Train Valley 2 - Vauban

Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.

Glittering prizes include:
1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 6 all new cards! Complete that second set and enter a final tier of 2 very special and super limited cards! Assemble 26 cards and receive a special prize. Easy!
2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes!

Visit our Discord server (#lets-play-together channel) to learn more.

A level we are playing this week is
https://steamcommunity.com/sharedfiles/filedetails/?id=1534047430
Just open the game - there's a link right in the main menu.

Good luck everyone!
Dungeons of Sundaria - GTB79

The Industry Games Team – September 21, 2022 – Gilbert, AZ
From Left: Jason, Jeff, Chad, Thuan, John, Attila, and Warren. Not Pictured: Dominic (Lives East Coast)

A big thanks to everyone who has played and helped us improve Dungeons of Sundaria during Early Access so far. We are working hard on the next dungeons and are looking forward to these additions and many further improvements.

Till next time, Adventurers

Industry Games Team
NEBULOUS: Fleet Command - Martyr_of_Kharak
It's been a busy month, including a long move across the country, but the September minor update is here and brings with it a number of long-requested quality of life features and some major improvements to stability.

Folders & Search
The most hotly requested feature for the Fleet Editor was the addition of folders and search functionality for the fleet list, with 25 individual mentions and a combined 509 votes in our feature request channel on the official Discord. In this update the fleet list window has been revamped to introduce folders. Your existing fleets can also be drag-dropped into your newly created folders via the in-game UI, but must be done one at a time. If you want to sort large numbers of fleets at once, you can move the files directly via your operating system's file explorer and they will be reflected in the game.

I've also added a search functionality to the fleet list. Entering any text into the top bar will display only fleets which match that text, and open all folders recursively.

Happy sorting!

Steam Cloud
As part of this release I've enabled Steam Cloud functionality to auto-sync all Fleets, Ship Templates, and Missile Templates. If you have previously been manually copying these files between computers, note that Steam will upload the versions that are on whatever computer you start the game on first after the feature is enabled, and may overwrite files with the same names on other computers.

Note that changes made via your OS's file manager while the game is closed will be automatically reverted by Steam Cloud when you start the game, so if you plan to make changes to your saves folder manually you should do it while the game is running in the background.

Missile Balance Adjustments
For our first balance pass on missiles since the major update there have been some minor adjustments made. These mostly center around balancing the Cyclone, which was always the problem child for the entire internal testing period. These changes make it no longer an optimal choice over the Tempest in all cases. Their costs have gone up slightly, and the HP values have been roughly swapped between the Cyclone and Tempest to give a similar tradeoff seen with the Pilum and Atlatl. The Tempest's increased durability now means Auroras will struggle a little more to deal with groups of them, while something like a Defender still only takes 2 hits to destroy one.

The stacking penalty for missile modules has also been increased, so double stealth coatings will now have a significantly decreased effect. This only applies to modules which change stats, stacking modules like decoy launchers will be unaffected.

Stability Improvements
You don't have to look far in the #looking-for-game or #post-game channels of our discord to find someone who was disconnected from a game they were in. After some deep investigation of our netcode, the root cause of the infamous disconnected-while-loading bug has been found and squashed. I've also made some changes to the networking library we use to hopefully solve the occasional Limit Exceeded disconnect that could occur when lots of sensor activity was happening. Overall, multiplayer stability should be significantly improved.

On a completely unrelated note, the maximum file size for custom badges is now 32kb.

Other Things
And finally, a slew of other minor improvements and changes have been added. These include a deployment phase timer, shift-right-click grouping weapons on ships not in a formation, a withdraw animation for ships leaving the battlespace, and more.

As always, full patch notes follow:

Changes/Features:
- Added folder management system to fleet and ship template lists.
- Existing fleets can be drag-dropped into folders in the list.
- Added file search function in fleet and ship template lists.
- Enabled Steam Cloud support for Fleets, Ship Templates, and Missile Templates.
- Newly saved ship templates will now include missiles, if a missile of the same name is not already in the fleet.
- Does not work for existing ship templates, as they did not contain the missiles previously.
- Added an accessibility setting to disable the background noise in the tactical view.
- Opening the action menu with Shift + RMB for a ship that is not in a formation will now group its weapons as it does for all ships in a formation.
- Added a better explanation of target discrimination behavior to the EO seeker description.
- Added a 60 second time limit to the deployment phase which starts when half of all players, and one player on each team (unless the team is only one person), have clicked the Deploy button.
- Players who have not finished deploying their fleet when the timer expires will have their ship spawn locations randomly chosen.
- Tooltip when hovering over the tracked status of a ship now reads "Track by Enemy Active Sensors" for clarity.
- Ships withdrawing from battle will now play a reverse of the arrival animation before disappearing.
- Player profile badges now have a maximum size limit of 32kb.
- Added a message to the top of the badge select menu with instructions and limitations.

Balance:
- Increased S1 programming time to 6 seconds (was 3). Note that AMMs fired automatically by the PD Controller are exempt from programming time.
- Changed the stacking penalty falloff of missile support modules to 1 (was 3.5, in line with ship components) so the second instance of a module now has a 36% effect.
- Increased S2 body HP to 30 (was 20).
- Reduced S2H body HP to 25 (was 35).
- Increased S2H body cost to 4 (was 2).
- Increased S2H programming time to 10 seconds (was 8).
- Increased Fast Startup module failure rate to 20% (was 15%).
- Reduced EO seeker target selection finalization distance to 1.5km (was 2.5km) for improved target discrimination.

Bug Fixes:
- Fixed several network stability related disconnects and crashes.
- Fixed some spelling and grammar mistakes in flavor text.
- Fixed many debuff types not being applied due to class name changes.
- AI ships will no longer continue firing at their last target after it has been eliminated if no other targets are detected.
- Fixed heated metal glow effect in the hull damage shader fading out almost immediately.
- Fixed parts sometimes being immediately re-destroyed after being restored if they had a pending damage frame.
- Fixed damaged components not being able to be prioritized until they had received further damage when loading a saved game of when ships were transferred to another player.
- Ships set to WCON FREE will no longer automatically return fire at tracks that are decoys, missiles, LOBs, or on the opposite side of the ship that hits are coming from.
MIGHT'N MOW'EM: CO-OP SURVIVORS ONLINE - Miri


Thanks for your numerous subscriptions to our Multiplayer Test build. As a subscriber, you have just received your confirmation to start playing via email by Steam.

Start the "MIGHT'N MOW'EM | Multiplayer Test", enter the tavern and talk to the bartender. You can now create a MP-match for 2-4 players and send your participating friends the join-code. (Or vice versa.)
For match-making with other MP Testers, please visit the General Chat in our Discord.

Please note that the "MIGHT'N MOW'EM | Multiplayer Test" contains content which is not and will not be available in the Demo: more perks, different characters and even a second stage!

It’s raw, fresh and exciting – including potential bugs. Please help us locate those writing them into our respective MIGHT'N MOW'EM bug section of our Discord.

The "MIGHT'N MOW'EM | Multiplayer Test" remains open for the entire week-end until October 3rd, 3 a.m. PT / 6 a.m. ET.

Thx for your support and happy mowing!

Your MIGHT'N MOW'EM team


P.S.: And just a few hours later on Mon, October 3rd, Steam's Next Fest will start at 10 a.m. PT / 1 p.m. ET! If you want to know what surprise is waiting for you at the start of MnM, you know..... join us on Discord!
Sep 30, 2022
TasteMaker - Jelle Booij
Added a feature that adjusts prices of old builds automatically to work with the new game balance.
Company of Heroes - JohnT_RE
We’re making Company of Heroes history! The Company of Heroes 3 Essence Editor and modding will be supported day 1. That means when the game launches, it will come with the latest that our brand-new Essence Engine 5 has to offer, and new capabilities to build more incredible Company of Heroes experiences than ever before. We aim to make the creation, sharing, and playing of mods as seamless as possible for both creators and players.

Once created, mods can be published to the Steam Workshop to enable an easy and familiar path to downloading and playing community content. At launch, we’ll be sharing comprehensive documentation for these new tools to help guide new and experienced creators.

At launch, you will be able to create:
  • Maps & Scenarios
  • Game Modes
  • Tuning Packs
[/b] [/list]
We aim to continue growing these tools with your feedback for years to come! Find all the details below, including a handy FAQ to answer your top questions.



Maps & Scenario Mods
  • Create new RTS maps to battle A.I. in Skirmish or play with and against friends in Custom Games.
  • Modify existing maps – change city layouts, or start from scratch and sculpt and paint a custom terrain.
  • Choose HQ and Capture Point locations.
  • Drag and drop squads, vehicles, or buildings anywhere on the map.
  • Change the lighting from day to night, add atmospheric fog, carve out rivers and more.
  • Upgrade your maps by adding a scenario script or custom logic. Be your own game director and create exciting stories and nail-biting missions.
Game Mode Mods
  • Create new Game Modes to battle with or against the A.I. and other players and friends.
  • With SCAR (Scripting at Relic) at your fingertips, the possibilities are endless - configure your own starting setup, win conditions, mid-match behavior and more.
  • Direct the A.I. – get them to attack strongholds, capture or hold ground, defend positions, push or home-in on enemy forces, patrol and guard objectives and more. Create options for your game mode that hosts can use to change the match parameters.
  • Script your own UI to implement custom functionality or add custom UI elements to the HUD

Tuning Pack Mods
  • “Be your own balance designer” by creating a Tuning Pack to modify your matches in Skirmish and Custom Games.
  • Edit squad, vehicle or building properties like cost, build time, production output, health, armor levels, and damage.
  • Modify tech trees and alter the progression path to units, buildings and abilities.
  • Experiment and tune population caps, resource gain, economy, build speed and more! Caution: use responsibly as performance could be affected - many CPUs and GPUs were pushed to their limit while testing this feature!

Making & Sharing Mods
After purchasing Company of Heroes 3, creators will be able to download the Company of Heroes 3 Essence Editor from the Tools section of their Steam library​. A full suite of documentation will be available on the web, guiding players through both simple and complex features in the toolset​. Launching the Editor will present you with the Mod Wizard, which asks you which mod type you would like to create and sets you up with the files and panels you need to get started​. When you are ready to test your creation, you just need to press the Build Mod button and launch the game – your mod can now be selected in a Custom lobby!​ When you are ready to share your creation, just Publish the mod from within Company of Heroes 3 – the mod will then be available on Steam Workshop for all players to see and download!​

Pro Tip: Start with an existing scenario when learning the tools. Starting from scratch can be daunting but building from an existing template will help when creating your first mods.


Playing & Managing Mods
To play Company of Heroes 3 mods, players can browse the Steam Workshop to download a compatible mod and then select it in-game as a Skirmish or Custom match host​. Players can also simply join a Custom match that has a modded Map, Game Mode, or Tuning Pack (or a combination) selected. They will then automatically subscribe to, download, and play the mod in moments. Any mods that a player subscribed to will automatically download updates that are published by the mod creator​. Players can unsubscribe, report, and view mod details from the Mod Manager, available from the Home screen’s Mod tab​.

Post-launch we plan to continue supporting, refining, and adding capability into the Company of Heroes 3 Essence Editor and in-game mod manager well into the future. We can’t wait to see the cool stuff you create!



Frequently Asked Questions

How do I download a mod for CoH3?
You can browse the Steam Workshop for Company of Heroes 3 to download a compatible mod and then select it in-game as a Skirmish or Custom match host. If you join a custom match that is using one or several mods, you will automatically subscribe to and download those mods. You can manage your mods from the Mod tab in CoH3’s main menu.

As a player, will I have to pay for mods?
No. All mods will be available for free via the Steam Workshop.

As a modder and creator, how do I access the modding tools?
Starting at launch, the Company of Heroes 3 Essence Editor is available to anyone who pre-orders or purchases Company of Heroes 3.

What types of mods can I make?
At launch, the Company of Heroes 3 Essence Editor will support Maps & Scenarios, Game Modes, and Tuning Packs.

Will you be adding more functionality so we can make different types of mods?
We plan to support the Company of Heroes 3 Essence Editor post-launch and will look to add new capabilities and quality of life improvements in the months and years ahead.

Can I make a total conversion mod?
Total conversion mods are not supported at this time

Can I create custom skins for infantry, vehicles, capture points or faceplates and profiles?
We are not supporting this type of mod at launch.

Can I port a mod I made in CoH1/CoH2 to CoH3?
Any mods you would like to see from CoH1 and CoH2 will need to be recreated to function in CoH3. Due to innovations in fidelity and systems, along with new massive capabilities added to the engine, all aspects of Company of Heroes had to be rebuilt by Relic for CoH3. We’re all starting over together.


Please keep your questions and feedback coming! We will continue to add to the modding FAQ above and further discussion helps us ensure we cover everything in our official modding documentation at launch.
Company of Heroes 2 - JohnT_RE
We’re making Company of Heroes history! The Company of Heroes 3 Essence Editor and modding will be supported day 1. That means when the game launches, it will come with the latest that our brand-new Essence Engine 5 has to offer, and new capabilities to build more incredible Company of Heroes experiences than ever before. We aim to make the creation, sharing, and playing of mods as seamless as possible for both creators and players.

Once created, mods can be published to the Steam Workshop to enable an easy and familiar path to downloading and playing community content. At launch, we’ll be sharing comprehensive documentation for these new tools to help guide new and experienced creators.

At launch, you will be able to create:
  • Maps & Scenarios
  • Game Modes
  • Tuning Packs
[/b] [/list]
We aim to continue growing these tools with your feedback for years to come! Find all the details below, including a handy FAQ to answer your top questions.



Maps & Scenario Mods
  • Create new RTS maps to battle A.I. in Skirmish or play with and against friends in Custom Games.
  • Modify existing maps – change city layouts, or start from scratch and sculpt and paint a custom terrain.
  • Choose HQ and Capture Point locations.
  • Drag and drop squads, vehicles, or buildings anywhere on the map.
  • Change the lighting from day to night, add atmospheric fog, carve out rivers and more.
  • Upgrade your maps by adding a scenario script or custom logic. Be your own game director and create exciting stories and nail-biting missions.
Game Mode Mods
  • Create new Game Modes to battle with or against the A.I. and other players and friends.
  • With SCAR (Scripting at Relic) at your fingertips, the possibilities are endless - configure your own starting setup, win conditions, mid-match behavior and more.
  • Direct the A.I. – get them to attack strongholds, capture or hold ground, defend positions, push or home-in on enemy forces, patrol and guard objectives and more. Create options for your game mode that hosts can use to change the match parameters.
  • Script your own UI to implement custom functionality or add custom UI elements to the HUD

Tuning Pack Mods
  • “Be your own balance designer” by creating a Tuning Pack to modify your matches in Skirmish and Custom Games.
  • Edit squad, vehicle or building properties like cost, build time, production output, health, armor levels, and damage.
  • Modify tech trees and alter the progression path to units, buildings and abilities.
  • Experiment and tune population caps, resource gain, economy, build speed and more! Caution: use responsibly as performance could be affected - many CPUs and GPUs were pushed to their limit while testing this feature!

Making & Sharing Mods
After purchasing Company of Heroes 3, creators will be able to download the Company of Heroes 3 Essence Editor from the Tools section of their Steam library​. A full suite of documentation will be available on the web, guiding players through both simple and complex features in the toolset​. Launching the Editor will present you with the Mod Wizard, which asks you which mod type you would like to create and sets you up with the files and panels you need to get started​. When you are ready to test your creation, you just need to press the Build Mod button and launch the game – your mod can now be selected in a Custom lobby!​ When you are ready to share your creation, just Publish the mod from within Company of Heroes 3 – the mod will then be available on Steam Workshop for all players to see and download!​

Pro Tip: Start with an existing scenario when learning the tools. Starting from scratch can be daunting but building from an existing template will help when creating your first mods.


Playing & Managing Mods
To play Company of Heroes 3 mods, players can browse the Steam Workshop to download a compatible mod and then select it in-game as a Skirmish or Custom match host​. Players can also simply join a Custom match that has a modded Map, Game Mode, or Tuning Pack (or a combination) selected. They will then automatically subscribe to, download, and play the mod in moments. Any mods that a player subscribed to will automatically download updates that are published by the mod creator​. Players can unsubscribe, report, and view mod details from the Mod Manager, available from the Home screen’s Mod tab​.

Post-launch we plan to continue supporting, refining, and adding capability into the Company of Heroes 3 Essence Editor and in-game mod manager well into the future. We can’t wait to see the cool stuff you create!



Frequently Asked Questions

How do I download a mod for CoH3?
You can browse the Steam Workshop for Company of Heroes 3 to download a compatible mod and then select it in-game as a Skirmish or Custom match host. If you join a custom match that is using one or several mods, you will automatically subscribe to and download those mods. You can manage your mods from the Mod tab in CoH3’s main menu.

As a player, will I have to pay for mods?
No. All mods will be available for free via the Steam Workshop.

As a modder and creator, how do I access the modding tools?
Starting at launch, the Company of Heroes 3 Essence Editor is available to anyone who pre-orders or purchases Company of Heroes 3.

What types of mods can I make?
At launch, the Company of Heroes 3 Essence Editor will support Maps & Scenarios, Game Modes, and Tuning Packs.

Will you be adding more functionality so we can make different types of mods?
We plan to support the Company of Heroes 3 Essence Editor post-launch and will look to add new capabilities and quality of life improvements in the months and years ahead.

Can I make a total conversion mod?
Total conversion mods are not supported at this time

Can I create custom skins for infantry, vehicles, capture points or faceplates and profiles?
We are not supporting this type of mod at launch.

Can I port a mod I made in CoH1/CoH2 to CoH3?
Any mods you would like to see from CoH1 and CoH2 will need to be recreated to function in CoH3. Due to innovations in fidelity and systems, along with new massive capabilities added to the engine, all aspects of Company of Heroes had to be rebuilt by Relic for CoH3. We’re all starting over together.


Please keep your questions and feedback coming! We will continue to add to the modding FAQ above and further discussion helps us ensure we cover everything in our official modding documentation at launch.
Community Announcements - JohnT_RE
We’re making Company of Heroes history! The Company of Heroes 3 Essence Editor and modding will be supported day 1. That means when the game launches, it will come with the latest that our brand-new Essence Engine 5 has to offer, and new capabilities to build more incredible Company of Heroes experiences than ever before. We aim to make the creation, sharing, and playing of mods as seamless as possible for both creators and players.

Once created, mods can be published to the Steam Workshop to enable an easy and familiar path to downloading and playing community content. At launch, we’ll be sharing comprehensive documentation for these new tools to help guide new and experienced creators.

At launch, you will be able to create:
  • Maps & Scenarios
  • Game Modes
  • Tuning Packs
[/b] [/list]
We aim to continue growing these tools with your feedback for years to come! Find all the details below, including a handy FAQ to answer your top questions.



Maps & Scenario Mods
  • Create new RTS maps to battle A.I. in Skirmish or play with and against friends in Custom Games.
  • Modify existing maps – change city layouts, or start from scratch and sculpt and paint a custom terrain.
  • Choose HQ and Capture Point locations.
  • Drag and drop squads, vehicles, or buildings anywhere on the map.
  • Change the lighting from day to night, add atmospheric fog, carve out rivers and more.
  • Upgrade your maps by adding a scenario script or custom logic. Be your own game director and create exciting stories and nail-biting missions.
Game Mode Mods
  • Create new Game Modes to battle with or against the A.I. and other players and friends.
  • With SCAR (Scripting at Relic) at your fingertips, the possibilities are endless - configure your own starting setup, win conditions, mid-match behavior and more.
  • Direct the A.I. – get them to attack strongholds, capture or hold ground, defend positions, push or home-in on enemy forces, patrol and guard objectives and more. Create options for your game mode that hosts can use to change the match parameters.
  • Script your own UI to implement custom functionality or add custom UI elements to the HUD

Tuning Pack Mods
  • “Be your own balance designer” by creating a Tuning Pack to modify your matches in Skirmish and Custom Games.
  • Edit squad, vehicle or building properties like cost, build time, production output, health, armor levels, and damage.
  • Modify tech trees and alter the progression path to units, buildings and abilities.
  • Experiment and tune population caps, resource gain, economy, build speed and more! Caution: use responsibly as performance could be affected - many CPUs and GPUs were pushed to their limit while testing this feature!

Making & Sharing Mods
After purchasing Company of Heroes 3, creators will be able to download the Company of Heroes 3 Essence Editor from the Tools section of their Steam library​. A full suite of documentation will be available on the web, guiding players through both simple and complex features in the toolset​. Launching the Editor will present you with the Mod Wizard, which asks you which mod type you would like to create and sets you up with the files and panels you need to get started​. When you are ready to test your creation, you just need to press the Build Mod button and launch the game – your mod can now be selected in a Custom lobby!​ When you are ready to share your creation, just Publish the mod from within Company of Heroes 3 – the mod will then be available on Steam Workshop for all players to see and download!​

Pro Tip: Start with an existing scenario when learning the tools. Starting from scratch can be daunting but building from an existing template will help when creating your first mods.


Playing & Managing Mods
To play Company of Heroes 3 mods, players can browse the Steam Workshop to download a compatible mod and then select it in-game as a Skirmish or Custom match host​. Players can also simply join a Custom match that has a modded Map, Game Mode, or Tuning Pack (or a combination) selected. They will then automatically subscribe to, download, and play the mod in moments. Any mods that a player subscribed to will automatically download updates that are published by the mod creator​. Players can unsubscribe, report, and view mod details from the Mod Manager, available from the Home screen’s Mod tab​.

Post-launch we plan to continue supporting, refining, and adding capability into the Company of Heroes 3 Essence Editor and in-game mod manager well into the future. We can’t wait to see the cool stuff you create!



Frequently Asked Questions

How do I download a mod for CoH3?
You can browse the Steam Workshop for Company of Heroes 3 to download a compatible mod and then select it in-game as a Skirmish or Custom match host. If you join a custom match that is using one or several mods, you will automatically subscribe to and download those mods. You can manage your mods from the Mod tab in CoH3’s main menu.

As a player, will I have to pay for mods?
No. All mods will be available for free via the Steam Workshop.

As a modder and creator, how do I access the modding tools?
Starting at launch, the Company of Heroes 3 Essence Editor is available to anyone who pre-orders or purchases Company of Heroes 3.

What types of mods can I make?
At launch, the Company of Heroes 3 Essence Editor will support Maps & Scenarios, Game Modes, and Tuning Packs.

Will you be adding more functionality so we can make different types of mods?
We plan to support the Company of Heroes 3 Essence Editor post-launch and will look to add new capabilities and quality of life improvements in the months and years ahead.

Can I make a total conversion mod?
Total conversion mods are not supported at this time

Can I create custom skins for infantry, vehicles, capture points or faceplates and profiles?
We are not supporting this type of mod at launch.

Can I port a mod I made in CoH1/CoH2 to CoH3?
Any mods you would like to see from CoH1 and CoH2 will need to be recreated to function in CoH3. Due to innovations in fidelity and systems, along with new massive capabilities added to the engine, all aspects of Company of Heroes had to be rebuilt by Relic for CoH3. We’re all starting over together.


Please keep your questions and feedback coming! We will continue to add to the modding FAQ above and further discussion helps us ensure we cover everything in our official modding documentation at launch.
Company of Heroes 3 - JohnT_RE
We’re making Company of Heroes history! The Company of Heroes 3 Essence Editor and modding will be supported day 1. That means when the game launches, it will come with the latest that our brand-new Essence Engine 5 has to offer, and new capabilities to build more incredible Company of Heroes experiences than ever before. We aim to make the creation, sharing, and playing of mods as seamless as possible for both creators and players.

Once created, mods can be published to the Steam Workshop to enable an easy and familiar path to downloading and playing community content. At launch, we’ll be sharing comprehensive documentation for these new tools to help guide new and experienced creators.

At launch, you will be able to create:
  • Maps & Scenarios
  • Game Modes
  • Tuning Packs
[/b] [/list]
We aim to continue growing these tools with your feedback for years to come! Find all the details below, including a handy FAQ to answer your top questions.



Maps & Scenario Mods
  • Create new RTS maps to battle A.I. in Skirmish or play with and against friends in Custom Games.
  • Modify existing maps – change city layouts, or start from scratch and sculpt and paint a custom terrain.
  • Choose HQ and Capture Point locations.
  • Drag and drop squads, vehicles, or buildings anywhere on the map.
  • Change the lighting from day to night, add atmospheric fog, carve out rivers and more.
  • Upgrade your maps by adding a scenario script or custom logic. Be your own game director and create exciting stories and nail-biting missions.
Game Mode Mods
  • Create new Game Modes to battle with or against the A.I. and other players and friends.
  • With SCAR (Scripting at Relic) at your fingertips, the possibilities are endless - configure your own starting setup, win conditions, mid-match behavior and more.
  • Direct the A.I. – get them to attack strongholds, capture or hold ground, defend positions, push or home-in on enemy forces, patrol and guard objectives and more. Create options for your game mode that hosts can use to change the match parameters.
  • Script your own UI to implement custom functionality or add custom UI elements to the HUD

Tuning Pack Mods
  • “Be your own balance designer” by creating a Tuning Pack to modify your matches in Skirmish and Custom Games.
  • Edit squad, vehicle or building properties like cost, build time, production output, health, armor levels, and damage.
  • Modify tech trees and alter the progression path to units, buildings and abilities.
  • Experiment and tune population caps, resource gain, economy, build speed and more! Caution: use responsibly as performance could be affected - many CPUs and GPUs were pushed to their limit while testing this feature!

Making & Sharing Mods
After purchasing Company of Heroes 3, creators will be able to download the Company of Heroes 3 Essence Editor from the Tools section of their Steam library​. A full suite of documentation will be available on the web, guiding players through both simple and complex features in the toolset​. Launching the Editor will present you with the Mod Wizard, which asks you which mod type you would like to create and sets you up with the files and panels you need to get started​. When you are ready to test your creation, you just need to press the Build Mod button and launch the game – your mod can now be selected in a Custom lobby!​ When you are ready to share your creation, just Publish the mod from within Company of Heroes 3 – the mod will then be available on Steam Workshop for all players to see and download!​

Pro Tip: Start with an existing scenario when learning the tools. Starting from scratch can be daunting but building from an existing template will help when creating your first mods.


Playing & Managing Mods
To play Company of Heroes 3 mods, players can browse the Steam Workshop to download a compatible mod and then select it in-game as a Skirmish or Custom match host​. Players can also simply join a Custom match that has a modded Map, Game Mode, or Tuning Pack (or a combination) selected. They will then automatically subscribe to, download, and play the mod in moments. Any mods that a player subscribed to will automatically download updates that are published by the mod creator​. Players can unsubscribe, report, and view mod details from the Mod Manager, available from the Home screen’s Mod tab​.

Post-launch we plan to continue supporting, refining, and adding capability into the Company of Heroes 3 Essence Editor and in-game mod manager well into the future. We can’t wait to see the cool stuff you create!



Frequently Asked Questions

How do I download a mod for CoH3?
You can browse the Steam Workshop for Company of Heroes 3 to download a compatible mod and then select it in-game as a Skirmish or Custom match host. If you join a custom match that is using one or several mods, you will automatically subscribe to and download those mods. You can manage your mods from the Mod tab in CoH3’s main menu.

As a player, will I have to pay for mods?
No. All mods will be available for free via the Steam Workshop.

As a modder and creator, how do I access the modding tools?
Starting at launch, the Company of Heroes 3 Essence Editor is available to anyone who pre-orders or purchases Company of Heroes 3.

What types of mods can I make?
At launch, the Company of Heroes 3 Essence Editor will support Maps & Scenarios, Game Modes, and Tuning Packs.

Will you be adding more functionality so we can make different types of mods?
We plan to support the Company of Heroes 3 Essence Editor post-launch and will look to add new capabilities and quality of life improvements in the months and years ahead.

Can I make a total conversion mod?
Total conversion mods are not supported at this time

Can I create custom skins for infantry, vehicles, capture points or faceplates and profiles?
We are not supporting this type of mod at launch.

Can I port a mod I made in CoH1/CoH2 to CoH3?
Any mods you would like to see from CoH1 and CoH2 will need to be recreated to function in CoH3. Due to innovations in fidelity and systems, along with new massive capabilities added to the engine, all aspects of Company of Heroes had to be rebuilt by Relic for CoH3. We’re all starting over together.


Please keep your questions and feedback coming! We will continue to add to the modding FAQ above and further discussion helps us ensure we cover everything in our official modding documentation at launch.
Choice of Life: Middle Ages - Xakkar
Our new game Choice of Life: Middle Ages 2 has been released!
Thanks to everyone who waited and supported us! ːalmostforgotːːtcol_ma_impː

https://store.steampowered.com/app/1573630/Choice_of_Life_Middle_Ages_2/

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