Football Heroes League - zeenbor
Message of the Day
  • A rotating notice to keep you up to date on events, challenges, and more.
AI Fill for Solo Lobbies
  • If no one joins your match within 1 minute, you’ll see a pop-up announcing AI players will be added in 90 seconds.
  • Timer resets if real players join.
  • AI-filled matches don’t affect rank—but you can still complete Quests and earn EXP.
Chat Disable Setting
  • Turn in-game chat on or off at any time.
🔗 Account & Progress
  • Linked Accounts now properly receive ranked points.
  • Daily Free Heroes will reliably reset at your local 6 AM time.
🌐 Matchmaking & Connectivity
  • Expanded Regional Matchmaking: Broader search to nearby regions for faster matchmaking and more matches.
  • Better Ping Determination: Smarter algorithms to pair you with servers offering the best connection.
  • Relaxed Host-Migration Requirements: Reduced disconnects by easing criteria for when migrations occur.
  • Connectivity Pop-up Moved: Issue notifications now appear neatly in the top-right corner.
📊 Leaderboards
  • Dynamic Positioning: Always see 10 players above and 10 below you—no matter where you rank.
  • All Categories Visible: No more missing leaderboards; every stat and category shows up correctly.
🌍 Localization
  • Added full support for Turkish and Spanish (Latin America).
🐞 Bug Fixes & Quality of Life
  • Fixed over-zealous chat filter that was blocking valid messages.
  • Weekly quests now correctly display hero names.
  • Resolved issue where daily free-hero icons could grey out on rank changes.
  • Camera inversion settings now save and apply correctly.
  • Bun-E Defend Bot dome reticle size corrected for proper targeting.
  • Chromatic aberration graphics setting now persists between sessions.
  • VFX have been optimized for performance and stability.
Granvir: Zero Front - gigatank3000
Hey Pilots,

We love all the feedback you've been drumming up to make Zero Front and Granvir better. Please keep it coming and be sure to review the game as that helps us reach more players!

We've prepared a roadmap for the upcoming updates to Zero Front that we've outlined below. Please join the discord, post in the forums, or leave a comment here to let us know what else you'd like to see.

We're hoping to have Extreme Difficulty, the Enemy Ace, and the new Scavenger pilot class implemented by this weekend.



Thanks!

17:11
Princess or Dragon - HaveGreatIdea
ːsteamhappyː The updated demo is now available!
We've built a new version and invite you to try Princess or Dragon again!
Disc Golf Playtest - CWD_gamedev
Finally got around to fixing the anchoring for the UI button. It was bothering me for so long but there were just higher priorities! Anyway, I tested it out on a bunch of different resolutions and it seems to be good now. If you manage to find it looking wonky on one of yours, just go ahead and keep that info to yourself...

Just kidding! Tell me all about it in Discord :D
https://discord.gg/sDNJdpX5XU

Anywho! Some other UI polish you might notice in the character selection screen. Enjoy!
17:01
Metrogether Train Simulator - Axel
We've been pretty silent the last couple of weeks, but that's because we've been busy working on the next big update that will add a section of quad-track for express and local trains with a couple of new and unique stations that are placed between Pine Street and Founder's Square.

We were able to find the time to work on this small performance and bugfix patch for the time being. This should get rid of the little stutters (or sometimes even crashes) that happen while moving through he world, which became very noticeable since we added lamps to the tunnels.
Bug Fixes & Improvements
  • Improved dynamic world loading, game should no longer stutter or sometimes crash when approaching areas that need to be loaded in
  • Fixed AI drivers taking over vacant trains which were partly or entirely outside of platform bounds, resulting in them driving down the tracks without a route set and sometimes driving into oncoming traffic
  • Fixed an issue where some Score Penalties could trigger multiple times in quick succession, when only one mistake was made by the driver
  • Fixed an issue where requested routes could be unset due to them timing out even while the train that requested it was currently moving through the track section the route is for (this could only happen when routes time out 5 minutes after being set which is still the intended and current behaviour)
  • Minor bug fixes & improvements

This patch is compatible with patches 1.1.0-1.1.3 and players of any of these versions can play together.
鑽石俱樂部-皇家尊爵 - YuehTsai


【鑽石專櫃】
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【紅利專櫃】>其他
  • [新增] 爆走族上衣、不良少女制服衣,使用服裝兌換券*100可兌換。
【套裝收集趣活動】
  • 於活動期間(2025/5/15維護後~2025/5/21 23:59)收集指定套裝「爆走族裝」+「不良少女裝」,即獲得登入送獎勵:【金幣贈幣8888卡】(每天限領一次, 晚間12點重置,發放至商城置物櫃)
  • 若套裝數量不同,獲得獎勵更加倍唷!
    • 套裝數量30套(含)以下,贈幣8888卡*1
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DOOM: The Dark Ages - GhostlyRich_Bethesda
Hey Everyone,

Tonight we are pushing an update for PC that addresses the following:

  • Updated startup messaging.
  • Fixed most instances of crashing at launch for some users.
Heromantic - janekoyama
Happy Birthday to Heromantic! Today marks its one-year anniversary!

To celebrate, I have a special game update coming very soon. After receiving some player feedback, I will be implementing a new feature, so I hope players old and new will look forward to the addition!

Stay tuned for more information on this game update! See you then!
EXFIL - LoveBoatGopher
Hey Operators!👋

First order of business - shoutout to all the Operators who’ve been jumping into EXFIL recently! It’s been great seeing fresh faces on the servers, squads forming up, and the community growing stronger every week.

The action doesn’t stop at EXFIL Dev HQ and we’re continuing to build out new features and additions we think you’ll love.

📒 Introducing: Field Reports

Starting with this post, we're launching Field Reports - a new monthly blog series that gives you updates on all things EXFIL. From new features and content previews to upcoming events and community highlights, these reports are your one-stop shop for what’s happening (and what’s coming next).

Not frequent enough for you?
Be sure to join the EXFIL Discord where the dev team teases new content daily and engages directly with the community.

🔭 What’s Coming

There’s a lot on the horizon for EXFIL - from highly requested community features to completely new ways to engage with the battlefield.

Weapons

We’re expanding EXFIL’s arsenal with a mix of traditional and unconventional weapons. One of our core goals is to make each faction feel distinct through its weapon selection. Without spoiling too much, expect the roster to grow beyond ARs and DMRs to include SMGs, shotguns, explosive projectiles, sniper rifles, and more.





New GameMode - VIP

We’re introducing a new twist to the classic EXFIL formula - VIP mode. In this mission type, players are tasked with hunting down a high-value target somewhere on the map. But it won’t be easy - you’ll only receive a rough last known location, and the target will be heavily guarded by an AI squad.

Once the VIP is neutralized, the mission shifts into overdrive. Enemy forces will descend on your team’s location, triggering an all-out response. Your new objective? Extract - fast, and alive.

In PvP, the stakes get even higher: one team plays the attackers hunting the VIP, while the other takes on the role of defenders. This mode brings a fresh layer of strategy and chaos to EXFIL’s tactical sandbox.

You can try VIP mode now in the test build, or keep a look out for the full release coming in an upcoming update. 


New Biome

EXFIL’s map rotation already includes a wide range of biomes - and it’s about to grow. Our team is currently developing new maps set in a dense jungle environment. These will be our most complex yet, offering a radically different gameplay experience from the open sands of Renegade Oil or the forests of Northwoods. We’re aiming to get early prototypes onto the public test build soon so players can get a feel for what jungle warfare might look like in EXFIL.





Attachments

Alongside new weapons, we’re also working on a wide selection of attachments to expand weapon customization. This includes highly requested additions like suppressors and performance-altering components like handguards. Suppressors are currently available to try out on DMRs in the Test Branch, but, because of their impact on sound detection and enemy reactions, we’re approaching their implementation carefully to keep the balance tight before pushing to the retail build.




Animations

We know EXFIL still has some rough edges when it comes to animation polish. That’s why we’re thrilled to welcome a new technical animator to the team. They’ve already begun revising existing weapon animations to elevate fluidity and feedback.



🆕 What’s New

If you're returning to EXFIL, there have been a number of recent additions you’ll want to get familiar with to keep your edge in the field. From new gadgets to updated gun mechanics, here’s a breakdown of what’s new in the game.

New Gadgets

Bomb Drone – One of the community’s favorite recent additions, the bomb drone builds on the utility of the original recon drone - but adds some serious bite. It allows you to scout enemy positions while carrying a deadly payload of three grenades that can be dropped from above. Detonations are slightly delayed, so make sure you time your drops carefully.



Dev Tip:* One of the biggest challenges with the bomb drone is managing battery life. Did you know the weight of your payload affects how quickly the battery drains? A full load (3 grenades) drains power the fastest - so spot early, drop fast, and save juice for recon on the way out.*

Flare Gun – If you're planning to run night ops, the flare gun is quickly becoming an essential. Not only does it light up large areas and expose enemy positions, but it can also disorient enemies using NVGs when deployed mid-fight. The team is continuing to fine-tune its lighting effects and balance, so be on the lookout for future tweaks - and keep the feedback coming.



Gun Mechanics

Breath Holding – A highly requested feature: you can now hold your breath while aiming down sights. Ideal for DMR users or anyone engaging at long range. We’re looking forward to seeing players take full advantage of this when sniper rifles are added to the arsenal.



AI Updates

Since AI patrols were first introduced in March, there have been major improvements across the board. Updates have included smarter patrol routes, adjusted spawn locations, refined engagement behavior, more tactical reaction timing, and better use of intel intercepts.



🤖 Dev Insights

Can’t get enough of the new AI update? Wondering what’s next for AI development in EXFIL?

MicroProse sat down with EXFIL dev Luomu for a behind-the-scenes interview series covering the current state of AI, how community feedback is shaping development, future goals, and more.



🎮 GLID Gaming

Looking for a glimpse of high-level tactical gameplay in EXFIL? The team at GLID Gaming recently put together a match showcasing tight coordination, tense decision-making, and a fight for extraction under pressure. Watch the full video below and check out their channel for more mil-sim and tactical shooter content.



🧤 MicroProse Tactical Operators Bundle

Looking for a double dose of tactical immersion? MicroProse has you covered with the new Tactical Operators Bundle!

Featuring EXFIL and GROUND BRANCH, this bundle is built for players who love detailed planning and sharp execution. Two tactical shooters. One explosive combo.

🎮 Check out the bundle here
https://store.steampowered.com/bundle/51468/MicroProse_Tactical_Operators/

🗓️ Upcoming Events

Think you've got what it takes to lead your squad to victory? Prove it in one of our upcoming EXFIL tournaments — and show off your tactical skill under pressure.

🔥Operation Black Talon - Hosted by Easy Company 

Date/Time: June 9th @ 1:00 PM EST

Game Mode: Standard Exfil 2v2v2

Map: Port Lobos (Snow)

Match Time: 20 minutes

Team Size: 2 players + 1 sub


Prizes: Digital game codes & more

📥 [Register here]

✅ Sign-Off

That’s it for this month’s Field Report!
Got questions for the team? Drop them in the comments below .

Looking forward to seeing you all out in the field.
Stay sharp, Operators.
Cyber Knights: Flashpoint - Trese Brothers

Knights and mercs - we're very pleased to drop the companion update to the earlier Update #230: High-Stakes Gunfight. The High-Stakes Gunfight rebuilt the enemy's tactical and combat decision-making capabilities and improved combat's overall feel and challenge across the game. Update #247: High-Stakes Heist does the same but for the enemy's individual and team intelligence around the stealth side of the heist.

If you are enjoying the relentless pace of updates as we careen toward full launch on June 2nd (we are not slowing down!!?!?), please take a minute to leave a review. The team of 3 game devs here truly appreciates your reviews - everyone makes such a big difference to help us share the game and keep going, going, going!

Cyber Knight gets 7 Implants

We've fixed a mistake on our end for the maximum number of implants a Cyber Knight can have. Previously, this was capped at 6, but because they have the Quantum Rider, they have a disadvantage in cybernetics. Lame! As we just fixed their disadvantage with install times, so this is a perfect time to fix the mistake and bump them up to a 7/7 maximum cybernetic implants.

Local Alert - Sharing Status with Nearby Agents
The local alert system has finally arrived! Enemy agents will no longer be shy in telling other nearby enemy agents what is going on without needing to route that information through the Sec AI.

As your Cyber Knight is garbling and glitching the Sec AI's communications with quantum countermeasures (QCM) the comms channels are unreliable and slower than usual, which your squad is using to their advantage.

Local alert simulates the basic "on the ground" communication between enemy agents within 8m of each other with active sight lines, telling each other what is happening. When two enemy agents get near each other, they will upgrade each other to the highest Alarm Level (Suspicious, Alerted) between the two of them (or more, if they are clustered).


Here a Suspicious guard who was Lured earlier warns a guard passing on Patrol to keep alert and upgrades the patrolling guard to Suspicious alarm level.

This system cuts out all the moments where one guard is literally yelling and shooting at you from cover and the other guard is moseying by saying "Investigating" and ignores the very local situation. Now the first guard would yell over to the second, informing them that there are intruders and to get gunning.

Absolutely, local alert makes the game harder. The enemy agents are smarter, better at swarming and work together with more coherence. This is a big change to the game's enemy agents intelligence. Much like the High-Stake Gunfight, it raises the stakes, but in a way that makes the game more tense, enjoyable and hard in the later stages.

This is absolutely one we will be keeping a very close eye on and continually balancing based on player feedback, so please share after you've had a chance to try it out.

In-World Quips

With Update #247, we've breathed life into the enemy agents by allowing them to have more in-world chatter as they take their actions on the map. First, due to the new Local Alert system, even two enemies who get near each other while Unaware will have something to say (like "Falling asleep here" or "System is all glitchy again" or "Think we'll ever see action?").

This new in-world quip system has let us expand the the quips and get multiple enemy agents talking during events in ways that build up the feeling of their local alert system and working like squad.

In addition, this has let us create an entirely different set for drones who beep-boop differently than humans now.

Fast-Forward Evolution
The Fast-Forward system has had a major evolution with this update. First, we fixed an annoying issue in the HUD where it would say you could hit ESC to fast-forward but then as soon as you did, it would say you actually can't. The HUD was trolling you. Bad HUD! Fixed!

Second, we've enabled Fast-Forward on basically all moves the enemy agents are making. This includes moves they are making to reach a combat position to attack you as well as partial moves. So, everything will be going fast if you make Fast-Forward automatic, and everything can be skipped with ESC if you want to use a keystroke or button to skip. This includes partial movement like the first part of the patrol of an enemy who is about to spot a corpse - hitting ESC would skip them up to the point where they see the corpse, and then if they take another movement after that, it will be skipped as well.

Now you can play fast ːsteamhappyː

Prediction Talents

We have resolved all reported issues with the prediction Talents like Cyber Knight Lookahead and Vanguard Anticipate. This includes bugs where sometimes they would lie and other cases where they would show nothing when the enemy was hunting around. Other bugs that were fixed were cases where the path would be incorrectly left on screen even if the enemy agent changed their mind about their move.

Better Hunt and Pursuit

We've vastly improved the enemy agent's thinking about moving to an event they are supposed to investigate and the pick of positions they make while hunting around an event. First, we've resolved the issue where, often on a long-distance trek to an event, an enemy agent would seem to "give up" too early and start hunting around. Second, we've just made the hunting more reliable and less likely to walk into a wall.

Improved Elevation in Combat
With Update #247, we've addressed a set of painful issues around gunplay over different elevations. With this update, we've reworked the rules and bonuses for elevations, so that any shooter who has a height advantage continues to get their bonus Accuracy % (same as before and shown in Accuracy breakdown, +15% for 4m or higher and +10% for 2m or higher) but also adjusting sightlines to give a downhill shooting advantage to those with the high-ground.

In a similar vein, we have adjusted sightlines for those who are trying to shoot up at enemy targets to ensure that the target is always truly visible and that you aren't "shooting through the floor" or worse, the walls. This addresses a number of considerations and concerns about certain parts of maps where it feels like the enemy agents are cheating and hitting you unfairly on the high ground.

Overall, gunplay over elevations feels a lot more like ... "like it should" now.

One-Click Loot

We have fixed some delays and UI oddities / double-click requirement around lootboxes. Click once for insta-loot. Loot them all, faster than ever before!

Red Skull Fixes

We've fixed some issues with the red skull marker that is shown in attack previews. The math that was used to calculate if the red skull should be shown was subtly different than the math that was used to cause the actual damage, which caused a bit of a drift. In fact, it causes a drift in all damage display of the animation section versus the static section.

This is now cleaned up with the math ordering being exactly the same and the red skull is accurate once again.

However, note that if you see a red skull and get a Glancing Hit, you are not guaranteed to kill. This is guaranteed kill for a full hit.

v1.10.55 - #247: High-Stakes Heist - 5/14/2025
- Corrected Cyber Knight to have a maximum of 7 implant slots
- Added "local alert" system - enemy agents will share their status and knowledge with other nearby agents
- Local alert removes the situation where one agent is firing at you, and the other is hunting around them
- New visual style for enemy agent quips on map ("What was that?!") and added new options
- Added all new quips for mecha infantry drones so that they don't use the human lines anymore
- Improved sight line rules over elevation - better advantage to attackers who are higher up, disadvantage to attackers who are below, no more shooting through walls or floors
- Fixed a large number of issues with Lookahead and Anticipate, either not showing a path or showing the wrong path
- Lookahead and Anticipate will now predict the movements of a hunting AI
- Improved enemy agent follow-through on dispatches from security - no longer go 1-2 Turns and then start Hunting
- Improved enemy agent hunting routines to be more useful, accurate, and not end up against walls as often
- Improved Fast Forward enemy Turns to skip partial movement (guard walks 50% of their movement, sees body will now skip the walk)
- Fixed issues with HUD during Fast Forward enemy Turns, offering to FF, but then when ESC is hit, saying it can't be done
- Camera pans to follow guards who are fast-forwarding their turns so that they don't move off-screen
- Fixed bugs with fast forwarding guards sometimes turning the wrong direction at the end of their move
- Improved math with the red skull estimating an enemy will be killed, but still not guaranteed if Glancing Hit
- Improved Lootbox reaction - one click to get the box open, no longer need click-delay-click
- Fixed issue where patrolling or hunting AI could get stuck on a fence and be unable to go over it
- Fixed multiple cases where enemy could get stuck while moving and soft lock game
- Fixed bug with Option for fast forward turns not always being selectable
- Removed confusing highlight zone near terminal in Tutorial
- Balance changes for Harrier Grip, Thunderbolt Grip, Nightshade Grip
- Improved screen scaling mode for Steam Deck 720p model
...

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