics, and match analytics, including faction and unit performance across different maps. The player search feature makes it easy to track individual statistics and match history, while the community guides section helps players understand both core mechanics and advanced strategies.

Lets not forget the map planning tool, enabling teams to plan and learn more about the map and ranges to best plan tactics and strategies, you can even do this with friends collaboratively through the website.

Next, we move on to BArmory.net, a community favorite. This useful resource is available in 15 languages and helps players gain a much deeper understanding of units, weapons, and game mechanics.

The site offers access to detailed unit and weapon catalogs with filtering options, showing hidden stats in a readable manner along with tools for comparison and analysis. The BArmory combat simulator allows players to evaluate weapon effectiveness against various targets.

The army builder lets players create decks while accounting for all gameplay limitations. Built decks can be saved, imported/exported, and shared with other players.

Some of the most popular features of BArmory.net are community statistics, player history and match analysis. Players can track daily changes of faction win rates and specialization popularity. If a player logs in via Steam, the player can view his recent matches alongside a chart visualising his recent performance. Match analysis provides great details such as commander ranking per metric, performance per category and per individual unit. This insight enables players to pinpoint their strengths and weaknesses on a per match basis.

And the last one on today's list is BATrace. This service is for players who care not only about raw numbers, but about understanding how and why they play the way they do.

It provides advanced metrics and its own performance indices that aren't available in generic trackers. BATrace helps break down matches in more detail and track how your gameplay evolves over time. Reports are available both for individual matches and across days or play sessions.

The service also includes a built-in database of units and game parameters. It allows you to quickly check how armor, damage, and other mechanics work, as well as view match statistics across different maps.

For quick access to data, BATrace isn't limited to the browser. Some features are available in the app, where you can request stats, leaderboards, and concise performance reports.

We'd like to thank the creators of these resources for their hard work and contribution to the community. We truly value such initiatives and are glad to see Broken Arrow continue to grow through the collective efforts of its players, fostering an increasingly active and engaged community
#38
Games Discussion / Re: Reentry - An Orbital Simul...
Last post by Asid - February 10, 2026, 12:04:36 AM
Reentry has been updated to 1.0.41 - Gravity Engine version update
Mon, 9 February 2026



For the past few weeks I have been working on a physics upgrade where I have been upgrading Lyra Engine and Gravity Engine to their latest versions. This update has been rough to implement with a lot of moving parts, and everything related to orbital mechanics has been influenced by this upgrade in one way or another. I have re-implemented quite a lot of things, and fixed a lot of post-migration issues discovered during testing. The intent of this it to improve stability, get the latest physics engine related bug fixes, and open up for more advanced physics, trajectory calculations and orbital mechanics going forward as we progress into version 1.1.

This has been a costly upgrade (in terms of time), and will probably require a few more iterations where I work out quirks and issues not yet detected during testing. The bits has been in the hands of the Test Pilots and on the public alpha-floor branch for testing the last two weeks. This is a major upgrade and if you stumble upon new issues that was not existing in the previous version, please report them. I have a roll-back option if you need to revert to a previous version, see below.

Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.30.

I have tried to isolate most of this patch to only cover this physics engine version updates, however, some critical mission updates, checklist updates, typos and content related things are also part of it, as well as some minor bug fixes.

Patch notes

  •     Lyra Physics and Gravity Engine (orbital mechanics) version update
  •     Fixed typos in the new CM Academy lesson 9A (Earth Entry)
  •     Updated the CM Academy lesson 6 (SPS) to reflect the latest SPS electricity and logic changes
  •     Fixed the collider of the O2 HI RATE switch in Gemini
  •     Fixed the Highlight Handler transparency as it made it hard to see the panels through it
  •     Fixed an issue where the CM SM/RCS jets can correct rates even when AUTO RCS JET sw is in OFF
  •     Made fixes to the CM RCS powered jet Ring 1&2 logic circuits
  •     Tied the CM optics star identification helpers to the UI labels showing what star you are looking at
  •     Fixed an issue where the SIVB had the potential to overwrite V49 auto maneuvers (roll to 180)
  •     Iterated on the CM SPS logic
  •     Fixed an issue with the Gemini Retroburn Planner that prevented input if previous retro time was in the past

#39
Games Discussion / Re: War of Rights
Last post by Asid - February 09, 2026, 11:35:09 PM
Balance & Environmental Pass - Released!
Mon, 9 February 2026



Hello everyone,


Today, we're pleased to announce the release of an all-new Alpha update, containing the biggest balance changes in War of Rights history, thanks to our recently introduced statistics tracking feature. Today's update also includes major visual and audible improvements to the environments of War of Rights.


Work on the greatly anticipated Update 200 is still ongoing and we cannot wait to share more details about it with you in the near future, that being said, let's dive into the specifics of today's update below!



Skirmish Balance Overhaul


A month ago, we introduced stat tracking features to the game via a hotfix and we have now gathered enough of a pool of matches, allowing us to take the first steps towards a more equal and competitive War of Rights. Today's initial balance overhaul is built on the collected data of 959 recorded Skirmish matches from the past month, all containing at least 100 players on the server. The objective for today's Skirmish Balance Overhaul is to come as close as possible to an average 0-0 ticket score (the hidden, determining factor for the 4 morale stages Battle Ready, Engaged, Taking Losses & Breaking) for the two factions at the end of each Skirmish round. A few Skirmish areas, such as Pry House and Piper Farm, were surprisingly close to even already; the vast majority of Skirmish areas, however, were in need of rather major adjustments.



It is worth noting that an average even 0-0 ticket score at the end of a specific Skirmish area does not necessarily mean that an average 50% win/loss chance of each faction is guaranteed. There are multiple factors at play in this, such as the strength of the end game events (Final Push and Last Stand), and thus we expect to continue to tweak these on a per-area basis. In short, players should expect much closer games on average from a morale stage standpoint.


As new metas form, and new features are introduced/tweaked, we'll of course continue to balance the game with every major Alpha update going forward.


Read on...
#40
Games Discussion / Re: Maneuver Warfare : Command...
Last post by Asid - February 08, 2026, 10:49:51 PM
Update 1.37
Sun, 8 February 2026



A summary of casualties will appear in the post-battle screen. You will see a list of dead, wounded, and missing.

"CTRL" + "Space" to enable Orders Pause