3:10am
Alchemy Mastery - JakubChmiel
- Fix bug: Heating star essence to 150C caused a crash.
War Thunder - Blitzkrieg Wulf

The BTR-82AT is a thoroughly modernized variant of the BTR-80/82 family, arriving in the Spearhead major update with advanced weapon systems, optional slat armor, and powerful ATGMs!

BTR-82AT: A Light Tank for the USSR at Rank VI

At a glance:

  • 30 mm cannon

  • Powerful tandem-warhead Kornet ATGMs

  • Thermal imager

  • Spall liners, along with an optional armor package

  • Good mobility

  • Large in size

 

Vehicle History

The BTR-82AT is a comprehensive modernization of the Soviet BTR-80, developed from the experience gained during modern conflicts, especially during Syria. The basis of this new variant was the BTR-82A model with a 30 mm 2A72 cannon in a remotely controlled combat module, but with significant improvements. The key addition was the integration of the “Kornet” anti-tank missile system, but various other areas of the vehicle saw significant improvement. It received a combined dual-channel gunner’s sight with a thermal imager, a laser rangefinder, and line-of-sight stabilization was installed. To protect against HEAT munitions, slat screen armor was fitted to the vehicle, which proved to be very effective in Syria.

The BTR-82AT modification is one of the most modern examples of the BTR-80/82 family, and is currently in service with the Russian army.

Introducing the BTR-82AT!

In the Spearhead major update, the BTR-82AT will be making its way to the research tree as a modern modification of the familiar BTR-80A! It boasts several upgrades, including a stronger engine, enhanced protection, and most importantly the 9M133 anti-tank missile and a thermal sight. Let’s get acquainted!

This modern IFV brings many familiar and new elements. The classic 30 mm autocannon is still present as the primary weapon with the same ammunition, but this time it is fully stabilized, drastically improving its offensive capabilities. Supplementing the cannon however is the ATGM launcher, which fires 9M133 “Kornet” missiles, a tandem-warhead ATGM and one of the most powerful missiles available for ground vehicles in the game. Several other firepower improvements have been introduced as well, including a laser rangefinder and an advanced thermal imager.

The BTR-82AT is also slightly up-armored and although this upgrade only allows it to withstand machine gun fire more effectively, it does have an internal spall liner as well. This has increased the weight of course, but the improved 300 HP engine makes up for it, keeping the tank nicely agile for its size. It will also have the option to install slat armor, which can help to disrupt incoming ATGMs and HEAT shells, reducing their effectiveness. This does increase the weight further.

Unlike its predecessor, the BTR-82AT will join the game in the SPG and ATGM carrier line, right between the IT-1/Shturm-S group and the Object 775 at rank VI. This versatile wheeled scout with very capable firepower will make for a fine addition to any high rank lineup, coming soon in the Spearhead major update!

That’s all from us today, thanks for having a read, and stay tuned to the news because we have even more to show you soon!

Please note that this vehicle’s characteristics may be changed before it is added to the game.

Anomaly Zone - skaarjg


Congratulations to the winners of the "Artifact Collection" event!

RU server

1 place
ililillilili - 1184

2 place
ЯестьПсих - 998

3 place
са_нек - 386

4-6 places
Рудненский - 360
хХКАБАСИКхХ - 333
Frantom - 315

7-9 places
Уиндэр - 311
ИГОРЬ_БОРОДА - 294
URAN71 - 256

10-12 places
знахар - 243
хБолТх - 230
1Adwokat1 - 223

13-15 places
CELINE - 217
ПОМИДОРЫЧ1 - 216
1СПАРТАК1 - 174


PvP server

1 place
Рекеир - 1058

2 place
xxxZODIACxxx - 1025

3 place
immortal_Bers - 426

4-6 places
рулез - 272
vanshots - 228
xOopsSx - 216

7-9 places
Deadline - 177
Карафут - 127
ЧерноморецЪ - 116

10-13 places
чек - 107
химик0401 - 92
ScAlDeD - 83
Cy4eHok - 83 (with reward as for 12 place)

14-15 places
ТульскийКапрал71 - 75
Romka1702 - 64


PvE server

1 place
Качок_Иваныч - 1255

2 place
Rock_N - 432

3 place
Фрикофобия - 428

4-6 places
Камарджеби - 291
ansel - 228
UnscrupulousThunderstormReaper - 203

7-10 places
турист23 - 191
SentinelAD - 118
Слим - 115
ЭХО - 115 (with reward as for 9 place)

11-12 places
ЮРКА_СПЕЦ - 103
MrZik - 100

13-15 places
Henger - 93
николаевич - 82
Не_торопливый - 74
Metal Garden - Tinerasoft
- Added Korean and Spanish localizations.
Korean localization created by Dayeon Lee.
Spanish localization created by Innana Amador.

- Fixed a bug where any action bound to the 'B' key wouldn't work.
The issue was that one of development testing functions was still hard binded to the 'B' key, and it would eat up the input for all other actions binded to the same key.

- Added several more triggers beneath game map, which return player to last safe place if they manage to fall through level geometry.

- Slightly improved player collisions around some elevators.
Desynced - Kerrigan
Experimental_UE5 0.1.16573

Additions
  • Show right-click menu with "Relocate" option when having only walls/gates selected

  • Add "Copy" option to right-click menu with when having multiple buildings/walls selected

  • Show "Location is in the logistics network" (similar to "Location is in the blight") for those tiles while the grid cursor is active

Changes,
  • Only apply overclocked power on components that are actively working and thus benefit from the overclocking with reduced work duration (i.e. Fabricator but not Health Module)

  • Make clear search text button look less like a close window button

  • Make pressing "Clear Search" on a search text box give the input focus back to the text box

  • Virus component recipe changes (adding infected obsidian and removing virus code)

  • Don't have player controlled bugs self destruct when getting stuck

  • Disallow deconstruction of possessed units

  • Increased bug possession time to 1 minute

  • Renamed Robots tech tree to Hybrid

  • Limit how long you can extend a Warp Gate

  • Made drop pods from world instability events self destruct after a while

  • Added socket size boost to boost calculation in tooltip

  • Added boosted power value in tooltip

  • Added repair rate to tooltip

  • Modified repair effect to be per unit being repaired

Fixes
  • Fix custom user interface panel for Blight Extractor component not appearing anymore since previous update

  • When opening the System Index list directly, don't show a "Close" button floating beyond the right side of the window

  • Fix production for a bot saying "No inventory space to produce bot" instead of "Missing production ingredient" while waiting for ingredients

  • Fix confirmation "The new frame is unable to hold all components" not showing anymore when using the "Change Frame" button in the unit/blueprint editor

  • Don't show skipped components in hover ingredient list on construction sites

  • On units without storage slots also show components that fit into available socket sizes in the unit request item list

  • Fixed tooltip on Loop Producers' Done pin

  • Fix Can Produce to only check the component if specified

  • Fix for "Loop Repair Ingredients" behavior instruction for units that don't need repairs

  • Fix order state temporarily becoming invalid when the target of a recurring order has items arriving via other means (i.e. transport route) after a carrier has aborted bringing a small amount

  • Don't reduce a components working time if it is a component that generates power


https://store.steampowered.com/news/app/1450900/view/579401595174780997

Gravethorn - Volviir

Greetings!

Gravethorn has been a part of my life for quite some time now. After releasing the demo, things finally started to fall into place, and I felt like it was time to start sharing the development process. This will be my first proper devlog, if we don’t count patch notes.

I’ve been working on the game for months, but I’m writing this entry today, so I’ll focus more on the overall state and what I’ve been working on recently rather than going step by step.

Right now, I’d say around 70–75% of the game is complete. Progress is going well, and I’ve been feeling productive lately. Since the demo, countless new additions have made their way into Gravethorn, naturally.


What’s New Since the Demo

Since the demo release, Gravethorn has grown a lot. There are now 8 new bosses, 6 new regions, 15 new enemies, and over 40 trinkets and sigils, along with some surprise features and more yet to come. The game also includes more than 1000 voice lines and 11 different Forbidden Arts, each with their Ascended versions.

For example, the skill "Infernal Woe" continues to burn enemies for a short duration after ascending. Small touches like this keep the gameplay evolving.

At this point, the core structure of the game is in place, and I’m genuinely happy with how it’s progressing.


On Boss Design and Limitations

Last month, I focused heavily on boss variety. I didn’t want the fights to devolve into the same “hit, dodge, hit” rhythm like in my previous game, Blood Within. Each battle needed to feel unique, dynamic and memorable, at least as much as my current tools allow.

As I’ve mentioned before, I’m developing Gravethorn completely solo. Without much of a budget, I don’t have a dedicated pixel artist, so I often rely on purchased assets and adjust them to fit the game.

That limits what I can do with enemy animations, but it also forces creativity.
When you don’t have everything you want, you start finding clever ways to make what you do have work.



Building Around Forbidden Arts

Recently, I’ve been focusing on build diversity, particularly around the Forbidden Arts system. In any RPG game, giving players distinct playstyles is crucial for replayability and variety.

I’ve added layers of passive traits and build options to encourage experimentation. Ideally, every player should be able to approach the same challenge differently, with different items and builds.

Of course, some combinations will always stand out more than others. There’s already one specific build I expect to see a lot, it’s fun, flashy, and strong. Balancing every element equally isn’t easy, but that’s part of the challenge.



Quality of Life & Small Touches

Alongside major systems, I’ve been improving smaller mechanics and the user experience.
One small but meaningful change came from watching a friend play the game.

He would always walk directly into NPCs, stood there and blocking their image when talking to them and it would make me mad.

So I added a small feature that I remember from Hollow Knight, it makes your character automatically move to an appropriate position during interactions. Problem solved.


I also added a HUD fade effect during dialogue to clean up the screen visually, reducing clutter and improving atmosphere.

Since dialogue options with more than two choices started stretching upward too much, I’ve moved them to the left side of the screen for better readability.

Little details like these might not affect gameplay, but they help the world feel smoother and more immersive.



Many people who played the demo probably noticed the large empty socket next to the health bar at the top of the screen. I noticed it too, for a long time actually.

I just couldn’t decide what to put there.

Eventually, I came up with the idea of displaying an emblem that reflects Inquisitor’s current number of Memories. So I designed five different emblems in the game’s pixel style.

At the start, the slot remains empty, but once you defeat the first story boss and gain your first Memory, a small emblem appears, representing Inquisitor (and his hat).

As you collect more Memories, this emblem gradually evolves, becoming more detailed and grand.


As the Merchant often reminds you, every time you gain a new Memory, his stock refreshes with new items. One of those items is a training dummy you can purchase for a small price.

Once bought, it automatically appears in the courtyard to the left of the chapel.

There, you can freely test your damage, combos, or builds against either a light or armored dummy, since while in this area, Sorrowflame (mana), ammo, and throwables don’t deplete.

When I saw that feature when playing Nightreign, I thought “Why not?”

Because as I mentioned earlier, my goal is to encourage build variety, and giving players a space to test things without any cost felt like the right step.


Another update is when you swing your sword into a wall, the attack actually stops on impact, with a small visual effect at the point of contact.

Previously, you could hit enemies even through thick walls if your hitbox reached far enough.

This change not only improves the feel of combat but also makes the visuals more grounded.


Of course, once I added it, a bunch of new problems appeared, like breakable objects or gold veins being mistakenly treated as solid walls and not reacting properly. Thankfully, fixing that wasn’t too difficult.

There’s lots of more new content I’d love to talk about, but I’d rather leave some surprises. I genuinely enjoy watching people’s reactions, whether on YouTube or during playtests with friends.

When the full game releases, I’ll probably end up watching every single gameplay video out there, just like I did with the demo.


Playtesting & Pacing

During recent playtests with friends, the total playtime went past four hours and surprisingly, it didn’t feel that long. The pacing felt tight, and that’s something I really want to maintain.


Each region introduces something new, something the player hasn’t seen before.

It’s one of the golden rules of keeping curiosity alive: the next room should always have a reason to keep you going.



Technical Challenges

Of course, it’s not all smooth sailing. Early on, I didn’t implement hitstop perfectly, so in some cases, consecutive hitstops end too soon.

For instance, if the player lands a hit and dies immediately after, the death hitstop doesn’t trigger properly, it’s subtle but noticeable to sharp eyes.

There’s also the camera issue, where it sometimes stays a bit too low or high, and occasionally too far to the left.

These fine-tuning tasks take hours of trial and error, and sometimes I make zero progress. When that happens, I’ve learned it’s best to step back, rest, and come back later.

If there’s one thing game development has taught me, it’s this: A fresh mind solves problems that a tired one can’t. Sometimes all it takes is a nap, a short break, or just closing your eyes for a while.

Exactly what I should do right now.

Peace out. ːsteamboredː

-Mirac

Pawnbroker Simulator - UcanKacan
The long wait is finally over! Pawnbroker Simulator Demo is now available on Steam!

https://store.steampowered.com/app/4008940/Pawnbroker_Simulator_Demo/

In this devlog, we’ll go over things that changed since the summer and what you can expect in Demo!

🛠️ What’s Been Transformed

🧓 A New Tutorial

Meet Uncle Barry! He’s here to guide every aspiring pawnbroker on their journey to becoming the next pawn king.

💎 Improved Store Appeal System

Your store’s appeal now reacts to your actions and decisions — and it’s easier than ever to track with the updated interface.

🧍 Smarter Customers

Shoppers now linger longer, browse more carefully, and behave more realistically inside your store.

📘 Enhanced Skills & Knowledge Feedback

Gain clearer insights into how your skills and knowledge impact your success as a pawnbroker.

⚡ Synergy Lines

See how items influence each other’s attraction on display — making it easier to plan your perfect showcase.

⭐ New Reputation System

Your reputation now depends on customer reviews. Treat them well… or prepare to face the consequences.

🔍 What To Expect From The Demo

Experience an endless pawnbroker journey — with a few demo limitations:

  • 🧳 Item Catalogue: Reduced to 25 items.

  • 🎓 Qualifications: Only one available.

  • 🏪 Store Customization: Limited options.

  • 🧠 OKEI Catalogue: Limited products.

  • 🧩 Skills: Only the first level of each skill is available.

  • 🎭 Starting Options: One character class, one game mode, and one script prologue.

  • 🚫 No Store Expansion (coming in the full version).

  • 🚫 No Pledger Customer Type (coming in the full version).

Even with these limitations, the demo offers a rich taste of the full pawnbroking experience — negotiation, display strategy, and reputation management included!

Join Us!

"Come hang in Discord. We got pawn jokes, hot takes, and at least two people who know what they’re doing. Maybe you’ll be the third."

~ Uncle Barry

Join the Discord Channel

- The Pawnbroker Simulator Team

FINAL FANTASY XIV Online - SquareEnix Vystenya


We are delighted to announce that the Fall Guys collaboration will be blundering back to a realm near you very soon!

Join a Blunderville show and get your hands on a whole host of exquisite prizes, including fetching attire, a marvelous mount, framer's kits, and more!

Event Duration
From Thursday, November 6, 2025 at 12:00 a.m. / 8:00 (GMT) / 19:00 (AEDT)
to Thursday, November 27, 2025 at 6:59 a.m. (PST) / 14:59 (GMT) / Friday, 28 November 2025 at 1:59 (AEDT)

How to Participate
Begin the quest "It Could Happen to You" by speaking to the Well-heeled Youth in Ul'dah – Steps of Nald (X:9.6 Y:9.0).

* Players must be level 15 and above to start the quest.
* Players must first complete one of the following main scenario quests: "The Gridanian Envoy," "The Ul'dahn Envoy," or "The Lominsan Envoy."
* Players can travel to the Manderville Gold Saucer via airship from any of the three city-states upon completing this quest.


Rewards


* This event is identical to the one previously held.
* Players who have already completed the quest during a previous event release may immediately resume playing the collaboration content.
* After this collaboration event has ended, it will be held as a special event at irregular intervals.


Visit the special site for more details.
Blade & Soul Heroes - NCA Community Team

Blade & Soul Heroes will undergo an unscheduled emergency maintenance to fix some bugs, and apply some improvements to the build. We apologize for the inconvenience.

When

3:30 AM PST. You can see your time zone here: https://everytimezone.com/s/8f7ad69e

Estimated Downtime

1 hour and 20 minutes

Notes

  • Adjusting Dark Gather Support V content: Increased quantity of Limited Hero Plaque from 40 to 130

    • Those who purchased it already will be issued the difference

  • Fixing issue where Echoes of Black Rose was displaying wrong quantity for the missions

  • Fixing issue where Clan Fund button was not working properly in Battle Pass menu

  • Fixing issue where Stellar Wheel tip was directing players to Boon Card menu

  • Adding Supreme Accessory Reinforce Stone Combination

    • 10 Exquisite Accessory Reinforce Stone ->  1 Supreme

  • Fixing issue where Jinsoyun's Ultimate skill wasn't charging properly in Tactical Battle

  • Adding Ranking for Solo Raid Hwali Hwali and Jugwon

  • Fixing issue where Ranking for Legacy Grounds - Destructive Rockerite was not displaying properly

  • Bounty Hunt Level 10 will be fixed with build update later and cannot be accessed until fixed

Mecharashi - Yubo

Mecharashi 1.3 Trailer: Rising Flames

An unfulfilled vow drifts away with the embers...

This time, our reunion won't be amidst the smoke of the battlefield.

We'll find each other again in the rising flames.

Mecharashi's \[Rising Flames] update arrives on November 6th, featuring new S-Grade Pilots Kelly and Dean and S-Grade STs Rex and Ranger, all ready to storm the battlefield! This is just the beginning—more content and more functions will be online soon! Stand by for action, Commanders!

...

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