The collab update with over 10 other indie game titles is finally here! While we were at it, we also added some features for our speedrunning-oriented Breeders! Also, while it won't be until next year, we're planning on adding another Breeder Pack. We hope we'll be able to get that out to you sooner rather than later!
Content additions - Added the collab Growth Cards to the default starting cards
Feature improvements - On the Deck Edit screen, you can now see each Growth Card's potential drop amount - Added an option to disable your unlocked bonuses from Breeder Packs when choosing a difficulty - The Results screen now shows your clear time - Added a cap to the score you can get from the "Most Damage" statistic on the Results screen
Bug fixes - Fixed Magic Stones being able to overflow and become negative - Fixed the "Battle Count" statistic not increasing upon clearing Rank 3 - Fixed the Growth Card "Energy Boost"'s pop-up staying stuck on the screen after choosing it with the Growth Card "Messenger" - Fixed the effects of the Growth Card "Double Cast" not applying to the Growth Card "Hot Spring"
Misc. changes - Updated the artwork on a handful of the original Growth Cards
Before diving into exciting updates about our upcoming feature, we'd like to pause and reflect on our launch. Admittedly, it wasn't without its hurdles, and looking back, there are aspects we'd approach differently. However, we're heartened by the constructive feedback and positive reception from our dedicated players.
We are continuing to actively address the technical challenges from the launch, and we're rolling out another patch very shortly to further enhance your experience. We genuinely appreciate the patience and support of our early adopters.
Recognising the initial hiccups, we will be giving 600 in-game coins to everyone who owns the game and those who purchase it in the upcoming weeks as a token of our gratitude. Thank you.
And now, onto the main event!
Ready for the ultimate test in Deceit 2?
In the world of Deceit 2, where trust is a rare commodity and every decision matters, a new way to prove your prowess is coming: the Accolades. Each Accolade has various stages, with the journey you undertake designed to test your mettle and strategy.
Embark on this path, and you'll face a gauntlet of challenges. Every conquered Accolade ratchets up the difficulty, demanding players constantly adapt and sharpen their wits. For those who rise to the occasion and master these challenges, a spot on the leaderboard awaits, a testament to their prowess in this world of deception.
The progression through Accolades is punctuated by distinct milestones. Starting with the Wood rank, players earn points and move through Bronze, Silver, Gold, Platinum, and Diamond until they reach the pinnacle: Master. At this stage, they're not just participants; they're standout players who've mastered key aspects of the game.
Every point earned, every challenge overcome, is the game's nod to your growing expertise. Whether you're a newcomer finding your footing or a seasoned player, there's a rank to signify your mastery, from Wood to the illustrious Master.
Accolades span various categories, delving into every facet of the game: Roles, Items, Terrors, Humans, and Maps. With each Accolade, players can track their progress, strategize their next move, and set their sights on the coveted top spots of the leaderboards.
And what's a challenge without rewards? We recognize the allure of flaunting one's achievements. Players can earn Plinths, markers of their journey from Wood to Master. For the truly exceptional, the rare and coveted Gold Skins beckon, a prize for those who scale the highest peaks of their Accolade journey.
With the Accolades becoming part of Deceit 2, players will have a fresh battleground to showcase their skills, devise strategies, and ascend the ranks.
Accolades are undergoing some final testing and we hope to have them out this time next week. So, are you prepared to embrace this challenge? The Game Master is watching, eager to see how you fare…
That’s all for this Thursday’s update! Did we leave you howling with excitement for more Deceit 2 updates? Next week, we'll be shedding some light on our werewolf-themed second map. Stay tuned for more details!
The free Update 2.0 for Cyberpunk 2077 is now available!
It brings an overhaul to a number of gameplay mechanics and core game features (such as the police system and Perk trees) along with various fixes and improvements. These changes apply to the base game and are available to all players, free of charge. There's more to come on September 26th for owners of the Cyberpunk 2077: Phantom Liberty expansion!
You can continue playing from existing saves, but in order to have the best experience of the extensive changes we made, we recommend starting a new playthrough. Come September 26th, owners of Phantom Liberty will also have the option to jump straight into the story of the expansion by starting a new game with a new character that is already adequately leveled up.
Because changes to crucial game systems are extensive, we strongly recommend uninstalling pre-2.0 mods until the modding community has a chance to update them. Outdated mods can disrupt the experience in many ways and, in some situations, may cause critical errors.
Please note that the change in PC system requirements announced in June comes into effect with this update. It's especially important to note that running the game on an SSD is now a requirement. We advise against running the game on an HDD (or on a SD card on Steam Deck) due to lower bandwidth which may cause new content to not stream properly.
This doesn't necessarily mean that 2.0 won't launch using the previous minimum requirements. However, because it wasn't tested with them and we won't be actively supporting them, we cannot guarantee the game will work. We recommend considering an upgrade to ensure a more stable gaming experience. Should you want to or need to, you can also revert to the 1.63 version of the game, available on Steam. See how to do it here: https://support.cdprojektred.com/en/cyberpunk/pc/installation-sp/issue/2461/i-want-to-revert-to-an-earlier-version-of-the-game-1
The full list of changes would be way too long to publish, but we've listed the most notable ones below:
COMBAT
New Police System
The NCPD will chase you when you commit a crime, whether on foot or in a vehicle.
The types of units in pursuit and their behavior will depend on your NCPD Wanted Level. These chases can include various NCPD vehicles, roadblocks and MaxTac swooping in with AVs.
The NCPD will now be present in the world, actively patrolling the streets of Night City. Officers working at crime scenes will now also engage in pursuits.
You can now hear NCPD radio chatter through the radio.
It's now possible to quickhack NCPD officers.
Vehicle Combat
Added the option to engage in combat while driving a vehicle from either first-person or third-person perspective. While driving, you can use pistols, submachine guns and health items. Some vehicles come equipped with mounted weapons. Melee combat is possible on motorcycles.
Vehicle tires can now be shot or slashed.
Introduced new Perks that unlock a variety of vehicle-related abilities such as quickhacking vehicles, increasing collision damage, boosting vehicle weaponry, allowing the use of Sandevistan and Kerenzikov cyberware, and the ability to exit moving vehicles quickly and stylishly.
Vehicles vary in durability. Vehicles equipped with CrystalDome technology receive additional protection.
You can now encounter AI-driven and randomized chases between different factions in a given district.
Combat AI Enhancements
We made numerous improvements to enemy AI, including:
Various enhancements to enemy netrunner AI.
Improved NPC reactions to grenades and their use of grenades.
Improved NPC reaction time when flanked.
Faster detection by enemies when you're walking or sprinting.
Enemies equipped with Sandevistan cyberware will now activate it to counter a player who uses their own.
Enemies that don't hear a silenced weapon but do notice the bullet impact will now properly investigate the source of the gunshot.
Made improvements for scenarios where a group of NPCs can join another group in combat against you.
Netrunning Changes
Added Perks to expand netrunning capabilities. For example, a new Overclock mode allows you to upload quickhacks by consuming Health if you have insufficient RAM. You can also acquire the ability to queue multiple quickhacks on a single enemy.
Rebalanced RAM costs.
Rebalanced damage and upload time. Changed the effects of some quickhacks.
Removed the option to use Breach Protocol on enemies.
Other
Health Items and grenades now have a limited number of charges that recharge over time after being used.
Stamina is no longer drained outside of combat for actions like sprinting, sliding and jumping. Stamina is drained when firing ranged weapons or attacking with melee weapons. Stamina cost varies by weapon.
Improved the Aim Assist feature.
Rebalanced the base game's main boss fights.
Introduced Armor Penetration for the base game's main bosses.
Removed the one-hit kill protection from civilians.
PERKS & SKILLS
A complete Perk tree overhaul. These trees now contain fewer perks, but impact gameplay in a more meaningful way. Progressing in a given Perk tree will allow you to unlock special abilities such as Overclock mode for netrunners, Bolt shots for Tech weapons, the Adrenaline Rush ability for Body-focused character builds, and so on. Because we introduced extensive changes to the Perk system, your spent Perk points on existing playthroughs have been refunded. You can also choose to reset your Attributes once. Feel free to redistribute these Perk and Attribute points to suit your preferred playstyle before you continue playing.
We merged the previous Skills into five new ones - Headhunter, Netrunner, Shinobi, Solo, Engineer. These are not restricted by their corresponding Attribute's level. On existing playthroughs, your progression on old skills has been transferred to their new counterparts. Skills unlock new passive buffs every 5 levels, and can be leveled up to a max of 60.
Removed the option to reset all Perks at once. Instead, it is now possible to refund each Perk individually for free.
Introduced new kinds of progression shards: Attribute Shards, Carrying Capacity Shards and Cyberware Capacity Shards.
CYBERWARE
Armor is now provided primarily by cyberware. As a result, clothing's purpose is mostly cosmetic. Clothing items no longer have mod slots, and only some items provide bonuses.
The number of cyberware implants your body can handle is now determined by your Cyberware Capacity.
Cyberware implants are now Attuned to specific Attributes - the higher the Attribute, the stronger the stat bonus.
You can now upgrade cyberware on the ripperdoc screen.
Some Cyberware slots can be unlocked by acquiring specific Perks.
Added multiple new kinds of Cyberware.
Visiting ripperdocs is now more immersive. When getting cyberware installed, you sit on an operating chair and experience different animations depending on the type of implant.
Added a side quest introducing the new cyberware system for players who load an older save on the 2.0 update.
WEAPONS
Changed the unique effects of some Iconic weapons to better reflect their distinctive features.
The "first equip" animation can now be triggered at any time: Hold B or double tap Alt while the weapon is holstered.
Added smoke grenades.
Added new melee weapon Finishers.
You can now find a Thermal Katana in the game.
Added new weapon mods and reworked some existing ones. Once installed in a weapon, mods are irreplaceable.
All obsolete weapon mods will be removed from the game. In their place you will find new, random weapon mods in your backpack. The quality of any mods added this way depends on your level.
Removed the silencer slot from Revolvers.
Removed the scope slot from Light Machine Guns.
Implemented a new way to craft weapon mods. To craft a mod, you must first have 2 mods of lower quality.
Expanded the stash wall in V's apartment to display all of the Iconic weapons from the base game.
VEHICLES
Traffic
NPC vehicles can now switch lanes to avoid obstacles.
Pedestrians will now try to avoid running into moving vehicles.
NPC drivers are now better at avoiding you when you are on foot.
Improved braking, acceleration and suspension of cars in traffic.
Some NPCs now might react aggressively when you hijack their vehicle.
Various improvements to traffic density depending on time of day and night, resulting in more realistic traffic behavior.
Driving with a quest-related NPC in your vehicle no longer disables traffic in the occupied lane, resulting in the feeling of a busier city.
Other
Fixers will no longer text you about vehicles up for sale. You now purchase vehicles via the AUTOFIXER netpage on V's computer or by using terminals located in gas stations and repair shops throughout Night City. To find these, enable the new Autofixer filter on the world map. Vehicles are sorted by manufacturer. The vehicles equipped with built-in weaponry have photos marked with a special icon. As you earn more Street Cred, you will unlock more vehicles for purchase.
Added new user settings to help configure vehicle camera and controls. You can now also choose between three different third-person camera distances when driving a vehicle.
We implemented various changes and tweaks to vehicle performance and handling:
New speed-sensitive steering applies to most vehicles. The max turn speed and radius adapts to different vehicle speeds better than before.
All engines have torque curves now, which reflect the engine’s character and any power modifiers (e.g., supercharger, turbo, hybrid, etc.). Some adjustments and balancing have been made to vehicle acceleration and top speeds.
Conducted a full pass on adjustments to braking force. For slower vehicles it has been dramatically increased, and all stopping distances were measured and adjusted as necessary.
All vehicles react better to rough terrain and impacts with curbs, meridians, etc. Vehicles feel "heavier" now, as we have improved how we apply gravity as the suspension moves.
Many vehicles were fully retuned or their tuning was heavily revised.
Multiple other small improvements.
Added a new "Driving" category and Driving Manual to the Database.
BALANCE & ECONOMY
NPCs
All NPCs now scale to your level. Enemy difficulty is no longer dependent on what area of Night City you're in.
Enemies will have different tiers depending on the faction they belong to.
Some NPC archetypes will feature Low, Medium or High armor.
All resistances for regular NPCs have been removed.
Rebalanced game difficulty to increase the challenge at higher difficulties.
Weapons
Weapons now scale damage based on their Tier.
The damage for Smart weapons has been lowered, but they now benefit from dedicated Perks.
Loot
Loot now scales to your level.
Removed excessive findable loot in the game, such as loot that distracts from scenes and quest locations.
NPCs no longer drop clothing.
Crafting & Upgrading
Crafting and upgrading now require only one type of component instead of multiple types.
Replaced old rarity levels (Common, Uncommon, Rare, Epic, Legendary) with Tiers (from Tier 1 to 5++).
Apart from cyberware, now only Iconic weapons can be upgraded. They gain a higher Tier with each upgrade.
Vendors
You can now access the Wardrobe feature through clothing vendors.
Vendor stocks scale with your level, expanding as you reach a new Tier.
Updated vendor stocks so that each has a more distinctive theme and specialization.
Vendors no longer sell quickhack and crafting components.
Adjusted the prices of weapons, cyberware, apartments, clothing and more.
AUDIO
New Radio Stations
89.7 Growl FM features songs created by our community. The DJ, Ash, is voiced by Sasha Grey.
Impulse 99.9 features a completely new set of songs remixed by Idris Elba.
107.5 Dark Star is a new station for electronic music.
UI
The Quest Journal now has a new, cleaner look. Jobs are located in separate tabs, depending on type. The distance to each quest marker is now displayed in the Journal.
Added the option to untrack a quest in the Journal.
Overhauled the phone UI to be more intuitive.
Revamped Perk and Cyberware menus.
Simplified item tooltips. The most important stats are now represented by bars to make comparison easier.
The minimap will now zoom out dynamically depending on your speed.
Updated the minimap to better serve the situation around you. Vision cones will not be visible unless a given NPC reacts to your actions or engages in combat.
Improved D-pad navigation in menus.
You can now change the HUD safe zone. This option is available in Settings → Interface.
Multiple UI fixes for widescreens.
You can now preview clothing and weapons not only at vendors, but also in your inventory.
The indicators that show the status of active cyberware are now displayed on your HUD.
QUEST FIXES
Beat on the Brat: The Glen - Fixed an issue where it wasn't possible to draw fists when the fight started.
Blistering Love - Fixed an issue where the parked car despawned after talking to Rogue in front of the Afterlife.
Cyberpsycho Sighting: Bloody Ritual - Fixed an issue where Zaria's body could get stuck underground after defeating her.
Forward to Death - The forces defending the gate of the construction site now properly attack V.
Gig: Serious Side Effects - Fixed an issue where it wasn't possible to deposit the beta acid at the Drop Point.
I Fought The Law - Fixed an issue where it was possible to get stuck in the Red Queen's Race after completing the quest.
Queen of the Highway - Fixed an issue where it wasn't possible to complete the "Talk to Panam." objective on older saves.
Spellbound - It's now possible to steal the data from R3n0's computer if you don't have a cyberdeck.
We Gotta Live Together - Fixed an issue where an invisible wall made it impossible to return to the camp on the Basilisk.
STABILITY AND PERFORMANCE
Multiple fixes and improvements related to stability and optimization.
MISCELLANEOUS
Added Trauma Drama, an arcade mini game that offers a chance to win special rewards.
Added more secrets to be discovered in Night City.
Added some small scenes to the game, including some conversations with Johnny Silverhand when visiting V's apartment in Megabuilding H10.
You can now change tattoos at ripperdocs.
You can now choose between three Control Schemes for controllers: Classic, Dynamic and Alternative.
Apartments will now give smaller buffs.
Updated the Characters tab in the Database to include more side characters.
Added new niches to the Columbarium.
Added Ukrainian text localization.
PC-SPECIFIC
Updated PC system requirements. A SSD is now required to run the game. More information can be found here.
Added support for NVIDIA DLSS 3.5, which introduces DLSS Ray Reconstruction, a feature that improves the quality of Ray Traced effects. A GeForce RTX graphics card is required. The option is available in Settings → Graphics in the NVIDIA DLSS section. DLSS 3.5 is only available if Path Tracing is turned on. To make sure DLSS Ray Reconstruction works correctly on your PC, update your NVIDIA Game Ready Driver to version 537.42 at minimum.
[AMD SMT] Introduced a new AMD Simultaneous Multithreading (SMT) switch located in Settings → Gameplay → Performance. It allows you to set SMT to Off (only physical cores), On (all logical cores) or Auto (ensuring the performance average across different locations and situations in game is optimal). This change was implemented in cooperation with AMD and is based on tests conducted on both sides.
The Crowd Density setting has been moved from the Gameplay tab to the Graphics tab. Additionally, Crowd Density is now tied to Graphics Quick Presets and will change depending on the selected preset, but it can be customized independently if needed.
As PC system requirements have been updated, running the game on an SSD is now a requirement on Steam Deck.
Updated Steam Deck graphics profile for improved frame rate stability.
Hey chooms, don't forget that these are just the highlights! There are a lot of other improvements and fixes in this update, so go check them out yourself!
With new roads and countries comes new cargoes to haul too! Our team has created these new loads in connection with some of the new industries you'll find in our upcoming West Balkans DLC. However, these won't be limited to just the DLC area, as all Euro Truck Simulator 2 players will be able to enjoy these new options too.
The West Balkan region is home to many automakers, from where drivers can haul deliveries of new vehicles across Europe! These include cars and vans, all which are hauled on a variety of specialty trailers designed for the safe transport of multiple vehicles.
You may find that some of the van chassis you haul will be delivered to a factory where caravans are assembled, which is one of the newer industries you can find in the West Balkans. From here you can haul completed caravans from the factory line across Europe!
The aluminium sector also plays an important role for the local economy, with the production of ingots and profiles. Drivers will be able to haul these unique cargo from their point of production onwards to other industries around Europe.
We're excited to bring these new cargoes to haul into Euro Truck Simulator 2, and that they bring a new variety of contracts to your job market list! We look forward to sharing more news on the West Balkans DLC in the near future, so be sure to keep tabs on the blog and our social media channels for the latest. Until next time, keep on truckin'!
After nearly a year in Early Access, our beloved game "Land of the Vikings," which boasts an incredible community, is set to release out of Early Access on October 9th. We deeply appreciate the tens of thousands of comments and bug reports we've received during the Early Access phase, through Discord, Steam forums, and our in-game feedback system.
Stay tuned, as we will soon share more details about what's coming with the 1.0 version, which languages will be added, what we've accomplished during the Early Access phase, and much more.
And a massive, heartfelt thank you for all the support you've shown us up to this point!
We hope that you are as excited about the imminent 1.0 release of Land of the Vikings as we are!
We’re happy to be back with Part 3 of our Road to Chapter 2 series! In the previous updates we introduced Urd, showcased parts of her arsenal and teased some of the beautiful landscapes she will get to traverse, as well as meanies she will get to slaughter.
Today’s article will focus on our fresh approach to the progression system and reveal the second part of Urd’s arsenal - her magical spells and abilities. Let’s jump straight into the details!
WARGRESSION SYSTEM
During the development of Chapter 2 we were looking for ways of expanding the variety of your play-throughs and to better convey the agility and moment to moment gameplay as Urd. That lead us on the path to streamline the way she upgrades. Everything. Also - this should allow the players to experience more unique runs and speed up the progression process to stay in the action all the time!
And this is what our brand new Wargression system is all about. It is a variation of the first Project Warlock’s and Chapter 1’s Palmer’s system tailored specifically to the experience of playing Urd in Chapter 2.
In Chapter 2 instead of buying the upgrades from the stations located in the HUB, you will be able to do it with Quick Buy Menu during your run. The menu will appear once an Upgrade Token is picked up and - in general - it will automatically roll 3 random upgrades to choose from.
Playing as Urd you will be able to test and play around with all available upgrades and each play-through will guarantee its different combinations. You will be able to choose from 80 different upgrades spanned across 13 different categories, each with a varying number of upgrade levels. That’s 80 right now, but we’re still tweaking specific upgrades and will see if that number is enough.
The upgrades available via Wargression System will significantly influence Urd’s arsenal on many different levels. For some weapons it will let you boost their accuracy, rate of fire, reload speed, extend ammo capacity or even increase the chance to fire crystal projectiles! Certain upgrades will reduce the cooldowns for alternative fire and add additional effects to bullets, such as piercing or fire damage.
New progression will also influence how your attack, defense and magic works. It will improve the duration and performance of elemental effects like poison or frost or let you increase your health, armor and bleeding effect which you can inflict upon enemies. You will also get a chance to tweak the combo meter in numerous ways to feed your inner demons calling for high risk, high reward plays!
Even with a completely new approach to the progression the core Project Warlock II feature - the option to have deterministic builds - remains. To offer you more control over managing the progression of your builds we introduced the “Specialist Upgrade” (from the Luck category) narrowing down your option to 3 guaranteed categories of upgrades. You will also be able to use Reroll Tokens, Extra Roll Tokens and Luck Upgrades to manipulate the shop in a slight way to your advantage.
You will also be able to track your active upgrades in the Status Menu, so you will be able to keep an eye on your build whenever you like.
SPELLS AND SKILLS
It's a tradition for Project Warlock II to have guns and melee weapons accompanied by different sorts of spells or skills. That is why the witchcraft in possession of Urd goes a lot deeper than before into a wide range of useful and deadly spell techniques!
Do you want to feel the real vibe of being Warlock’s student? Spell book will let you release the mayhem with different types of spell attacks. When you pick it up for the first time, it will become a permanent addition to your arsenal. Just as if it were a regular weapon, you select it and then… - as the kids used to say - the real magic happens.
Spell book lets you use five different spells, each with a different element attached. They are designed to suit Urd in various circumstances and to deal damage corresponding to specific monsters’ weaknesses.
With the spell book selected, you will be able to turn its pages with the right mouse button to use spells based on fire, frost, poison, magic and crystal elements.
We already covered Dagger in our previous update. Suitable for the fast-paced gameplay style for Urd that might need to get painfully close to her enemies to dish out some personal damage, but she has another trick up her sleeve when it comes to this weapon.
Apart from the new addition of the spell book, Urd also has access to three different utility spells. Let’s check out Dagger Storm first. It creates a static tornado of flying Daggers damaging nearby monsters. Which makes it a good idea to conjure it in the middle of the demon horde. Until now, we let you dismember monsters with guns and blades, and used “meat grinder” as a metaphor - now you will be able to create a literal one!
Having to spend all those years in exile would make everyone feel lonely. Urd’s no exception here. So what does she do? Having no friends around she… created one. Introducing: Crystal Sentry - our first summoning spell in the game!
Crystal Sentry follows the player and attacks monsters by shooting powerful crystalline projectiles. It cannot be attacked by monsters, however each shot takes some health away from the Crystal Sentry until it breaks apart. Only to be summoned again a bit later, don’t worry!
Next to the rich set of magical spells, Urd can also use one of the traditional tools but with a twist that will go hand in hand with her gameplay style - the Poison Grenade.
It will assist you in many different gameplay scenarios - whether you want to deal more damage to larger groups of enemies in the open area or throw it into the narrow passages to slow down some foes.
Poison grenade deals poisonous damage on explosion but also affects your enemies with poison over time with the cloud that will emerge after the bang.
To elevate Urd’s agility and spice up the gameplay with more useful maneuvering during battles we also implemented the dash move.
This is actually a special upgrade for the Dagger which allows more dynamic combat and bullet dodging! The dash has two upgradable stages - the first gives the ability to dash forward while attacking, the second lets you dash in all directions when Dagger is equipped.
Lastly it is worth mentioning that Urd’s arsenal is not just your regular set of pistols and rifles. Almost every weapon is infused with some magic which corresponds to the additional damage you deal to incoming monsters.
The main infusion in the set of weapons is Urd’s crystal magic which supports the performance of SMG (upgrading it will give you a chance to fire crystal bullets) and Shotgun which features an alternative fire mode with deadly crystal shards. When it comes to the Dagger, it is magically infused with poison as well as phantom slash attack upgrade - which gives the player a chance to deal a wide slash attack damaging multiple monsters.
WHAT’S NEXT?
That’s all for the magical revelations today and at the same time we’re wrapping up the list of content for Chapter 2.
Our team is still polishing various aspects of the new adventure as well as still improving the first chapter. In the next update we will explore this topic a little more, including various aspects from the original Project Warlock that return in the sequel.
We're pleased to announce that Back to the Dawn will be showcased at Tokyo Game Show (TGS) 2023! We’ll be here from 21 Sep - 24 Sep. Make sure to swing by our booth at Hall 9- E64 to plot your great escape from Boulderton Prison!
Here are some snippets of our booth: As we gear up for TGS, we have something important to share! The gates to Boulderton Prison will be closing soon, and we will be removing our demo from Steam soon after the event. So if you haven’t already, make sure to download the demo while you still can. But fret not, we’ve got some thrilling updates lined up to share with you in the coming weeks, so be sure to follow our social media accounts to stay up-to-date on all the latest news and announcements!
With the release of the latest DLC for Bus Simulator 21 Next Stop, we are pleased to provide another iconic school bus for bus lovers today: The Thomas Built Buses Bus Pack now brings the Saf-T-Liner C2 from the popular US manufacturer into the game!
Bus Simulator 21 Next Stop - Thomas Built Buses Bus Pack:
Brings Thomas Built Buses into the game as a new brand.
Adds a new school bus to the main game: a Saf-T-Liner C2!
Now available for 2.99 EUR / 2.99 USD (SRP) as a DLC in the digital stores!
Alternatively, also available as part of the Bus Simulator 21 Next Stop - Season Pass.
After the Bus Simulator 21 Next Stop - Official School Bus Extension recently made it possible to create and manage your own school bus routes in the game and to prove your qualities as a school bus driver, with the Thomas Built Buses Bus Pack you can now look forward to another school bus for your bus fleet!
The Thomas Built Buses Saf-T-Liner C2 is a US-American petrol-powered school bus, equipped with 2 axles and a single door, offering 47 seats. Just like the other school buses, it can be used not only for school trips, but also on regular bus routes if needed.
The Bus Simulator 21 Next Stop – Thomas Built Buses Bus Pack is now available on the digital stores.
Alternatively, the DLC is also available as part of the Bus Simulator 21 Next Stop - Season Pass. The Season Pass is available at a lucrative bundle price and includes the already released Ebusco Bus Pack, the Official School Bus Extension, the brand-new Thomas Built Buses Bus Pack as well as the Official Tram Extension which is planned to be released at the end of the year.