War Thunder - Blitzkrieg Wulf


The TOG II is a British experimental superheavy tank developed at the start of WWII in anticipation of a repeat of battlefield conditions as witnessed during WWI, however never saw production or service. This iconic British ironclad will undergo its trial by fire as it arrives to War Thunder as part of the game’s 11th Anniversary in the “Dreams Come True” event!

TOG II: A Premium Heavy Tank for Great Britain at Rank III

Features:
  • 94 mm gun!
  • Premium bonuses!
  • Poor mobility.
  • Large silhouette.


Meet the TOG II!

The anticipated TOG II will soon be joining rank III of the British ground forces tree as a new premium vehicle as part of the game’s “Dreams Come True” 11th anniversary event. A real old school heavy tank — let’s take a look and dive into the details of this awesome tank!

Developer’s note: “In War Thunder, the TOG II will have two variations to choose from in the form of a modification module: one will be its built prototype form that you may be familiar with that includes its 94 mm gun, and the other will be one of its intended final forms. Its intended final form includes added machine gun sponsons to the side, as well as hatches and a small cannon at the front that can fire smoke shells. We wanted to include its intended final form in some way in order to provide further exciting gameplay opportunities with this tank, as they ultimately enhance its abilities in battle.”



The first thing that will undoubtedly strike you when seeing the TOG II for the first time is its gargantuan proportions. It's long and probably big enough to hold a party in, but this was a deliberate design choice to use over trenches, which never came about. When it comes to the TOG’s primary armament, it’ll be a strong force to be reckoned with as it’s the powerful 94 mm gun! This gun possesses good rounds and ballistic properties, which means the TOG II will be able to effectively engage most opponents it will meet in battle.

Interesting: The name “TOG” is actually an acronym of “The Old Gang” which represents the tank designers who developed not only the TOG but also the first tanks of WWI.



The TOG II’s armor is decent for its rank, however is not the best overall, due to its mostly flat armor layout which is a weakness. The performance of the TOG’s diesel generator which supplies power to two electric motors can hardly be called impressive or even decent. Having said this, the TOG II will be more of a fun tank to play around in with your friends due to its meme-like nature. Practically speaking though, the TOG II certainly won’t be a suitable vehicle to lead charges with. Instead, it’ll be better suited to fortify and defend strategic locations from advancing enemies.



In your matches: Pro-tips when using the TOG II by Tom (Oxy), WT Community Manager (TL): “Keep yourself by cover and avoid sitting out in the open — It's a huge target, especially for aircraft (for real, it has more internal space than my apartment). All-in-all though, it’s not a vehicle to take too seriously, it has huge advantages along with huge disadvantages, and you’ll have the most fun with it if you approach it with that mindset!”



The legendary TOG II, which we’ve seen your excitement for after last week’s announcement, has finally arrived to War Thunder as part of the game’s on-going “Dreams Come True” 11th anniversary event. Participate and complete 6 stages in this event, and the TOG II will be forever yours!

This War of Mine - tommy


Hello everyone,

The latest game from 11 bit studios, developed by Starward Industries has landed!
Rethink human’s dominion in The Invincible: a story-driven adventure set in a hard sci-fi world by Stanisław Lem. Discover planet Regis III as scientist Yasna, use atompunk tools looking for a missing crew and face unforeseen threats. Make choices in a philosophical story that’s driven by science.

The Invincible is ready for launch. We are extremely grateful for your continuous support over the last years and happy that we could finally bring this unique, hard sci-fi adventure to you.

And if you wonder how much there is to uncover, let us say that you can get to 11 different endings. Enjoy the new launch trailer!



Learn more about The Invincible here:
https://store.steampowered.com/app/731040/The_Invincible/

Take care,
11 bit studios & Starward Industries

Nov 8, 2023
Shelter 69 - a.kedzior


Seeing it is not the same as feeling it, isn’t it? 😏
But is it possible, to experience the girls' love FOR REAL…?

Yes! 😍

We provide you with new, fabulous trinkets you can offer to your favourites. 🎁
Wait – don’t they look almost precisely the same as Lovense toys?
Could it be a coincidence? 😉
Of course not! Along with an extra little something for your ladies from S69 team, you also receive a treat from Lovense.

Get a -55% discount on Lovense toys till the end of November ‘23 and really feel the game. 😎

GET YOUR DISCOUNT!

PS: Nutaku also has planned something interesting for you – keep your eyes open for prizes up to 100 USD! Keep an eye on our Discord channel!

JNT DISCORD

PS2: Currently Lovense support is only available on Steam and Android versions. WebGL support will come soon!


Sincerely,
-- The JNT Team


Check out our social media:

Patreon JNT Games
Facebook JNTGames
Twitter/X JNT Games
Instagram INTERMARUM


https://store.steampowered.com/app/1905950/Shelter_69/
Nov 8, 2023
Cursorblade - RealPeachDev
Big Fix:
  • Fix the bug where the explosion collision from Bomblade's ability is smaller than it should be.

Also, I have received some feedback that the game needs more content, and I've heard you loud and clear. I'm currently working on a new character, and I plan to keep updating and improving the game.

If you enjoy the game, please consider leaving a review :)
Nov 8, 2023
Magnytour - fabiennede77
For an even more immersive view of the race and to discover new profiles, inspired by mythical races that cycling fans will undoubtedly recognize, download the new Magnytour update! Challenge yourself on our new routes and have fun!
Chinese Frontiers: Prologue - SolidGames
Experience with us the Updated version of Chinese Frontiers: Prologue. We will show you Prologue gameplay!
We are going on the air! :)

Please remember that Prologue has it's own store page on Steam, so visit also main page of Chinese Frontiers 👈 add the game to your Wishlist and Follow the community, not to miss any important updates and EA release in future! :)



Follow us also here:
👉 Discord
👉 Twitter
👉 Facebook
👉 YouTube

👉 👉👉 Add Chinese Frontiers to Wishlist & Follow the community
House of Jigsaw: Happy puzzling, Happy home - Tom van der Pluijm
🎃
Attention House of Jigsaw Enthusiasts!
🎃

The Halloween chapter in House of Jigsaw: Happy puzzling, Happy home will be closing its doors on November 19th. This means you have until then to immerse yourself in the spine-chilling puzzles and eerie atmosphere.



Don't miss out on the thrills and chills of this special Halloween experience. Solve the puzzles and enjoy the frights while you still can! After November 19th, the Halloween chapter will be retired.

Thank you for your support, and we can't wait to continue puzzling with you in our future chapters.

🧩 Happy puzzling!
Nov 8, 2023
Tim Climpy's Warfair - Common Blob
Small patch this time! Some smaller fixes as we near leaving early access!

  • Added new announcer audio
  • Updated Incendiary fire effects
  • Updated shaders
  • Fixed bot spawn issue on Island map
  • Reduced strength of cloud shadows
  • After your first death on a team gamemode, your spawn points will randomise to avoid spawn camping on Haunted House
  • Fixed some small issues with fog
  • Updated multiple components to improve performance
  • Fixed cursor disappearing if you paused on the deploy screen
  • Fixed icon for Invisible perk
  • Fixed icon for when you have no perk
  • Fixed mech spawning effect erroring and not showing
  • Improved performance of audio engine
  • Fixed an issue where bots would not get the correct skin assigned
  • Fixed issue with next/previous page buttons on main menu
  • Improved loading performance of maps
  • Tweaked some doors on Haunted house map
  • Fixed a performance issue in the main menu
  • Improved performance of ai navigation on El Mondo
CD 2: Trap Master - Willow
Dear Trap Masters,
Only 5 days till Early Access Release!

The Early Access version will have lots of content to provide a new experience each turn:
  • 100+ cards (traps, skills, powers) to explore builds with. Booby-trap enemies' routes, rain bombs and thunder on monsters, or simply summon soldiers to do the dirty work for you. There are more ways than you could imagine to guard your bases!
  • 40+ enemies to challenge in 100+ bases set in 3 types of landscapes including forest, desert and snowland, each with its own perks and restraints.
  • Dozens of Inscriptions and Treasures to spice up your strategy: Use Inscriptions to boost card effects (reduce cooldown, or - turn enemies into chickens!); Treasures are full of surprises to give you a little nudge towards the final victory!

You can check all these out in our Library feature!




Wishlist the game as we look forward to the Early Access Release!

https://store.steampowered.com/app/2330870/CD_2_Trap_Master/

We will be revealing our new trailer tomorrow. Stay tuned!!!

Klaus
Distant Worlds 2 - FremboT3
Hi everyone,

Since the release of Distant Worlds 2, we have been working diligently both to resolve reported issues with the game as well as make consistent improvements and feature additions through a series of free updates. The most recent was the “Discovery” update in early September, which came along with the Gizurean and Quameno DLC. Since then, we’ve been working on a new official update for you all, which we are calling the “Fleet” update. We have also been working on our next major expansion, the Return of the Shakturi, which will for the first time add a proper end game crisis to Distant Worlds 2 in 2024.

The “Fleet” update will release on November 13th and will be our last expected official update for 2023. It includes many improvements across all areas of the game, but focuses most on the area of improving fleet and ship behavior in almost every way. We’ve heard the feedback that there were still frustrations with how fleets and ships responded to certain circumstances, especially where manual orders and automation interact.



It also brings along a bunch of crash fixes, performance improvements and UI improvements, but I will focus this article mainly on the fleet and ship improvements. We had made many improvements to fleet and ship behavior over time, but it became clear that we needed a deeper dive in this area to make sure we were able to fully resolve the remaining reported issues. This turned out to be a major endeavour which took two months of development time as we went through every fleet or ship behavior-related issue in our backlog. The result is that fleets that behave much better for all manual/automated playstyle choices and also for the AI empires.

While investigating Fleet Movement, we resolved a number of issues which could cause movement orders to not be completed in a timely fashion, cause problems with ship collisions and fleet formations, or result in excessive short range jumps or jumps inside planetary bodies.

When looking at Fleet Engagement issues, we resolved bugs that could cause fleets to sometimes attack targets beyond their engagement range, or cause them to not break off attacks before moving well beyond their engagement range. Ships now are also better at considering all their weapons when deciding on their optimal attack range. We also resolved issues where fleets that were preparing or regrouping would sometimes wait too long before progressing their attack mission, even if combat was already underway and fleets are more intelligent about deciding how many of their ships they really need to take on a specific target.

There were various cases where Capture missions could fail. We improved the logic around this and made the assault strength of fleets and ships more visible, to make it obvious when a fleet or ship was able to take on a Capture mission.



Many issue reports involved cases where fleets were not choosing strategic targets as well as they should or not being as responsive to player queued targets as we would like. This general area took up much of our time. We addressed these issues from various angles and fleets are now much more responsive to player queued targets as well as more intelligent when automated in choosing their own targets. Fleets will now pay more attention to refueling to extend their attack range and not get unnecessarily distracted with other lower priority targets. There were also some cases where fleet targets in hyperspace could cause odd behavior – those have been resolved.

We also found an instance where ships that were in fleets were not using the full tactical logic to evaluate when they could take on targets individually, which could lead to some unfortunate kamikaze-style attacks – also now resolved. We also found an issue that could incorrectly trigger the fleet retreat logic, causing fleets to become much more indecisive and reassign targets too often in certain situations. That issue could affect both the tactical and strategic levels and has been fixed.

Another complaint was the situation where an enemy fleet was incoming to a friendly system, but an automated defense fleet might choose to take on another target of opportunity and leave the system. That will no longer happen if the defense fleet knows an enemy fleet is on the way to their location.



Invasion fleets and invasions also got an overhaul, to improve their ability to coordinate with attack fleets instead of embarking on invasions on their own and to make sure they were more responsive to invasion needs rather than focusing too much on loading and unloading troops within the empire.

Automated fleet formation and organization had some remaining issues which could cause fleets to not correctly match their fleet templates or cause fleets to become more strung out over time. There were various causes for this, all of which have been resolved. These fixes help keep fleets together better and keep unwanted ships out of fleets.

Fleet and ship refueling, including fuel tankers, has always been a complex area. We’ve made more improvements to fuel tanker behavior especially, to make sure that retrofits won’t cause refueling issues, that fuel tankers will coordinate with each other when choosing which is best positioned to refuel a fleet and that they will better avoid dangerous locations when keeping up with and refueling the fleets they are attached to. Fuel tankers will no longer seek to refuel ships that are currently on an attack mission, to better avoid danger, but they will refuel them before and after that mission.



Some non-military ships were still being careless about certain dangerous locations, especially those with ancient hostile bases. They are now much more aware of the threat and will avoid it. Colonization ships also had some remaining interactions that could cause less than optimal choices and those are now resolved both for manual and queued semi-automated colonization.

Finishing up the fleet and ship improvements, we found that in certain cases the empire logic would not update its knowledge quickly enough after a new world or mining stations was captured, leading the invading/attacking fleets and ships to have a long trip back to another location to refuel when they should have refueled on the spot. By forcing an update of the empire logic when such events happen, we should no longer see that issue.



I’ll also note that in related UI improvements, we now allow ship multi-select for all civilian ships as well and when you re managing your manual designs or troops, manually upgrading a design will now automatically disable Auto-Upgrading for that ship hull and manually setting troop garrisons will now automatically disable auto-garrison for the colony. We also fixed the click-through issue which could sometimes unintentionally assign an order to a selected ship or fleet when right clicking on the navigation panel in the Research screen.

We finally found and fixed the rare issue that could cause a stack of waiting messages to suddenly expire and be wiped from existence and we fixed the message spam that could happen when you destroy a pirate faction.



A few last important improvements include that automated troop recruitment now focuses on recruiting one troop at a time on a given world, completing recruitment of any existing troop before queuing a new one, thus minimizing sudden economic swings. We also fixed an issue that could cause only the most recent repeatable tech improvement to apply for certain techs and added the ability to abandon a colony. We also improved the AI for some population policies, mainly Resettle, which helps reduce the burden on the player and improves the play of the AI.

Finally, we have made a number of improvements to the base game data and events as well as including some fixes for the two DLCs we’ve released to date. Please note that the data and event fixes will only be available when starting a new game.



We hope the Fleet update will greatly improve your enjoyment of Distant Worlds 2! We are proceeding with work on the Shakturi expansion as well as another official update for Q1 2024, which will include our first two updated base game factions (the Humans and the Mortalen, with the Boskara and Zenox following soon thereafter).

https://store.steampowered.com/app/1531540/Distant_Worlds_2/
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