Flashpoint Campaigns: Cold War - camlo.k
Scenario After Action Report

Andrew Spearin, Producer, On Target Simulations

Introduction

The purpose of this AAR is to showcase how playing Flashpoint Campaigns: Cold War is less about gaming the systems, and more of an exercise in thinking and acting as a commander of ground forces. We'll take an analytical approach to how we planned our operations and see how the scenario unfolded; highlighting the strong points and invite any discussion on points to improve.

We are using the Every Cat is Black at Night play through from the October 16th, 2025 gameplay livestream on the SlitherineTV Twitch channel. You can watch the full battle in real-time action here. Read on below as we break down in further detail.

This will be a multi-part AAR posted below, with this initial post providing a situational picture of the scenario. Next, we'll look at the general plan for our primary course of action. We'll chronologically follow the main events as they unfolded. Finally, we'll assess the end results.


1. Situation:

Figure 1: Area of Operation, Most Likely ECOA

Every Cat is Black at Night
D+1 | 21 July 1989, 2300hrs - 0500hrs | West Germany vs Czechoslovakia @ Landau ad Isar
Scenario by Jo Lima; Mike Johnstone | Map by William van der Sterren


Player 1:
NATO: 4th PanzerGrenadier Division \[4.PzGrenDiv]
Commander: Generalmajor Berthold \[Andrew Spearin]
Second-in-Command: Oberst Borsack \[Gary Chezem]

Player 2:
Warsaw Pact: 9th Tank Division \[9. Tank Divize]
Commander: generálmajor Weiss \[CPU]


As the battle in Straubing developed, the Czechoslovakian 9th Tank Division began to drift south towards Landau ad Isar. With the Czechoslovakian 2nd Motor Rifle Division locked in combat with the West German forces in Straubing, the surrounding countryside south of the city held promise for quick exploitation. Unfortunately, the day was lost in the engagements in Straubing, and it was nighttime before the 9th was in a position to exploit the temporary local advantage the Czechoslovakian forces had.

In the 9th Tank Division HQ, there was severe indecision about making a nocturnal advance in the barely reconnoitered ground. Unlike their fellow countrymen north of Straubin, the Czechoslovakian forces in this area had been plagued by indecision and stop-and-go movement. The 2nd Motor Rifle Division was in a difficult position since, even though it had succeeded in opening a gap in the 9th Tank Division, it had entangled itself with the West German forces in Straubing. This earned the Divisional Commander a stern rebuke from the Army HQ, which was still demanding continued pressure and relentless advance.

The West German 4th PzG Division had reasons to feel marginally more optimistic. Not only had they stopped two Czechoslovakian divisions, but they could now use the night to maneuver reinforcements and consolidate their defense. At a higher level, NATO had concerns over the fact that the Czechoslovakians had secured a bridgehead over the Donau and that there were no forces to make an immediate counter. They were going to have to rely on aerial and artillery attacks to eliminate and harass the bridgehead forces. There was also concern over the gap south of Straubing. It was uncertain whether the Czechoslovakians would exploit it before the 4th PzG Division could plug it. The Divisional Commander of the 4th PzG Division wanted to consolidate his defense and counter-attack at first light on 22 July. For that purpose, the commander was moving armored forces hastily toward the area. Unfortunately, the counter-attack against the bridgehead was not meant to be.

During the early evening of the 21st, the Czechoslovakian High Command, under Soviet pressure, took control of operations in this area. In a frantic affair, the forward groups of the 9th Tank Division were consolidated into a mighty armored fist with orders to make a night drive towards Landau ad Isar and beyond if possible. As they started the advance, they realized they had just moved towards a gap in NATO's defenses. Being the defender in their own land, the HQ 4th PzG Division was quickly made aware of this. The division immediately began rushing forward with whatever mobile forces they could assemble to throw against the flank of the advancing Czechoslovakians.


Annex A: Order of Battle (ORBAT) 4.PzGrenDiv

  • HQ 4. PzGrenDiv

    • HQ JgBtl 47

      • HQ 2/JgBtl 47

        • 1/2/JgBtl 47

        • 2/2/JgBtl 47

        • 3/2/JgBtl 47

      • HQ 3/JgBtl 47

        • 1/3/JgBtl 47

        • 2/3/JgBtl 47

        • 3/3/JgBtl 47

      • HQ 4/JgBtl 47

        • 1/4/JgBtl 47

        • 2/4/JgBtl 47

        • 3/4/JgBtl 47

      • HQ 5/JgBtl 47

        • 1/5/JgBtl 47

        • 2/5/JgBtl 47

    • HQ PzAufklBtl 4

      • HQ 2/PzAufklBtl 4

        • 1/2/PzAufklBtl 4

        • 2/2/PzAufklBtl 4

        • 3/2/PzAufklBtl 4

        • 4/Radarzug 4

      • HQ 3/PzAufklBtl 4

        • 1/3/PzAufklBtl 4

        • 2/3/PzAufklBtl 4

        • 3/3/PzAufklBtl 4

        • 6/Radarzug 4

      • HQ 4/PzAufklBtl 4

        • 1/4/PzAufklBtl 4

        • 2/4/PzAufklBtl 4

        • 3/4/PzAufklBtl 4

        • 4/4/PzAufklBtl 4

        • 5/4/PzAufklBtl 4

        • 6/4/PzAufklBtl 4

        • 8/Radarzug 4

      • HQ 5./PzAufklBtl 4

        • 1/5/PzAufklBtl 4

        • 3/5/PzAufklBtl 4

          • 2/5/PzAufklBtl 4

        • 10/Radarzug 4

    • HQ 4/RakArtBtl 42

      • 1/4/RakArtBtl 42

      • 2/4/RakArtBtl 42

    • HQ 5/RakArtBtl 42

      • 1/5/RakArtBtl 42

      • 2/5/RakArtBtl 42

    • WG WLR


Annex B: Intelligence Preparation of the Battlefield (IPB)

Area of Operations
Landau an der Isar, Bayern, West-Germany | 48°40'00"N 12°42'00" | 20 x 15 km area

Named Areas of Interest (NAI):

  1. APPLE: A high value objective along the A92 mobility corridor; anticipated as a chokepoint for the main effort

  2. BERRY: Left flank area with minor objective

  3. CHERRY: Right flank area overlapping PIR EAST

  4. DRAGON: Blocking position at a critical junction along the mobility corridor that leads to Landau an der Isar

  5. ELDER: High value objective area

  6. FIG: Critical objective area at western edge of the AO

Priority Intelligence Requirements (PIR):

  1. NORTH: required to monitor for a left flank maneuvre

  2. EAST: required to monitor a right flank maneuvre

Terrain & Weather Analysis

Weather forecast is clear, with no moon 0% illumination.
Dawn is at 02:56

Enemy Forces

The 18th Tank Regiment of the 9th Czechoslovakian Tank Division is the expected opposing force.

Intel reports indicate that local enemy forces may contain 50 to 60 Recce, over 80 Tank, over 80 APC, over 80 Inf, 6 to 10 SP AT, 10 to 20 AT, over 80 HQ, 20 to 30 AD, 6 to 10 SPArty, 40 to 50 Arty, 30 to 40 Utility and 1 to 5 WLR subunits.

A typical force structure for a Czechoslovakian armoured reconnaissance element could look like this:

A typical force structure for a Czechoslovakian tank battalion could look like this:

NOTE: Intelligence reports T-72 tanks are equipped in the forward elements of this force.

A typical force structure for a Czechoslovakian artillery battalion could look like this:

NOTE: Intelligence reports 130mm M46 are equipped with this artillery battalion. They are likely equipped with illumination rounds to enhance their night fighting capability.

Enemy Doctrine

Expect a high tempo as the enemy tank division is pushing towards a breakthrough.
Reconnaissance elements will be in the lead, likely taking main roadways until making contact.
Expect T-72 tanks as their primary force, followed by motor rifle companies and second echelon tanks.
Artillery with this division is limited, but still effective.

Enemy Courses of Action (ECOAs)

Most Likely ECOA:
Main effort moving fast along mobility corridor towards APPLE

Most Dangerous ECOA:
Forces split with flanking elements through BERRY and/or CHERRY
High mobility advance party moving faster than our force can arrive to DRAGON, ELDER and FIG

Intelligence Gaps
Our forces are moving into the AO from the north-west and currently do not have active information from any NAI or PIR. Rapid movement of armoured reconnaissance to monitor PIRs is imperative.

Assessment
According to enemy doctrine, the MLECOA and MDECOA are both anticipated.


2. Mission

Block further penetration by enemy forces along the A92 corridor.

3. NATO Planning

Knowing that the 2ic has experience combat on this battleground before, the Generalmajor consulted an opinion as an initial consideration.

Oberst Borsack wrote:In the past, I've tried to take advantage of the southern side of the river... it's a good flanking route. However, you have to really commit to it or else you end up having forces where they are not needed.

Maybe just a town and high country defense of the objectives.

Time is of the essence for this meeting engagement, and a flank maneuvre south of the river would be time consuming and risky. The 2ic's advice will remain a consideration if resources allow.

ELDER will be a focus area for consolidating infantry to conduct a stalwart defensive position along the mobility corridor.

We also require infantry, supported by tanks, in BERRY which contains a tertiary objective. These forces will be used to slow the advance and potentially launch a counterattack into APPLE, if the opportunity presents itself.

Armoured forces will screen and attempt to slow down the enemy main effort in APPLE and BERRY.

2ic chimed in with some good advice, this time, regarding the deployment of tanks in BERRY:

Obsert Borsack wrote:It might be good to put one platoon on the north side of the river and the other two on the southern side because we're not going to stop them from taking the APPLE objective, so if we can hit them on the way by...

With the first delay force ready, we noticed a treeline south of CHERRY that offers a concealed location to monitor PIR EAST and intercept a potential enemy flanking maneuvre.

The initial orders we issue to our units are going to set the entire battle's trajectory, so we must carefully plan and prepare to pivot our COA as the situation changes.


4. Execution

Turn 1 (Setup): 23:00

The initial advance party is small: a handful of tanks, infantry and armoured reconnaissance with ground radar. We need to be economical about sending them into our initial priority areas and establish pickets to monitor the mobility corridor.

Orders:

- 3/PzAufklBtl 4 equipped with Leopard 1A5 tanks, armed with 105mm L7 cannon and equipped with nightvision are tasked to BERRY, setting positions on both sides of the Ressinger Bach.

- 5/PzAufklBtl 4 are typically armoured reconnaissance scout teams, but are bolstered by MG3 machine gun teams and a Carl Gustav team. So they will need to perform as mobile infantry to begin with until they are reinforced. They are being sent to the town of GANACKER and setup defensive positions to cover the objective in DRAGON.

- 2/5/PzAufklBtl 4 draws the short straw and is detached to seize the treeline south of CHERRY to monitor PIR EAST.

- Our two TPz Fuchs + RATAC units with ground search radar and being deployed in depth positions and set up to detect the approaching enemy.


Turn 2: 23:23

As the intial orders are carried out by our advance party, our first reinforcements arrive. A troop of Leopards accompanied by another RATAC enter the AO from the north.

Orders:

- 4/Radarzug 4 will move 1.5 km east and monitor PIR NORTH, hopefully to give us our first detection of the approaching enemy.

- 2/PzAufklBtl 4 is tasked to move hasty south to GANACKER and pivot east to set up defensive line in the treeline covering CHERRY and PIR EAST.


Turn 3: 23:46

The bulk of our Jaeger Battalion has now arrived in the AO, with an additional troop of Leopards and a few SpPz Luchs A3 recce units. We can use these units to bolster our advance party troops and establish a new defensive line in ELDER.

The objective in APPLE has fallen to the enemy. We have no contact reports from the area, but it's a reasonable assumption these are the advance reconnaissance units moving along the mobility corridor.

Radar detects our first enemy contact: 10 to 20 tanks moving south on St2325 into PIR NORTH.

Orders:

- 5 and 6/4/PzAufklBtl 4 are sent to cross the Isar at LANDAU and move hasty east and prepare to cross back north. 2ic gets his wish granted for this maneuvre.

- 4/PzAufklBtl 4 Leopards head south to reinforce the infantry at GANACKER.

- 2/JgBtl 47 mount up in their Unimog 1300 L utility vehicles and deploy defenses in HAIDLFING and support the 3/PzAufklBtl Leopard tanks in BERRY. 4/4/PzAufklBtl 4 will move with 3/4 to screen forward of the infantry and tanks, gaining sight on enemy forces in the vicinity of APPLE.

- 3/JgBtl 47 will move to establish a depth position in ELDER.

- 4/JgBtl 47 were initially intended to bolster DRAGON. However, due to 2ic's worries, this unit is being sent to WAIBLING as a reserve force to rapidly deploy when needed.


Next: Contact!

You can read the rest of Andrew's AAR as it develops on our forums here

5:22am
Geometry Arena 2 - 011 Games
Fixed an issue introduced in v0.7.4: the Swordmaster's rotating swords were incorrectly treated as the player's collider, causing enemies to collide with the player from a distance.
神游课本 - 蹦蹦狗狗

各位同学好!ːsteamhappyː

试玩版上线已有几日,我们收到了不少反馈,非常感谢大家的关注和支持!我们根据反馈做了一些更新,主要如下:

1. 引导优化:补充英语单词卡封面提示、语文初始关提示、数学手绘提示

2. 视效补充:给数学关的食物们加了拖尾特效,丰富了一下桌面背景

3. 关卡优化:删减并修改了个别数学关卡,并对数学关进行了简单装修;调整了语文个别关卡顺序

欢迎关注我们的官方账号、加入群聊并给我们留言,我们期待大家的反馈!

bilibili、小红书、小黑盒:神游课本

玩家交流QQ群:1058897724

Home Wars - Insane Dreamers

Hello, Generals!

Hoping you'll enjoy it, I'm sharing the news just released about my new co-op multiplayer FPS game "Home Wars: Battlefield" in development (ADD it to your WISHLIST):

"Hello, soldiers!

Today, we're talking about a different "category" than the usual vehicles in "Home Wars: Battlefield."

In this game, the player can summon vehicles, aircraft, ships, and submarines, but what about defenses?

We'll begin to delve into this unique sector, and we'll do so by introducing the new H-77 "Longshot"!

It's almost always true that offense is the best defense, but sometimes the best defense is defense!

Imagine a small squad of riflemen in a fortress besieged by dozens of hungry insects. In this case, if the riflemen went outside to attack the enemies, they would be torn to pieces; conversely, building defenses would give them a better chance of survival.

What are these defenses?

There are different types of defenses, ranging from classic barbed wire to more robust barricades, or from small-caliber fixed emplacements to actual heavy artillery pieces, as in this case.

Over time, if you follow the various MEETs, you'll learn what these defenses are.

I'd also like to include a small set of plastic bricks, with which players can build basic fortified bases in battle.

In any case, all defenses are static; at most, they can rotate.

Each active defense, for now, will require a soldier (human or bot) to function.

Players can purchase them like any other vehicle, except that they deploy immediately.

I haven't yet decided whether construction will be instantaneous or whether players will need to use some sort of hammer to assemble them. What do you think?

Let's get back to our H-77 "Longshot"!

This artillery piece is a 155 mm howitzer, designed to hit enemies far away with high-explosive projectiles, using an indirect trajectory.

It goes without saying that this artillery is defenseless at short range, which is why it's best to deploy it as far back on the battlefield as possible, so you can be protected by your allies.

The further the shot, the longer the projectile's flight time, so consider slow, stationary, or crowded targets.

As you know, I'm a huge fan of long-range artillery, so I'll try to make sure you're not disappointed and give them as many options as possible!

If you have any questions or suggestions about DEFENSES, please don't hesitate to ask; this is the perfect time to introduce changes to my ideas and improve everyone's gameplay!

THE ONLY GOOD BUG IS A DEAD BUG!"

This is the link to the new game, add it to your WISHLIST:

https://store.steampowered.com/app/3279330/Home_Wars_Battlefield/

PAPERHEAD EP.0 - paperhead.dev
Yo!

Yeah, that's right!

EP.0 OST release this Halloween!

Meanwhile, check out this teaser track for now!

https://store.steampowered.com/app/2680280/PAPERHEAD/

PAPERHEAD - paperhead.dev
Yo!

Yeah, that's right!

EP.0 OST release this Halloween!

Meanwhile, check out this teaser track for now!

https://store.steampowered.com/app/2680280/PAPERHEAD/

EVE Online - EVE Online

Capsuleers,

The Crimson Harvest reaches its blood-ridden pinnacle, as the clash between the Blood Raiders and the Order of St. Tetrimon intensifies. So far, blood has reigned all over New Eden, as capsuleers have taken on a host of new and returning activities for great rewards.

As of today, site distribution across all of New Eden has expanded, with Class 3 Biocybernetic Incident sites now surfacing in highsec. Tetrimon Frontline Base and Dark Blood Gauntlet sites can now also be found in the lowsec constellations of Semou, Jayal, and Hed.

Battle-hardened capsuleers will find no shortage of foes or rewards.

New Rewards, New Power

The seasonal reward track has been extended, bringing new items and a final reward crate containing at least a blueprint for any available Blood Raider ship – with the most fortunate capsuleers landing the fabled Dagon or Molok. Keep unlocking rewards on the challenge track to claim it before the Harvest ends at 11:00 UTC on 4 November.

The Deathglow Remnant SKINs return as standout prizes, attainable both through daily login rewards and along the seasonal track. Other daily rewards include Skill Points, as well as SKINR design elements to forge your own blood-soaked aesthetic.

In celebration of this grand finale, the Cruor and Ashimmu have received a ship balance pass. Not a temporary boost, but a permanent evolution, reflecting their Blood Raider legacy.

Prepare for the Final Push

Crimson Harvest Community Fittings are now available in-game, tailored to the latest sites to help capsuleers run operations more efficiently. For those seeking deeper tactical insights, here are a few helpful guides:

Ongoing Offers and Celebrations

While the battles rage on, capsuleers can bolster their efforts through several ongoing promotions:

  • Crimson Harvest Packs – Two limited-time packs packed with PLEX, SP, SKINs, and SKINR elements.

  • Twitch Drops – Tune in to EVE Online streams to claim Crimson Harvest drops, including SKINs and boosters.

  • Crimson Harvest Merch – Head over to the EVE Merch Store for Crimson Harvest themed clothing, accessories, and special posters.

Make Blood Reign

As the skies of New Eden burn crimson, the final push will decide who will reign, and who will be claimed by the Harvest.

https://store.steampowered.com/app/8500/EVE_Online/

https://store.steampowered.com/app/1872800/EVE_Vanguard/

Quarantine Zone: The Last Check - G_Gene

Hello, everyone!

We are continue the series of text Q&As we are running on a weekly basis on our Discord server.

Check out the questions that fellow community members asked last week:
In future versions, will the infected suddenly fall to the ground, twitch, and then get up before attacking?

This is something that we wanted to add, but we not have the time with all the other priorities in regards to development, but we might be able to add after the release as a part of an update.

What kind of accessibility features/options are planned, if at all?

We are planning to add accessibility support for colorblind and hearing impaired, providing people with an option to play the game without an issue.

Will there be any special objectives were you need to liquidate a healthy survivor or keep an un-trasformed infected in quarantine until evac

Yes, there will be a somewhat similar option, you shall see in the full release

Do you know a price for the game yet? Like how much it will be? And do you have a release date yet other than just November? I'm very excited

The moment we have the information to share with all of you, we'll be making an announcement.

Are we gonna be able to research biological weapon stuf like the famous t -virus into weapon research

While there will be research in the lab, it won't give you such research as this is not a game about bio-weapons and evil corporations.

Is there gonna be, like, ethics options? Like, let’s say there’s an option to purposefully infect someone to study the process of transformation, would you be able to not do that in order to stay ethical? And would those choices affect anything else, like the reputation system someone else proposed?
There will be such options given to the players when story line will arrive

Are there any plans to include a more set storyline? will it be chapter based? or is it more of a roguelike to see how many days you can survive?

There is a planned story mode with a set storyline for the game. Endless mode will be available on launch day. So you will be able to both beat the game in a conventional sense and have an option for a "roguelike" playthrough, as it's put in the question.

We are looking forward to more of your questions!

Join Discord to ask questions and get answers earlier

About Quarantine Zone:

Border checkpoint simulator meets zombie apocalypse. Command the last checkpoint, inspect survivors, and decide their fate: trust, quarantine, or liquidate.

Play demo here: https://store.steampowered.com/app/3525400/Quarantine_Zone_The_Last_Check_Demo/

You can also find us on other social media:

Quarantine Zone onhttps://www.reddit.com/r/QuarantineZoneGame/Reddit

Quarantine Zone onhttps://x.com/BG_QZoneX

Quarantine Zone onhttps://www.tiktok.com/@quarantine_zone_gameTikTok

Home Wars: Battlefield - Insane Dreamers

Hello, soldiers!

Today, we're talking about a different "category" than the usual vehicles in "Home Wars: Battlefield."

In this game, the player can summon vehicles, aircraft, ships, and submarines, but what about defenses?

We'll begin to delve into this unique sector, and we'll do so by introducing the new H-77 "Longshot"!

It's almost always true that offense is the best defense, but sometimes the best defense is defense!

Imagine a small squad of riflemen in a fortress besieged by dozens of hungry insects. In this case, if the riflemen went outside to attack the enemies, they would be torn to pieces; conversely, building defenses would give them a better chance of survival.

What are these defenses?

There are different types of defenses, ranging from classic barbed wire to more robust barricades, or from small-caliber fixed emplacements to actual heavy artillery pieces, as in this case.

Over time, if you follow the various MEETs, you'll learn what these defenses are.

I'd also like to include a small set of plastic bricks, with which players can build basic fortified bases in battle.

In any case, all defenses are static; at most, they can rotate.

Each active defense, for now, will require a soldier (human or bot) to function.

Players can purchase them like any other vehicle, except that they deploy immediately.

I haven't yet decided whether construction will be instantaneous or whether players will need to use some sort of hammer to assemble them. What do you think?

Let's get back to our H-77 "Longshot"!

This artillery piece is a 155 mm howitzer, designed to hit enemies far away with high-explosive projectiles, using an indirect trajectory.

It goes without saying that this artillery is defenseless at short range, which is why it's best to deploy it as far back on the battlefield as possible, so you can be protected by your allies.

The further the shot, the longer the projectile's flight time, so consider slow, stationary, or crowded targets.

As you know, I'm a huge fan of long-range artillery, so I'll try to make sure you're not disappointed and give them as many options as possible!

If you have any questions or suggestions about DEFENSES, please don't hesitate to ask; this is the perfect time to introduce changes to my ideas and improve everyone's gameplay!

THE ONLY GOOD BUG IS A DEAD BUG!

Super Fantasy Kingdom - SuperFantasyKingdom

Hey everyone 👑

here are the patch notes for yesterday's patch. Sorry for the delay, but I went straight to working on the next update that is currently being tested and will be released today. It will be the biggest update yet.

The most important change is destroyed siege engines are not counting as death anymore, which was caused by a bug and just unfair. That is also the topic of the balance changes this time around. They are aimed at making the game more fair, without making it too easy. Buffing cadus and the clown should also help the undead kingom greatly.

The other changes are aimed at improving clarity, like making it more obvious how to switch kingdoms or that you can exit the game safely in the morning to resume your run later.

Steam Reviews

Please make sure to leave a Steam review, sharing your thoughts and feedback about Super Fantasy Kingdom. They're a powerful way to let me know what you think and help out quite a bit! I'll continue to look through them as more patches come out.

New features/QoL:
  • Siege engines getting destroyed does not count as a death anymore

  • Humans thickets are also brown to make them less likely to be confused with bushes

  • Items in the world are always visible now

  • Kingdom switcher is more obvious now

  • Give up description states that it is related to combat already having started

  • Exit button is green to display that you can click it without losing anything

Balancing:
  • Bone Golem reduced attack speed by 30%

  • Cadus increased base damage by 1

  • Clown increased base damage by 1, but reduced scaling slightly

  • Boss Magister reduced speed

  • Monster Leech reduced health by 1

  • Monster Leech does no damage anymore, just applies poison

  • Monster Arcanist reduced damage slightly

  • Monster Bard reduced damage

  • Monster Bee reduced damage

  • Monster Banshee reduced damage slightly

  • Monster Banshee reduced resistance 40 -> 30

  • Monster Battle Mage removed armor 30 -> 0

  • Monster Battle Mage increased resistance 15 -> 25

  • Monster Colossus reduced damage

  • Monster Cyclops reduced damage slightly

  • Monster Berserker removed armor 25 -> 0

  • Monster Dinosaur reduced damage

  • Monster Minotaur removed armor 30 -> 0

  • Monster Treant removed resistance 25 -> 0

  • Monster Shaman increased damage

  • Monster Paladin reduced health and damage

Fixes:
  • Fixed being able to call the Scientist before unlocking him

  • Fixed swapping tax mode after skipping a cutscene

  • Fixed Rickards damage being displayed wrongly in his sheet

  • Fixed item Rejuvenation icon

  • Fixed flag button wanting you to update mine

Thank you for your patience!

Feryaz

Join the Super Fantasy Kingdom Community

Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.

If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3592251705

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