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#91
Games Discussion / Re: Workers & Resources: Sovie...
Last post by Asid - January 12, 2026, 12:04:35 AM
Save 75% on Workers & Resources: Soviet Republic
Ends Thu, 22 January 2026 6:00 PM GMT




Attention comrades!

Workers & Resources: Soviet Republic is 75% off as part of the Hooded Horse January Publisher Sale with discounts on its DLC as well.

Turn your city into a rich industrial power with intricate production chains and a fully simulated global economy. Manage every aspect of your citizens? lives ? from education and work to party loyalty and criminal activity.

https://store.steampowered.com/app/784150/Workers__Resources_Soviet_Republic/

#92
Games Discussion / Re: Bargains / Sale
Last post by Asid - January 12, 2026, 12:03:33 AM
Save 75% on Workers & Resources: Soviet Republic
Ends Thu, 22 January 2026 6:00 PM GMT




Attention comrades!

Workers & Resources: Soviet Republic is 75% off as part of the Hooded Horse January Publisher Sale with discounts on its DLC as well.

Turn your city into a rich industrial power with intricate production chains and a fully simulated global economy. Manage every aspect of your citizens? lives ? from education and work to party loyalty and criminal activity.

https://store.steampowered.com/app/784150/Workers__Resources_Soviet_Republic/

#93
Flight Simulation / TFDi Design MD-11 - Official T...
Last post by Asid - January 12, 2026, 12:03:17 AM
TFDi Design MD-11 - Official Trailer
10 Jan 2026





The TFDi Design MD-11 is an ultra high fidelity simulation of the iconic McDonnell Douglas three-engine transcontinental airliner. On January 12th, you can experience the definitive edition of the aircraft in Flight Simulator 2024.

Key Features:

  - Highly detailed cockpit with numerous customer options and subtle variances between passenger and freighter configuration
  - Meticulously modeled exterior with an emphasis on mechanical details and clickable doors, GPU, and ASU
  - Extremely thorough and detailed systems including all manual and automatic control modes and advanced flight managment system (FMS)/autoflight (AFS) systems like SIDs/STARs, holds, fuel and time predictions with ECON/CI simulation
  - Custom modeled flight controls and MD-11 quirks like its notorious dial-a-flap system, control droop, engine windmilling, and both Pratt & Whitney and General Electric engine options
  - Faithfully recreated sounds courtesy of Echo 19 Audio
  - Interactive passenger cabin with working in-cabin door controls, lavatories, overhead bins, window shades, and seat-back trays
  - With the Extended Simulation package, working circuit breakers and over 230 possible failures
  - Integration with various third party software and hardware


Learn more at https://tfdidesign.com/products/md11

For our existing customers, this release is the update you've been waiting for - Pratt & Whitneys, the art update, Extended Simulation, and Flight Simulator 2024 support. Thank you for your patience and we can't wait for you to see it on Monday!


Credit to Aviation Lads for the great video!
#94
Games Discussion / Re: Swordhaven: Iron Conspirac...
Last post by Asid - January 11, 2026, 12:38:32 AM
1.0.4
Sat, 10 January 2026



Greetings, friends!

Today we're proud to present a new patch to you, featuring not only bug fixes, but also new content, new merchants, improved weapon and crafting balance, and more! This patch also includes Misrav, the purveyor of rarities, who was absent due to unfortunate technical difficulties.


A few more patches like this bad boy here get us closer and closer to version 1.1 with new maps, and even more content. So stay tuned!

Here is the complete patch log:

  - New characters and quests (Misrav, Painter, etc.);
  - Golden fish;
  - Crafting now always uses chest inventory;
  - Paintings can now be hung in the Manor;
  - Fixed Lubricants which lost their durability in the previous patch;
  - Improved filtering system in the inventory, now mods can be found near weapons;
  - Added more merchants with various previously rare items on sale;
  - Fixed ore distribution, now Steel is more common in mid-game, and there are more chances of getting Balta before the endgame;
  - Added new legendary weapon;
  - Added missing icons to items;
  - Fixed typos and errors in localizations of the game and in the English version;
  - Fixed fishing bug, Balta Mines bugs including the save bug, bugs related to Bloodclaw's quest, and many other quest bugs;
  - Nicodemus ability parrying fixed.

Keep safe and healthy,
Yours,
Atom Team
#95
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - January 10, 2026, 12:06:50 AM
Strategos Is Launching on January 20th
Fri, January 9, 2026



Greetings Strategoi!

After a long period of development, testing, and iteration, we're happy to finally share some concrete news:


Strategos will officially release in Early Access on January 20th.

From the beginning, the goal with Strategos has been to create a real-time tactics wargame that treats ancient warfare with the seriousness it deserves ? large formations, fragile morale, imperfect command and control, and battles that unfold through momentum rather than micromanagement. Reaching a full release is an important milestone, but it?s very much the start of the next phase rather than the end of the road.

What Comes Next

Release is only the foundation. Throughout 2026, we plan to continue expanding Strategos with:

  - Additional historical reenactment battles and text-based campaign scenarios

  - Further development of the map-based campaign and additional theatres across different wars

  - New factions and units, especially chariots

  - Further refinements to AI, balance, and command mechanics

  - Quality-of-life improvements and usability enhancements

  - Ongoing performance and stability updates

Strategos is a game built on systems, and systems grow stronger with time, feedback, and iteration. Community input will remain a key part of shaping what comes next.

Thank you to everyone who has followed the project, tested builds, and shared feedback so far. We?re looking forward to seeing your armies clash on January 20th ? and to building the future of Strategos together beyond release.

? The Strategos Team
#96
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - January 10, 2026, 12:06:46 AM
Battleplan | Dev Diary #5 - Engineers
Fri, January 9, 2026



Engineers play an invaluable role on the battlefield, both on defence AND offence


MINEFIELDS

Engineers can place minefields. Minefields are incredible defensive tools. Enemies inside of minefields receive a myriad of penalties. Their movement speed is drastically slowed, and when in combat take extra casualties, receive less defence, lower firepower and lower morale. Pictured below is the defensive line in Operation Veritable, with minefields and bunkers littering a swamp.



Minefields have a strength percentage - the more time you give to lay mines, the stronger the minefield will be. You can tell the strength of a minefield visually by the number of mine icons. When you capture territory containing enemy minefields, their strength is slowly diminished over time as safe paths are marked & found.

Friendly units are not slowed down by friendly minefields (maps & paths are marked for them).

LAYING MINEFIELDS

Engineers can automatically lay minefields (changeable in the Doctrine panel), favouring roads. However you can also explicitly tell them to mine an area you think the enemy will through. Laying minefields takes lots of supply though.



CLEARING & ASSAULTING MINEFIELDS

If attacking an enemy position containing mines, you'll want your engineers to CLEAR the minefields ahead of time. This is a slow procedure, so give them as much time as possible before the attack (ex: 24 hours).



Additionally, friendly units become immune to the effects of minefields when escorted by nearby engineers. Pictured below are mechanized infatntry being escorted by mechanized engineers in halftracks.




FORTIFICATIONS

Engineers are also useful for creating higher level fortifications. Fortifications have a strength level, and by default most units can only create fortifications up to a certain strength (ex: Infantry can dig fortifications 40% strong). Fortifications grant defensive bonuses (especially against artillery), and minor firepower bonuses. Note in the picture below the relatively basic trenches & foxholes dug by regular infantry.



Note the higher fortification percent with the fortifications dug by engineers.



Lastly, some missions has you attacked pre-placed fortifications such as bunkers, pillboxes, anti-tank traps & ditches. These fortifications take weeks to build, and cannot be built during a mission.



DESTROYING FORTIFICATIONS

Fortifications are slowly destroyed while fighting. However Engineers are armed with specialist tools & weapons for destroying fortifications rapidly. Engineers will automatically move to assist & destroy fortifications that friendly units are fighting against.




MECHANIZED ENGINEERS

Engineers can be on foot, or mounted in halftracks. Mechanized engineers enjoy increased firepower from the machine guns in their halftracks and increased movement speed. Unfortunately they consume more supplies and cost more requisition (used to build division between missions).



In summary, Engineers are necessary for both defence and offence. Defensively they lay minefields and create improved fortifications. Offensively they clear minefields and quickly destroy fortifications.  They can be mounted in halftracks for improved firepower & speed. Don't forget to include Engineers in your custom-made divisions!

A demo will be available during Steam Next Fest from February 23 to March 2!
#97
Games Discussion / Re: Black One Blood Brothers
Last post by Asid - January 09, 2026, 12:08:39 AM
PLAYTEST #2 - Calling all Operators!
Thu, 8 January 2026



Dear Operators,

First of all, we wish you a very happy 2026! This year will be a pivotal one for Black One Blood Brothers, and I can?t wait to share more with you very soon. For 2026 to be a success, your role as a community will be crucial: your feedback, suggestions, ideas, and honest, constructive criticism give me the opportunity to include your voice directly in the game.


And it starts right now: the second playtest to prepare the migration to Unreal Engine 5.7 will begin next week.

Thanks to the feedback from the first session, I was able to fix, optimize, and improve the game?s features, as well as add new elements you suggested. First and foremost: voice commands, which you?ll be able to try out during this second playtest. They greatly improve accessibility and immersion: if you want to stay at the heart of the action and react instantly to the unexpected, it?s now possible.

This second playtest will give you the opportunity to explore the latest additions and experience the optimizations of this migration, along with the most recent fixes. Your feedback is essential to the game?s progress, and I?m excited to present this new version of Black One Blood Brothers to you.

Participants from the first session are automatically included in this one: no need to sign up again.

To take part, head over to the Discord https://discord.gg/jmvhnF3x5P to get access to the form that will help determine your setup and playstyle, then receive your access starting next Monday, January 12, at 6 PM (Paris time). Whether or not you have experience testing video games, you?re welcome!

Helios, out.
#98
Games Discussion / Re: Urban Strife : Post-apoc s...
Last post by Asid - January 08, 2026, 11:07:28 PM
[PUBLIC BRANCH] Roaming hordes come for everyone, now with beta improvements
Thu, 8 January 2026



Cloud Saves also enabled, among other improvements


UI & Quality of Life

  - Cloud saves have now been enabled for all players; local saves will still work but they will be mirrored on Steam for your convenience.

  - Crippling injuries now display as icons directly on recruit cards.



  - Crippling injuries now show detailed hover tooltips in the Inventory, clearly explaining the exact penalties applied.



  - Crippling injuries now also display hover tooltips in the Team Menu.

  - Recruits left in reserve can now be accessed quickly via a dog tags toggle at the bottom of the Inventory screen.



  - Locked Clues dialogue branches now use a distinct color, making them easier to identify at a glance.


Dialogue & Narrative

  - Added Exit (Postpone) dialogue options to hidden clues for all warlords in the Prologue; more to come.

  - Warlords killed by zombie hordes no longer generate a negative alliance vote.

  - Any previously generated negative votes from warlords killed by hordes have been revoked and reset to neutral.

  - Shelter inhabitants now react dynamically to resource levels. when they meet your avatar:

  -   - Plenty available

  -   - Limited (less than one day remaining)

  -   - Critical (zero reserves)


Horde System Improvements

  - The game map now clearly shows infested/cleared zones (relevant icon near location name).



  - Infested zones can now have their horde spawners destroyed, permanently making the area safe.

  - Encountering a horde while traveling between locations will now generate an encounter at the first available location:

  -   - The horde will either wait there or accelerate toward it.

  - Hordes now remember previously visited locations and give them lower priority, preventing back-and-forth (see-saw) movement.

  - Horde movement and attack timings have been adjusted to reduce idle periods while allowing for longer, more tense sieges.

  - Horde appearance rate and frequency are now directly tied to campaign progress and selected difficulty.


Other bug-fixes and improvements

  - Assault rifles now support silencer attachments, per player feedback.

  - Updated Firecracker description to clearly state it deals stamina damage only.

  - Fixed bugged shelves in Supermarket that showed up as lootable when empty.

  - Fixed an issue with walkable invisible spawners.

  - Various other minor fixes and polish improvements.

As always, thank you for the continued feedback, in particular to those who actively took part in this round of beta testing. Your reports and suggestions directly shape Urban Strife's development.

#99
Games Discussion / Re: Rule the Waves III
Last post by Asid - January 07, 2026, 11:37:15 PM
Rule the Waves 3: Expanded Battles | Dev Diary 1
Wed, December 17, 2025



Expanded Battles Overview

We are currently into beta testing of ?Expanded Battles?, the much anticipated expansion to our successful naval combat and ship design game ?Rule the Waves III?. The expansion will include historical scenarios, a quick battle generator, and a scenario editor. The scenarios that will ship with the game are Yellow Sea, Dogger Bank, River plate, Rhein?bung (the chase for the Bismarck), Second Guadalcanal, Eastern Solomons, and a fictional cold war scenario set in the Mediterranean.

At present we are testing the main functions of the expansion, the scenarios and the quick battle generator. The scenarios being tested right now include Rhein?bung, Yellow Sea and Eastern Solomons. Personally, I think Yellow Sea is a very interesting scenario. It has reasonably balanced forces, clear goals and is easily played in an hour or less. Predreadnoughts are cool and look really great! The predreadnought era also offers a wholly different experience to the typical dreadnought and carrier engagements of WWI and WWII naval combat that many other games focus on.


https://www.matrixgames.com/game/rule-the-waves-3-expanded-battles

Talking about scenarios, there will be a scenario editor included so that players can create any scenarios they want. Apart from an order of battle editor, the editor will have substantial support for AI waypoints and stances so that scenario designers can ?program? the AI to behave in a way that makes the scenario realistic. These can involve setting multiple paths for formations to create built-in unpredictability and variance for each scenario.



The expansion will ship with a limited number of ship classes needed for the scenarios, but there is also a ship designer included. This is a version of the same ship designer used in RTW campaign, but it is more ?free? in that it will let you set the tech year of the ship class to any year and nation, and it will also not have any hard limits on what ships are legal. This is because ship design is a very complex subject, too complex to simulate everything perfectly in the ship designer, and not all historical ships can be designed in RTW without some being overweight.

As mentioned there will also be a quick battle function that will create random battles between whichever nations you want at any time covered by the game. The ships will be randomly designed so that they are realistic for the chosen nations and time. The design goal here is to create a quick battle system that benefits from the templates and autobuild functions already in RTW III, without having to design hundreds of classes of historical ships. This lets the player try any combination of nations at virtually any time.

Some people might, understandably, prefer a quick battle function with historical ships. However, this would require many more historically accurate ship designs, and would frankly be beyond the resources of the design team at this time. We do give the player the option to design their own ships in the quick battle generator, so you can do a mix of your own designs with ones created by the auto-designer.

At the same time that we release the DLC, we will also release a free update of the base game that will include many improvements and adjustments that have been added during the work with the DLC. Just to mention some examples: inclined belts have been made 5% heavier to account for their height being larger than a corresponding vertical belt, costs have been adjusted to make cruisers cheaper in comparison to battleships, as they are presently a little too expensive in the RTW campaign. There has also been some minor adjustments to the damage model.

WISHLIST THE UPCOMING DLC NOW:
https://www.matrixgames.com/game/rule-the-waves-3-expanded-battles


Feb 24, 2026

Rule the Waves III is a simulation of naval ship design and construction, fleet management and naval warfare from 1890 to 1970.
Available: Feb 24, 2026

#100
Games Discussion / Re: Exanima
Last post by Asid - January 06, 2026, 10:54:25 PM