FireAlpaca SE - tk
Failure Correction
  • Fixed a bug where anti-aliasing was applied when selecting Nearest Neighbor during layer transformation.

  • Fixed an issue where layer transformation filters could not be selected when using a color layer (16bit/ch).

  • Fixed an issue where the mouse could not be used correctly in the reference window when using a high dpi desktop environment.

Space Engineers 2 - Drui

Hello, Engineers!

In this week’s release, we’re introducing another stylish addition to your quarters!
The decorative Sink Block is a standard-issue wash station that brings a sleek, refined finish to your interior spaces.

As always, all blocks and improvements are available now!





Construction Stages & Construction Particles are coming together nicely for the VS2 Planets and Survival update. It’s one of those features that really makes the game feel alive – watching a block grow step by step, with sparks and dust flying as you weld it into existence.

It’s still work in progress, but I can already imagine how much more immersive survival will feel once this is in your hands.





Verdure’s landscape is also constantly improving. The version we have now is almost unrecognizable compared to what it looked like just six months ago. Terrain shapes, colors, vegetation density – all of it has been improved on again and again. Every time I load into Verdure, I notice something new: a ridge line that feels more natural, a valley that catches the morning light just right, or a forest that feels alive instead of just “placed.”

It’s amazing to watch a planet go from a rough concept to something that feels like a real place you could explore and call home.






And here is the planet Verdure, with its amazing cloud formations and the glowing sunset line as seen from space.


Reactor destruction particles are shaping up nicely:



VS3 Water Update
Most of the SE2 team is currently focused on VS2: Planets and Survival, but a smaller group – our Water team – is already deep into VS3: Water, which we aim to release a few months after VS2 launches. Fingers crossed.

I want to share a bit about how planning works in our team.

Before we start work on any update, we create a high-level vision document. This outlines:
  • The goals for the update
  • Key performance indicators (KPIs) – such as target retention, meaningful playtime, and session length
  • The audience we want to reach
For VS2, the focus is on players who enjoy real gameplay challenges and rewards, while also being clear internally whether we’re designing primarily for SE1 veterans or also bringing in new mainstream players.

For VS3: Water, our KPI is to introduce a completely new medium – water – that opens new gameplay possibilities in engineering, exploration, and mining, along with fresh challenges and rewards.

Once the vision is set, we break down the required tasks for each discipline:
  • Designers – Documentation, level design, gameplay tuning
  • Programmers – Gameplay features, engine changes
  • Art – New blocks, particles, animations, environment assets
  • Sound – New audio effects, underwater sound behavior
Each team lead estimates the man-days needed for their tasks. This often triggers back-and-forth discussions to clarify scope and cut low-value work, so we invest time in high-impact features – things that are fun, novel, essential, or improve performance. We then check if we have the manpower to meet the deadline and lock the plan.

The VS2 project plan has been locked for about nine months, with only small additions two months ago – such as the Colonization Map, Colonization Progress, Contracts, and Encounters – to extend meaningful gameplay beyond the first minutes and give players long-term goals.

The VS3 plan was recently updated and is now being finalized. Much of the Water team’s work was scoped long ago, but we’ve refined the details and adding tasks for the other teams:
  • Swimming animations
  • Submarines – fully sealed against water both visually and physically
  • Byblos – a new water-rich planet
  • Pressure simulation at certain depths
  • New blocks – pumps, ballast tanks, turbines, etc.
  • Water audio – splashes, underwater muffling, walking in water
  • Water-specific missions
  • Ore distribution in aquatic environments
  • Buoyancy and boat movement on the surface
  • Water system optimizations to ensure good performance


We’re also adding non-water features to make VS3 even more exciting. While water itself is a huge addition – a completely new environment to interact with – we’re also working on:
  • Survival improvements (production system, oxygen, block wrappers, area welding)
  • New welder and grinder blocks
  • Weather effects
  • And more (I actually can’t share everything, because we are working on the plan as we speak)
Important disclaimer: The above is a snapshot of my current thinking, not a promise. Plans can change right up until release. I share this to keep communication open – not to “sell” you something in advance.

Full Blog Post: https://blog.marekrosa.org/2025/08/mareks-dev-diary-august-14-2025/




Please join us for Space Engineers 2 Developer Livestream!

Image Credits: UNM - Tharsis Class Frigate by BeeTV




🛠️ Feedback & Support - https://support.keenswh.com/
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/1133870/announcements/detail/512965256196131053 https://steamcommunity.com/games/1133870/announcements/detail/512965256196129775 https://steamcommunity.com/games/1133870/announcements/detail/512964622466164020
MabelDOS - MabelisYT
  • Added Hash Verification For The AssetPack.

  • Updated To Revamped Graphics Engine, Which Also Has A More Efficient Keyboard Buffering System.

  • Added "idle --manual-click" Sub-Command Flag, To Manually Collect Idle Points.

  • Added "IdleDouble" Achievement.

  • Implemented Dependency Improvements Downstreamed From SharpPlusNative.

  • AssetPack Now Holds All Language Sheets, Removing The Need For Language Depos.

  • Default Language Sheet ("english") Now Embedded Into The Binary As A Fallback When Loading The Asset Pack Fails.

  • Default Language Sheet Not Included In AssetPack To Reduce File Size (It Loads The Embedded Version).

  • Added Intel MacOS Support, As It's Been Fixed.

  • If The Virtual Disk Image Can't Be Loaded, It Is Assumed It's Corrupted, Renamed Into A Backup, And Replaced By THe Default Disk State.

  • Fixed Crash When Static Base Files Cannot Be Unpacked.

  • Made "No Way Home" Advancement Possible.

  • Removed File Ownership.

  • Removed "chown" Command.

  • Replaced UserName To Enter To Directly Reset From "reset" To "\[\[Reset]]". This Allows The "reset" User To Work Properly, And Makes The Reset Shortcut Less Likely To Cause Naming Collisions.

Huddle Genius - xNECROx
Version 1.01p delivers important fixes, quality-of-life improvements, and powerful new draft strategies!

🛠 Major Fixes & Improvements

Glitch Fixed: Resolved a major issue when re-rolling strategies, ensuring smoother and more reliable draft planning.

Better Click Targeting: Expanded the clickable area in Draft Manager for Genius Picks, making selection more intuitive and precise.

🎯 New Opening Gambits

Added 5 new strategies for Opening Gambits, all inspired by historical Best Ball Mania winning lineups.

Give your drafts an edge with proven approaches from past champions!

Draft smarter, click easier, and start with a winning plan.
Happy drafting!
– The Huddle Genius Team
DragonRoad - 龙道

In recent days, the author has greatly optimized and upgraded the protagonist's sports mode in the game "Dragon Road". As a treasure game based on open world infinite exploration, survival production foundation, construction and defense, and soul RPG battles, the author has always insisted on and updated it. The following optimization contents have been completed for the game "Dragon Road":

1. Adjust the motion mode of the game protagonist: Modify the original player protagonist to always face the direction of the controller in real time. Now, the protagonist will only face the direction of the controller when in motion, and will not turn without reason when not in motion;

2. The main screen of the game has removed the simple practice of enabling aiming and aiming signals for all functions, and also corrected the awkward situation of aiming and aiming signals reaching the heel reported by players. Now switch to using the right mouse button to activate the aiming display signal, and releasing the right mouse button to disable the aiming signal. Also, the aiming accuracy for player attacks, horseback attacks, and flying attacks is magnified by 1, 2, and 3 times the radius, respectively. The radius of the collision body of the weapon is correspondingly enlarged by 1, 2, and 5 times (the radius is enlarged by 5 times because it is difficult to aim when attacking in flight);

3. Optimize the stone thatch throwing and bow and arrow shooting aiming module, adjust it to right-click to start zooming in and aiming, and click the left mouse button to throw the stone thatch or launch the bow and arrow while holding down the right-click to aim. Not holding down the right button and clicking the left button will result in aimless and extensive throwing of stone grass or shooting of bows and arrows;

4. Development view operation locking module: There are three locking modes: unlocked, semi locked, and fully locked. Semi locked locks the up and down moving view, while looking up or down locks the up and down, left and right rotating view. The system defaults to unlocked mode, while semi locked and fully locked views can save 40-60% of resources, meeting the requirements for low configuration independent graphics cards and SteamDeck usage;

5. Fixed a bug in saving game operation function key settings, where players reported that saving the original function key settings and waiting for the game to restart would result in the loss of setting parameters. Now optimized to include the saved settings parameters in the SaveGame local save, which is not only currently effective, but also effective when re entering after game restart. It supports cloud saving and is also effective in remote locations;

6. After optimizing the rotation of players' bones in 8 directions, it supports 360 degree all-round throwing and firing. Currently, Stone Spear, Steel Spear, 5 major categories of bows and arrows, and 5 major categories of spells all support 360 degree defense with no dead angles for long-range attacks;

7. Fix several other minor bugs;

Community Announcements - Unrug_WG

This is a short overview of the planned features for Update 14.8. For more information, visit the relevant link:

EU NA ASIA

IMPORTANT! Because the update is still being tested, the information in this article is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live.

Captains!

With Update 14.7 now out, Update 14.8 is next in line! And 14.8 is not just any old update—it'll play host to our game's 10th Anniversary megacelebration, complete with fun activities, new ships, and lots and lots of gifts!



Here's a quick breakdown of some of the most notable new content coming in 14.8:
  • A Decade at Sea: We've got a whole host of activities and rewards ready to go for our 10th Anniversary celebration, including Battle Performance Bonuses that can net you rewards like Tier X Japanese cruiser Kushiro; a new Port and personalized battle record to honor the game's history and the mark you left in it; and expanded log-in rewards.


  • Blast From the Past: A new temporary battle type available for all in 14.8 goes out to our most hardened veterans. This nostalgic experience unfolds over six chapters, each representing different epochs in our game's history with the appropriate ship restrictions. In addition to this, the return of Asymmetric Battles will round off the battle types introduced in this update.


  • New German cruisers in Early Access: Cruisers Deutschland, Admiral Scheer, Knesebeck, Manteuffel, and Prinz Adalbert are entering Early Access! Built for close-quarters combat, these ships stand out for their ability to manually control their secondary batteries.






If you want the full, detailed breakdown on these features and more, you'll have to check out our dedicated article on our website! Click through to it right here:

EU NA ASIA
Legacy Of Evil - gogogamesInteractive

Docked - Bravo

All hands on deck! ⚓🚢

Introducing Docked!

Step into the boots of a longshoreman and see what it takes to manage day-to-day operations to help your port expand and thrive. 

Coming soon to Steam, PlayStation 5, and Xbox Series X|S.

Wishlist now:

http://saber.games/Docked

7:05am
Broken Arrow - Alberto

Dear Players,

We understand your interest and concern regarding the balance between factions in the game. Ensuring fair gameplay is one of our top priorities, and we regularly monitor statistics to maintain equal conditions for all participants.

What’s more, the developers themselves are active players: each of us has spent thousands of hours in the game, and our experience in the genre goes back to the days of World in Conflict and Wargame Red Dragon. We don’t just analyze the data – we test balance changes firsthand by playing matches, trying out adjustments in real combat situations, and experiencing them just like you do.

And now — on to the numbers:

Player distribution and faction win rate statistics

At present, 224,860 players have played at least one multiplayer match. On this graph you can see the ratings distribution of all these players. We are using an Elo ratings system but configured slightly differently from what you are used to seeing. In a classic Elo system new players start with a value of 1500 and win or lose points until they reach a value corresponding to their level. As a result, totally new players can be matched against experienced players winning 50% of their matches instead of other new players, generally resulting in their first matches being a series of gruesome defeats.

This is prevented in our system because the starting value is 300 and players tend to win more points than they lose to help them reach the average ratings. As a result players’ ratings tend to move up as they play, leaving the lowest ratings only for totally new players. Of course winning more makes you progress faster and once you reach the higher ratings this boost doesn’t exist any more so quality takes over quantity.

Across 656,149 matches played, the following faction win rates have been recorded:

 • USA – 48.97% wins (321,348 matches)

 • Russia – 51.03% wins (334,801 matches)

Current state of game balance and next steps

Analysis of the presented data shows that the game balance between factions is currently at a very good level. The win rate difference between factions is only 2.06% across more than 656 thousand matches. Such a difference falls within the acceptable margin of statistical deviation for multiplayer games and does not indicate a clear advantage for either side.

That said, we recognize that balance is not just about numbers, but also about how the gameplay feels to the players themselves. Our work does not stop here. We continue to closely monitor match statistics, analyze changes in the meta, compare player behavior across different rating brackets, and review community feedback. Every balance adjustment is based not only on numerical data, but also on the real gameplay experience you share with us through social media and feedback channels.

We greatly value your activity and engagement, as open dialogue with players helps us gain deeper insights into what happens during matches and identify potential imbalances at an early stage. All information we receive undergoes thorough review and is used to make well-informed decisions.

Our goal is to maintain a fair and stable game environment, and we will continue working to refine the balance system so that every match is engaging and offers equal chances for both sides.

Some finals words:

We know many of you are eagerly waiting for news about future updates. That subject will be addressed next week, when we'll expand on what the team is working on next and on the content of the next update.

Chicken Run: Eggstraction - Outright_Games_Social

Get ready to make a break for it! The Chicken Run: Eggstraction demo is here, featuring some of the very first levels from the game. This is your chance to experience the action, try out our daring escapes, and get a taste of the fun before launch.

Whether you’re plotting the perfect getaway or just want to flap around for a while, we can’t wait to hear what you think!

💬 Got questions?
Join our community on Discord:

https://discord.gg/OGclub

There you can:

  • Learn more about the game

  • Share your feedback

  • Find out how to play at launch by joining our Ambassador Club

Don’t miss this sneak peek — your great escape begins now!

...

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