On the 6th of November 2025, starting from 7:00 CET, the server will not be available for 2 hours due to a planned server maintenance.

Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.
Update 18.1 Patch Notes
Fixes:
Camera Spy is working again
Campaign Sheriff did not pause investigation in Cagnali’s Order when he should have.
All doors in Dragon Dogs should open properly in the basement.
Black market refresh button is no longer active when the player does not have enough money.
Art Gallery and Afterburner rewards are increased.
Rare crash on cutscene and on mission restart fixed.
New area for playing soccer in shallow water in the Summer Town map. Requires a beach ball (can be picked up in the same map near inflatable dolphin) and 5 energy points. Rules are the same as for tennis game, you should try to keep the ball on your opponent's side of the field. Winning increases your sports skill (+3) but (usually) disappoints your girlfriend, while losing (usually) has the opposite effect.
Fixed music controls, disabling/enabling music both from settings and from audio speakers now correctly switches music.
When you use onsen, girlfriend now also sits down in the water.
Game engine is upgraded from Unity 2021 to Unity 2022.
Hello, GZW Community,
Our latest Dev Stream VOD is live, featuring an exclusive preview of Patch 0.3.5.0 with our CEO Mara, Tech Lead Johanny, and QA Lead Jacek.
This update brings a variety of exciting improvements, including major performance gains on low to mid-spec machines, thanks in part to the upgrade to Unreal Engine 5.5. You will also see reworked AI aiming and vulnerability, making PvE encounters feel more natural and immersive, along with many other enhancements.
Performance & Stability
Gray Zone Warfare has been updated to Unreal Engine 5.5, unlocking a huge leap in performance across all systems. Improvements include:
Significantly better CPU utilization, especially on mid- and low-end rigs
2 GB RAM and 400 MB VRAM savings
Noticeably reduced hitching and stuttering
AMD FSR 4 support
Smoother gameplay and improved visuals overall
AI Aiming Rework
Enemy AI has been completely reworked to react, aim, and shoot like real combatants. AI accuracy now depends on multiple factors like distance from target and effective range, weapon type, AI skill, their suppression, health, and even weather conditions such as fog or rain. AI can now lose or switch target lock dynamically when reloading, getting hit, or losing line of sight. This change should lead to more immersive and less frustrating combat.
Health System Rework
The health system has been reworked to provide a better experience when dropping enemies. The increased projectile penetration of bones and skulls, in combination with increased blood loss upon hit, will lead to a less spongy feeling when engaging AI enemies.
Audio Improvements
We’ve refined weapon sounds for clearer directionality. Gunshots should sound appropriate to their distance. Sonic cracks now behave properly based on projectile type and distance, so gunfights finally sound the way they should according to real-life physics.
Weapon Recoil Overhaul
Shooting in Gray Zone Warfare just got a major realism boost. Recoil is now driven by real physics and energy computations, as well as the position of the lower receiver, gas factor, barrel length, and attachments like muzzle brakes or suppressors. Your stance and movement now directly affect recoil. Crouching or going prone helps control your weapon, while running and firing on the move will challenge your aim.
Reworked First-Person-View Animations
We have optimized the first-person animations in various ways. First, we minimized excessive character movement and animation blending. The result should be much smoother movement, especially in CQB. Secondly, we have redone the weapon sway to better reflect the character’s movement while aiming a weapon.
New Death Cam
Downed characters will now subtly turn towards the origin of the kill shot.
New Server Region – Mainland China
We have added a new server to provide a better experience to our Chinese players.
Hundreds of Other Fixes and Improvements
From shader caching hitches and night lighting issues to NVG borders, audio cutouts, and task hand-in bugs. Overall, there are over almost 600 tasks resolved in patch 0.3.5.0.
We appreciate everyone who joined the live stream and all of you who keep supporting Gray Zone Warfare with your testing, feedback, and bug reporting. Your contributions are an essential part of the game’s ongoing development.
Every Move Matters,
MADFINGER Games


You have to start a new game.
It won't affect your existing saves.
The games won't be playable once this beta test ends.
It also doesn't include other features from the DLC, like the Shipwright or multiple ships for sale in station shipyards. It's just to test out the ship-building aspect. I'd like your feedback. How does it feel? Are there too many design points or too few? What's the best design you can come up with?
This thread should serve as the feedback hub for the beta test. Got something to say? Post it in the comments!
(You might need to try to join one of the "private betas" first, but there is no password, so just hit "check code" with it blank if the Shipyards beta doesn't show up.)
Here is a visual aid of the process, edited from a very helpful one created by Steam player JC:

Hi everyone!
First of all, I hope you’re enjoying the new 0.4 update for Tower Factory: Winterlands! I’m gathering your feedback to make small tweaks and adjustments, as well as to plan future updates.
That’s exactly what I want to talk about today: the future of Tower Factory. As many of you know, Tower Factory was released almost exactly a year ago, and since then I’ve added a lot of things: game modes, tower upgrades, bosses, unique rewards, new levels, new enemies, balancing… but there are still a few things left before Tower Factory leaves Early Access and includes all the content I planned from the beginning.
At the end of November 2024 I published a roadmap with estimated dates and updates. Those of you who saw it will have noticed that, as often happens, the dates have slipped. That’s why today I want to share an updated roadmap, with more realistic dates and a clearer plan for the remaining content leading up to Tower Factory 1.0.

Just a reminder: it’s only me working on this project, so development isn’t as fast as we’d all like. On top of that, unfortunately this year I had some unexpected personal issues that further slowed development. Even so, I believe the new dates are quite realistic and should be achievable!
As always, I’ll be reading your feedback and suggestions both in the Tower Factory community forums here on Steam and in the official Discord server (you’re all invited to join!)
Gius Caminiti

ICYMI: Vending Dokan! is now available in English, French, German and now in Japanese. And with each of them, we're releasing a special Gnome as a reward and several stickers to customize your machines. Ah oui, c’est pas mal! Endlich, das ist großartig. え、本当に!やっと遊べる!

You can now start and expand your vending machine empire in multiple languages. We'll keep adding more languages in the future as we progress through our Early Access development.
Keep an eye out for more content, new locations and features in November and December and check our roadmap if you'd like to see what's on the horizon in more detail!
As always, thank you all so much for your support, love and feedback to make Vending Dokan the best it can be. See you all in the next update!
We are beyond excited to finally bring SunderBound into your hands! As of today, you can request access to the SunderBound playtest from the game’s page on Steam! The playtest will be accessible and playable starting today, November 5th, 2025.
https://store.steampowered.com/app/1477750/SunderBound/
Let’s go through some questions that might pop up regarding the playtest:
Q: When will I receive access to the game?
A: We will allow the first wave of players to access the game as soon as this week, and will allow additional waves of players every update cycle.
Q: There will be updates?
A: Yes, we commit to updating the playtest build every two weeks to adjust balance, add bugfixes, and optimize performance. (so we will allow a new wave of playtesters every two weeks). Additionally, we commit to at least two larger content patches that will add new enemies and other goodies ;)
Q: For how long will the playtest be available?
A: For as long as we feel that we are getting actionable feedback from you, the players. That means at least two months. After that, if we still need to test out various features of the game, we may keep it open for longer; otherwise, we will close down the playtest to prepare for a demo release.
Q: How can I provide feedback?
A: Please join our Discord server if you haven't already. There, you will be able to write down your thoughts, report bugs, and find buddies to play co-op with. We will also be posting bi-weekly (so, once every two weeks, right?) feedback forms there, where you would be able to go into more detail, if you’d like. You can also post on Steam’s Community Hub - we will also monitor that space closely.
Q: I am a content creator. Can I make content for the game, and discuss it freely online?
A: Absolutely, in fact, we would be very happy if you shared your thoughts. If you are a creator and you would like expedited access to the playtest, do reach out to us on Discord, and we will consider providing one for you.
Important notice: SunderBound is a project that is still under development. This means that there is a lot of missing content, and you may experience bugs, glitches, and/or inconsistency in gameplay. This is a large part of this playtest, and we ask you for your patience if you experience them, and for your cooperation in reporting these issues on our Discord server, or in the feedback forms that the team will share there.
Thank you very much for your interest in SunderBound and we sincerely hope you enjoy the playtest. See you in Haven!
- Kipi Interactive
Hello Bog-Explorers,
Thank you all for your support, we've read your feedback and through the issues you had and deploaying some bug fixes now!
Malignent Mirror: When multiple lords died at once, not all of them would spawn their Torment Shards.
Fixing crashes with when Multistrike chance would reduce to 0.
Fixing crashes in the Boglands.
Fixing that "Green Goods Collector" would not properly register sent up items.
Fixing the alchemist Flasks and the elements unlocked for it.
Fixing that memoried traits would not show up twice.
Fixing that using memory potions on a trait would make variants available for which the level wasn't reached.
Fixing some issues with persistent data between runs were tags were not properly set leading to all kind of weird behaviour with abilities and traits.
Fixing that Beast Huntress no longer crashing the game when entering the Training Grounds.
Fixing that Final Growth: Quickhands won't give base speed increase but relative one.
Fixing that Bard entry in the compendium wasn't selectable with the gamepad.
Fixing that Blessings from the Boglands DLC get their level properly displayed.
We'll continue working on the stability and fixing more bugs. Please keep reporting!
Chasing Carrots