With the start of Steam Autumn Sale the nominations for annual Steam Awards are opening! Car Mechanic Simulator VR which final form was shaped thanks to all the feedback we gathered from gamers is up for the challenge.
While our game is eligible for 10 different categories there is of course one that comes to our minds and it's naturally the "VR Game of the Year" Award. If you had a chance to try it out and liked it, why don't you take a little break from repairing these cars, take a sip of cofee and
Vote for CAR MECHANIC SIMULATOR VR as nominee for VR Game of the Year Award!
If you haven't played it yet we have good news as with the Autumn Sale CMS VR is discounted by 22% so go ahead and give it a try!
Update 0.10.11 brings a new Dockyard, New Year activities, and other fresh new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!
Starts:Thu. 25 Nov. 17:30 CET (UTC+1) Ends:Tue. 30 Nov. 06:30 CET (UTC+1)
Сommanders, thank you for participating in the Public Test for Update 0.10.11! Your feedback helps us to improve the version and to fix errors. Check out the changelog and join the second session of the Public Test!
Changelog
Balance changes to X Zaō, VIII Tallinn, VI Fubuki, X Yueyang, and some other ships were made. Details are available in our Development Blog.
Updated the videos and fixed several issues in the Dockyard.
Reduced the volume of the background sound effects during battle for the "Low" and "Ultra" sound quality settings.
Fixed several technical and interface issues with submarines.
Fixed visual issues in the London port.
Fixed an issue which caused the ships on the "Loop" and "Sleeping Giant" maps to get stuck near some islands.
Fixed an issue which caused bots in Co-op battles to frequently collide with islands.
Fixed an issue because of which the "Interval between individual shots" parameter was not displayed in the description of the alternative firing mode of Annapolis.
Fixed an issue because of which the information about torpedo hits on the ship and damage received from torpedoes was not displayed in the post-battle screen.
Fixed several other issues.
Combat Missions and Rewards
The rewards for activities on the Public Test Server may differ from those on the Live Server.
The rewards will automatically be credited to your account within a few days of the release of the new version.
All players will have access to Tier VI, VIII, and X submarines.
You can receive III Dreadnought, VI Repulse, and IX Marlborough for completing shipbuilding phases. However, you will not be able to helm Repulse and Marlborough into battle. The ships will only be available to view in the Port.
You can earn Community Tokens by completing combat missions on the Public Test Server.
Round
1
2
Earn 250 Base XP in a single battle in Random or Co-op Battles.
Reward on the Live Server: 100 Community Tokens
Earn 1,000 Base XP in Random or Co-op Battles.
Reward on the Live Server: 200 Community Tokens
Earn 8,000 Base XP in Random Battles playing submarines.
Reward on the Live Server: 1x Wargaming container
Complete 32 shipbuilding phases at the Dockyard. At least five of them must be progressed through by completing Dockyard combat missions.
Reward on the Live Server: 1,000 Community Tokens
Obtain any unique Commander of the New Year's Eve event.
Reward on the Live Server: 500 Community Tokens
Earn 70 "Caused flooding" and "Torpedo hits" ribbons in Random Battles.
Reward on the Live Server: 450 Community Tokens
Win five Co-op Battles playing Tier X ships and deal at least 30,000 damage in each victorious battle.
Reward on the Live Server: 250 Community Tokens
Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.
If you obtain a unique Commander of one of the teams in the New Year's Eve event during Round 1 of the Public Test, you will need to obtain a Commander of another team to complete the mission during Round 2.
Starting Bonuses
The research prices for ships and ship modules will be substantially discounted.
Players will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.10.9, you'll be awarded the following additional bonuses:
At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
500,000,000 Credits; 30,000 Doubloons; 250,000 Coal, and 90 days of Warships Premium Account.
50 signals of all types (except for special signals) will also be added to your PT account.
If you fought at least one battle on the Public Test Server during the 0.10.10 Public Test, your account will be copied from the Live Server to the Public Test Server.
It's now much simpler to participate in the Public Test—you can log in using your main account. To do so, select Public Test in the Game Instance section of Wargaming Game Center. You'll receive Community Tokens as a reward for participating in the Public Test. These can be exchanged for Premium ships, permanent camouflages, Supercontainers, and other desirable items!
Update 0.10.11 brings a new Dockyard, New Year activities, and other fresh new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!
Starts:Thu. 25 Nov. 17:30 CET (UTC+1) Ends:Tue. 30 Nov. 06:30 CET (UTC+1)
Сommanders, thank you for participating in the Public Test for Update 0.10.11! Your feedback helps us to improve the version and to fix errors. Check out the changelog and join the second session of the Public Test!
Changelog
Balance changes to X Zaō, VIII Tallinn, VI Fubuki, X Yueyang, and some other ships were made. Details are available in our Development Blog.
Updated the videos and fixed several issues in the Dockyard.
Reduced the volume of the background sound effects during battle for the "Low" and "Ultra" sound quality settings.
Fixed several technical and interface issues with submarines.
Fixed visual issues in the London port.
Fixed an issue which caused the ships on the "Loop" and "Sleeping Giant" maps to get stuck near some islands.
Fixed an issue which caused bots in Co-op battles to frequently collide with islands.
Fixed an issue because of which the "Interval between individual shots" parameter was not displayed in the description of the alternative firing mode of Annapolis.
Fixed an issue because of which the information about torpedo hits on the ship and damage received from torpedoes was not displayed in the post-battle screen.
Fixed several other issues.
Combat Missions and Rewards
The rewards for activities on the Public Test Server may differ from those on the Live Server.
The rewards will automatically be credited to your account within a few days of the release of the new version.
All players will have access to Tier VI, VIII, and X submarines.
You can receive III Dreadnought, VI Repulse, and IX Marlborough for completing shipbuilding phases. However, you will not be able to helm Repulse and Marlborough into battle. The ships will only be available to view in the Port.
You can earn Community Tokens by completing combat missions on the Public Test Server.
Round
1
2
Earn 250 Base XP in a single battle in Random or Co-op Battles.
Reward on the Live Server: 100 Community Tokens
Earn 1,000 Base XP in Random or Co-op Battles.
Reward on the Live Server: 200 Community Tokens
Earn 8,000 Base XP in Random Battles playing submarines.
Reward on the Live Server: 1x Wargaming container
Complete 32 shipbuilding phases at the Dockyard. At least five of them must be progressed through by completing Dockyard combat missions.
Reward on the Live Server: 1,000 Community Tokens
Obtain any unique Commander of the New Year's Eve event.
Reward on the Live Server: 500 Community Tokens
Earn 70 "Caused flooding" and "Torpedo hits" ribbons in Random Battles.
Reward on the Live Server: 450 Community Tokens
Win five Co-op Battles playing Tier X ships and deal at least 30,000 damage in each victorious battle.
Reward on the Live Server: 250 Community Tokens
Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.
If you obtain a unique Commander of one of the teams in the New Year's Eve event during Round 1 of the Public Test, you will need to obtain a Commander of another team to complete the mission during Round 2.
Starting Bonuses
The research prices for ships and ship modules will be substantially discounted.
Players will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.10.9, you'll be awarded the following additional bonuses:
At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
500,000,000 Credits; 30,000 Doubloons; 250,000 Coal, and 90 days of Warships Premium Account.
50 signals of all types (except for special signals) will also be added to your PT account.
If you fought at least one battle on the Public Test Server during the 0.10.10 Public Test, your account will be copied from the Live Server to the Public Test Server.
2.3.7 brings the ability to sign in to GMS2 using an Opera single sign-on account if you wish, adds support for a new "nullish" operator in your code, and introduces three more filter layer types your can use in your rooms as well as enabling the Inspector for use in your rooms. This release also sees several performance increases (such as native Mac M1 architecture support for GMS2 itself) and some load time boosts for opening your projects and also for games starting at the end of builds.
This release also raises Spine support to require v4.0. Please be aware this updated Spine runtime will require you to re-export your Spine images using v4.0 before they will work again in GMS2!
The matching runtime version updates a number of the SDKs GMS2 requires during builds (so please see our setup guides if you have issues building projects) and fixes an issue with Android API 31+ with Android 12 devices.
There are of course also a number of other changes and several important bug fixes, so of course do also read the rest of the release notes carefully.
2.3.7 brings the ability to sign in to GMS2 using an Opera single sign-on account if you wish, adds support for a new "nullish" operator in your code, and introduces three more filter layer types your can use in your rooms as well as enabling the Inspector for use in your rooms. This release also sees several performance increases (such as native Mac M1 architecture support for GMS2 itself) and some load time boosts for opening your projects and also for games starting at the end of builds.
This release also raises Spine support to require v4.0. Please be aware this updated Spine runtime will require you to re-export your Spine images using v4.0 before they will work again in GMS2!
The matching runtime version updates a number of the SDKs GMS2 requires during builds (so please see our setup guides if you have issues building projects) and fixes an issue with Android API 31+ with Android 12 devices.
There are of course also a number of other changes and several important bug fixes, so of course do also read the rest of the release notes carefully.
2.3.7 brings the ability to sign in to GMS2 using an Opera single sign-on account if you wish, adds support for a new "nullish" operator in your code, and introduces three more filter layer types your can use in your rooms as well as enabling the Inspector for use in your rooms. This release also sees several performance increases (such as native Mac M1 architecture support for GMS2 itself) and some load time boosts for opening your projects and also for games starting at the end of builds.
This release also raises Spine support to require v4.0. Please be aware this updated Spine runtime will require you to re-export your Spine images using v4.0 before they will work again in GMS2!
The matching runtime version updates a number of the SDKs GMS2 requires during builds (so please see our setup guides if you have issues building projects) and fixes an issue with Android API 31+ with Android 12 devices.
There are of course also a number of other changes and several important bug fixes, so of course do also read the rest of the release notes carefully.