7:37am
DOLL INC - DaViCyYo
  • Fixed: Wrong font tv (non-latin languages)
  • Fixed: the doll name in barcode doesn't match with the name on barcode world
  • Fixed: There is a flicker effect
  • Fixed: Light shadow (tables, machines, etc)
  • Fixed: If you purchase the robot (It is playing guitar) and you purchase another item (the robot still playing guitar, just the music)
  • Fixed: When operator screamer show (it show like an additional dialogues)
  • Fixed: in some languages like russian, the key indicator is moving to left instead right
Nomad Drive - Burkan
🌵 First Biome Reveal: The Desert

We’re thrilled to finally reveal the first of four biomes in Nomad Drivethe Desert Biome!

This arid, desolate, and scorching environment hides a variety of mysterious locations and unexpected encounters. Even though the sunbaked roads seem to stretch into nothingness, curiosity is your best compass — keep moving forward, and you might be surprised by what you find.


🗺️ First Points of Interest (POIs)

We’re also excited to share the first three Points of Interest (POIs) that players will be able to explore. In Nomad Drive, POIs come in small and large variants, offering different levels of interaction and rewards.

🏭 Abandoned Factory

Our first large POI — the Abandoned Factory — consists of three distinct buildings and a multi-level layout. It’s designed to be a high-reward area where players can spend a significant amount of time scavenging and exploring. Hidden surprises await those who dig deep.

🪵 Wooden Cabin 01

The first of many modular Wooden Cabins, this structure will appear in different variations across the game world. It’s compact, story-rich, and crafted to spark exploration.

🚗 Car Wreckage 01

A scattered junk site featuring a derelict car. This is the first of many car wreckage variants players can encounter in the wastelands — perfect for quick looting and storytelling moments.


🛠️ Tech Deep Dive

Let’s take a look at some of the systems powering Nomad Drive under the hood:

🌍 Terrain Generation System

Nomad Drive uses an infinite, seed-based chunk system to generate its terrain procedurally. This means every seed gives players a unique world, while shared seeds offer identical experiences — perfect for community challenges or multiplayer consistency.

Currently, the system is focused on generating our first biome, the Desert. Future biomes — including snowy highlands and dense forests — will be integrated into this system over time.

🛣️ Road Generation System – DivisionRoads

We’re developing a custom procedural road system called DivisionRoads. This system creates biome-specific roads with elevation shifts, smooth curves, and dynamic layout logic. Roads are guaranteed to pass near key POIs to maintain meaningful world flow.

The terrain and vegetation auto-adjust to the road’s path, and we’ve developed modules that allow game objects — signs, power poles, debris, etc. — to be placed seamlessly along roads. The result: endless roads that feel handcrafted and immersive.

🌿 Vegetation System

Each biome in Nomad Drive features its own procedural vegetation package, tailored to its environment. Our system ensures realistic placement, density, and variety — making every biome feel alive and visually distinct.

🧭 POI Spawning System

Still in early development, our POI spawning system analyzes terrain and player progression to dynamically place POIs throughout the world.

Rather than relying on static spawns, the system uses a weighted algorithm to decide which POI should appear next — making exploration feel organic and non-repetitive. Many POIs are modular, and all are procedurally populated with loot and interactive elements, ensuring a fresh experience every time.


🧑‍🤝‍🧑 Multiplayer Development

We’re actively working to bring Nomad Drive’s entire gameplay experience into a multiplayer environment.

Our main character design is currently underway, and we can’t wait to introduce you to them — along with core co-op mechanics — in a future devlog.

All of the systems mentioned above are being built with multiplayer support in mind, which presents its own unique challenges. But we’re making steady progress and are excited about what’s to come.


Thank You

Thanks so much for reading! If you’re as excited as we are, please share Nomad Drive with your friends and help spread the word.

We’ll see you in the next Dev Diary — until then, stay curious and keep exploring!

— The Nomad Drive Team

King of Kinks - NtkuLover


Greetings Kinky Kings!

Peggy’s here, and she’s got just the kind of healing you’ve been aching for. Raise her Intimacy and Pleasure Levels to unlock juicy rewards, steamy H-scenes, and her exclusive video that’s bound to leave you breathless.

Stock up on Aphrodisiacs, dive into her world, and don’t hold back ~ Peggy’s ready to play.

Peggy Sexual Healing runs from July 22nd, 05:00 ~ August 2nd, 05:00 EDT. Don’t miss a single moan!

https://store.steampowered.com/app/1753410/King_of_Kinks/

City Defense Z - Acidia

Dear Survivors,

With City Defense Z, we are entering a brand-new era in this tough but thrilling journey we’ve embarked on together. Today, we’ll share with you the major innovations and systemic transformations coming to City Defense Z in the upcoming period. Which mechanics are evolving, which systems are being introduced for the first time, and what maps await you... All are covered in this roadmap.

But first, let’s take a brief look back.
In the past few months, we launched the demo and had the chance to test the core gameplay thanks to your valuable feedback. Then we made an important decision: we took down the demo. The reason? The updates we made began to fundamentally change the core dynamics of the game. The demo, in its current form, no longer represented this new structure, and we didn’t want it to create a misleading first impression.

During this process, we re-evaluated the core design of City Defense Z, and the game has now evolved into a rogue-lite structure. With permanent progression systems, a replayability-focused design, and ever-changing strategic decisions every run, we aim to deliver a deeper and longer-lasting experience. Now it’s time to explore where this world will evolve together.

Upcoming Features & Updates

Building System Expansion

The city-building process is now deeper and more tactical. With new building types, a 5-level merge system, and daily cards, every move requires a plan. With reroll and utility cards, full control of the city is in your hands.

  • Add 2 New Building Types: Laboratory (blue) and House (gray) buildings

  • Complete 5-Level Merge System: All buildings can now merge up to Level 5

  • Daily Card System: 3 random building cards per day with strategic choices

  • Card Reroll Feature: Reroll daily cards for better options (upgradeable through research)

  • Building Utility Cards: Relocation and Direct Level-Up cards for flexibility

Combat System Overhaul

With the advanced combat system, every detail has been redesigned. Soldiers can now be merged just like buildings. You'll be able to strengthen units through a five-stage evolution chain from pistols to flamethrowers. With zombie variety, new defensive structures, and interactive mechanics, nighttime battles become far more deep and tactical.

  • 5-Level Soldier Evolution: Soldiers can merge from Pistol → Shotgun → Assault Rifle → Minigun → Flamethrower

  • Population System: Housing capacity limits and soldier management

  • Enhanced Weapons: Mortar artillery and additional defensive structures

  • Booster System: Zombies will drop boosters during combat for tactical advantages

  • Zombie Hole Mechanic: Interactive holes appear at night requiring tapping and airbombs to seal

  • Advanced Enemy System: Boss encounters and multiple zombie types with unique tactics

Complete Resource Economy

The economy system is being completely revamped. Resources will now be actively collected, and five different currencies (resources, ammo, food, research points, and population) will work in an interconnected way. You’ll need to farm to feed your population otherwise, hunger penalties will directly affect game balance.

  • 5 Currency Types: Resource, Ammunition, Food, Research Points, Population

  • Food System: Crop farming, hunger penalties, population sustenance

  • Manual Collection: Active resource management gameplay

  • Economic Balance: Interconnected resource relationships

Meta Progression System

City Defense Z is getting a permanent progression system. With 8 different upgrade trees and over 40 permanent upgrades, every run will make you stronger. Using research points, you’ll be able to extend your strategy long-term and shape your own playstyle.

  • 8 Upgrade Trees: Buildings, Soldiers, Food, Walls, Expeditions, Reroll, Airstrikes, Research

  • 40+ Permanent Upgrades: Persistent progression across all runs

  • Research Point Generation: Laboratory buildings and expedition rewards

  • Strategic Depth: Meaningful choices for build customization

Map Progression Campaign

Map variety is coming to City Defense Z, and each one offers a brand-new tactical experience. From abandoned cities to military complexes, research facilities to medical zones, these maps differ in difficulty, environmental conditions, and story progression.

  • Map 2 - Urban: Abandoned city with medical district (75-day survival)

  • Map 3 - Industrial: Military complex with structured facilities (90-day survival)

  • Map 4 - Laboratory: Research facility for vaccine development (100-day survival)

  • Story Integration: Connected narrative across all maps

  • Environmental Challenges: Unique tactical requirements per map

NPC Community System

A brand-new character-driven system is coming. Your base now comes alive with 8 unique NPCs. Each has voice-acted interactions and actively moves around the base, providing strategic support in four specialization areas: farming, military, research, and expeditions.

  • 8 Unique NPCs: Elena “Greenhouse” Vasquez, “Iron” Pete Morrison, Captain Alexis “Fortress” Kane, “Boom” Rodriguez, Dr. “Quantum” Kim Nakamura, “MacGuyver” Thomas Wright, “Shadow” Maria Santos, “Compass” Jake Harrison

  • 4 Specialist Groups: Farm, Military, Research, Expedition specializations

  • Voice-Acted Dialogue: Immersive character interactions with radio static effects

  • Living Base: NPCs move around your base and provide strategic buffs

Expedition System

The expedition system brings strategic mission management to the game. NPCs are sent out on the map to gather resources; the higher the mission risk, the greater the reward. Team composition directly affects success rates, and failure can mean permanent character loss.

  • Resource Gathering Missions: Send NPCs to collect materials

  • Risk/Reward Mechanics: Higher rewards for more dangerous expeditions

  • NPC Permadeath: Emotional stakes with permanent character loss

  • Strategic Planning: Team composition affects expedition success

World Events System

The world events system integrates storytelling with mission progression. The Commander in your base provides tactical insights, while the World News Speaker enhances the post-apocalyptic atmosphere. This system offers clear objectives, staged progression, and a narrative experience beyond survival.

  • Dual NPC Announcements: Base Commander (tactical) + World News Speaker (atmosphere)

  • Apocalyptic Atmosphere: Global situation deterioration updates

  • Mission Progress: Clear objectives with story integration

  • Immersive Storytelling: Deep narrative experience beyond survival

Competition & Achievements

With the competition and achievement system, you’ll be able to test your skills. Earn your place on the global Steam leaderboards and complete over 100 achievements to gain research points. Participate in weekly and monthly survival challenges to conquer difficult goals and unlock permanent progression advantages.

  • Steam Leaderboards: Global ranking system for competitive play

  • 100+ Achievements: Survival milestones, building mastery, combat challenges

  • Research Point Rewards: Achievements boost progression

  • Elite Challenges: Advanced goals for dedicated players

  • Survival Challenges: Weekly/monthly competitive events

Traveler Trading System

With the traveler trader system, you’ll be able to trade your resources strategically. Random merchants will visit your base, offering rare items and unique upgrades that deepen your economic management.

  • Merchant Visits: Random trader encounters

  • Resource Exchange: Strategic trading opportunities

  • Rare Items: Unique upgrades and bonuses

  • Economic Depth: Advanced resource management

Visual & Audio Polish

With visual and audio enhancements, you’ll experience the game more smoothly and immersively. All models will be overhauled, sound design will be completely revamped, the UI will be more accessible, and performance improvements will ensure smooth gameplay across all systems.

  • Enhanced Models: All current assets get visual upgrades

  • Sound Design: Comprehensive audio overhaul

  • UI/UX Improvements: Streamlined interface and accessibility

  • Performance Optimization: Smooth gameplay across all systems

Additional Content

There will always be something new to discover with fresh content. Take part in seasonal events, expand your specialist groups with new NPCs, face new challenges in bonus maps, and enjoy community-requested features.

  • Seasonal Events: Special time-limited challenges

  • New NPC Characters: Expand specialist groups

  • Bonus Maps: Additional environments and challenges

  • Community Features: Player-requested improvements

What This Means for Players

With all these developments, City Defense Z will offer a much deeper and more satisfying gameplay experience. Strategic decision-making will diversify through enhanced building and combat systems, the resource economy will become more balanced with meaningful choices, and night battles will be more interactive with booster drops and zombie hole mechanics. With permanent meta upgrades, every run will contribute to long-term progression. The four-map story campaign will offer a structured narrative, while achievement systems provide clear goals and permanent rewards. Steam leaderboards will support competitive play, and the new voiced NPC system will make your base more lively and personal. When all these systems come together, City Defense Z will no longer be just about survival it’ll become a living, evolving, and deep world experience.

Community & Wiki Support

To strengthen our bond with the player community, we’ve launched an official City Defense Z Wiki page! You’ll find tactics, character details, building information and more. https://city-defense-z.fandom.com/

Stronger Together

Thanks to your support during the demo period, we continue building this grand vision. New content is on the way and we need your strength now more than ever.

– The City Defense Z Team

Forbidden Fantasy - andre.vidal

We’ve been talking a lot about character design lately. No matter who we’re working on, the goal is the same. We want them to look good.
Even if a character only shows up briefly, they still deserve attention and care.

Take a close look at her design. We dedicated a lot of time to the textures, the composition of her accessories, and her clothing.






We’re not ready to reveal much about her.
All we know is that she travels the four kingdoms in her carriage, offering cards, potions, amulets… and maybe a few more things someone mysterious might carry.

What’s really behind the hood? We’re still wondering too.

Tell us what you think about the look.
Good to have you with us.

RedLeep
三国真龙传 - sunkey_ls

3.88更新

1.五行法术造成克制伤害会用特殊红色数字表示

2.修复自动保存失效BUG

3.替换貂蝉立绘,新增小乔、甘宁、颜良、文丑、袁绍、荀彧、郭嘉、贾诩、许褚、曹操立绘可在招募界面,名将图鉴里查看

4.优化对话框效果

5.修复各个存档没有同步神器神将数据的BUG

Fallout 76 - GhostlyRich_Bethesda

Today's update to Fallout 76 brings improvements and bug fixes to Appalachia.

Note: At the time of posting, servers are not back online. We'll update this article when servers return.

C.A.M.P.
  • Reduced the wood cost to build the Fire Watch Tower from 25 to 5.

  • Fixed a missing textures issue with the Atomic Ceiling Light.

  • Corrected several typos for buildable and craftable items.

  • Increased the build limit of several flag variants from 3 to 25.

  • Covered Bridge Cap and Covered Bridge Deck have been updated to correctly cost wood instead of steel.

  • Canoe Planter now plays the correct destruction effects.

  • Fixed an issue with the Tool Shed's radiant powered area not extending to the top.

  • Fixed an issue where the Seaweed Scrapbox did not show as a premium item.

  • Fixed an issue with the Industrial Fusion Recharger which caused it to become unresponsive in certain circumstances.

  • Updated the Sphynx Cat and Bombay Cat beds to use separate models to avoid a cat fight.

  • Caged Owl now grants the correct materials upon destruction.

  • Updated the placement and destruction SFX for the Pointing Cappy Signs.

Combat
  • Fixed an issue where Daily Ops Alien enemies could drop stacks of unusable Alien Blaster Rounds.

  • Fixed an issue where the Imposter Assaultron Head weapon did not play SFX when firing.

  • Fixed an issue where the Electro Enforcer's name did not change when applying the "Overcharged" weapon mod.

  • Fixed an issue where sometimes corpses, meat piles, ash piles, and loot bags disappear before the player can loot them.

Ghoul
  • Fixed an issue where the Bomb Scientist perk incorrectly applied damage over time.

  • Fixed an issue where Ghouls could contract diseases.

  • Fixed an issue where certain headwear would become stretched when worn by Ghouls.

Fishing
  • Fixed an issue where fish were slightly offset when displayed in the Curved Fish Display.

  • Fixed an issue where fishing in rainy weather in Skyline Valley did not progress the "catch a fish in the rain" challenge.

Weapons
  • Fixed an issue where sound would get stuck on Chainsaw and Auto axe when attacking after AP was drained.

  • Fixed an issue where the Industrial Paint for the Plasma Caster did not apply to the barrel.

  • The Death Tambo, Cattle Prod, and Plasma Cutter weapons no longer make cloth and several other objects bleed when striking them.

  • Fixed an issue with the M-16 style Handmade Skins' alignments for glow and iron sights.

Outfits
  • Updated the Snorkel Mask to prevent damage from airborne hazards.

  • Fixed an issue with the Mothman Wing Clipper Backpack not correctly displaying its dynamic name in crafting.

  • Fixed an issue where certain masks and bandanas clip through female faces when equipped.

UI
  • Fixed an issue where the Mods List text would overlap with the crafting or modification menu.

  • Updated the Help Menu "Feral" section.

  • Addressed typos within the Help menu.

  • Updated all Ghoul perk cards to have the green border and burnt card textures on their cards.

  • Mr. Fuzzy Antennae Ball Backpack Flair has been correctly renamed Mr. Fuzzy Antennae Ball Backpack Flair. Apologies for not putting the correct amount of respect onto Mr. Fuzzy's name.

  • Fixed an issue where the Item Stats box could overlap other menus.

  • The Gun Runner perk animation will not have the Vault Boy flipped mid animation.

  • Updated the Vault Storage Facility Shelter Entrance to correctly identify the item as an entrance.

  • Addressed typos within the Help menu.

  • Fixed an issue where the transfer menu would fail to show all items when using "take all" from Nearby Corpses.

  • Fixed an issue where the Ice Breaker's Cryo Cold Harbor description could appear in the Pip-Boy.

  • Addressed typos within the Help menu.

Miscellaneous Fixes
  • Updated various premium item names to display their missing their Atomic Shop symbol.

  • Fixed an issue where the player's character appears gloved in 1st person when the 'Nurse Outfit' is equipped.

  • Fixed an issue where the player can see inside their arms when sitting on "Tiki Bar Stool".

  • Fixed an issue where the "No Mic" emote continued to play after the action was canceled.

  • Fixed an issue where players could not fast travel to Old Danielson Cabin.

  • Fixed an issue where too many caps would be charged to respawn if you became over encumbered during death.

  • Fixed an issue where Ginseng Root was not affected by Verdant Season & Backwoodsman 4.

  • Fixed an issue where the Power Armor headlamp was misaligned in 3rd person when the "Hydro Tech Exo Power Armor Paint" was applied.

Sid Meier's Civilization VII - CivGame

Hey Civ fans,

Update 1.2.3 is rolling out now! This update is smaller in size, especially following the hefty list of changes from 1.2.2, but it still introduces some meaningful additions: the first round of improvements to Age Transitions, the return of auto-explore, several UI and quality-of-life updates, and a new Commander to join Trung Trac on the battlefield.

If you caught our last Dev Check-In, you know we're in the middle of some deeper work on systems like Ages, replayability, and how players connect with their civ across history. That work is underway, but it's going to take time. In the meantime, we're continuing to release updates like this one to smooth out rough edges and introduce long-requested features, while we keep pushing on the bigger things behind the scenes.

This update also includes the first half of the new Content Collection, titled Right to Rule* – for many of you, this is part of what you already picked up with Civilization VII's Founder's Edition. We'll have the full details below.

And lastly, a few quick notes before you dive in:

  • While we aim to maintain backwards compatibility for existing saves as much as possible, some new abilities or effects may not appear until you start a new game or advance to the next Age in your current campaign. For the best experience, we recommend starting a new game, or continuing your current game into the next Age.

  • If you encounter any new bugs or issues, try disabling any mods, as some may not yet be compatible with the latest update.

  • Are you playing on Steam and want to finish your current save under a previous version? You can do so using our legacy Steam beta branch.

Thank you again to everyone sticking with us, sharing feedback, or just showing up to see what's new in the world of Civ. Without further ado, here's what's in Update 1.2.3!

Age Transition Improvements

In our June 10 Update Check-In, we had a section named "The Journey So Far, and What's Ahead." We mentioned there that we had heard feedback from significant segments of our community that we needed to do more work on the abruptness of Age Transitions, improve the overall game replayability (looking especially hard at Legacy Paths), and search for new avenues to allow players to identify more deeply with their empire and its path through history.

Much of that work is ongoing, and though some of the larger changes we have planned will take time, we do have a first round of Age improvements going live with this update, many of which aim to tackle Age Transition abruptness. Here's what's included: 

  • New Continuity Option – You can now pick the type of Age Transition impact you want, with the new default option called Continuity, and the existing option called Regroup. Here's what you can expect from Continuity:

    • Your Units will stay where they were in the previous Age, but are upgraded to their new version for that Age.

    • Units in other players' borders will be expelled in the same manner as if you lost open borders, but will remain nearby.

    • In addition to what was carried over before, you now can transition with Ships and Siege Units from Antiquity to Exploration, as well as Settlers, Migrants, Scouts, and Merchants in all Ages.

    • You will no longer get Advisor Warnings for large armies.

    • Please note: pre-1.2.3 saves will still use the existing Age transition impact, Regroup.

  • Improved Relationship Management – Instead of sudden shifts to your relationships with other players after Age Transition, your relationships will now slowly be pulled back towards 0 over the course of the game. The further you are away from 0, the faster your relationship will decay. This should feel like a much more natural change to your relationships over time, and encourage you to push some Endeavors here and there to maintain your positive relationships, too. 

  • End of Age Warnings – We've added a 10- (or more) turn safe zone at the end of each Age that guarantees you can finish your most critical tasks before the transition occurs. This countdown can be extended to 20 turns or turned off completely. No Age progression from any source other than elapsed turns will be added while the countdown is active.

And, some other changes worth noting here: 

  • Catapults are now available at the start of the Exploration Age.

  • Merchants are now available at the start of the Exploration and Modern Ages.

  • Independent Powers will now spawn at the beginning of the Age, after an Age transition.

We'll continue to expand Continuity mode in the future and are already working on other key areas of feedback, including replayability and player identity. Some of the bigger changes will take time, but we hope these updates help your next empire flow more smoothly between Ages. As always, let us know how it feels!

Auto-Explore

It's time: release the Scouts! 

We've mentioned before that Scout Units work a bit differently in Civ VII than Civ VI, which is why we wanted players to have the opportunity to play with the Scout's new abilities, instead of adding in auto-explore right away. BUT – we hear you. Sometimes, it's easier to let the Scouts (and Ships) loose and allow them to find a Discovery, encounter a new civ, or even walk straight into danger. 

Here are all the Units that have access to auto-explore:

  • All Ages: Scout + Unique Variants.

  • Exploration: Tier 2 and Tier 3 Naval Units (excluding the Cog, which we didn't want to sink from Ocean damage pre-Shipbuilding). 

  • Modern: All Naval Units except the Submarine.

Here's some auto-explore behavior you should keep in mind: Units will seek to maximize revealed tiles on a move. If they can't reveal any tiles within a single move, they'll try to explore unexplored areas closest to one of your existing Settlements. The Unit will also stop auto-exploring if there is a Discovery within two turns of movement range, or if they move into the Zone of Control of an enemy Unit.

This is just the first implementation of this feature, and as we learned from our Discord feedback event, we have plenty more ideas in mind to expand things down the road. We look forward to making it better over time based on player feedback!

New Unique Commander: Trung Nhi

Our designers have long wanted to give the leader Trung Trac a unique Army Commander to represent her legendary sisterhood, and with this update, Trung Nhi joins the battlefield!

Trung Nhi features a unique model, a custom Promotion Tree, and full gameplay functionality. She is granted automatically in the first Age, alongside the first Military Unit produced by a Trung Trac player (including Advanced Starts), and she persists across Ages. As part of this change, Trung Trac no longer grants three free Promotions to her first Commander. She also has a Unique Commendation, "Sisters Unite," which replaces Duty and adds +30 to Heroic Assault.

Please note: pre-1.2.3 saves will not receive Trung Nhi! 

Trung Nhi's Promotion Tree (replaces Leadership):

  • Jungle Warfare: +5 Combat Strength for Units in Tropical terrain within the Command Radius

  • Mettle and Courage: +5 Combat Strength for Units in friendly territory within the Command Radius

  • Lạc Rebellion: +3 Combat Strength for land Units in the Command Radius when Trung Nhi is adjacent to at least 2 enemies

  • One Single Cry: +5 Combat Strength with Coordinated Attack and Focus Fire

  • 65 Strongholds: +5 Combat Strength against Fortified Districts within the Command Radius

  • Hai Bà Trưng: +15 Combat Strength for this Commander when defending

Try out Trung Nhi by picking Trung Trac as your playable leader! For extra historical flavor for those with the paid content of Right to Rule Collection*, try pairing the Trung sisters with the release of Dai Viet as a DLC civ!

New Features

End of Age Countdown
  • (★ – Community Influenced Item) An end of Age countdown option has been added to the Advanced Start options. The default is 10 turns, but it can be extended to 20 turns or turned off. No Age progression from any source other than elapsed turns will be added while the countdown is active.

    • Dev Note: We know it was frustrating for some players when it felt like the end of an Age snuck up on you. We have even more improvements planned for Age Transitions down the line, so let us know how these changes feel!

Trung Nhi (Unique Army Commander for Trung Trac)
  • Trung Nhi joins the battlefield as a new Commander Unit for Trung Trac, with a unique model and unique Promotion Tree that replaces Leadership (please note: pre-1.2.3 saves will not receive Trung Nhi!). The unique Promotion Tree includes: 

    • Jungle Warfare: +5 Combat Strength for Units in Tropical in the Command Radius.

    • Mettle and Courage: +5 Combat Strength for Units in the Command Radius when in friendly territory.

    • Lạc Rebellion: +2 Combat Strength for Land Units in the Command Radius when there are at least 2 adjacent enemies to Trung Nhi.

    • One Single Cry: +10 Combat Strength with Coordinated Attack and Focus Fire.

    • 65 Strongholds: +5 Combat Strength against Fortified Districts for Units in the Command Radius.

    • Hai Bà Trung: +15 Combat Strength for this Commander when defending.

  • Trung Trac no longer awards 3 free Promotions for her first Commander. This is replaced with Trung Nhi being awarded in the first Age of every game played alongside the first Military Unit produced by the Trung Trac player (Note: Advanced Starts award her as well). 

  • Trung Nhi, her abilities, promotions, and appearance persist across subsequent Ages.

Gameplay

Advisors

  • (★) Made several improvements to Advisor Warnings, including:

    • "Suffering War Weariness" no longer triggers when your opponent is suffering War Weariness.

    • "Nuclear Weapon Available" will no longer appear when the player has a WMD and a Bomber already built.

    • Several warnings no longer occur if you are more than 75% of the way through an Age, including "Surplus Influence," "Over Settlement Cap," and "Overflowing Treasury."

Age Transitions

  • (★) Added a new Advanced setting allowing players to select their preferred method of Age Transitions: Continuity or Regroup. 

  • (★) Catapults are now available at the start of the Exploration Age.

  • (★) Merchants are now available at the start of the Exploration and Modern Ages.

  • (★) Independent Powers will now spawn at the beginning of the Age, after an Age Transition.

  • Legacy Points will now correctly spend when the player changes deck from Custom to Preset in the Advanced Menu.

  • Staatseisenbahn can no longer appear on road tiles when a roundabout or crossroad is created during the Advanced Start phase when playing as any civ but Prussia.

Diplomacy

  • The effect of Preservation Societies Social Policy can no longer be stacked by repeatedly slotting it in and out of the player's Government.

  • Improved relationship management with other leaders, so that relationships will now slowly be pulled back towards 0 over the course of the game, instead of sudden shifts at Age transition. Every five turns your relationship with other players will shift back to neutral by a small amount, and this amount is greater the further your relationship is from neutral. 

    • Dev Note: The shift is stronger on the hostile side than the friendly side as there are more ways to hurt a relationship than improve it, and we didn't want to unduly punish players who want to pursue good relationships with their neighbors.

Environment

  • Ocean Resources are no longer highlighted when using America's Prospector Unique Civilian Unit.

Economy

  • Lo'i Kalo adjacency bonus is now +1 Culture from adjacent Farms.

  • (★) Buildings now retain their full base Yields and Maintenance costs on Age Transition. They will still lose adjacencies and special effects.

Legends & Mementos

  • (★) Leaders from Crossroads of the World and Right to Rule DLC now have their full Legends challenges.

  • (★) Added new challenges for Right to Rule DLC civs Dai Viet and Assyria.

Miscellaneous

  • The maximum number of players in a single-player game has been increased to 12 players for Huge maps, via the Advanced Options menu. Platforms that support Huge map sizes include PC, Mac, Linux, PS5, Xbox Series, and Nintendo Switch 2**.

  • Future Tech/Civics no longer grant Wildcard attribute points, and now give a random attribute point instead.

    • Dev Note: These repeatable rewards were causing the overall impact of the attribute system to be greater than intended and started to overshadow your unique leader and civ abilities.

  • (★) Maya's Jaguar Slayer and Inca's Chasqui Unique Scout Units now have the "Pet the Dog" ability.

  • Heroic Assault Commander ability can no longer target Civilian Units when a Civilian Unit is in the Command Radius during gameplay.

  • Commander Attack (Duty ability | Heroic Assault) is no longer able to target enemy Units inside a Walled tile when performing the ability.

  • Added Advanced Option Setting for AI Settlements receiving free Walls when they complete the Age-specific Wall Tech.

  • Recommended civs now properly appear as Age Unlocks when viewing the leaders in the Choose Leader menu.

  • The Delete button is no longer missing when attempting to delete the Sepoy Unique Infantry Unit.

  • Addressed a reported issue where the incorrect number of AI players would be displayed when hosting a multiplayer lobby on a Small/Tiny map.

UI

General

  • (★) The total amount of Yield needed for researching or producing items is now visible to the player.

  • The Policy screen now remembers the last screen viewed.

  • Turns remaining for Quests now show next to the title for cleaner visibility.

  • The Age Progress tab now remembers which Legacy Path tab the player was on when it was closed.

  • Proper items now display in the Production menu of a Town with Fort Town Specialization.

  • Confucius' portrait no longer appears when viewing the Leader Targets of the "Independent – Incite Raid" Project of any hostile Independent Power.

  • The Enter key on the keyboard now functions properly when triggering the Lens Toggles menu.

  • Research queue is now cancelled when the player selects any Civic or Tech available for research.

  • Redundant Confirm Quitting message no longer appears shortly when clicking close icon twice during Windowed screen mode.

  • Slots of Commanders are no longer missing when the player checks the spawn Commander after selecting Militaristic Dark Age.

  • Hotkeys/keybindings now function properly when the player has a Unit selected on the Map.

  • The Swap button will no longer be missing when the player tries to use a mouse to swap or choose a Unit in the Unit panel.

Alignment & Spacing

  • The nameplate will no longer overlap the civilization description while setting the resolution less than 1400 wide and enabling subtitles when selecting civilizations.

  • The Main Menu no longer overlaps the Create Game page when the player enables the device's sleep mode and wakes it up in the Create Game page.

  • The Continue button no longer overlaps the Challenges text when viewing the Legends Report during Age Transition.

  • All Unit portraits are now properly aligned in the UI Unit panel and have borders.

  • There is no longer a minor invisible UI element under the Place Effects menu that blocks placement when placing City/Town cards via mouse in the Advanced Start menu.

Civilopedia

  • Added information about slotting Artifacts and Great Works to the Civilopedia entry for the Victory "Modern: Geographic Society."

  • Added information about Research Queueing in the Civilopedia entries for Tech and Civic.

  • Improved trigger for Civilopedia entry for Capture Treasure Convoy.

  • The Civilopedia entry for Army: Fleets no longer refers incorrectly to Fleet Commanders as 'Naval' Commanders.

  • The Civilopedia entry for Celebration no longer uses incorrect terminology for Policies unlocked when activating a Celebration.

  • The Civilopedia entry for Biomes and Features no longer refers to Terrain Features as "regions" and now mentions Volcanoes, Ice, Natural Wonders, and Reefs.

  • Information about Army Commander, Fleet Commander, and Squadron Commander's Ability to Respawn after a Cooldown once defeated are now present when viewing multiple Civilopedia pages.

  • The 'Culture' text now displays properly when viewing the Civilopedia page for Kasbah improvement.

  • The descriptions for the Hussar and Cossack now properly mention that they do not replace the base Cavalry Units when viewed on the civilization selection screen and in the Civilopedia.

  • Moves icon and Sight Range icon are no longer missing when viewing any Unit entry.

  • Removed redundant text in Civilopedia entry for Migrant Gameplay.

Controller-Specific

  • The scroll bar no longer loses functionality when pushing the right stick after changing the Leaders in Leader Abilities menu at the Diplomacy screen.

  • Configuration Menu no longer fails to indicate that the Renaming Commander action is tied to Focus Plot Cursor action when viewing the button mappings in the Options menu.

  • The scroll bar can now move freely when the cursor is focused on the Continue button and then moves the scroll bar in the reward menu.

  • Cursor no longer automatically focusses on the Declare War button when directly opening the Diplomacy menu of other leaders.

  • Players are now able to hover over the Declare War action to be aware of how many turns are remaining until the action can be executed again.

  • Can now return the cursor from the sorting options to the Challenges list when the player uses the controller to trigger "Jump to Sort Type" in the Challenges menu.

  • The Unassign Resource button prompt will now be present after moving the cursor onto an empty resource slot in the Resources menu.

  • Tech / Civic Unlocked pop-up will no longer pop up when having the Espionage window on-screen and Auto End Turn enabled.

  • The scroll bar functions correctly after the player presses the right stick in the Age Rankings menu.

  • Legacy Option for Next Age text will now be displayed completely when using the D-pad to select and view rewards during Age Transition.

  • The controller now functions correctly when the player opens the Ribbon Yields by pressing Up on the D-Pad.

  • The Circle/B button can now be properly used to exit the Journal menu after opening the Journal menu in-game.

  • Players using a controller are now able to minimize the Leader Stats with the D-pad when the "Always Show Ribbon Yields" setting is enabled.

  • The Civic & Tech pop-up will no longer overlap with the Player Unlocks menu after they open the unlock from the Radial Menu.

  • The Back button no longer loses function when selecting the Custom Religion option in Create a Religion menu during gameplay.

  • The Radial Menu can no longer be opened at the same time as most in-game UI tabs when pressing the R1 and Triangle buttons at the same time.

  • The Heroic Assault ability can no longer be used without a target when the requirement is met.

Iconography

  • Placeholder icons no longer appear for several espionage actions.

  • Restored missing or incorrect icons in the Legacy Planning menu.

  • Added icons into the descriptions for Leader Unique Abilities.

  • Happiness icon now appears when viewing the Shwedagon Zedi Daw Wonder in multiple menus.

  • Influence Yield icons and background now display correctly when assigning Specialists.

  • Civilization recommendation icons are no longer missing when a player exits from the multiplayer lobby after experiencing an Age Transition in a multiplayer game.

  • The Legacy Path icon no longer appears at low resolution when viewing it in Advanced Options.

  • The Remove Production queue icon will no longer overlap with the scroll bar when viewing the Production queue.

Text Changes

  • Players are now able to copy and paste text when renaming a Settlement or Unit.

  • The Advanced Tech/Civic Difficulty setting has been reworded to more accurately describe what the setting does.

  • Updated Silver Resource text so that it explains that it applies to upgrading Units as well as purchasing them.

  • The Hawai'i Unique Infantry Unit Leiomano's description now correctly states it only gains +3 Strength against Infantry and Cavalry Units.

  • The Shawnee Unique Improvement Mawaskawe Skote no longer is missing description text.

  • Outdated text no longer appears when viewing Isabella's leader ability in a multiplayer lobby.

  • Added a period to multiple Reliquary Beliefs when viewing their descriptions.

  • Spain's Siglo de Oro is missing information related to not affecting the Total Town Conversion Cost in the New Game, Diplomacy, and Civilopedia Menus.

  • The effect text 'Units receive +3 Combat Strength for having more than one adjacent enemy Unit' is now present when viewing the Wartime Manufacturing Civics.

  • When completing the Heraldry technology during the Exploration Age, the quote is now attributed to Suzy Eddie Izzard.

  • Made several text improvements and adjustments.

Tooltips

  • The name of a player's Custom Religion is now present when viewing the tooltips of the Religion icon below the Settlement banner.

  • Resolved minor text issues in the Great Banker's Activate Great Person Tooltip.

  • Addressed a reported issue where multiple tooltips would appear in the same panel during New Game setup.

  • Unique tooltips like 'Infected' now properly appear when hovering on the small plague doctor icon on an infected Settlement's banner.

  • Assemble Army's tooltip no longer specifies Army Commander when viewing the Assemble Army action on a Fleet Commander.

  • The tooltip of Sagarmatha Mastery text updated when viewing the Civic Trees of Nepal civilization.

  • Removed blank text field above the tooltip of green tiles in Settler Lens.

Narrative
  • The Army's Soul: Quest can now be completed even if a civ has Unique Military Units.

  • City of Gold: The second option's reward is changed to +25% Production towards constructing Lighthouse.

  • The Hub of Culture: The second option's reward is changed to +25% Production towards constructing Monument.

  • A Lively Sort: The second option's reward is changed to +25% Production towards constructing Amphitheater.

  • Gold Rush: The second option's reward is changed to +25% Production towards constructing Market.

  • Consequences: Healing Bonus now only applies in Friendly Territory, as intended.

  • Daughter of the Sun: The first option in this event will no longer mention the Silk Roads Legacy Path if that Path is disabled.

  • The Hooded Advisor: Rewards for the second and third option were swapped to correctly match the text.

  • Mercantilism: Event now properly triggers when equipping the Trade Winds Policy and having already become the Suzerain of two City-States.

  • Might of Education: Only Commanders receive the promotion now.

  • Opposition: The Penalty Icon now displays properly for the first option.

  • Made several improvements to Event reward tooltip clarity.

  • Corrected reward behavior and information in several Discoveries.

  • Resolved an issue where Narrative Events could be desynced during loading multiplayer games.

Audio
  • Made several improvements to various UI audio.

  • Added new UI sounds for Production Panel queueing and selecting.

  • Added new UI sounds for selecting a Town Focus.

  • Updated voiceover from Gwendoline Christie for new loading screen, and added localized versions of voiceover.

  • Made several improvements to localized voiceovers. 

  • Made several quality-of-life improvements to in-game music.

  • Updated Waterfall and River ambient sound across the map.

  • Updated missing sounds for Units, Wonders, and Events.

  • Made several SFX updates to Building placement. 

  • Fixed annoying beep SFX for console players.

Content Collection

Right to Rule Collection* – Part One

The final part of Update 1.2.3 includes something we know many Founder's Edition owners have been waiting for: the first part of the paid Right to Rule DLC*, introducing the new leader Genghis Khan, two new civs Assyria and Dai Viet, and four new Wonders! The second and final part of Right to Rule, currently targeting September 2025, will include the leader Lakshmibai and the civs Silla and Qajar. 

Leaders

(Right to Rule DLC*) Added new leader Genghis Khan.

Born Temüjin, Genghis Khan accomplished a seemingly impossible feat for a man with humble origins – to unite the nomadic Mongol tribes under his singular leadership. His ambitions did not stop with the Mongols, however, and he embarked on campaigns that brought under his control northern China and the eastern portion of the Silk Road. The nature of Genghis Khan's death remains a mystery, unlike his inimical accomplishments.

  • Attributes: Expansionist, Militaristic

  • Unique Ability - Chosen of Tengri: +3 Combat Strength to Cavalry units this becomes +5 when in an Army Command Radius. Army Commanders have full movement with zero packed units. Once per Age Army Commanders can use the Convert Independents Action to Convert adjacent Independents Military Units to your Control.

  • Agenda - Tümen: Increase Relationship by a Medium Amount for having the least Cavalry Units. Decrease Relationship by a Small Amount for the leader with the most amount of Cavalry units in an empire.

Civilizations

(Right to Rule DLC*) Added a new Antiquity Age civilization Assyria.

Nestled in the Fertile Crescent, Assyria was one of the earliest states to dominate the region. From beginnings in the city of Ashur to the rise of the great Neo-Assyrian Empire, a long succession of kings would oversee the bloody conquest of Babylon, Egypt, and others – acting as a conduit for Mesopotamian culture throughout the lands. These conquests would later spell doom for Assyria, as a Babylonian revolt ended the empire in 609 BCE.

  • Attributes: Military, Science

  • Unique Ability - Treasures of Nineveh: Gain a Technology upon capturing a Settlement for the first time. Codices are not awarded from Technologies.

  • Unique Civilian Unit: Turtanu (Unique Commander Unit)

  • Unique Military Unit: Magarru (Unique Cavalry Unit)

  • Associated Wonder: Dur-Sharrukin

(Right to Rule DLC*)] Added a new Exploration Age civilization Dai Viet.

Vietnamese history is a dance of resistance and expansion. The medieval Đại Việt kingdom, especially under the Trần Dynasty, stood against Mongol invasions, even as it expanded southward into Cham lands. This dialectic of resistance and conquest led to the creation of a unique Vietnamese culture, one influenced but not dominated by Chinese sources, and a strong sense of identity.

  • Attributes: Expansionist, Cultural

  • Unique Ability - Hịch Tướng Sĩ: When you create a Fortification Constructible receive 5 Culture for every urban population in that Settlement. (Scales By Game Speed)

  • Unique Civilian Unit: Quận Vương (Unique Settler Unit)

  • Unique Military Unit: Voi Chiến (Unique Ranged Unit)

  • Associated Wonder: Thanh Hue

Wonders

(Right to Rule DLC*) Added four new Wonders: 

  • Mausoleum at Halicarnassus – Antiquity

  • Wat Xieng Thong – Exploration

  • Grand Bazaar – Exploration

  • Ubudiah Mosque – Modern

**Right to Rule Collection is included in the Founders Edition of Civilization VII. It is also available for separate purchase (base game required). Terms apply.

**The Nintendo Switch version of the game only supports the Tiny, and Small map sizes; it does not support map sizes of Standard and above. For cross-play multiplayer games with players on Nintendo Switch, these map size restrictions will apply.

The Eminence in Shadow: Master of Garden - mrin
【カゲマス】CMガンマ「ぷにぷに」編

カゲマス新CM「ぷにぷに」編を公開!
\食べ過ぎてしまい、おなかが……。/
SpaceEngine - Jonathan

Hey folks!

Beta has come back stable, so your monthly dose of catalog additions is now on the public branch!

This build includes a fix for brown dwarf properties being affected by your display mode (HDR and Auto/Manual exposure settings), and lines up the final line of text in the epilepsy warning. As a reminder, you can disable this warning from your main-user.cfg file by finding ShowSeizureWarning and setting it to false.

Changelog:
  • Updated asteroid, asteroid binary, and Kuiper Belt catalogs

  • Fixed a bug where brown dwarf luminosity and magnitudes changed with display mode for both isolated brown dwarfs and binary brown dwarfs (This bug still exists for systems that also include a star)

  • Fixed text alignment issue in seizure warning

  • Updated the exoplanet catalogs with 13 new host stars and 17 new planets (planets outlined below)

Catalog Additions:
  • HD 102888 b

  • HD 87816 b

  • HD 87816 c

  • HD 94890 b

  • HD 94890 c

  • KMT-2017-BLG-2197L b

  • KMT-2022-BLG-1790L b

  • KMT-2022-BLG-2076L b

  • KMT-2023-BLG-2209L b

  • TIC 434398831 b

  • TIC 434398831 c

  • TOI-2969 b

  • TOI-2989 b

  • TOI-5300 b

  • TOI-6695 b

  • TOI-6695 c

  • TOI-6894 b

...

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