BackSlap - 冰卡诺

New Features​

  • The game now supports Traditional Chinese, Japanese, and Korean interface displays.

​Optimizations​

  • Removed the default addition of a startup registry entry during installation. The registry entry will only be added if the user checks "Start with Windows."

  • Fixed errors in Traditional Chinese adaptation and related configuration issues.

  • Optimized cat movement logic to prevent the cat from moving out of the screen edges, avoiding the cat "running away."

  • Changed right-click movement to left-click movement for smoother cat control.

  • Added the ability to close panels by clicking on blank areas for more convenient panel management.

Texas Hold'em Poker: Pokerist - ichkg

🌟 Pokerist Turns 15! 🌟

We’re celebrating a huge milestone with our community—15 amazing years of Pokerist! As a thank you for being part of our journey, this week’s tournament comes with triple rewards. Spin the tables, climb the leaderboard, and grab your share of the anniversary fun.

Ready to play? Enter the Weekly Tournament now and see if you can take home one of the exclusive 15th anniversary trophies. Let’s make this birthday bash legendary!

Warhammer 40,000: Darktide - FatsharkKitefin
Hey Everyone,

Today we’re showcasing the new tools of justice coming your way just for Arbites. In addition to the arsenal already at your disposal in the game (five melee and nine ranged weapons), four new unique weapons have been crafted to bring swift judgment to lexbreakers. We’ll also take you behind the scenes, sharing how these righteous implements were forged.

Here’s what’s hitting the field with the Arbites DLC:

  • Exterminator Shotgun: Unleash righteous fury with Special Issue shells.

  • Subductor Shotpistol and Riot Shield: Darktide’s first hybrid ranged/defense combo.

  • Arbites Shock Maul: Crush dissent with every electrified swing…

  • Shock Maul and Suppression Shield: …And if that’s not enough, bring the bash too.

Design

For the design direction of these weapons we spoke to Matteo and Erik, Designers on Darktide who helped bring these weapons to life.

How does the Arbites shotgun special shell work?
With the Arbites shotgun, we are introducing a new type of limited specials.

New Functionality:

  • Limited Special Shells

    • The number of special shells are limited and visible on the weapon’s top rack.

    • Special shells are replenished when picking up ammunition.

    • Both shotgun variants’ special shells retain their (high) regular damage output, plus special properties.

Specific Shell Variants:

  • Mk III: Electric Shells - Stun enemies upon impact and give Electrocution debuff with Damage over time.

  • Mk VIII: Rending Shells - Gives armor-breaking debuff.

Notes: The design intent for this is to give room for them to have a high impact. To be powerful with utility but scarce, so that you should consider saving it for difficult encounters.

Are there synergies planned between the weapons and the rest of the Arbites’ Talent Tree?

The Arbites talent tree has several nodes which enhance and/or are triggered by Blocking, which the Shock Maul & Suppression Shield and the Shotpistol & Riot Shield can easily utilize due to their strong block properties.

The Arbites Shock Maul can benefit from any source of Electrocution to trigger its powerful Special Stun, while also having the ability to slot in the High Voltage weapon blessing.

How does the special work on the Shock Maul & Suppression Shield?

Upon blocking attacks, the absorbed energy is converted into the Special gauge, indicated diegetically from a display in the inner side of the shield. The Special gauge also slowly refills passively over time.

When the gauge is at least half full, performing the Special input consumes half of the gauge and then triggers a high intensity shockwave in a cone in front of the shield, staggering nearby enemies and inflicting a high amount of Suppression in a large area.

The Block properties of the shield are active while performing the Special, meaning it can be used as a safe way to turn the tempo of an engagement from defensive to offensive, but also to disorient ranged enemies before closing in for the kill.

What were the influences for these weapons?
The inspiration for the shotgun was actually the Kill Team: Exaction Squad miniatures. A large Will of the Lex dispensing shotgun!

Arbites shotgun Mk III:
To elaborate. We imagined a large pump-action shotgun. Mk III comes with a duckbill muzzle (Horizontal spread with dynamic choke).

The intent for it is to be great at clearing large hordes with hipfire, and competent elite single-target Aim Down Sights. Excelling at close to mid range. This should make for a versatile gun with interesting second-to-second gameplay.

Arbites shotgun Mk VIII:
While still being a large pump-action shotgun, the Mk VIII comes with an extended barrel and is a standard spread heavy-hitter variant. Intended for mid range, with armor piercing capabilities - it serves better as a single target focus weapon.

Shotpistol & Riot Shield:
Introducing the first ranged weapon with a shield in Darktide.

We wanted to create what you would expect from an Arbites hand-cannon and shield, offering a unique playstyle that blends offense and defense.

The Shotpistol unleashes devastating pellets and allows blocking while firing. This is a different weapon compared to existing revolvers. For close encounters and melee combat, use the special to push attack or heavy shield swipe.

Shock Maul + Suppression Shield:
The idea for this weapon was to use the shield to promote blocking as a useful tool alongside the other damage-avoiding mechanics, whilst also giving it a Special which can be activated to turn the tide from defense to offense.

We also added some attacks using the shield itself, giving it a dual-wielding feel.

Arbites Shock Maul:
The Adeptus Arbites field a large amount of mauls, so we wanted to explore the niche further by playing on their shock/stun repressive properties.

This weapon employs a primer mechanic, where the Stun from the Special attacks is triggered only if hitting an already Electrocuted enemy.

Since staggering with any attack triggers Electrocution, this creates a two-stage combo structure where players want to be looking at sources of bonus Impact and Electrocution to be able to follow-up immediately with a Special attack.

Do the shield weapons have any unique blocking properties?
The Shock Maul & Suppression Shield can block Ranged attacks coming from a frontal angle, while also being able to block normally unblockable attacks (e.g. Crushers’ overhead slams).

The weapon also has a high base Stamina value and a stronger than usual Push.

Arbites Shotpistol + Riot Shield can be used to block both ranged and melee attacks, while maintaining the ability to shoot when blocking.

Animations

To round this dev blog out, we’re going to talk about the animations with some of our animators, Jonas and Julia.

What was it like animating these new weapons?
A different experience than usual for sure! There was quite a lot of going back and forth, adjusting the size and shape of the weapons to make sure that it fit well with the feeling of the combat loop of Darktide. The general feel that I wanted to go for with the Arbites weapons was heavy, methodical and relentless. I also looked up at some reference material of Arbites figurines and lore to get an idea of their behavior.

This time around I didn’t have any matching props for an assault shield, so I posed around using a cardboard cut-out to test and feel how to animate certain motions and actions. The Shotpistol reload actually came to be through me testing around with holding a prop gun in different unconventional ways. As usual, I probably looked like a reject finding out what guns are for the first time.

At first with the Shock Maul & Suppression Shield, I animated the shield much slower and heavier, but at some point it felt too similar to the Ogryn slabshield and I made it a bit faster and lighter in motion. This decision made it a bit easier to incorporate the shield into the light attack chains.

Instead of making the shield feel slow and sluggish, I tried to mix it up a bit by making the
Shock maul feel a bit more top-heavy instead. In the end I animated the Shock maul together
with the shield to have a bit more anticipation and windups in the animations and having the
impact feel a bit more like a baton. - Jonas

Were there any challenges in the development of the Arbites’ weapons?
In general I think there was a fun challenge in animating weapons with shields. Especially ranged weapons that kinda require you to use both hands when reloading or for a similar action. As an animator on Darktide I really want to highlight reloads or any other unique weapon interactions as much as possible.

I think Shotpistol and Shield have been the most challenging weapon overall because of how
you can cancel reload to go into a block. That is, since this weapon has a third state that allows
you to block when you run out of ammo in-clip, it creates a lot of unexpected interactions for when going to reload and from reload or to any other disrupting action. - Jonas

Which is your favourite weapon that you’ve worked on for Arbites?
Hard to say to be completely honest. I think I like the Shotpistol and Shield most because of
how different it is in comparison to other weapons. But I also really like how the new Shock Maul feels. - Jonas

My favorite is the Shotgun, I think the model itself is really cool with its chunkyness and with the special ammo casings visible on top, and the designers did a great job with how it plays. I feel like the law! - Julia

Are there any unique animations associated with them?
The Shotgun’s special ammo reload received a bit of a different animation than usual. There is special ammo attached to the top of the Shotgun model, which provided an opportunity to make an animation where you pick the ammo off one by one from the model itself instead of having the ammo arrive from out-of-frame. - Julia

How long do animations for these take?
It depends on the weapon and how it is going to work, but it can definitely take a while! Which was the case for the Arbites weapon family. Since we didn’t have any weapon family in Darktide that has a shield (Except for you Ogryn, you lovely brute), we chose to animate almost everything from scratch. Using Ogryn animations for this wouldn’t have worked because of rig and size differences.

There are about 220~ different animations for each weapon family/pattern that needs to work well together in a lot of different ways due to how fast-paced and high-action Darktide is. Around 50% of my time is spent on putting everything together in the state-machine, making sure that all the animations blend well. - Jonas

What is your creative process?
First I figure out how the weapon I’m going to animate actually functions, and try to find solid references for how they’re used. Then, for first person animations, I’m a big fan of using a GoPro as a sketching tool to showcase my early ideas and choreography. I attach it to my face (Yes, face! It looks ridiculous!) or chest, find a suitable weapon prop and then do some first person recording. It enables shaping and showcasing early ideas without having to spend any time in animation software or the game engine.

But even without a GoPro, I like to act out the movement for more complex animations, like reloads for example. For me, it enables my first blockout pass to have passable motions and pacing, and having that to begin with makes it easier for me to push and exaggerate the timing within the movements to a speed that I myself am not able to do, but will be smooth and believable in the game context. - Julia

The process I have is that I usually look up references for different weapons that I start working on, and learn more about the what, why and how on functionalities. Using those references on stances/poses/handlings I go further with the process of testing out motions myself with props and see what feels and looks convincing and good. After brainstorming ideas and testing around I start animating and tweaking so that it works for first-person view. - Jonas

Any fun bits of trivia?
When recording motion capture for the Shock Mine, we used a duct tape roll as our prop! - Julia

Thank you for reading our dev blog on the making of your new weapons in your new Arbites Class, releasing on June 23, 2025 on all platforms. We’ll be looking out for any questions over the weekend and we’ll do our best to answer them.

This is the Will of the Lex.

We’ll see you on the Mourningstar.

Wishlist the Arbites Class today!

[dynamiclink href="https://store.steampowered.com/app/3710910/Warhammer_40000_Darktide__Arbites_Class"][/dynamiclink]

– The Darktide Team

三国大领主 - 3584424063

On Monday, June 23, 2025, inactive accounts in S334-S396 will be cleared at irregular intervals, each clearance lasting 10-20 minutes. An inactive account is defined as one that: 1) has not occupied land of level 10 or above; 2) has not logged in for three consecutive days; 3) has not made any recharge. An account meeting all three conditions will be considered inactive and cleared.

On Thursday, June 26, 2025, from 10:00 to 14:00, the entire server will undergo maintenance. After the maintenance, S334-S396 will enter the fourth season. For detailed season-related information, please refer to the "World Situation" section. Attention, lords whose accounts are subject to the season settlement: the rewards from the last event's roulette will be sent to your mailbox at 0:00 on June 26, 2025. If you do not collect them from your mailbox before the maintenance on June 26, the season settlement will clear your mailbox. Please try to collect the rewards before the maintenance.

After the maintenance on June 26, 2025, the "Minor Heat Activity" will be launched. In this event, the following characters can be drawn from the tavern card packs: God Guan Suo, God Gan Ning, and God Yuan Shao. From the Reincarnation card packs, you can draw powerful demonic generals: Demon Zhang Zhao and Demon Xiahou Yuan.

The new server S411 will be open on Saturday, June 21, 2025, at 10:00 AM.

After the maintenance on June 26, 2025, the "Warm Wind and Rain" festival event will be launched. The event details are as follows:

Event period: 10:00 on June 26, 2025 - 23:59 on July 9, 2025.

Event 1: Golden Egg Gift

During the event period, golden and silver eggs will appear at random times. Defeating them will grant you generous rewards.

Event 2: Lucky Wheel

You can receive 3 lucky wheel tickets every day you log in during the event. You can spin the wheel to get orange general fragments or even god general fragments. The god general fragments available for this lucky wheel are: God Cai Wenji fragments, God Meng Huo fragments, and God Zuo Ci fragments.

Event 3: New Festival Tavern Card Packs

The powerful demonic general "Demon Lu Bu" will be available in this festival's tavern card packs. God Cai Wenji, God Meng Huo, and God Zuo Ci will also reappear in the tavern card packs after a long time. Lords who want them should not miss the chance to draw.

Event 4: Exchange Rewards

During the event, there is a chance to drop the characters "Warm", "Wind", "Perceive", and "Rain" in every battle in the wild. Collecting all these characters will allow you to exchange for gold, general treasure chests, lottery tickets, universal celebration treasure chests, Ratearth celebration treasure chests, demonic general fragments boxes, dragon and phoenix crystal source treasure chests, rare treasure chests, ordinary enhancement packs, and exploration orders.

Activity 5: Recharge Rewards

During the event period, players who accumulate a certain amount of recharges will receive generous rewards. The main reward this time is the exclusive divine general "Divine Zhang Bao". Players who did not draw Divine Zhang Bao in previous events or do not have enough Divine Zhang Bao fragments can obtain them through the recharge rewards.

In addition, several "Sure Success Enhancement Pills" have been added to the 5,000, 10,000, and 20,000 recharge tiers of this cumulative recharge event. The reward for the 20,000 tier has been changed to the "Unlimited Magic General Selection Box", which allows players to choose one from 36 magic generals after use. Don't miss it.

Activity 6: Login Rewards

During the event period, players can receive 50 gold coins, 50 noble points, 5 invitation tickets, 2 medium technology accelerators, 2 medium building accelerators, and 3 lottery tickets every day by logging in.

Activity 7: Double Return on Recharge

During the event period, the setting of double gold coins for the first purchase in the recharge interface will be reset. Players who have already made the purchase can enjoy the double gold coins again.

Activity 8: Reset of Single Recharge Event

The reward for the 4,998 single recharge tier this period is "Divine Zhang Bao * 200". The event lasts for 14 days. Don't miss this new exclusive magic general!

At the same time, the reward for the 4,998 tier has been upgraded. The original "Luxury Gift Box" has been upgraded to the "Wealthy Gift Box" (after use, you can choose one from 25 orange crystals, 300 Phoenix Stones, 250 Dragon Holy Stones, 250 Illusory Color Stones, 200 Mystic Phoenix Stones, and 200 Seven-color Stones).

The Wei Kingdom Divine General Box and Wu Kingdom Divine General Box have been changed to 2 "Divine General Selection Boxes", and the "Sure Success Enhancement Pills" have been changed to "Divine Pill Treasure Boxes" (choose one from 2 Sure Success Enhancement Pills and 400 Ascension Pills). A "Divine Wonder Treasure Box" has been added (choose one from 7 types of Star-gazing Stones, 8 types of Military Books, and 1 type of Mirror-breaking Stone, with a huge quantity of each).

Activity 9: Reset of Continuous Recharge Event

Activity 10: New Cumulative Consumption Event Starts

Event period: June 26, 2025, 10:00 - July 9, 2025, 23:59. The divine general fragments in the rewards have been changed to Divine Zhurong fragments.

Activity 11: New Super Discount Event Starts

The discounted items for this period are: Divine Zhao Yun fragments, 1-day noble activation items, medium technology accelerators, cavalry 3-star material packs, level 6 strategy gems, medium recruitment orders, and merits.

Activity 12: Update of Divine General Fragments in Merit Mall, Honor Mall, and Tiger Emblem Mall

Honor Mall update: Divine Lu Bu fragments, Divine Cao Cao fragments;

Merit Mall update: Divine Guan Yu fragments, Divine Zhang Fei fragments;

Tiger Emblem Mall update: Divine Dong Zhuo fragments, Divine Cao Ren fragments;

New version content is under production and will be updated gradually. Stay tuned.

INAYAH - Life after Gods - Force

Hey, Pathfinders! It’s me, the Chief Pathfinder—Jasper for friends! This month I levelled up my cartography skills.

Items marked with [🧭] were added thanks to your feedback! We truly appreciate every comment and work hard to keep the journey smooth.

All maps re-worked

World map
🧭The world map has been completely rebuilt:
  • Geometry and zone transitions now match their real in-game layout and exits
  • Many pins and labels updated
  • Numerous bugs fixed


Comment: The world map was on our “to-redo” list forever. Thanks to your feedback, it’s finally done!

Local maps
Local maps were also re-worked in this patch, and we added a fog of war to show where you’ve been (and where you haven’t).

  • Local map backgrounds now match their biomes
  • 🧭Fog of war—unvisited areas are blacked out. You can still peek through for now, but that may change later.






Comment: These tweaks were long overdue—thank you for pushing us to make them!

Mini-map (radar)
🧭A mini-map now lives in the top-right corner. Don’t like it? Toggle it off in the options.


Comment: You asked for it, we tried it—and we like it too. Remember, it’s optional!

New content
  • New cut-scene for the Predator boss
Predator cut-scene sneak peek


Comment: Tell us which scenes or improvements you want next—your idea might be the one we tackle!

General
  • 🧭Fixed saving the selected difficulty preset
  • Adjusted gamepad threshold parameters

Locations
  • 🧭Fixed lift bug in the Thermal Towers
  • Fixed some objects in secret zones
  • Tweaked geometry of the Bone Garden

Visual tweaks (locations)
  • Lots of small visual fixes and texture optimisation
Comment: Too many tiny fixes to list—some rocks moved, whole biomes optimised. Part of console-port prep.

Cut-scenes
  • Small audiovisual polish for the Grendel cut-scene

Narrative
  • Minor trigger-tuning tweaks

UI
  • Fixed player marker
  • Fixed crab markers on local maps

Bosses & enemies
  • Minor AI bug fixes
  • Fixed Grendel’s projectiles

Localisation
  • 🧭Restored missing characters in French
Comment: Huge thanks to NgXAlex for spotting this!

Abilities, talents & progression
  • Fixed several buffs
  • Implant “Protective Ring” fixed
  • Talent tweaks: Opportunity, Nanite Explosion, Acrobat (icon), Flail mastery path, Resonance, Triple Charge, Unstable Currents, Flaming Body, Wildfire, Firebrand, Devastate, Controlled Rush, Ruthlessness, Battle Master, Sharpened Reflexes, Endless Dance and more

VFX
  • Many weapon effects completely redrawn
  • Dash VFX tweaked
  • Fixed Queen Bee death effect
  • Improved Blade Dance effects
  • Fixed Chakram circular-saw effect
  • Brighter smash effect on giant piñatas
  • Piñatas now glow better overall
  • Tweaked Toad Wife death effect
  • Added shout effect to several mobs & bosses
  • Fist Shield now properly turns off in console screens
  • Waterfalls and smoke improved
  • Fixed shot from the fishman marksman

SFX
  • Voice of Inayah polished
  • New exploration track for train areas
  • More exploration variants in several zones
  • Restored hound mutant, fishman warrior, fishman marksman, bomber, mechanic, assassin and Iron-Skin voices
  • Fixed Iron-Skin crossbowman voice
  • Fixed door sound in Xopo
  • New track for Heart of Darkness boss modules
  • Returned some missing Inayah ability sounds
  • Added assorted minor sounds (splashes, slime squish, etc.)

That’s it! I’m off on another journey. If you get lost or something scary happens—yell in Discord and I’ll rush over!

Thanks for supporting us on social media and in Steam reviews—it really helps us move forward and make the game better.

Missed previous updates?
Card Shop Simulator Multiplayer - 沼跃鱼game

Join our card vote event on Black Box

https://www.xiaoheihe.cn/app/bbs/link/157238902 style=button

Thank you to all players for enjoying our game. We have heard many voices from players expressing their interest in adding fun ideas such as sister cards, monster cards, and robot cards. Therefore, we have organized this card collection event.

Card image collection: If you enjoy painting, you can share the card images you've drawn in the comment section

(Common/Rare, image size 636*556; Rare/Ultra Rare, image size 746*1048)

The top 20 cards with the most likes will be added to the first generation card pack. When uploading cards, please also include the card name and description. If left blank, we will collect the card name and description from the comments or add appropriate names and descriptions ourselves.

Activity time: 10:00 am from June 20th to June 23rd

After the event, the winning cards will be added to the game update on June 23rd at noon. The nicknames of the designers of these 20 cards, along with your card, will also appear in our update log as a token of gratitude. (The card ideas must be original designs)

Let's Patiti! - Cherico
Dear Players, Thank you for your continued support and patience! We are thrilled to announce the latest Steam update, which brings a series of optimizations and new features. Below are the detailed contents of this update: \[This Update's Contents] New Feature: Custom Lap Count!!! In response to strong feedback from the player community, we prioritized the development and release of the "Custom Lap Count" feature! Now, you can freely adjust the number of laps in races to create your own unique racing experience. Gameplay Optimizations Fixed several known bugs, including issues with scene stuttering, abnormal physics collisions, and more. Content Development Progress We are working hard on developing new gameplay modes and features to bring you richer content in the future. Modifications and additions to the large map models. Overhauls and additions to the overall HUD. UI changes to the room interface and room list. Adjustments to certain grid events (e.g., "Super badlucky cell") that caused balance issues due to the custom lap count mode. \[About the New Large Map] We fully understand everyone's excitement for new content. However, after a comprehensive evaluation of our current development resources and project status, we regret to inform you that we will not be able to start the development of a new large map in the short term. Creating a high-quality new map requires significant investment and a lengthy development cycle. \[Feedback and Future Plans] Your suggestions are always our guiding light for improvement. Feel free to share your feedback via the Steam community or official group! Feedback Collection: All your suggestions will be carefully documented (we’ve also gathered some player ideas through private chats and other channels) and serve as an important reference for future planning. Update Priorities: 2.1 The team will focus on developing new gameplay modes and features to deliver a more diverse gaming experience. 2.2 Optimizing the current experience: Continuously refining game quality, addressing bugs, stuttering, and other issues reported by players. 2.3 Prioritizing high-demand features: Based on recent discussions with players, we’ve learned that "Custom Lap Count" is a highly requested feature. We’ve prioritized its development and will release it in tonight’s Steam update! Once again, thank you for your support and passion! We will keep working hard to make Let's Patiti! even better. Update now to experience the new content! Let's Patiti! Development Team June 20, 2025
我在地府打麻将 - Demonic Mahjong - OMEGames Studio

Optimized the display of some languages in the game's multilingual version.

JR EAST Train Simulator - kamimaezu2006

Thank you for playing JR EAST Train Simulator!
We are pleased to announce that the Senzan Line DLC will finally go on sale on Tuesday, June 24.

▢Senzan Line DLC

*The screen is under development and the contents may change from the time of release.

Points of Appeal

・The E721 Series can be operated in the "JR EAST Train Simulator" for the first time!
・Implementation of voice pointing and in-train broadcasting by current drivers (in charge of Yamagata Unification Center)!
・The landscape changes from residential areas to suburban and mountainous areas!

About the Route

The Senzan Line is a 58.0 km long line connecting Sendai Station in Sendai City, Miyagi Prefecture and Uzen Chitose Station in Yamagata City, Yamagata Prefecture. The line was named “Senzan Line” after the initials of the two cities, as it connects Sendai and Yamagata. At Uzen Chitose Station, the line connects to the Ōu Main Line, and trains on the Senzan Line also run directly to Yamagata Station. It is also known as the first AC electrified railroad line in Japan.

In addition to trains connecting Sendai Station and Yamagata Station, there are also many section trains that run from Sendai Station to Ayashi Station and Sakunami Station. There is also a rapid train that stops only at major stations from Ayashi Station to Yamagata Station.

After leaving Sendai Station, trains run through a residential area for a while, passing through Kitasendai Station with its many condominiums and Tohoku Fukushi Daigaku Mae Station, which is frequented by students, before heading to Ayashi Station, one of the main stations on the line. After leaving Ayashi Station, the train enters the mountainous area near Sakunami Station, famous for Sakunami Hot Springs and the “Cradle of Exchange Electrification” monument, and heads for Uzen Chitose Station via Yamadera Station, which attracts many tourists. In the mountainous area, there are many tunnels, railway bridges, and curves, and you can feel the ruggedness of the Ōu Mountains.

From Uzen Chitose Station, the train transfers to the Ōu Main Line, running parallel to the Yamagata Shinkansen, which has tracks of different widths, and arrives at its final destination, Yamagata Station.

We hope you will enjoy the scenery as it transitions from residential areas to the suburbs and mountains.

Route Information
  • Section: Senzan Line Down Sendai ⇒ Yamagata

  • Total length: 62.8 km

  • Number of stations: 20

  • Security equipment: ATS-PS, ATS-SN

Train schedules that can be operated
  • Train Number:825M

  • Type/Destination: Local train to Yamagata

  • Section where you can drive: Sendai(08:18)→Yamagata(09:45)

  • Type of train: Series E721-1000 6 cars

  • Responsible for real voice train announcements: Yamagata unification center

  • Train Number:3831M

  • Type/Destination: Rapid train to Yamagata

  • Section where you can drive: Sendai(11:07)→Yamagata(12:26)

  • Type of train: Series  E721-1000 4 cars

  • Responsible for real voice train announcements: Yamagata unification center

  • Train Number:1857M

  • Type/Destination: Local train to Ayashi

  • Section where you can drive: Sendai(13:27)→Ayashi(13:57)

  • Type of train: Series E721-1000 6 cars

  • Responsible for real voice train announcements: Yamagata unification center

  • Train Number:837M

  • Type/Destination: Local train to Yamagata

  • Section where you can drive: Sendai(13:45)→Yamagata(15:16)

  • Type of train: Series  E721-1000 4 cars

  • Responsible for real voice train announcements: Yamagata unification center

International sales price: US$26.99

The store page is open to the public.
[dynamiclink href="https://store.steampowered.com/app/3811380"][/dynamiclink]

The following updates are planned to coincide with the release of the DLC.
  • Saikyō Line The speed display on the screen of some sections will be corrected.

  • Jōban Line
    The pattern of some trains at Tokyo Station will be corrected.

    The conductor's announcement at the arrival at Katsuta Station will be partially corrected.

  • Hachikō LineFix the problem that the driver's voice is not played in some sections.

Please look forward to the release date!

悠久之树 - 迦美奈

- 全新系列活动「仲夏漫游狂欢祭」进行中!

- 完成任务即送自选往年夏季限定角色!

- 组队与玄武小姐共同挑战特别游戏,还可获得限定礼盒与兑奖币,获取各种超值道具!

- 全新地属性限定角色「涛声难却倦·玄武」、新回响「神辉·弦音奏响时」登场!

- 紫微星垣超越·巨门开放,等级上限解锁至100级!

- \[紫微星垣]巨门、\[涛声难却倦]玄武专属装备开放制作!

- 双倍掉落活动开启!

...

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