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#61
Games Discussion / Air Defence RADAR Simulator Ga...
Last post by Asid - April 05, 2026, 09:37:27 PM


Command the sky in a tense real-time strategy simulation where you manage a nation's air defenses. Analyze radar contacts, scramble interceptor jets, and make split-second decisions to protect your airspace from hostile threats.


Official Site: Here
Steam: Here


Manual: HERE
Theatre: real-world terrain maps UK
Turns: Real Time
AI: Yes
Single-player: Yes
Multiplayer: No


Trailer


About This Game

TAKE COMMAND OF THE NATION'S AIR DEFENSE

Step into the RAF ops room — take the chair as an Identification Officer or Weapons Controller. Build the picture, scramble QRA, and own the intercept.


The sky is your battlefield. A hostile contact appears on radar. Is it a civilian airliner off course, or the prelude to a full-scale attack? Your job is to find out.

Air Defender is a high-stakes, real-time strategy simulation that puts you in the command chair of a national Air Defence network. From a top-down strategic view, you are the unseen hand responsible for detecting, identifying, and intercepting airborne threats. This is not a dogfighting game; you are not a pilot. You are the commander with access to the capabilities of multiple roles in the bunker, and the fate of the nation rests on your split-second decisions.

Analyse radar returns, scramble your Quick Reaction Alert (QRA) fighters, and manage your assets to protect your airspace. Every choice matters, and the consequences of failure are devastating.


Key Features

  • High-Fidelity Command & Control: Take on the role of an Air Defense Commander. Manage a detailed radar network, interpret IFF (Identification Friend or Foe) data, and issue commands to your forces.
  • Scramble QRA Interceptors: Launch your fighter aircraft to investigate, shadow, or engage hostile contacts. Manage their fuel, weapons, and mission objectives in real-time.
  • Deep Information Warfare: Utilise authentic-inspired systems to build a complete picture of the battlespace. Monitor flight plans, analyse electronic warfare (EW) intelligence, and stay one step ahead of the enemy.
  • Intelligent Enemy AI: Face a dynamic adversary that will probe your defenses, launch coordinated attacks, and adapt to your strategy, creating a challenging and replayable experience.
  • Play Endless or complete Training Missions to become Combat Ready. In Endless, you will be challenged to spot the bad guys, ensure they don't sneak through, if you do, it could lead to all out war.

Welcome to the command center. The watch is yours.

#62
Games Discussion / Re: Decision Point: Battlegrou...
Last post by Asid - April 05, 2026, 08:55:47 PM
Dev Diary #2 — Welcome Back to Decision Point
Fri, April 3, 2026



Welcome back to Decision Point.

It has been some time since the first development diary. Shortly after that post, the project received a publishing offer, and much of the period since has been spent in discussions and negotiations about its future.


Those discussions have now been concluded, and I'm happy to say that Decision Point is being published by Matrix Games.

This allows the project to be developed with the level of time and support that wouldn't have been possible otherwise. As a result, the release window has moved to Q1 2027, giving more time to properly develop the systems and improve the overall presentation.


Core Direction

Decision Point continues to be built around intent-based orders using NATO doctrine, AI subordinates that execute those orders in real time, and Decision Points that allow the player to react when combat or disruption changes the situation.

Real-world terrain, operational objectives, Main Supply Routes, scenario creation, and multiplayer remain central parts of the experience. For a fuller introduction to these systems, readers can look back at the first development diary.


Setting and Scope

Decision Point will feature near-future ORBATs for the US, British, Ukrainian, and Polish Armies against those of the Russian and Belarusian Armies, across battlefields in Eastern Ukraine and the Suwałki Gap area of Poland.

The aim remains the same: to create a tactical wargame built around intent, execution, and adaptation on an evolving battlefield.


What the Upcoming Dev Diaries Will Cover
Development has continued throughout this period, and the next series of dev diaries will begin to show much more of the game in detail.


These diaries will cover:


The Graphical Style of Decision Point
In particular, the use of NATO symbology to create the feeling of commanding forces from a real command post or C2 station.

The Order Creation Process
How players issue intent to the AI, plan operations, and respond when enemy contact changes the situation.

Battlegroup Organisation
How Decision Point structures a battlegroup into task-based Companies, Platoons, and Squads, and how that organisation supports command and control.

Terrain, Time of Day, and Battlefield Interpretation
A closer look at how terrain is visualised, how time of day affects gameplay, and what tools are available to help players read and understand the battlespace.

Combat
An overview of combat from detection to engagement, including the influence of armour and terrain, and how to interpret the results.

The Battle Balance Indicator
An introduction to the Battle Balance indicator, a tool designed to help players quickly assess the balance and likely direction of a combat engagement.

Indirect Fires
How indirect fires are deployed and coordinated to support manoeuvre and fit into the wider plan.

Airpower
The role of airpower in Decision Point, how to employ it, how to control its effects, and how to counter enemy air action.

Infantry and Drone Control
Advanced control of infantry and drones carried by frontline forces, including how and when to deploy them, and how to plan their actions at the right moment in an operation.


Looking Ahead

This new stage gives Decision Point a stronger foundation and the time needed to reach the standard the game requires.

The goal remains to create a tactical wargame about intent, execution, and adaptation, grounded in real doctrine, real terrain, and the realities of modern combat.

Decision Point, developed by NCED Wargames and published by Matrix Games, part of Slitherine Software, is planned for release in Q1 2027.

More will be shown in the upcoming dev diaries.

#63
Games Discussion / Re: Decision Point: Battlegrou...
Last post by Asid - April 05, 2026, 08:45:37 PM
Announcement Trailer and 1st Dev Diary
Fri, August 8, 2025



Welcome to the announcement trailer and 1st development diary for Decision Point: Battlegroup Operational Simulator, a tactical wargame about intent, action, and reaction.

Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking objectives and guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting to terrain, threats, and evolving conditions. When contact occurs or the tactical situation shifts, operations pause at a Decision Point—allowing commanders to reassess, adapt, and issue updated orders.

Decision Point simulates the friction of warfare, challenging commanders to reshape plans in response to enemy actions, environmental constraints, and uncertainty.

Read the 1st Dev Diary giving an overview of the game systems.


Dev Diary #1 — Inside Decision Point: A Wargame About Intent, Action, and Reaction
Welcome to the first development diary for Decision Point: Battlegroup Operational Simulator, a tactical wargame about intent, action, and reaction.

Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking objectives and guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting to terrain, threats, and evolving conditions. When contact occurs or the tactical situation shifts, operations pause at a Decision Point—allowing commanders to reassess, adapt, and issue updated orders.

Decision Point simulates the friction of warfare, challenging commanders to reshape plans in response to enemy actions, environmental constraints, and uncertainty.
This series will explore the game's systems, development, and design philosophy as we build towards its planned Q1 2027 release.


A Wargame Built Around Intent, Execution, and Adaptation

At its core, Decision Point models how real-world operations are planned, issued, and adjusted over time. Players command a combined-arms battlegroup by assigning doctrinal objectives and intents, which are then executed by AI subordinates in real time.

When combat occurs or movement is disrupted, the simulation pauses at a Decision Point. These moments give players the opportunity to react to unfolding conditions—reissuing orders or adapting plans to reflect the new battlefield reality.

This rhythm of planning, contact, and adaptation defines the operational tempo.


Intent-Based Orders Using Real Doctrine

Orders in Decision Point use NATO AAP-6C terminology. Players issue orders on the map that communicate both intent and desired outcomes, such as:

  •     Screen – Provide early warning and observation without decisive engagement.
  •     Support by Fire – Suppress or fix the enemy to support manoeuvre.
  •     Destroy – Eliminate enemy capability through decisive action.
  •     Secure – Take and hold key terrain.

These orders are interpreted and executed by AI subordinates based on tactical feasibility, terrain, and enemy presence. Players can operate at any level of granularity, from broad battlegroup intent to specific platoon-level directives.


Real-World Terrain as Operational Foundation
Every map is based on real-world geographic data—roads, elevation, rivers, forests, and urban features all influence how operations unfold:

  •     Roads affect route choice and logistical reach.
  •     Urban terrain restricts movement and sightlines.
  •     Forests provide concealment but reduce mobility.
  •     Elevation shapes visibility and fire positions.

These features aren't just visual—they define how units move, engage, and observe across the battlespace.


Main Supply Routes as Operational Objectives
In Decision Point , MSRs and junctions are central to operational success:

  •     Attackers must maintain viable supply lines aligned with their advance.
  •     Defenders aim to deny these routes, collapsing momentum and stalling the offensive.

The goal isn't just to seize ground—but to sustain operations through it.


Scenario Editor and Multiplayer Operations
The built-in editor supports a range of mission scales and complexities. Scenario designers can:

  •     Define MSR control and strategic objectives.
  •     Customise force compositions and hierarchies.
  •     Set the area of operations using real-world terrain.
  •     Scripted AI battleplans with timed manoeuvres and defensive logic.

Scenarios can be played solo against AI or online in competitive player-vs-player matches. Future support for community-made content is planned to expand replayability.


What's Next

  •     Future dev diaries will explore systems in more detail, starting with how orders are issued and how the AI interprets them.
  •     Decision Point is for players who want to engage with modern combat through structured planning, delegated execution, and adaptive control—all grounded in real doctrine and terrain.
  •     Decision Point: Battlegroup Operational Simulator is scheduled for release in Q1 2026. In the meantime, look out for future dev diaries and gameplay videos.


Watch the Announcement Trailer here:


#64
Games Discussion / Re: Decision Point: Battlegrou...
Last post by Asid - April 05, 2026, 08:31:40 PM




























#65
Games Discussion / Decision Point: Battlegroup Op...
Last post by Asid - April 05, 2026, 08:18:09 PM


Plans meet friction in Decision Point, a wargame where you issue NATO-standard orders, observe AI execution in real time, and adapt as the battlefield evolves. At key Decision Points, the action pauses—giving you time to reassess, redirect your forces, and outmanoeuvre the enemy.


Product page: Here
Official forum:


Complexity:
Period: Cold War
Manual:
Editor: Yes.
Theatre: real-world terrain maps
Turns: Real Time Pausable
Unit Scale:
AI: Yes
Single-player: Yes
Online PvP: Yes
Steam Workshop: Yes

Trailer


About This Game



Decision Point: Battlegroup Operational Simulator is a tactical wargame about intent, action, and reaction.

Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking clear objectives and operational guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting dynamically to terrain, threats, and evolving battlefield conditions.

At its core, Decision Point simulates the full operational planning cycle—where players apply doctrinal intent to orders, observe autonomous execution, and react to unfolding enemy plans through dynamic adaptation. When contact occurs, operations pause—giving commanders a critical moment to reassess, adapt, and issue updated orders.

Decision Point models the friction of warfare, challenging commanders to continually reshape their plans in response to enemy actions, terrain constraints, and operational uncertainty.

----------------------------------------
Core Features


Command Through Intent

Issue doctrinally grounded orders using AAP-6C terminology. Define operational objectives directly on the map, communicating mission purpose. Orders flow through the chain of command—from broad company-level guidance to detailed tasking at platoon and section level.


AI-Executed Plans

Once orders are given, subordinate AI elements interpret and carry them out autonomously. Units manoeuvre, coordinate, and adapt based on terrain, threat, and mission context. Plans unfold in real time, allowing players to observe their intent executed across the battlespace and plan their next response to changing situations.


Dynamic Decision Points

No plan survives first contact. When enemy contact occurs, the simulation pauses at a Decision Point. These pauses give commanders the opportunity to reassess their plan and respond before execution resumes—creating a natural rhythm of planning, action, and adaptation.


Real-World Terrain

Every map is built using real-world geographic data, including road networks, elevation, rivers, forests, and urban structures. These terrain features directly influence visibility, movement, positioning, and firing positions—mirroring the real-world tactical and operational constraints of the environment.


Operational Objectives: Main Supply Routes (MSRs)

Main Supply Routes and junctions are treated as critical terrain. Attackers must secure and sustain MSRs to maintain operational momentum. Defenders can contest key corridors to disrupt logistics and collapse offensive plans. Success is measured not only by ground held, but by whether operations can be sustained through it.



Powerful Scenario Editor

Design tightly focused engagements or large-scale operations. Define the area of operations, assign forces and roles, and build layered AI-driven battleplans with timed manoeuvres and reactive logic. Scenarios can be played solo against advanced AI or online in competitive player-versus-player matches. Combined with real-world maps and flexible mission design, this offers extensive replayability and strategic challenge.

----------------------------------------
Release Information

Decision Point: Battlegroup Operational Simulator is scheduled for release in Q1 2027



#66
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - April 05, 2026, 01:47:29 AM
#67
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - April 04, 2026, 08:05:30 PM
Battleplan - Dev Diary #7 | Playing as the Germans
Thu, April 2, 2026



Slitherine Checkpoint – Upcoming Live Event on April 7


Playing as the Germans

After you beat each mission, you can play it again as the Germans with unique objectives and additional challenges.




WHAT'S VICTORY?

After the successful D-Day landings on June 6, the German army had no realistic chance of victory on the Western front. To reflect that we've had craft unique objectives that constitute a 'victory' when playing as the Germans. These objectives will never be 'wipe the Allies off the map'. Instead they're a combination of 'hold out for longer than they did in real-life', inflict significant casualties on the Allies or perform a minor counterattack.


EXAMPLE: CHERBOURG

Playing the Cherbourg mission as the Germans gives you freedom to win in two ways: hold out for two weeks, or hold out for one week AND counterattack to capture & hold Carentan for a day. You are significantly outnumbered, and have no armoured divisions. Performing any attacks will be difficult without fast-moving armour.



One strategy would be to completely pull back, give up the frontlines and mass all divisions around Cherbourg itself, constructing minefields & fortifications.

A different strategy would be to use tactics like 'Defence in Depth' to preserve your forces and retreat when attacked. Let the enemies push deep towards Cherbourg, and then launch a counterattack from the sides to cut-off their supply lines if they over-extend. A regiment could be split off to try skirting the edges and break through to Carentan.


EXAMPLE: CAEN

The Germans are mostly on the defence, but not always! Caen has you start outnumbering the Allies. You also have several elite Panzer divisions ready for a powerful attack on Bayeux. It still won't be an easy attack - you'll have to face dug-in British infantry along with the 7th Amoured Division on counterattack duty.



You can win either by capturing Bayeux for several days, or simply holding Caen for several weeks. The Allies will be getting a new division each day, so you'll lose your numerical advance by the midpoint of the mission.


HISTORICALLY ACCURATE OFFICERS & DIVISIONS

Each mission features historically accurate divisions for both Axis & Allies. Divisions have set 'veterancy' levels, and are led by their historically accurate officer as well.



You can view details about each historically accurate officer, including a short biography (it's interesting seeing who survived the war).






DIFFERENCES FROM THE ALLIES

When playing as the Germans, normally you'll be outnumbered, outgunned and on the back foot. You'll by defending more than attacking. You won't have access to air support (the Luftwaffe has been destroyed in the West by this point), so your recon and close-air support will be lacking. There won't be many reinforcements. In summary, you'll have to do more with less.


CAMPAIGNS UNITS

Our campaign follows the Allies, so unfortunately you won't be able to bring in your own customized & veteran Officers or Divisions.


BALANCE

Playing as the Germans is viewed as 'bonus' content, and as such won't be as polished as the regular Allied campaign missions. Additionally, the Germans lost these battles, so expect some ahistorical balance changes to make it possible (and more fun).


Slitherine Checkpoint – Upcoming Live Event

Next week, on Tuesday the 7th at 5:00 PM CEST, we will be hosting a live event called Checkpoint on our Twitch channel.

The event will feature a live chat with Michael Long from Foolish Mortals Games, developer of Battleplan.

During the session, we will answer your feedback and questions raised during the playable demo at Steam Next Fest (February edition).

To wrap up, the developer will also share the latest updates and ongoing improvements currently in development.


Don't miss it!
#68
Games Discussion / Re: Urban Strife : Post-apoc s...
Last post by Asid - April 04, 2026, 12:52:36 AM
HOTFIX- Fixed a rare cutscene crash, added spot lights to workshop upgrades
Fri, 3 April 2026



Updated both PUBLIC and BETA branches

  •     Fixed a rare crash that could be triggered in specific circumstances by cutscene events
  •     Added spot lights to workstations that were not clearly visible after upgrades (NPCs will be added soon too)


#69
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - April 04, 2026, 12:52:27 AM
Game Update 1.2.4
Fri, 3 April 2026



Dear Tankers and Mechanics!

Situation report



We're also releasing an update today – a slightly smaller one, as it mainly contains fixes for the upscaling filters, namely DLSS and FSR. In addition, there are a number of fixes for Maus and the localisation.


The next patch will likely be after Easter; we want to take a break for a while now. Thank you for the positive reception of the addition of Maus to the game. Thank you for your feedback; we read it regularly and are implementing your suggestions into the game. We wish you a happy Easter!


Flash sale
Reminder about our flash sale on the game. The 25% discount will last till end of April 5 also 7 pm CEST.


Changelog 1.2.4

Below is the full list of changes being made:

Added:

  •     Roadmap 2026 localization

Modified:

  •     Game version changed from 1.2.3 to 1.2.4
  •     Tutorial localization improvements

Fixed:

  •     Updated DLSS and FSR to fix the issue with the screen being zoomed in
  •     Multiplayer skirmishes session creation now correctly allows to create force pool
  •     Returning from campaign selection to skirmish now clears the force pool creator pool
  •     Weather and time of day is correctly synced now
  •     Maus visualization for turret mesh when moving it on crane
  •     SquadType dropdown in force pool creator menu now correctly shows up first time it's opened
  •     Disabled Toggle UI button in battle map as it was just disabling whole UI ofthe game and caused big issues
  •     Mesh offset for maus turret when putting it down on stand
  •     Clicking start from repairs in force pool creator should now correctly carry over that decision

Thank you for your support, we are working. See you next time!
DeGenerals

#70
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - April 04, 2026, 12:51:31 AM
Early Access 2.05 preview
Fri, 3 April 2026



Welcome, Operators,

The next update for Black One Blood Brothers is coming.


This is the first major update following the migration to UE 5.7. It brings new optimization improvements, additional equipment, and significant AI upgrades. Let's dive into the key highlights.


Improved Gameplay and Mobility

Verticality has been a strong request from the community.

This update introduces ladders and expands operator mobility. Obstacle traversal is now smoother and more realistic, and your squad will better adapt to movement across the environment.

Level design has also been updated to support this new gameplay, opening up fresh lines of sight and new tactical options.




Maps & Immersion Level Up



Maps continue to evolve.

With new gameplay elements come new tactical opportunities. Ladders, water, and lighting have been added to enhance both gameplay and immersion. Underwater swimming will arrive later in 2026.

The goal is to strike the right balance between a tactical playground and a living, believable environment.

Several maps now feature visual upgrades and new areas to explore, improving the flow of your operations. This is just the beginning of a deeper overhaul across all maps. More verticality, more insertion options, and more ways to outmaneuver OPFOR.

Details matter.

Weather now affects both your operators and their equipment. In a snowstorm, your squad will gradually be covered in snow as they move forward.

All these new elements will also be available in the map editor, giving you more creative freedom.




AI Improvements

AI remains a core focus.

Enemies are now more dynamic, more consistent, and better coordinated when alerted.

The OPFOR detection system has been reworked to be more realistic, taking into account vision angles and distance.

Your squadmates also benefit from improved pathfinding. They can now follow you over obstacles instead of trying to find alternative routes.

And this is only the beginning. Each new system opens new possibilities, and AI will continue to be a top priority for Black One Blood Brothers.




Performance & Rendering

This update also brings major improvements to performance and rendering.

Black One Blood Brothers now supports DLSS 4.5, FSR 4, XeSS 3, and Frame Generation, delivering a smoother and sharper experience.

Significant CPU optimizations have been implemented to improve overall performance while preserving the level of detail and visual quality.

With enhanced visual rendering and reworked audio for grenades and distant gunfire, Black One Blood Brothers reaches a new milestone in its development.

Ready to jump in?

The update will be available on April 13, 6 PM CET / 12 PM EST / 9 AM PST.

We can't wait to see you in action and hear your feedback.

Until then, Helios and I wish you a great weekend, and a Happy Easter if you celebrate it.

Kane, out.