WARNO - [EUG] SuperXavi02
Hello commanders,

Today we're showcasing WARNO - NEMESIS #4: CAPITAL DEFENCE in the brutality of combat! This DLC focuses on the defence of capital cities, featuring elite formations defending London and Moscow with specialized units and distinctive tactical capabilities.

First Look

The DLC is nearly complete, and you'll soon be able to experience it firsthand. In the meantime, here's a video showcasing the action!

Below you'll find the complete list of units featured in the video :
Home Defence Region London

When the Cold War turns hot, Britain's territorial forces stand ready to defend the capital. The Home Defence Region London combines veteran equipment with highly trained personnel, creating a defensive force capable of holding critical ground.
  • FV1611 HUMBER: Versatile infantry transport available in both armed, unarmed configurations and command variants,
  • SAS "G": Elite special forces with helicopter insertion capability, bringing rapid deployment to critical sectors.
  • GUARDS and RIFLES PATROL: Guards infantry feature the Resolute trait, while Rifles Patrol deploy from HUMBER transports for mobile defence operations.
  • FOX ZB298: Reconnaissance vehicle equipped with radar, providing Exceptional optics.
  • AS-90 155mm: Modern self-propelled artillery delivering devastating fire support.
  • FERRET SWINGFIRE: Light armored vehicle mounting wire-guided anti-tank missiles.
  • CENTURION MK.13 & CMD: Veteran main battle tanks in both standard and command variants, providing reliable armored firepower.
  • STARSTREAK LML: Tripod-mounted air defense system firing three simultaneous projectiles for excellent anti-aircraft coverage.
  • BLOODHOUND MK.2: Heavy long-range surface-to-air missile system for area denial.
  • HAWK T.1A: Light jet adapted for ground attack and anti-air operations.
  • CANBERRA: Multi-role bomber available in electronic warfare (EW) or high-explosive/cluster bomb (HE/CLU) variants.
  • HARRIER GR.5: Iconic jet available with high-explosive(HE) or cluster munitions(CLU) loadouts.


2-ya Tamanskaya Gvardeyskaya Motostrelkovaya Diviziya

The 2nd Guards "Tamanskaya" Motor Rifle Division represents the elite of Soviet forces, stationed near Moscow with a storied history dating back to World War II. These Guards units bring modern equipment and unwavering determination to the battlefield.
  • POTOK-2: Specialized command vehicle for coordinating combined arms operations.
  • MAZ-535A: Heavy logistics truck providing essential battlefield supply.
  • GVARDEITSY: Elite Resolute guards infantry available in multiple configurations including SVD marksman, Metis ATGM, RPG, and BMP variants, plus command squads.
  • T-80U OBR.89: Advanced main battle tank featuring superior Invar ATGM capability.
  • T-72B1 OBR.84: Reliable medium tank providing solid armored support.
  • RPS-6 VEKTOR: Unarmed vehicle equipped with the SIGINT trait for intelligence gathering operations.
  • RAZV. BTR-80: BTR-80 reconnaissance variant capable of transporting specialized recon infantry like SPETSRAZVEDKA.
  • MIG-29 9.13: Fourth-generation fighter providing air superiority capabilities.


WARNO - NEMESIS #4: CAPITAL DEFENCE

WARNO - NEMESIS #4 introduces a gripping scenario: capital cities under threat. Experience the intensity of defensive warfare as British territorial forces hold the line around London while Soviet Guards protect the approaches to Moscow.

https://store.steampowered.com/app/4030770/WARNO__Nemesis_4__Capital_Defence/

Want to dive deeper into these divisions? Check out our detailed DevBlog previews:


Join the Community

Stay connected with the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on the Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commanders.
ChatTDT: Tower Defense Twitch - AyrtonAlexis

It's what it sounds like, hopefully the changes haven't caused any massive effects.

I have also lowered the splash damage of tower 1/2 so you will notice an increase in difficulty I think.

What we came for!Ultimately the game will still reach an RID threshold at some point and I will continue to optimize but I believe this should draaaastically lengthen how long the game can run without the need for a refresh.

Join the Discord to leave feedback.
~ Ayrton (Solo Dev that does this for free (at my own expense) and has absolutely no obligation to do so whatsoever)

Nov 2
Duck and the Land of Flightless Birds Playtest - kentreese64
- Removed many out-of-date files
- Bug fixes
Nov 2
ChatTDT: Tower Defense Twitch - AyrtonAlexis

The demo has been restored.

Idle Hero TD - Tower Defense - TBiz5270

New Content:

  • Added several new Steam achievements.

  • Added several new in-game achievements for more gems!

  • Added several new challenge types into the Daily Tasks and Weekly Missions pool.

Changes:

  • Changed the premium cost of 2x Immortal Boss rewards to a PERMANENT, one-time only cost of $15.

  • Reduced the gem cost of 2x Immortal Boss rewards from 750 to 500 gems. Paying with gems is still a temporary, consumable purchase, that is only valid for that day's event.

  • Changed the Offline Progress formula to use a percentage of your "best hourly" tracked stats so that it is more consistent and scales better with your progress. It also now rewards a small amount of Prestige Power, Runes, and Tech Scrolls.

  • Boss Chest Mimics now reward +10x of your wave energy income (accounts for super/ultra chance). It also has a 1% chance to reward +1 gem for a max of 100 gems per day.

  • Runes earned from the Battlepass now scale up similarly to your Rune Packs in the Store (based on your highest wave and automation levels).

  • Slightly lowered the energy cost of unlocking and upgrading Automation Functions to help newer players build a decent Automation setup earlier.

  • Confused enemies who walk back to the start of the maze (or get teleported to the start) no longer get unconfused right away. They will now walk back and forth between the first few tiles until the confusion timer wears off.

  • Reduced the amount of Supreme Shadow kills required for the Daily Task.

QoL Improvements:

  • Automation upgrades now show the energy cost even if the upgrade is unavailable due to a locked function or full upgrade slots.

  • Reorganized the Stats menu and added several new stats.

Bug Fixes:

  • Improved projectile logic and performance to reduce buggy leaks during ultra high game speeds when the Time Warp spell is active.

  • Fixed the reduced Skill Duration effect from Combat Styles to correctly reduce the total skill duration time (it previously did not effect the base time).

  • Fixed the two Weekly Missions that required certain hero skills before the hero was unlocked (only affected new players).

  • Fixed various other minor bugs and UI issues.

Super Dragon Punch Force 3 - info

Hey SDPF3Fighters

We wanted to share an important update with you all. Super Dragon Punch Force 3 will be removed from both PC (Steam) and mobile platforms (Apple App Store and Google Play Store). As of Friday, 7 November, SDPF3 will no longer be available on the Steam store.

This decision wasn’t made lightly, and we want to take a moment to thank every single one of you who downloaded, played, and supported SDPF3. From the matches you fought to the memes, feedback, and unforgettable community moments. You helped make this journey truly special.

To the incredible team at Talent Digital Art, your hard work, creativity, and passion brought this game to life. SDPF3 was built with love, and that love has been felt in every corner of our community.

But this isn’t goodbye. This is just one chapter closing as another begins. We’ve got some exciting projects in development and we can’t wait to share with you soon.

Thank you for being part of our story, and for letting Super Dragon Punch Force 3 be part of yours.

— The Talent Digital Art Team

CastleOn - Lord Castleon
New Map - Siege of Kerak

The Constantinople map added in the previous patch was a bit too hard when played from the previous available map (Skirmish DEMO map). Thus, Siege of Kerak map has been added to ease players into more difficult content.

In this map, players are set in a desert environment with very low resources and have to rely on criminal abilities and trading to get their economy up and running while defending their castle from Saladin and his brother Al-Adil.

Balance changes
  • Constantinople map difficulty has been reduced. It has been thoroughly tested and remains beatable on highest level of difficulty for people looking for a great challenge.

  • Difficulty has been rebalanced to make lower difficulties significantly more forgiving while gradually providing more challenge. For example, at difficulty 0, only 50% of original enemies spawn, and each difficulty level increases that number by 3%.

  • Players will never be attacked before turn 10 on difficulties 0, 1 and 2. This affects both lords and scripted invasions.

Bugfixes
  • Distracting sounds removed (dogs are now quiet, no cheering from the arena)

  • Traps no longer show resource reduction when placed adjacent to harvesting buildings (no more -6 stone when placed next to a Quarry)

  • Although Laddermen and Siege Towers are non-combat units, they will still damage the Keep if they somehow manage to get next to it

  • Fixed some tooltips

Rem Survival - Immortal Hand Studios

PATCH 0.25.11.02

  • Fixed a bug were a players compass markers never cleared from memory, causing some players to not be able to load into servers.

  • The Candy Bucket is now a free steam skin for the small stash and tail bag.

  • Increased loading times for bases when joining servers, this helps reduce server lag for players already connected to that server.

Make sure to jump in before the event is over to unlock your free candy bucket skin :D.

known issues • There is currently a UI bug within the engine which causes the UI to not render correctly, I have been trying to track this issue down but it's very hard to reproduce my end, I am sorry for the inconvenience this issue is causing ːsteamsadː.
• There are currently some known issues with vehicles not always syncing correctly when being dismounted when moving, this seems to be related to chaos physics in Unreal Engine 5, to avoid this issue I would recommend stopping before exiting your vehicle for the time being.
• Local Server - Due to level streaming trees will respawn if a player loads in away from their base location.
• Local Server - Some map stands are showing the incorrect positions for markers.

Localization updates do take time so if there are any missing translations, please be aware these will be translated in future updates.

If you wish to keep up to date with the games progress and current road map, please come join the official Rem Survival discord group.

As always if you find any issues or bugs, please report them in-game or via the discord group, if there’s major issues or you wish to discuss them in more detail feel free to on the discord group, I do try my best to test every update best that I can but at the end of the day I’m only one person :-). Thank you everyone for your support and feedback.

Not Survivors - 時計塔
Partial leader strength reduction
Fix bugs in certain roles and behaviors
Marbles on Stream - Enderzworld

MARBLE FEST September 2025!!!

Join the Marbles Community from Monday November 3rd, 2025 to Sunday November 9th, 2025 for the largest event in Marbles History!

49 Segments, 7 Days, over 2400 in-game prizes distributed... This event is like no other!

Each day during the event join your hosts from 10am ET until 10pm ET!

To get more info on the event, please visit our Discord at https://discord.gg/pixelbypixelstudios Welcome to Marble Fest!

...

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