Asteroid Requiem - Wizards in Training
Just a super small update - I'm not even going to call it a version bump. I missed translating a few strings to the update yesterday. Just fixing now!
Sudden Strike 4 - Lunareiya
Sudden Strike 5 Announced for Release in 2026 – Closed Beta Recruitment Begins Today!

Publisher Kalypso Media and Developer Kite Games proudly announce Sudden Strike 5, the fifth instalment of the fan-favourite real-time tactics series. Sudden Strike 5 will be released in 2026, delivering authentic, tactical World War II battles to PC (Steam, Epic Games), Xbox PC, Xbox Series X|S, and PlayStation®5 with Closed Beta registration beginning today on Steam.

Hopeful recruits can now enlist for the upcoming Closed Beta via the official sign-up page: https://www.kalypsomedia.com/sudden-strike-5.

Sudden Strike 5 returns to the front lines of World War II, where the trenches of war-torn Europe and North Africa immerse both new recruits and hardened soldiers in challenging historical scenarios. With a 25-mission campaign, more than 300 playable units, customizable Commanders, and PvP gameplay, Sudden Strike 5 raises the stakes higher than ever before to create the most epic large-scale tactical warfare experience in the series to date.

Become the mastermind behind the battle. Control over 300 historical units with 190 vehicles and 110 infantry units including famous WWII vehicles from the Western Allies, German, and Soviet troops like the Sherman Tank, Messerschmidt Bf 109, and the T-34. Outsmart the enemy at every turn to capture strategic locations and gain access to reinforcements or destroy bridges to cut off enemy movement while managing supplies to turn the tide of battle.

Customizable Commanders provide an opportunity to develop tactics that fit any playstyle, whether offensive, defensive or a more tactical approach. Each unique skill, when deployed properly, has the potential to alter the course of war. Seize and defend key locations like Field HQs, Supply Depots, and Train Stations to gain critical advantages while using recon, sabotage, alternative routing, and smart unit combinations to outmanoeuvre your enemies. 

Sudden Strike 5 will be released in 2026 on PC (Steam, Epic Games), Xbox PC, Xbox Series X|S, and PlayStation®5, with Closed Beta registration beginning today. For those eager to jump into the front lines of the Closed Beta, please visit https://www.kalypsomedia.com/sudden-strike-5 to apply for early testing access.

https://www.youtube.com/watch?v=8AnOxEF8cco

To celebrate the announcement, the base game and each individual DLC for Sudden Strike 4 are now only €4 each, until Sunday with the Complete Collection available for €16.

Features
  • Command massive battles: Sudden Strike 5 delivers a truly immersive strategy experience 25 missions across huge, diverse maps and the highest unit counts ever seen in the series, setting the stage for large-scale tactical warfare. 

  • Deploy a vast arsenal of WW2 units: Command over 300 authentic units – including more than 190 vehicles and 110 infantry units – such as the Sherman tank for the Western Allies, the Messerschmidt Bf 109 for the German troops, and the T-34 for the Soviet troops. 

  • Shape your strategy in dynamic mission gameplay: Utilize unprecedented strategic freedom by choosing your own tactics, units, and objectives to complete the mission goals. Seize and defend key locations like Field HQs, Supply Depots, and Train Stations to gain critical advantages, while using recon, sabotage, alternative routing, and smart unit combinations to outmanoeuvre your enemies. 

  • Adapt your tactics with customisable commanders: Choose the Commander that best fits your playstyle and tactics – whether offensive, defensive, or more tactical. Each brings unique skills that can turn the tide of battle, such as deploying smoke grenades to provide cover on the battlefield or boosting the accuracy of your artillery.  

  • Take full control of the battlefield: Extended camera options let you zoom out for full strategic oversight or zoom in for a closer look at the frontline action, giving you better control over every aspect of the battlefield. 

  • Challenge yourself and others: Test your strategy against real opponents or AI enemies across multiple difficulty levels, offering competitive PvP challenges.  

WARNO - [EUG] SuperXavi02

This patch contains a few but important fixes, which are as follows:

  • Fixed a crash on game launch.
  • Fixed the Counter Battery order, which is working again.
We apologize for releasing an update that changes the version number. We always strive to minimize any disruption to mods or save file compatibility. However, when an issue impacts a large number of players, this kind of update is sometimes necessary.

For Modders:
  • Your mods will not be invalidated by this patch.
Cyber Farmer - Muaddib
Hey there, cyber farmers!

Get ready — powerful and brand new farming machines are rolling into town!

Technological progress has brought some serious upgrades to the world of crop cultivation — stuff Zalesie’s never seen before!



Back in the day, Kaz’ Grandpa had to plow the fields with a horse-drawn rig and sow the seeds by hand. Now? The only horses you need are under the hood of a modern, remote-controlled plow that can do in minutes what used to take half a day. And it’s not just fast — it’s more agile, and let’s be honest… attracts way fewer flies than a horse!



Once the ground's plowed, it’s time to sow. For that, fire up your trusty drone — it can handle even massive fields in a flash, and it doesn’t care much about rough terrain either. Just watch out for trees and barns… if it gets stuck, you might still need an old-school ladder to get it down! 🌾🤖

在异世界打怪的修仙者 - ゼンガー
修复了上次优化造成的潜在BUG
Norland - D.

Hi everyone,

We're fixing some nasty bugs and crashes in the main branch of the game:

  • Fixed residential building markup: residents now sleep in the correct locations.

  • A politician's rebellion will now occur only if their loyalty to the player's king is low, in addition to high army support.

  • Buildings that no longer fit due to size changes and overlap with water will not be loaded upon save load.

  • Fixed a bug where the player could assign royal or bishop actions even when they were unavailable due to conditions related to the king or bishop.

  • Fixed a bug where the "Royal Reward" action wouldn't trigger if the king had fewer than 150 coins in the inventory.

Potion Craft: Alchemist Simulator - francesca.falcini

Hello Alchemists! 

We're constantly working on a variety of new mechanics and content for the game, but today we wanted to share something special: we're developing a brand new ingredient class – monster parts!

What's a potion without a bat wing, newt tail, or toad eye? A true alchemist should use every ingredient available, no matter how unappealing, to create the most powerful potions! Besides, the monster hunter has been itching for some work...

Unlike regular ingredients, monster parts can't be ground in the mortar; they provide an immediate effect when added to the cauldron. For example, here are some effects we've discovered so far (these are subject to change or refinement as we continue our research): a mimic's tongue can copy the effect of the previous ingredient added to the potion, an eye reveals an area of the map around the potion, a brain collects experience within a certain radius, a heart restores the potion's health, and a giant's finger amplifies the effect of the next ingredient added to the cauldron – and these are just a few examples!

But a dragon's heart and a kobold's heart surely have different alchemical potential, so some monster parts will have multiple variations of varying power: from weak and cheap to very powerful and rare.

For instance, brains collect all experience books within a certain radius, and the more powerful the brain, the more experience is collected.



We're striving to make the potion-making process in Potion Craft even more diverse and engaging, and we believe monster parts will open up new avenues for experimentation and potion optimization for you!

These mechanics are still in development, are not final, and may change by release, but we'll keep sharing information about the new features and content we're working on, and will be carefully reading your feedback.

Thanks for reading! We always pay close attention to your feedback and comments on our devlogs – they support us and inspire us to continue working on Potion Craft, and your ideas and suggestions can influence the game's development. Stay tuned and follow our Steam Page

Don’t forget to also follow us on Twitter, Facebook, Instagram and YouTube to keep up to date about what’s happening in Potion Craft, or head to our Discord or Subreddit to chat about the game!

Total Victory: World Conflict 1939-1945 - Kraken Studios

This past month, I have been working on all the unit types, unit names, counter names, and divisional names. What I thought would take a week took a month. To give a scope of the size of the work...

Total Division Types: 626

Many of these are similar with different varieties based on the nation. For example, France has a lower infantry movement rate than Germany, reflecting various factors.

Aircraft: Each country has historical aircraft grouped by the most common and similar. Aircraft have different statistics. Players can form air counters with a mix of fighters and bombers.

Naval: Individual capital ships have been researched for accuracy in representation. Even carriers hold the number of planes they did historically. Cruisers come in groups of 4, destroyers and subs in groups of 8. I decided to include light cruisers in the force pool as well.

Total Game Counter Names: 709

Examples of counter names you will see on the map are 10th Army, or 20th Corps.

Total Game Division Names: 4110

Each land counter can hold 60,000 men. Each country has different-sized divisions. The Western Allies have 18,000 men in a division, Germany 15,000 men, and the Soviets 10,000 men. Every strength point a unit has = 100 men.

Each air counter can hold 4 air units or roughly 400 planes. Each strength point of an air unit roughly represents 1 operational combat airplane.

Each naval counter can hold 6 naval units.

This entire process has been an enormous task of data entry. It is 96% done. I now have to finish minor countries. Volunteers will double-check my work for accuracy. I want ships and planes to be as close as possible to their realistic attributes while keeping it simple for playability.

Next is creating the 1939 main scenario. This is another giant beast to tackle. It is the correct placement of hundreds of units on the map from various resources.

Once this is complete, work will move to coding the remainder of the game.

Global Magnates: Shipping Tycoon - Guilherme Arten-Meyer

Ahoy Magnates!

Welcome to the first Global Magnates Dev Diary!

First of all, a massive thank you for the incredible support you have shown so far. From the thousands of you who wishlisted and played the demo, to all the detailed feedback you shared over the past few weeks, we are truly grateful.

We have carefully read your suggestions, bug reports, and ideas. We are now excited to announce that a major update to the Demo is on the way, built around your feedback. While we will announce the exact release date soon, here is a first look at what is coming.

🆓 Play the Demo Now

And before we start, a reminder: Global Magnates' Demo is live right now! Try it out and start building your global maritime empire today:

https://store.steampowered.com/app/3003710/_Demo/

🚢 What’s New in the Upcoming Demo Update?

Here is a full overview of the new features and improvements coming soon. Please note that some of these may still change slightly before the update is released:

🏗️ Improved Port Interface

A brand new Industry Demand Display panel lets you quickly see which goods are in demand or being exported.

You can now filter by product type and industry, making trade route planning faster and more strategic.


🖥️ High-Resolution Support

Support for 2K and 4K resolutions has been added, providing clearer visuals and a more immersive gameplay experience.


⚙️ Industry Output Allocation

You can now set how goods from your industries are distributed between local needs and export warehouses.
This gives you more control and allows for smarter resource management.


🏆 Steam Achievements

Complete specific tasks and reach milestones to unlock a brand-new set of achievements — a perfect way to show off your success as a Global Magnate!


🧮 Advanced Industry Fixes

We’ve fixed profit calculations for advanced industries.
Now, you’ll receive proper rewards for your upgrades and long-term investments.


🧭 Smarter Route Info

You will now see detailed information about your ships at sea and current trade routes, including:
– Goods being transported
– Route profitability
– Ship cargo capacity
These insights help you plan smarter, maximize profits, and avoid empty hauls.


🎓 Tutorial Experience Polished

We’ve refined the tutorial to offer smoother pacing and better-balanced objectives.
It now teaches the core mechanics more clearly and is more fun to play through.


🌍 Expanded Language Support

We’ve added full localization for: German, Brazilian Portuguese, Spanish, Italian, Korean, Japanese, and several other languages. More Magnates can now enjoy the game in their native language!


🧱 Sneak Peek: Sandbox Mode in the Works

While not yet in the Demo, we’re working on a fully open-ended Free Mode for full release.
You'll be able to plan routes, grow industries, build ports, and create your own shipping empire on their own accord.


📢 Final Notes

We’re very excited about what’s ahead and can’t wait for you to try out these improvements.
The new Demo update is just around the corner, and we’ll be announcing the release date very soon!

Until then:
– Share your thoughts with us 📝
– Wishlist the game if you haven’t yet ❤️
– And join our Discord to talk everything Global Magnates! 💬

– The Global Magnates Dev Team

Arms of God - Jefferson Davis

My friends, I am one of the last Templars and I have important news to share with you. 

The time has come to start preparing you for the journey where you’ll face demonic hordes

summoned to doom the world. Discover secrets hidden behind closed doors and purge the evil lurking in the shadows. 

Curious? Check out what we’re working on right now in Arms of God! 

Manual aiming 

During playtests, many players expressed interest in adding manual aiming. Looking at other games

in the genre, it has essentially become a new standard, so to keep up, we’ve started working on implementing this mechanic. From now on, you’ll have three options to choose from: 

  • Auto-shooting, which will remain the default, 

  • Manual shooting, allowing you to aim your primary weapon manually, 

  • Cone option, which lets you control the angle of fire for all five weapons at once. 

You can see the results in the image below. Please remember that this is still in testing, and the functionality may change during development. Additionally, we’ve added an option in the menu

that allows you to switch between auto-shoot, manual and cone at any time, even during a mission. 

New blessing icons

Another noticeable change right from the start: redesigned blessing icons. After some thought, we felt the old ones leaned too heavily into sci-fi. The new icons brings more dark fantasy vibes, increasing immersion. 

Meta progression 

And finally, the most important news!  

We’ve started working on the game’s meta progression, which is now our top priority. We can’t share

too many details yet, but here’s a sneak peek of the menu within Confessional, one of the buildings. That’s where you’ll be able to remove blessings you no longer need but of course indulgence has it’s price. 

You’ll have to wait a bit longer for more information! 

If you want to stay up to date, follow our social media and join our Discord! 

...

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