Hey friends,
Things are about to get unpredictable. Chaos Mode storms into Bzk Ball, bringing a wild new layer of intensity to every match.
Bzk Ball is a physics-driven sports shooter where every play revolves around the ball, and precision decides the winner.

In this mode, two tornados are always active on the field, drifting slowly across the arena. They can pull in players and the ball when touched, spinning everything through the air before tossing it back into play. The result? Constant movement, unpredictable rebounds, and plenty of room for inventive plays.
Every whirlwind changes how the match unfolds. Positioning, timing, and teamwork all take on new meaning when the field itself becomes part of the action.
Grab your friends, embrace the storm, and see who can keep control when everything turns to chaos!
☑️ Check Bzk Ball Playtest out and wishlist the game on Steam!
💬 Join the conversation on Discord and help shape the future of Bzk Ball.
👉 Follow us on X/Twitter, Instagram, and TikTok to stay updated.
Following the release of the Krone Agriculture Equipment DLC for both Euro Truck Simulator 2 and American Truck Simulator, we've also put together a brand-new episode of SCS On The Road. In this episode, you'll get a close-up walk-around of one of the real-life machines featured in the DLC!

Today, we're taking you to Spelle, Germany, the home of Krone Agriculture, where the team gave us an exclusive look at one of their most impressive machines: the Krone BiG X 1180. A huge thank you to Krone Agriculture and to Ingo Schoppe, Team Lead for Shows and Events, for walking us through the world's most powerful forage harvester with an astonishing 1,180 horsepower! Join us as we take a closer look and explore the full episode.
We hope you have enjoyed the interview and walk-around. And don't forget that you can already transport this machine, along with many others, in both Euro Truck Simulator 2 and American Truck Simulator with the Krone Agriculture Equipment. The DLC also includes a set of exclusive Krone-branded cabin accessories to customize your truck. Available now on Steam - don't miss it!
Also, make sure to stay connected with all the latest news by following us on X, Facebook, Instagram, Bluesky, TikTok, and YouTube, or by subscribing to our newsletter. See you on the road!
https://store.steampowered.com/app/3872930/American_Truck_Simulator__KRONE_Agriculture_Equipment/https://store.steampowered.com/app/3872920/Euro_Truck_Simulator_2__KRONE_Agriculture_Equipment/
Two new arenas, Bullet Subway and Wild West, are completely ready. A little more work is needed on Tower of Terror and Cube City, but I'll be done soon and completely rework the game on Steam.

The Office Hours Stream is LIVE🔴
Need assistance with Dungeon Alchemist⚗️, or have any suggestions for the dev team?
Don't hesitate to drop in during our weekly Discord Office Hours to chat with Dungeon Alchemist's Community Manager, Mac.
You can find this stream on the Official Discord of Dungeon Alchemist


Atari 50: THE NAMCO LEGENDARY PACK is officially releasing in less than a week on November 13, 2025!
THE NAMCO LEGENDARY PACK, features an all-new interactive timeline and set of games exploring the history of Namco titles on Atari hardware. Includes multiple versions of Atari PAC-MAN, GALAGA, GALAXIAN, DIG DUG, and XEVIOUS, along with video interviews, archival materials, documents, and photos from the era.
Wishlist today!
https://store.steampowered.com/app/3793940/Atari_50_THE_NAMCO_LEGENDARY_PACK/
Matchmaking represents another big step forward towards release!
Note there are some known server stability issues we’re working to fix ASAP!
The way official matches and matchmaking works has been overhauled completely, as the player you now only need to set some basic preferences and a builtin matchmaker handles the rest.
Official matches can now have any combination of gamemodes and tiers
The allowed tiers in a match will dynamically change to make sure all players stay within 2 tiers of eachother, i.e. a T2 restricts a match to T1-T4, if then a T1 joins the range becomes T1-T3 etc.
When an official match ends the players get to vote on the next map and game mode, the game creates a selection of repeating the same match or 2 randomly generated alternatives.
A player can now override an empty dedicated server into their preferred game mode, that means we don’t need seperate servers for seperate game modes anymore.
Although not yet implemented the game is now compatible with a future matchmaking service that will take skill level into account
Defined new achievements and their icons, functionality is not yet complete
New graphics for end-of-match win state
Players will now get half the win reward for ending a match in a stalemate. Win rewards will be removed for matches shorter than 3 minutes and halved between 3 and 6 minutes.
Fixed problem with UI anchoring of the first play / tutorial start overlay, also added a vignetted background to make it slightly more interesting
Tutorial getting blocked by the dialogue window blocking the shop buy button; the window is supposed to snap to another position to make room but this feature broke at the last second
Tutorial getting stuck if a person unlocks rocket tech or buys a new core before clicking trough the dialoge first, players will also start with 3 vouchers in case they accidentaly waste one e.g. by unlocking the wrong tech
Another attempt at making steam login more reliable (this is a bit hard to debug since the problem is hard to reproduce)
Resolved conflict with right-click hold to orbit the camera and right-click to delete parts, which overlap when using (the now default) simplified builder controls.
Fixed problem where the physics clone for a mesh collider would not be scaled and flipped properly leading to bad physics shapes for plain plates
Removed the Pinkwall AI build since hoverblade balance changes have made the design too difficult to control for the AI pilot
Fixed problem which caused raycasts to almost always miss on allies when they have their bubble shields up, making it difficult to continue healing them
Hello everyone,
The next Garry's Mod update is coming soon.
The current plan is to release the next Garry's Mod update on 12th of November at 3PM GMT.
This update will be backwards compatible with existing servers, so servers will not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes.
You can preview the list of upcoming changes here:
https://wiki.facepunch.com/gmod/Update_Preview_Changelog
Please note this list is still work in progress and is subject to change.
We kindly ask anyone willing to help us, players, modders and server owners alike, to test this update before it releases, to minimize any potential problems on release day.
Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the non-beta version of the game.
The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes.
You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting)
https://github.com/Facepunch/garrysmod-issues
Or at the very least in the comments below, or on our official Discord server or:
https://discord.com/invite/gmod
If you wish to set up a dedicated server instance using any of the beta branches, please see this article:
https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server
How to switch game branches:
Exit the game
Right click on Garry's Mod in Steam and select Properties
Go to the Betas tab and select your desired branch
None - This is the normal version of the game
Pre-Release - This is the next update
Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual