Electrician Simulator - livia
Dear Electricians,

We recently celebrated the launch of Electrician Simulator on the console PlayStation 4 and PlayStation 5! On this occasion, we have an exciting competition for you, with a great prize.



The theme of the contest is to design the appearance of the main character of Electrician Simulator.
Below is a brief description of the competition. If you are interested in participating, please read the CONTEST RULES in a separate document.

Contest objective
The objective of the contest is to create and submit a work representing the main character from the game Electrician Simulator. Entries can take various forms, including drawings, 3D models, animations, or cosplays, etc.

Rules
  • Entries must be submitted via email to the address: contest@takeitstudio.com. The subject of the email should include the contest name and your Twitter nickname.
  • To participate in the contest, participants must also share the contest post and follow @ElectricianSim on Twitter.
Only adults can participate in the competition.

Prizes
Main Prize:
  • Styled controller with a theme from the game, gadget set, Electrician Simulator game code with the Smart Devices DLC!
Second place:
  • Electrician Simulator game code with the Smart Devices DLC!
Third place:
  • Electrician Simulator base game code!
The winner will be selected by a jury that will judge the entries on the basis of creativity, adherence to the theme, and quality of workmanship.

Deadlines
The competition starts today, 28/11/2023, and ends on 31/12/2023.
Entries must be sent electronically to the following address contest@takeitstudio.com by 11:59 PM CEST on 31 December 2023.

The results of the competition will be announced on Electrician Simulator's Facebook and Twitter pages on 5 January 2024.

We are very excited about your ideas and can't wait to hear your visions! Before participating in the competition, please read the CONTEST RULES. All information regarding the processing of personal data can be found in the "Privacy Policy" tab on the https://gamingfactory.pl/ website.

Good luck to all participants!



SPEEDRUN
In addition to our competition, we encourage you to try your hand at the Speedrun challenge with Electrician Simulator. Immerse yourself in the gameplay and show us your skills. Don't miss your chance to set a new record and be the fastest to beat our game!

We would also like to remind you that there is a sale on Steam at Electrician Simulator. The sale ends today at 7:00 PM CEST (28/11/23), so make sure you get it!

https://store.steampowered.com/app/1080020/Electrician_Simulator/


See you next time,
Take IT Studio! and Gaming Factory


Helicopter Gunship DEX - Jimmy Arcade
This update adds the following....

1. Fixed a bug which would sometimes cause a weapon rack to not fire on the 1st trigger pull.

2. Updated the weapon rack firing logic so that it now has 3 separate modes.....
  • Single Shot - will only fire a single missile no matter how long you hold the trigger down. This is used on all guided missiles. You can ripple fire by pulling the trigger again and there is no limit to how fast you can do this!
  • Autofire - this will launch missiles/rockets at a set rate while the trigger is held down cycling between all racks of the same weapon. This mode is used for all rocket pods.
  • Linked Autofire - This fires all racks of the same weapon type at the same time at a set rate. This is used for all canon/gun pods.

3. UB-32 rocket pod now launches rockets at a faster rate to compensate for their smaller size/power.

4. Added in the basic IR models for all Hind varients so it is now visible on IR cameras.

5. Various texture optimisations to reduce VRAM usage and give a little performance boost as well.

I think this update now forms a good candidate for pushing to the public branch and will bring an end to this specific beta branch (unless something major crops up!).

The next beta will be the "Troop" beta that will focus on getting soldiers etc into the game. This will also cover missions that utilise troop deployment in some form or another so it is still part of the "Mission Expansion" line of updates. ːsteamsunnyː
Chicken Police: Into the HIVE! - Babel_(HUN)
Clawville, the city that serves as the backdrop of both the Chicken Police games as well as Zipp's Café and the only part of the Wilderness you've really experienced so far, resembles parts of the USA set in the 1940s. It has a mix of architecture and art from various periods in time and it's full of unique solutions to various issues that popped up over the years, along with a lot of completely unique elements by our own design. In fact, the idea behind Clawville as a city came from the idea of what would happen if you were to combine 1940s Chicago with Victorian London to create a brand new fictional place, filled to the brim with noir-energy.





Now, it quickly became clear that we would not be able to create this strange, wild yet familiar world simply from photographs. The only way was to create it ourselves, from scratch, and take some creative liberties with the references we did have.

This idea is where our journey to create a living, breathing, gritty and believable setting begins.



The spark of an idea

Of course, it all started with an idea. We determined the most important and interesting locations in terms of narrative, worked out long and detailed descriptions and sent them to the graphic designer. They then add their own ideas to the description we provided, which was then discussed with the writer. Based on the references, like photographs of real cities and the settings in other noir media, a detailed concept can be prepared and a 3D 'greybox' prototype can be created.



In order to get the final look, a much larger portion has to be designed and partially built. That way, all the details and perspectives are believable. It's not just the scenes you visit, but also the spaces around these locations! Luckily for us, most backdrops are static.



Meat, skin and feathers

Once this concept is ready, a team of 3D artist will build the final render. This is where the actual models and textures are put in place, which are filled with additional bits of art and lore where needed. This includes things like posters on the wall, a newspaper on the floor or adverts on the signposts.



The resulting render is already beautiful, but there isn't much to do yet. After all, what we have so far is a static place brimming with detail, but the functionality for you to interact with things does not exist yet. This is where the magic of the tech-artists and coders comes in to make the world discoverable and enjoyable. They place all the extra effects, moving parts and lights inside the game engine. The newspaper you can pick up to read about the latest gossip in Clawville is their job!







It's alive!

Once the layered renders arrive at our tech artist, they can get to work on bringing the scene to life within the game engine. This process is where most of the pitfalls are, as we're taking the 3D scene and turning them in 2D renders to work as backdrops and then rework them back into both 2D and 3D layers. You end up with a 2.5D scene where things move just enough to give the scene the visual depth of 3D, while remaining 2D.

As you'll now be able to experience the Wilderness in both noir and technicolor, we faced a couple more challenges when it comes to color and the lack thereof. Paint it RED! was made with colors to get the shades of grey just right, but the colors were manipulated in a way to make them look better in black & white. This came out the cost of the game just not looking that great in color. When it comes to Into the HIVE! however, the game should look great in both color and noir modes, so we had to make sure the base colors are visually appealing to look at and translate well into black & white.





You've seen the fruit of our labor in the two trailers we've released so far, but soon you'll be able to experience it firsthand in our upcoming public demo early next year. We're excited!

In the meantime though, please help us spread the word about Chicken Police – Into the HIVE! and how it's going to deliver something new and wild!

Be sure to wishlist the game, and if you haven't already, pick up Zipp's Café! It's a standalone little café management game that acts as a prequel story to Into the HIVE!.

The Wild Gentlemen

https://store.steampowered.com/app/2362090/Chicken_Police_Into_the_HIVE/

https://store.steampowered.com/app/1812180/Zipps_Caf/



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HAWKED - Kaeden
Hey, Renegades! I’m Andy Duthie, Executive Producer for HAWKED. We’re releasing HAWKED in Early Access on November 30—it’s the culmination of years of hard work and perseverance from the whole team at MY.GAMES, and we couldn’t be prouder to finally put it in your hands.

Today, we want to share more about our journey to Early Access, the new and reworked features we’ve implemented, and how your playtime and feedback from Open Beta helped us get here.
A BRIEF HISTORY OF HAWKED
HAWKED’s inception began several years ago. Our goal was to develop a fresh, colorful new game for the MY.GAMES portfolio, in a different genre than our players might otherwise be used to. We set out to make what was originally known as Project D1: an extraction shooter with a treasure-hunting theme.

Although the extraction shooter genre has risen in popularity in recent years, these games tend to not be too welcoming to more casual gamers. So once we settled on our direction, we wanted to make sure the game was as approachable as possible to newcomers. All the same, we wanted extraction shooter veterans to experience a challenge, with a smattering of deeper nuances to master. 

The developers united the heroes, humor, and world of pulp action stories with vivid, comic book-style visuals, and defined a simple game loop that anyone could grasp. 

The pieces began to fall into place, and thus, our anti-heroic Renegades (the player characters), the adventurers guild GRAIL, the Riftwake, the monstrous Disciples, and the mysterious island known as X-Isle—and all its treasures—came into being.
THE ROAD TO EARLY ACCESS
Lots of iteration, internal feedback, and testing brought us to our first Closed Alpha Tests in 2022 and early 2023. Feedback from players at this stage gave the developers a lot to work with, a challenge they met head-on. It was also at this point that we renamed Project D1 to HAWKED.


In the summer of 2023, we followed up with an Open Beta and Crossplay Open Beta for PC, PlayStation 5, and PlayStation 4. Though not without a few road bumps, we were heartened to see the beginnings of our Renegade community kindling. Your passion for what the game was—and everything it could be—was reflected in your feedback and crucial in shaping our path forward. 

We took several direct approaches to gathering feedback:
  • Community reports: The community team gathered your feedback from Discord, social media, and Steam to give us a vibe-check on your sentiment towards HAWKED, including likes, dislikes, and requests.
  • In-game surveys: Players were given short, five-question surveys after the tutorial, the first match, and after a quest. These surveys gave us plenty of quantitative feedback about the main gameplay features from a large number of players.
  • Exit surveys: Sent to players after they closed the game during Open Beta, these surveys were more detailed and gave us an idea of what you liked, disliked, and what you wanted to see.
  • Player interviews: Select players agreed to tell us more about their experiences with HAWKED. Supporting our quantitative data from surveys with qualitative interview feedback really helped us zero in on specific problem areas, as well as well-liked features.
After taking stock of the current state of the game and collating all your feedback, we wasted no time in acting on it.

Right now, we truly believe we’ve made HAWKED the fun and approachable extraction shooter experience we wanted it to be. We’re making Early Access on PC the next chapter because we want to battle-test it together with you, get your feedback in a live environment, and make sure we’re really heading in the right direction on the technical and gameplay front before we launch the game in full next year.

And that pretty much brings you up to speed with where we’re at now! On the eve of Early Access, let’s review what we’ve been working on, how we acted on your feedback, and the changes you can expect to see in Early Access and Issue #1: Renegades, our first seasonal chapter.
TUTORIAL & ONBOARDING NEW RENEGADES
85% of players completed the tutorial in Open Beta, which gave us a great dataset and feedback to work with. The most common complaint we heard was that the tutorial was missing key information about basics like movement types, revival mechanics, Artifacts, Gears, and generally preparing players for PvP gameplay. With this, a key goal for Early Access was to make sure players knew what they were doing as early and as easily as possible, with no barriers to entry or unclear mechanics post-tutorial. 



We reshaped and improved the tutorial by showing off more of these features sooner, from traversal mechanics such as sliding, to using Ping to communicate with your squad. The tutorial is now also replayable from your Personal Quarters aboard the Riftwake in case you need to brush up. The post-tutorial transition to the Hideout is now smoother, too.

In addition, while HAWKED’s lore was deliberately thin on the ground in Open Beta, we’ve been ramping it up to give you a proper introduction to the incredible world our Narrative Team has created. The introductory comic has been reworked, and as Issue #1: Renegades progresses, you’ll experience new story quests (through a revised UI), discover a mysterious relic called the Glyphstone, and be able to take part in limited-time story events (the first one is launching in December). 
METAGAME FEATURES
We want to encourage players to really delve into HAWKED on a meta-level and find the weapons, Artifacts, Gears, and other loadout-related options that let them feel like they’re mastering the game in their own way. The limited time players had with Open Beta didn’t give them a great impression of the meta potential of HAWKED. Also, the small amount of session currency players could collect would expire from match to match, so didn’t incentivize much use during Open Beta.

We made a lot of changes to get players familiar with meta mechanics early on. Gear progression is now more streamlined, with more Gears available from the get-go that are easier to access and view from a menu. 

Additionally, the currency you can shop with in-game—renamed from HYPE to CRED—is now persistent between sessions. This should give you more time to earn and save it before spending it on new loadout options at extraction point shops. Just do your best to survive or extract with your CRED every match!



RIDIN’ SOLO
While Open Beta focused on squad gameplay, a whopping 77% of you asked for a solo mode. Well, we’re thrilled to say it’s ready for Early Access! Go lone wolf in the newly-added Solo Treasure Hunt to bring home the treasure on your own. 

Alternatively, if you want to enjoy quicker matchmaking with the added challenge of competing against teams, you can also now choose ‘No Fill’ when matching into Duos and Squads.



TECHNICAL IMPROVEMENTS
Naturally, we’ve put a lot of work in on the technical front. Since issues related to movement and shooting ranked high on your list of bugbears, we’ve worked to ensure a smoother flow within sessions. 

Many issues that can impact combat flow, including crashes, collision issues related to hitreg, and instances where players might become stuck, have been resolved.
ADVERSITY
Many players told us they wanted a more adrenaline-pumping extraction shooter experience. With more players expected to join Early Access, we expect the competition to ramp up considerably. 

To help this along, Early Access introduces skill-based matchmaking. That means you’ll be facing more players that are on your level. If you’re still learning the Renegade ropes, you’ll get a fair match-up and won’t be pitted against the Indiana Joneses of the HAWKED world.

We’ve also tinkered with the enemies you’ll find on X-Isle. To keep sessions competitive and give you a greater sense of progression, enemy encounters will now scale dynamically in difficulty. The closer you get to your goals, the harder the Disciples try to stop you. If you encounter bots (used to fill matchmaking slots during quieter hours), you should notice their AI and behavior have improved since Open Beta.
TEAM COMMUNICATION
Good communication is the cornerstone of team play in HAWKED. We noted some frustration with the lack of communication options in Open Beta, so we added more ways to help you coordinate with your squad.

You can now Ping on markers (such as encounters extraction points) to highlight goals to your squad, Ping the map while spectating, as well as confirm other players’ Pings. Characters will use dynamic dialogue for different types of Ping. The contextual action button ‘Revive Me’ can be used to attract teammates’ attention if you’re struggling.



TRAVERSAL
Character movement was admittedly not very smooth in Open Beta, so we put some work into the simple act of getting around. Animations are now smoother, with improved transitions between different types of movement, a fix for jumping while aiming down sights (ADS), and a reworked camera while sprinting and sliding. 

Your Renegade tools—the Hoverboard and Traverser—are also more intuitive to use. It’s easier to find traversal points, and you can now auto-disembark from the Hoverboard when it’s not effective to use it.



CONTROLS & GAMEPAD SUPPORT
We want you to play in the way that’s most natural and intuitive for you—whether that’s keyboard and mouse controls or a gamepad. While many players found the controls in Open Beta comfortable and effective, there were a few issues and complaints that arose related to limited keybinds, some uncomfortable options, and several actions being mapped to the same key or button.

Early Access introduces a few new control schemes and improvements to existing ones. There’s a reworked default control scheme on keyboard and mouse, different control schemes available straight off the bat, better input binding options, plus additional camera and control sensitivity options.

Playing on a controller? Aim assist, which was a little strong in Open Beta, has been rebalanced in the interest of maintaining a fairer competitive landscape in crossplay matches. We’ve also added vibration support for DualShock 4 and Xbox controllers, and adaptive trigger support for DualSense controllers.
VISUALS & USER INTERFACE (UI)
Visual communication is important to us. When the chips are down, you’ll want to get the information you’re looking for at a glance. That’s why we added new types of reticules (or crosshairs) that change dynamically depending on what you’re pointing at. You’ll also be able to check your teammates’ statuses while in a Squad (whether they’ve died, been knocked down, disconnected, or left the game).

Environments and characters are now easier to parse thanks to added outlines and brushstroke effects.

New lighting presets have been implemented for the final phase, evening, and night for greater session immersion, while visual improvements have been made to the in-match Shop and Resurrection Points.



GRAPHICS
Want to take in more of X-Isle’s horizon? We’ve added ultrawide monitor support, available with Early Access. 

On the other end of the spectrum, if you’re playing on low specs, the game will look even better on the improved preset for Minimum graphics settings.
CUSTOMIZATION AND IN-GAME PURCHASES
As you may know, HAWKED will be completely free to play in Early Access on PC. As a live service title, HAWKED will include optional paid content that supports continued development and regular updates. Gamers are rightfully wary of predatory practices, so we wanted to reaffirm our commitment to making HAWKED a fair competitive experience for all players. In short, the game is not pay-to-win. You can’t buy an advantage over your enemies and peers!

The in-game Shop—run by GRAIL’s resident robot quartermaster GE-0—allows you to spend our soft currency “Hawks” (acquired through regular gameplay and not purchases) and premium currency GE-0 Cash (purchased with real-world cash) on optional content like cosmetics, a premium status known as GRAIL+ (which grants speed boosts, but not power bonuses), and a type of battle pass known as the Renegade Pass.



Through events, the Renegade Pass, optional purchases, and other special campaigns like Twitch Drops, you’ll be able to customize your character, gear, and Quarters. Dress up your Renegade in Outfits, switch up your Traverser, Hoverboard, and weapons with new skins, perform Emotes, and so much more. There are plenty of options already unlocked—and more premium and free options to come—so please mix, match, and carve out your own personal Renegade style!


Are we missing anything? That’s what Early Access is for! Let us know your thoughts on Discord once you get some hands-on time with the new build.

We’ll have more to share in future Dev Diaries as we progress with Issue #1: Renegades and move towards the launch of HAWKED on PS5, PS4, Xbox Series X|S, and Xbox One in early 2024, so stay tuned.

Thanks for reading—see you all on X-Isle!
Nov 28, 2023
Star Trek: Infinite - demasiri (Arc CM)
Hello all, we are here to bring you this week's Patch Notes.

I am happy to report that Font Scaling is now out of our testing branch and live with this patch. If you ever had issues with playing on a 4K or above, you should now have a much better experience.

Crashes

  • Fixed a crash occurring when swapping to and from Galaxy/System View.
  • The game will no longer crash when loading a save game in which the UFP was eliminated.
Gameplay
Events
  • Legacy events will no longer be triggered upon the destruction of a Ferengi country.
  • The "The Birds" event will no longer trigger on any colony that was already devastated by the Crystalline entity.
Content
  • To avoid confusion, Leader gain level messages will no longer show the Skill level effects item when no effects are produced.
  • Gas Giants will no longer be used as moons of lighter planets.
Balance
  • Fixed never-ending war cases. Wars will now end in surrender or status quo if one side is fully occupied (the exception is the wars that require some missions like coup wars as an attacker).
  • Special Projects with no cost will no longer require an assigned Researcher scientist to progress.
  • Players will no longer be able to exceed the maximum amount of claims using the 'Ratify Claims' diplomacy option, aligning with the expected claim limits.
  • Nausicaan Enclaves: it will no longer be possible to destroy Nausicaan systems (both Destroyers and Skullcrushers), preventing that threat from disappearing completely.
    • Pirates are not affected by this change.
Bugs
  • Empathic Diplomacy progress will be recovered when Minor Powers are integrated.
  • Highway Stabilization Field tech: It will now properly reveal all highway nodes
Lore

  • According to lore, only one "Starfleet Academy" building will now exist, the one the UFP starts with on Earth.
  • Updated Worf’s portrait to use his admiral outfit from DS9.
Music

  • Players who own the Deluxe edition will now hear the Deluxe Playlist by default. Said playlist will now include standard tracks and skip the main theme on game start, as it was intended.
  • Main theme will now be played when going back to the main menu
  • Advisor audio will now stop playing when returning to the main menu.
  • Changing species rights while paused playing as Romulan will no longer reset when unpausing.
UI

System Claim
  • The lists now are divided: on top it shows your current claims and on the bottom, the ones you're going to add or remove.
  • The influence cost now only appears in the claims you are planning to add
  • The confirmation button will now be inside the bottom list because it only affects those ones.
  • There's a new X button to remove claims from the list.
  • Fixed placement of the flag when two powers claim the same system.
  • Fixed the scroll bar for claims greater than 4.
Buttons & Hotkeys
  • Fixed the “Go to” button, it will now work properly.
  • Fixed Settings visual glitch in view buttons after scaling up the UI.
  • The "Create Neutral Zone" button will now be disabled when there are no systems available.
  • Remapped Starbase hotkeys to avoid confusion and prevent inconsistent behavior.
Image & resolution
  • Fixed resolution issues in Windowed mode. Due to Windows Layout Scale interfering with the Game Resolution, we recommend setting it up to 100% (normal scaling) and using GUI scaling inside the game options.
  • Fixed resolution issues when using multiple monitors: the game will now adjust when detecting resolution discordances.
  • Updated font to better support higher resolutions with UI upscaling.
Language, spelling & localization

  • Fixed texts related to buildings that were checking for non-existent colonies.
  • Fixed typos starbase restock localization will now say "starbase" instead of "starbse."

Please note that save file compatibility between versions is not guaranteed.

If you have an important game going, please back up the save file before trying to load the save in the new version. You can roll back to a prior version by right-clicking on Star Trek: Infinite in your library -> Properties -> Betas -> choose the desired version from the drop-down.

If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
Nov 28, 2023
Iron and Lead - Harryon
Greetings gunners,
We have some major changes we'll be rolling out in the coming weeks that we wanted to make you aware of. These changes will completely change the way you play Iron & Lead, and we look forward to hearing your feedback. Without further ado, let's get into the changes!

Weapons overhaul
The biggest change we're rolling out will be a complete overhaul of how the weapons work. As of right now, gunners are armed with the standard issue machine gun and can find ammo pickups for other guns as they defeat incoming enemies.
We are currently reworking this system to allow gunners to choose their weapons before heading out. Each gun will be further rebalanced to accentuate a more diverse set of playstyles, allowing for a more unique experience with each tour!

Tank Upgrades
Currently, gunners have a rather straightforward experience taking on waves of enemies as they come and utilizing a fixed array of weapons and tools.
We are in the process of creating a new upgrade system to provide a new layer of strategy and forward-thinking. These upgrades will only last for one tour but will allow you to completely change the way you handle the endless droves. This feature is still in its early development so stay tuned to find out more of what is to come!

As always, thank you for your continued support, and we look forward to seeing you on the front lines!
Until next time!
- Polearm Team
Chessarama - Thalia [Community Manager]


The countdown has officially begun! We're only 7 days away from unveiling Chessarama to the world. Born from our indie spirit in vibrant Brazil, this game is our love letter to chess lovers and puzzle enthusiasts alike.

🏆 Join our Exciting Giveaway

As we gear up for the big day, don't miss out on our fantastic giveaway on Gleam.io. Win a Chessarama-themed chess board signed by chess legends! It's our way of celebrating this journey with our beloved community.

  • International Campaign - worldwide, excluding Brazil (chance to win 1 out of 8 chess boards).
  • Brazil-Only Campaign - since we’re a Brazilian studio, we’re offering an exclusive campaign for those who live in Brazil (chance to win 1 out of 8 chess boards).
🎮 Wishlist Chessarama on Steam

Be among the first to explore our unique blend of chess-inspired puzzles and breathtaking dioramas. Every wishlist brings us closer to sharing our dreams with the world.


A sneak peek into the mesmerizing world of Chessarama – Where every move tells a story.

We're nearly there, and your support has been the wind beneath our wings. Stay tuned for more updates as the launch day approaches. Let's make Chessarama a game to remember!

https://store.steampowered.com/app/1831830/Chessarama/

P.S. – Joining the giveaway is easy and adds to the fun! Find out more and enter the International Campaign or Brazil-only campaign.
Riot Operator - Earl Grey
Greetings, Operators!

Today we want to share some positive news with you! Riot Operator has reached the Alpha Stage of development! Our small team is working tirelessly to bring you Riot Operator as quickly as we can. We know that you can't wait to play the game and we are doing our best!

Development Update - Alpha Stage

We are extremely happy to reach this huge milestone. Most of the mechanics are set up and we are focusing on things like balance and polishing now. It's also very important for us to bring more content to the game. While we won't be able to release the game in 2023, we certainly aim to launch Riot Operator in 2024.

We will also try to share the closed beta with you somewhere in the Q1 or Q2 of the next year! Applications will be opened via Google Forms and we hope to gather at least much feedback from you, as we did last time during the demo. But more about this in the upcoming announcements.

New Scenarios

Right now, we are working on adding more scenarios to the game. We have almost 4 scenarios ready and we are polishing them, ensuring that the gameplay is varied on each map. You already had a chance to play on the Warsaw map during the demo, but can you guess which two other huge European cities are we working on at the moment?

City 1:







City 2:







Let's see if you can get them right! Every screenshot includes a landmark, which should make the guessing easier.

Best regards,
Riot Operator Team
Nov 28, 2023
Shakes and Fidget - DarkwingDang Playa Games
First Game World Fusions Successful
The first game world fusions were successful. Thanks to extensive testing, there were no major incidents. This encourages us to conduct future fusions at shorter intervals. In 2024, the speed of merging game worlds will be increased.
Back and Forth with Fusion 6
There were last-minute changes with Fusion 6: Originally, FR1-FR15 were planned, but FR14 and FR15 were later excluded. Our initial focus was on merging all country servers. However, due to community feedback that FR14 and FR15 are newer than other French game worlds, we decided to exclude them for fairness reasons. FR14 and FR15 will later be merged in their own fusion with game worlds of the same age.
Planned Fusions (subject to change)
We have heard the request to publish future fusions. We would like to comply with this request. Below is a list of the currently planned fusions, subject to possible changes:
  • Fusion 7: PL7-PL17, estimation: 08 December 2023
  • Fusion 8: DE5-DE12, estimation: January 2024
  • Fusion 9: DE25-DE37, estimation: January 2024
  • Fusion 10: PL18-PL33, estimation: January 2024
  • Fusion 11: DE13-DE24, RTL, 7Games, estimation: February 2024
  • Fusion 12: W1-W5, estimation: February 2024
  • Fusion 13: PL1-PL6, WP.PL, estimation: February 2024
  • Fusion 14: W15-W21, estimation: March 2024
Police Simulator: Patrol Officers - m.muhle

Officers! It’s time for action! 🔥

Get your body into action and stop that fleeing suspect: The Tackling Update is coming on December 5th, 2023, to Police Simulator: Patrol Officers across all platforms!
With this update, we focus mainly on tackling, a minimap on foot patrol and quality-of-life improvements to overall enhance your playing experience. Let's jump into it!

Officer, the suspect is fleeing!


Tase or tackle? With the new tackling option, catching a fleeing suspect becomes way more versatile due to different options in handling the situation. The feature presents a more challenging way to interact with NPCs, bringing you closer to the action!


Let's get to training! Police tackling a fleeing criminal is a critical and dangerous situation that requires a well-trained and experienced police officer! Every situation is different and must be handled cautiously, particularly when an officer may need to resort to physical force.


Call to action! To tackle a suspect, start running, get in close range with the fleeing person and in line of sight to get a button prompt. Use the button to tackle the target to the ground and handcuff them before they escape! Due to safety reasons, an officer is only allowed to tackle a person from behind or from the side, which will also detain them automatically. Make sure to always choose a place with enough space to be able to safely tackle a criminal!

Minimap on foot patrol


Getting lost easily? We got you, with the new minimap on foot patrol! With this new feature, you will be able to easily find places and get around more efficiently and intuitively!

Quality improvements

To improve your overall playing experience in the game, we made numerous improvements and fixes! Among others we have removed the sun glare screen, have rectified unreasonable CP loss, fixed the unpleasant flashing lights inside the precinct when starting the game and fixed an issue that showed wrong illegal item intuition feedback!
Of course, we’re always working on further improvements to enhance your life as a patrol officer!

Introducing: The newest generation of vehicles 🚔

We're happy to announce two new DLCs! Explore the amazing advantages of both to keep Brighton safe and sound:

The Guardian Police Vehicle (GPV)


A spacious and handy choice for a great police officer!
With this new generation vehicle, you will be able to transport up to 6 arrested criminals and drive them to the police station yourself! Earn +10 SP for each prisoner you successfully transported and put in their cells, with the reward doubled when transporting 6 prisoners simultaneously.

https://store.steampowered.com/app/2210960/Police_Simulator_Patrol_Officers_Guardian_Police_Vehicle_DLC

The Surveillance Police Vehicle (SPV)


A versatile choice to support you at observing the streets of Brighton!
This cutting-edge addition to the police vehicle force will detect violations by simply following a suspicious target vehicle and giving its driver intuition feedback. It works similar to pacing and fills another colored bar in the same position. When a violation is uncovered, you can pull over the target vehicle and further investigate the suspect.

https://store.steampowered.com/app/2527820/Police_Simulator_Patrol_Officers_Surveillance_Police_Vehicle_DLC
The GPV and the SPV will both be released on December 5th, 2023 alongside the update, each at a small price of 2,99€ / $2,99 USD or the equivalent in your region.

Modding Support for both vehicles, starting today! 🖌️

You love your own style? Then this is for you!
Modding is supported for both the GPV and the SPV and gives you the ability to create your own customizations for the vehicles! The modding kit is already updated today, so you can dive into the work with a heads-up!

Create your very own look and impress us with your creativity!

Hang in there for more news!

With The Tackling Update, we will also publish the full patch notes, so you can see the full extent of the improvements.

Once again, there will be content creators receiving full access to the update prior to the release date while it is still in submission for the public release. Their ability to showcase might give you a chance to take a sneak peek at the content, so stay tuned!

At the moment, we want to focus on quality improvements and bug fixes and have therefore moved first aid to update 13 while ensuring more bug fixes now and in the upcoming months.

We hope you’re excited about the new features and improvements coming on December 5th! Thank you so much for your support!

Your Police Simulator Team
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