Super Squad - BadFox Studios



Description

Hey everyone! We're addressing some bugs that we've been seeing in game, allowing players to browse the menu while in queue, and adding some visual touch ups to the Strike Map - Silo City - and main menu.

Just an update on the bots filling matches. Unfortunately, this is no easy task but we are about to head into the implementation of bots filling matches which will reduce the maximum wait times for games, FINALLY, hopefully this feature will help grow our player base faster.

Would just like to say a massive thank you to each and every one of you that have shown their dedication to Super Squad, you guys make it easy to wake up every day and keep on working.

You're welcome to join our Discord to help give us feedback throughout early access! You can also take advantage of our LFG role, and communicate directly with the Devs!

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Continuation of the Beta Battlepass
While on off peak hours some players have been struggling to find games. We’re continuing the beta battlepass for 2 weeks, so that everyone has time to unlock those sweet sweet exclusives!

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Browse Main Menu while in Queue
You can now view the main menu while in queue. We pushed this last week, but we had some unexpected bugs occur when we pushed, so we rolled it back and have fixed the issues we were seeing last week!

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“Fog of War”
We are trialling only being viewable on the minimap while someone on your team or yourself can see the enemy, this happens even if they’re behind buildings. If this ends up not being popular it will be pulled.

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Chat Mute
You will now be able to mute players in the in-game chat. We here at Bad Fox are not about toxicity and so if you feel uncomfortable by some peoples chat you can mute them.

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Map Work
  • Visual update to the Strike map.
  • General collision work for Maps to smooth out collisions.
  • Visual update to the main menu
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Bug Fixes
  • One Two passive now applies the additional damage.
  • Bots no longer run through spawn.
  • Bots no longer contribute to players K/D/A.
  • Abilities should no longer allow you to travel into spawn.
  • More error handling on matches failing to start. - Unfortunately, one of the main reason’s games won’t begin (Waiting for X players) Is because we have not region locked the game yet, this will continue to be an issue while we grow the player base however we believe that we have handled some issues that made this happen more often than it should.
  • fixed some crash issues where the name wasn’t being fetched correctly on re-login
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Known Issues
  • Your keys may be set randomly in the options menu while changing settings.
  • Sometimes the escape key won't work when in various menus, right click on the game to re-focus the window, and ESC should work.
  • Keys at Launch and Rockets diffused are not tallying correctly at the end of the Strike Match score screen.
  • Sometimes key UI icons in Strike stay on the minimap after being collected
  • Some players may not be given a vote on the gamemode vote, we're looking into this.
  • Sometimes in squad select some players are given a wider aspect ratio than intended.
  • Sometimes when a Trooper respawns they can lose their overhead UI, we're tracking this down and should have a fix soon.
  • If you end the match with an ability being aimed, the aiming line/reticule will get stuck on screen. This can cause your abilities to lock off in the next game. If you have this bug go back to main menu before re-queueing and it will fix it.
  • Borderless/Windowed/Fullscreen don't seem to be setting properly, working on a fix.
  • Sometimes when another player disconnects when you are going into match, the screen will go blurry when you go back to main menu. Everything works fine, but just a bit blurry.
  • We've had one instance of Trooper's spawning with the incorrect UI, we're keeping an eye out for this, but haven't had any additional instances of the bug.
  • Some players are experiencing random crashes. Some of these have been fixed, but there may be more. If you experience this then join the discord and send over your log files to BadFox_Eddie. You can ask him how to get your log files and he'll help!
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Steam Build ID: 6999430
To view this go to Steam > Library > Right Click Super Squad > Properties > Updates
It's at the bottom of the small pop-up window and is a way for you to ensure that you're game is fully updated and able to play in the test.
嗜血印 Bloody Spell - 309236613

新增内容:
新增主线全程配音
更新女祭司的攻击、受击配音

修复内容:
修复之前一小部分拉跨配音
修复第十章部分地形碰撞bug
优化第十章帧数
修复使用小鲤时间暂停机关会卡住的bug
修复召唤小鲤然后切场景异常的bug
修复无面出场动画黑屏bug
修复无面无限后瞬移bug
修复过场动画结束后角色跳帧抖动的bug
第十章解密柱子那里给提示
修复女祭司投技时平移的bug
修复通关困难难度时成就无法达成的bug
修复嗜血印成就多一个的bug

New content:
Added main storyline dubbing
Update the voice of the priestess’s attack and attack

Repair content:
Fix a small part of bad dubbing before
Fix some terrain collision bugs in Chapter 10
Optimize the number of frames in Chapter 10
Fix the bug that when using Xiaoli time to suspend the mechanism will get stuck
Fix the bug that summoned the little carp and cut the scene abnormally
Fix the black screen bug of faceless appearance animation
Fix the bug of infinite teleport without face
Fix the bug that the character jumps and jitters after the cutscene is over
Chapter 10 Decryption Pillar Gives Tips
Fix the bug of translation when the priestess casts skills
Fix the bug that the achievement cannot be reached when the level is difficult to pass
Fixed a bug that caused one more BloodySpell skill achievement

Jul 8, 2021
The Other: Rosie's Road of Love - Rabbiton
RRoL is updated to v1.1, in this version:
- fixed some typos and monir bugs
- polished some details

Special thanks to the LPers who played the game!


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About using AA's savedata:
The engine RPG Maker MV has some unknown problems that may cause laggy issues on some PCs.
It may be laggy when using AA's savedate, especially when you had laggy problems playing AA. It seems that using the old savedata could bring the laggy performance into RR, otherwise RR itself should have a better performance than AA. In that case, it is sugguested to start a new game without using the savedata.
It looks like a problem depending on each player's PC environment (so is the "header is wrong" problem). I did consider changing the savedata part into a password, but for now it seems okay (seems...), and I prefer to keep the change to minimum since the game is already released...
Please let me know if you have problems when using AA's savedata, but no running problem when start a new game. If the problem affect most of the players I'll consider changing this function.

It is recommended to have at leaset an i5 CPU and 8GB RAM to run the game. (i5CPU+16GB RAM, i7CPU+8GB RAM are confirmed to be fine, but still, it is recommended to save frequently.)


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Now that the Art Book is released, the RPG development comes to an end.
I'll be focusing on Amelia's little adventure in the following weeks, but before that I do need a break. Things are a bit overwhelming, plus my hand hurts very much recently and I can bearly lift my arm. The development will resume when my hand recovers^^;
I'll post more dev updates on Twitter and may stream on Youtube sometimes, please follow and check the SNS if you're interested!
Don't forget to take care of yourself (and drink a lot of water!)

Thank you again for your support and kindness!
(I'm proud of this project and the art book anyway, and I hope you can enjoy them ːtwtpbearː)
*The the 3rd Popularity Vote is still going on!

See you next time!


~ Official Website ~
For regular news and dev progress (and to support the dev):
Dev blog | Twitter | Patreon
Zombie Army 4: Dead War - ross_rebellion
Hey Slayers,

Following your feedback on your experiences out there against the hordes, we’ve been hard at work trying to plug gaps in the barricades on the back end to make things more comfortable.

Full Patch Notes:

Legacy Controls:
• Removed an issue where scope was broken for some players, meaning re-scoping and stomping weren’t possible. Scope now works appropriately.

Abaddon Asylum:
• Supply crate remains in place after slayers exit safe room at beginning of mission.
• Proximity fuse at Nissen Huts now appears appropriately for all players.
• Gatehouse saferoom radio now plays music.
• Voiceover of The Baron no longer blocked by overly fast zombie slaughter, removing soft lock.
• Italian and Spanish subtitles for Bruno’s interaction with The Angel now match the voice over.
• Angel’s subtitles now match voice over regarding the gate seal.
• Eddie’s subtitles now match his voice over after destroying two seals.
• Subtitles for The Angel informing players where the satchels are now present for English, French, Italian, German and Spanish.

Terminal Error:
• Survive The Ambush objective now completes for solo players after killing all ambushing enemies. All enemies now spawn appropriately so that progress is not blocked.

Nightmare Mode, Mission 5:
• Fog clears and progress is possible after leaving an officer alive in the Fuze Puzzle area.

Windows Store:
• FMV Cutscenes at the beginning of DLC missions now run as they should.

Known Issues:
• Nightmare Achievement – We are aware that some players are not able to unlock the Nightmare Achievement.
• Missing Upgrade Kits – We are aware that some players are still experiencing missing upgrade kits and that this blocks the mastery of all weapons.

Our team are looking into these issues as a priority and hope to have an update in the near future. Thank you for your continued support and patience.
Happy slaying!

Panzer Corps 2 - Alberto
Hi everyone, we are releasing a new update for Panzer Corps 2. It is the accompanying update to 1942, which will be released soon.

You can find the changelow below. Please let us know what your opinions on the changes are.

v1.02.00 Changelog:

Bug fixes:
Fixed Multiplayer login in GOG version
Fixed slot calculations related to "Zero Slots" and "Reduced Slots" heroes
Fixed high ground effect incorrectly removed from a unit when it is split
Fixed players above 1 getting rewards for capturing flags many times
David vs. Goliath challenge no longer increases strength of allied AI units
Various other small fixes

Content:
Added Axis Operations 1942 DLC and its supporting assets (units, terrain etc.)

Gameplay:
Added a new player trait:
"Old Guard". At the end of each mission all dead units are reformed with 1 point of strength and halved experience.
Added two new special challenges:
"Limited Stock". Units which are usually available for purchase in unlimited numbers, have a limited stock instead (increased at the beginning of every scenario).
"Mortal Heroes". Heroes attached to a unit have a certain chance to die in combat every time their unit takes damage.

Rules changes:
Heroes can no longer be assigned to units with "No Management" trait
Steamroller trait now only works with units which also have Overrun trait
Air transports can no longer disembark outside airfields if they have already spent their movement action this turn
Also, air transports now have "Vulnerable Target" trait, which means that they are attacked with higher accuracy and take more casualties than before
Players with "Trophies of War" trait will no longer be given Scavenger heroes

Terrain:
Added Industrial terrain which is similar to City and can be used for additional visual variety
Added damaged cities, towns and villages (Damage is set in "Configure Hexes" editor mode, Damage parameter)

UI:
Added hotkeys for Switch (\ by default) and Forced March (= by default)
Added an option "apply to all units of the same class" for camouflages in Unit Details. When used, it works not only for existing units, but also for all future units which you purchase.
Added an option to add camouflage to Favorites. Favorite camouflages are shown at the top of the list, and so are easier to access.

Editor:
User scenarios can now change any of the game's data files with their own custom files. These custom files are configured in Edit->Scenario Params, Custom Files tab. The path to custom file is relative to scenario file. Custom files do not fully replace the standard files, but get merged with them, which allows to modify certain parameters and leave everything else unchanged.
NosTale - Anime MMORPG - [CM] Daveius GF


Between 9th July (11 AM) and 12th July (11 AM CEST) you’ll earn 50% more XP for your successful culinary experiments!

With the Chef specialist card you can become a wizard in the kitchen, preparing top-class delicacies.

Your meals provide buffs, and the higher your XP, the greater the level of your specialist card. The more cooking experience you earn, the rarer the meals you prepare.

Bon appétit!
The NosTale Team
112 Operator - Earl Grey
Greetings, Operators!

We finally know the release date for the newest DLC! Prepare to play The Last Duty DLC on July 14, 2021!

Prepare for:
  • deadly hordes of infected swarming the city,
  • new army units fighting on your side,
  • race against time - how many duties can you survive?
Is this really the end, though? Is humanity doomed? Or is it... A new beginning?

https://store.steampowered.com/app/1570180/112_Operator__The_Last_Duty

Best regards,
Jutsu Games Team
WE ARE FOOTBALL - Home
Change Notes Update 4
- 3 difficulty levels: Normal, Difficult, Boss; plus individual adjustment of the difficulty level (5 areas: Budgets, Negotiations, Club Ground, Scouting, Job Security)
- Difficulty level can be changed in the options at any time
- Scouting can be switched off completely via the difficulty level
- High difficulty in negotiations also influences the starting values for transfer offers
- Match header now changes in conference mode depending on match events (hotseat)
- Swag events (change of hairstyles, new hair colours, beards...) for generated players without photos
- Match report can also be called up from “League results” in the stats section
- Improved table display for the international competitions (groups of 4) in the statistics (GD/WDL added)
- Player of the year at the end of the season (for all countries, Europe, World)
- The correct players now react to half-time speeches
- Search settings are saved (up to 4 sets)
- Search for secondary positions possible
- Search for more than one setting for the player’s preferred foot is now possible
- Search settings can be reset
- Line-up selection with focus on “Experience” corrected
- Club motto is now saved correctly
- Team spirit tendency is now also displayed on the motivation screen, so that only the pure match effects are displayed after the match
- Sponsor negotiations now work similar to player negotiations and are generally more difficult
- Match information is now also displayed in the calendar
- Various improvements in the editor (older employees and presidents possible, title holders for 2021 can be entered, direct abort on error when exporting the DB, etc.)
- Learning of a MP works like learning of a SP, no more 80% matches in a season necessary
- Rotation requirements reduced for the default setting
- First improvements to the "promotion and devaluation round" (this happens mainly when you have signed a lot of unscouted players from unknown leagues)


Neuerungen Update 4
- 3 Schwierigkeitsgrade: Normal, Schwierig, Babo; dazu individuelle Einstellmöglichkeit des Schwierigkeitsgrads (5 Bereiche: Budgets, Verhandlungen, Vereinsgelände, Scouting, Jobsicherheit)
- Schwierigkeitsgrad jederzeit in den Optionen änderbar
- Scouting kann über den Schwierigkeitsgrad auch komplett abgeschaltet werden
- Hohe Schwierigkeit bei Verhandlungen beeinflusst auch die Startwerte der Vereine bei Transferangeboten
- Match-Header wechselt jetzt bei Konferenzschaltung mit
- Swag-Ereignisse (Änderung Frisuren, neue Haarfarben, Bärte…) für generierte Spieler und Spielerinnen ohne Fotos
- Spielbericht auch aus den Ligaergebnissen in den Statistiken aufrufbar
- Verbesserte Tabellen der internationalen Wettbewerbe (4er Gruppen) in den Statistiken (TD/SUN ergänzt)
- Spieler des Jahres am Saisonende (für alle Länder, Europa, Welt)
- Korrekte Spieler reagieren jetzt auf die Halbzeitansprachen
- Sucheinstellungen werden gespeichert (bis zu 4 Sätze von Einstellungen)
- Es kann auch nach einer Nebenposition gesucht werden
- Suche auch nach mehreren Einstellungen bei der Füßigkeit jetzt möglich
- Sucheinstellungen können auch wieder gelöscht werden („Reset-Button“)
- Aufstellung nach Erfahrung korrigiert
- Vereinsmotto wird jetzt korrekt gespeichert
- Tendenz beim Teamgeist wird jetzt auch auf dem Motivationsbildschirm angezeigt, so dass nach dem Match nur noch die reinen Matcheffekte angezeigt werden
- Sponsorenverhandlungen wurden an die Spielerverhandlungen angepasst und sind jetzt generell schwerer
- Matchinformationen werden jetzt auch im Kalender ausgegeben
- Verschiedene Verbesserungen im Editor (ältere Mitarbeiter und Präsidenten möglich, Titelträger für 2021 eintragbar, direkter Abbruch bei Fehler beim Export der DB usw.)
- Lernen einer HP geht jetzt wie das Lernen einer NP, keine 80% Spiele mehr in einer Saison nötig
- Rotationsanforderungen in der Standardeinstellung reduziert
- Erste Verbesserungen an der „Auf- und Abwertungsrunde“ (diese kommt vor allem dann, wenn man viele ungescoutete Spieler aus unbekannten Ligen verpflichtet hat)



KARDS - The WW2 Card Game - Thomas


Hello KARDS Community!

The Weekday Skirmish happens twice each month and is a one day Swiss format tournament. Each tournament will have a unique set of rules, challenging not only your play ability but deckbuilding as well!

We are extremely excited to announce the next weekday skirmish on July 14th! This time it’s Odds vs Evens!

Signups are live NOW: https://smash.gg/tournament/kards-weekday-skirmish-july/details

What does Odds vs Evens mean?

In this deck format, you will only be allowed to bring a deck that includes all even and a deck that includes all odd cost cards. This means in your deck, your cards' base play cost must all be an even number while your other deck must contain all base play odd cost cards.

Who will reign supreme as the ultimate limited format tactician? Start building your decks now as the action commences on July 14th!

Join the 983 Discord: https://discord.gg/dAbfkYF

FORMAT

  • Bring two decks from two different main nations
  • One deck can only contain all odd cost cards while your second deck can only contain all even cost cards.
  • Win with both of your decks to win the round. NO BANS.
  • Best of Three Conquest
  • Swiss Format
  • First round starts at 17:00 GMT
  • Top 8 get 100 Gold each

Sign up to play right now, right here:
https://smash.gg/tournament/kards-weekday-skirmish-july/details
Train Sim World® 2 - dtg_jd


https://store.steampowered.com/app/1418844/Train_Sim_World_2_Cane_Creek_Thompson__Potash_Route_AddOn/

Climb aboard for one of the American West’s most scenic, rugged, and challenging modern railroading experiences – with the new Union Pacific Cane Creek: Thompson - Potash route, now available for Train Sim World 2!

“Superlative” is a word that comes easily to mind when one witnesses the evocative Utah desert and canyon country through which the Union Pacific’s Cane Creek Subdivision passes – and it is a term that fully applies to this new Train Sim World 2 route as masterfully created by Skyhook Games!

Renowned for its extraordinary western scenery, the Cane Creek Subdivision extends from a connection with Union Pacific’s Green River Subdivision at Brendel, Utah south to Potash, Utah, 35.8 route miles. As created for Train Sim World 2, the route also includes a fast-paced five-mile section of the UP’s Green River Subdivision main line east from Brendel to Thompson, Utah.

Cane Creek: Thompson - Potash delivers heavy-haul, tough American freight railroading at its memorable and challenging best. From Potash to Brendel, the Cane Creek line climbs nearly a thousand feet in elevation over a profile featuring frequent gradients of 1.2 percent (in each direction), curves of up to 6 degrees, passage through 7,059-foot-long Bootlegger Tunnel, and a journey amid the towering, sheer cliffs of Moab, Bootlegger, and Dragon Fly Canyons.

By American railroad standards, the Cane Creek Branch is a newcomer. In the late 1950s, plans took form to tap massive potash deposits found along the Colorado River. By 1960, development of what would evolve into today’s sprawling potash mine and processing facility south of Moab were rapidly taking form, and the Denver & Rio Grande Western built a new branch from its main line at Brendel which was completed in 1962. The potash mine at the south end of the line began production in 1964 and the branch was operated by D&RGW as its Cane Creek Branch (or Cane Creek Spur) until the road’s merger into Union Pacific. D&RGW was combined with the Southern Pacific in 1988 and merged into Union Pacific in 1996.

Remarkably, the Cane Creek Subdivision gained a second source of heavy tonnage in 2008. Moab had long been the site of a Uranium mill which closed in 1984, leaving approximately 12 million tons of dirt tailings behind. While these tailings are only modestly radioactive, the risk of their erosion into the nearby Colorado River required eventually reclamation. Under the auspices of the United States Department of Energy, a burial site for the tailings was developed at Brendel and train loads of the contaminated soil began moving over the length of the Cane Creek Subdivision to Brendel.

Today, hauling potash from the mine at Potash and contaminated uranium mine tailings from Moab are the dual tasks of the Cane Creek Subdivision. Since both of these duties involve totting loads northbound – which is to say up a climb of near 1,000-feet in elevation – the route requires plenty of horsepower. To answer that call for motive power, the new Train Sim World 2 Cane Creek: Thompson - Potash includes a potent duo of contemporary Union Pacific six-axle, high-horsepower diesels – the venerable Electro-Motive SD40-2 and potent General Electric AC4400CW.

Between 1972 and 1980, UP purchased nearly 600 SD40-2s, and the railroad’s fleet of the versatile diesel grew even larger via UP’s mergers with Missouri Pacific, Chicago & North Western, and Katy, which together added nearly 500 more SD40-2s to Union Pacific’s roster. Today, the Union Pacific continues to operate a large fleet of the now veteran diesels which have been upgraded in a rebuilding program at Union Pacific’s Jenks Locomotive Facility in North Little Rock, Arkansas. Union Pacific classifies its rebuilt diesels as the SD40N.

Constructed by General Electric, the 4,400-horsepower, A.C.-traction-equipped AC4400CW is a landmark railroad workhorse. Union Pacific purchased more than 1,000 AC4400CWs between 1994 and 2004. And as with the SD40-2, mergers brought more AC4400CWs to the UP, with Southern Pacific and Chicago & North Western contributing more than 300 additional units. Union Pacific has begun to rebuild and upgrade its massive fleet of AC4400CWs, which are expected to remain in Pacific service for years to come. For the Cane Creek Subdivision route, the AC4400CW is provided in both clean and weathered versions.

Along with its pair of authentically crafted Union Pacific locomotives, the Cane Creek Subdivision route includes two types of covered hoppers – a cylindrical hopper in two weathered liveries and a new Union Pacific ribbed-side covered hopper. The covered hoppers feature animated roof hatches and interiors for loading. And also included are a tank car and a weathered open-top hopper (with and without graffiti).

Cane Creek: Thompson - Potash takes you to the heart of Utah’s legendary desert and canyon country in scenic settings that are awesomely realistic. You’ll work heavy tonnage over daunting grades, handle switching at the sprawling Potash mine and Moab dirt loading site, travel along the historic Colorado River, and pass below the famed sandstone Corona Arch. The route features a realistic selection of 12 scenarios and a challenging 24-hour timetable that will fully test your skills as a locomotive engineer! –Gary Dolzall



Climb aboard for one of the American West’s most scenic, rugged, and challenging modern railroading experiences – with the new Cane Creek: Thompson - Potash, now available for Train Sim World 2! After following the Colorado River, a northbound Potash Turn powered by a trio of Union Pacific GE AC4400CWs approaches fantastic Bootlegger Canyon.



Bound for the Cane Creek Subdivision, Union Pacific EMD SD40-2 1653 and kin are hustling at mile-a-minute speeds along the Union Pacific Green River Subdivision main line as the train sweeps through Thompson, Utah (above). On another day along the ex-D&RGW main, as seen from the cab of a UP AC4400CW, Union Pacific trains meet at dawn (below).





A Union Pacific turn powered by EMD SD40-2s swings onto the branch (above) and shortly thereafter crosses a steel girder bridge (below) as it makes its way south along the 35.8-mile line to Potash, Utah.





Masterfully created for Train Sim World 2 by Skyhook Games, the Union Pacific Cane Creek: Thompson - Potashfeatures superlative and dramatic Utah desert and canyon country that at times seems almost otherworldly. North of Moab, Utah, Union Pacific SD40-2s have a Potash turn in tow.



Moab, Utah was the site of a Uranium mill which closed in 1984, leaving 12 million tons of dirt tailings behind. With its “dirty dirt trains,” Union Pacific now transports these tailings to Brendel for burial. At Moab, Union Pacific AC4400CW 6190 and a sister are readying for a northbound departure (above). Moab is also the site of the north portal of 7,059-foot-long Bootlegger Tunnel, from which a trio of UP AC4400CWs have just emerged with a northbound Potash turn (below).





South of Bootlegger Tunnel stands fantastic Bootlegger Canyon, and among its many scenic wonders is Corona Arch, which stands tall above the Cane Creek Subdivision line (above). With loads of potash bound north, Union Pacific GE AC4400CWs are grinding between the sheer sandstone cliffs of Bootlegger Canyon (below).





The scenic southern end of the Cane Creek Subdivision traces the western bank of the wide and historic Colorado River. The new Cane Creek: Thompson - Potash Subdivision route includes a selection of twelve realistic scenarios and an action-filled 24-hour timetable that will challenge your skills as an engineer.



Motive power featured with Cane Creek: Thompson - Potash route is the veteran 3,000-horsepower Electro-Motive SD40-2 and the third-generation A.C. traction-equipped General Electric AC4400CW. The 4,400-horsepower GE is provided in both clean and weathered livery, the latter as illustrated by Union Pacific 6306.



Since it opened in 1964, the sprawling potash mine and facility at Potash, Utah has provided first D&RGW and now Union Pacific with heavy tonnage. A set of UP SD40-2s have just arrived at the large and distinctive mine with empties (below), while a trio of potent GE AC4400CWs are ready to begin their northbound journey with potash loads (below).





Heavy tonnage, tough grades, potent motive power, rugged desert and canyon country representing some of the most awe-inspiring scenery found anywhere in the world – all this awaits you on the new Train Sim World 2: Cane Creek: Thompson - Potash, available now!

Written and screenshots by Gary Dolzall

Train Sim World 2: Cane Creek: Thompson - Potash is available now on PlayStation 4, Xbox One, and Steam. Join Sam and Matt on Railfan TV tonight as they celebrate the launch. Watch live on Twitch or YouTube at 19:00 UTC 8th July.

Screenshots and images displayed in this article may depict content that is still in development. The licensed brands may not have been approved by their respective owner and some artwork may still be pending approval.
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