1. Fixed the bug that changing settings with the mouse did not take effect. 2. Fixed the bug that continuing the game after exiting resulted in progress lost. 3. Reduced the time for the quick restart key to take effect. 4. Added the ability to jump downward on one-way platforms by pressing ↓ + space.
Dealers, time to look into one of the most important aspects of being a businessperson: your headquarters!
And in this case, hideouts.
You start your adventure with one hideout, your trusty bunker you wake up in. As you progress through the story, you unlock the option to buy more locations. Obviously, you’re not buying a pig in a poke – before deciding to spend your hard-earned money you can get inside the prospective hideout and take a good look around.
And take a good look around you should, as the place’s size and location is not the only thing that matters. Some hideouts will have running water which allows you to grow cannabis there without having to run to the nearest shop to buy some. Some hideouts will have phone cables you can use to set up a telephone and gain the ability to listen to recorded messages. It’s a very important decision you gotta make there!
As any good businessperson, you will want your headquarters to look their best. And be functional, duh. You can furnish your hideout however you like. If you invest in a bed, you can sleep in it to skip the time at night. And if you place the correct types of furniture, you can increase your handy space.
What is the handy space? It’s a storage of a kind. But it gets better – handy space is available everywhere in your hideout. You don’t need to interact with a specific box to get things out. Just open your inventory when in the hideout and you can move things from the handy space and into your own inventory. Neat!
Another important feature of your hideout is substance storage. You can upgrade that storage to hold more varieties of substances by placing additional containers.
And there is also the very real-life matter of bills and waste! You make produce – you produce waste along with it. It’s gonna take the valuable space in your hideout so you will need to get rid of it. No littering and polluting the environment tho! We’re eco. Pay for the fee and professionals are gonna remove the trash for ya. And, of course, as you use water and electricity, you gonna pay your bills. If you don’t, you’re gonna lose your reputation very quick.
We’re delighted to share with you all the next evolution in tram simulation: City Transport Simulator: Tram!
Take to the tramway in what will be the ultimate authentic modern tram driving experience. Drive real-world trams from Germany and Austria as you transport passengers to their destinations. With intricate attention given to the finest details, from the open-door release button in the cab, to the pantograph and beyond, City Transport Simulator: Tram (or CTS: Tram, as we’re affectionately calling it) is truly indistinguishable to driving a real tram.
Authenticity is key – No matter what tram you want to drive, each has their own unique driving style and will react and behave differently to driver inputs, as you would expect from their real-life counterparts.
Welcome to Tramau!
CTS: Tram takes place in our vision for a transit-friendly city in southern Germany called Tramau, where the charm of tradition effortlessly blends with innovation. Strategically navigate through varied city sights and challenging tram routes. Admire the city's skyline, punctuated by landmarks including a majestic cathedral that stands as a testament to Tramau's rich cultural heritage. Career Mode
New to CTS: Tram is the introduction of a career mode, allowing you to become an operations manager for Tramau’s entire tram network. While you start off with a small but fully customisable tram business with limited resources, gradually expand your tram lines and increase your fleet of vehicles by earning XP. Get your passengers where they need to be on time through well-thought out and efficient tram line placement and unlock more operational resources. Connect an entire network of tram stations across Tramau and work towards building an interconnected tram network you and the people of Tramau can be proud of.
Sandbox Mode
A more casual and laid-back approach to tram driving. Take the scenic route through Tramau using customisable tramlines. no limitations and transport your passengers how you see fit. Take your trams out for a spin and drive according to timetables: a purely classic tram driving experience.
What’s next?
CTS: Tram will launch in 2024, and we’re excited to bring you all the details. We’ll have lots of new and cool information coming out shortly so be sure to head on over to our all-new Steam forums, Discord server, and our social channels (YouTube, Instragram, TikTok, and Facebook), let us know what you think, and become part of the CTS: Tram community.
Sign up for the CTS: Trams newsletter, where we’ll share exclusive first-looks and more – click here and join our mailing list!
Attention, Tycoons, Today, the post train arrived with exciting news straight from the Railway Empire 2 Team: The roadmap train continues forward with the next major stops in sight. Our development train already reached 2 vital stations, with a giant freight train full of fixes and the much-requested manual signals!
Ahead of us, in February 2024, lies our first DLC stop: “Journey to the East”. Hop aboard and take the train from Vienna to Constantinople and embark on a mission to connect the European capitals to the Ottoman Empire. Deploy new locomotives, produce and transport new goods, and attract wealthy travellers with the brand-new Luxury Rail Line mechanic, transporting them back and forth from the Danube River to the Bosporus.…
Following, we have the previously announced Quality of Life Update, which will further ensure your journey will be a smooth one. Originally, the QoL update was intended to be our third update after the manual signals. Due to the complexity of the implementation of this anticipated feature, we had to change our plans and move the release of the update back, which ends up putting it behind the release of the Journey to the East DLC. We understand that having to wait this long for updates is disappointing and we are aware of the wishes and requests that you still have for Railway Empire 2. We will keep working on the game and releasing further updates accordingly, just like we did with the predecessor. Please keep sharing your feedback and thoughts with us!
Lastly, ahead on the horizon, we have a second DLC approaching, which promises to be a truly electrifying experience. We will keep working hard on releasing Updates for Railway Empire 2 and on improving the game.
Even though trying to achieve some intellectual wellness goals may feel overwhelming at first, you need to remember that it is the journey you are embarking on that also counts...
It's been a full year since Starcom: Unknown Space entered Early Access, so instead of the regular weekly update, I decided this was a good time to do another progress update.
First, overall I feel very good about the state of the game. While Betelgeuse (the first Early Access release) was solid, there were a number of design issues that needed addressing, primarily with exploration and guidance. Ganymede made significant improvements in the exploration aspect, but suffered from a number of areas where players would find themselves stuck with no clear path of progression. Icarus, the current build, has now been out for over a month and while there are still a few areas where players can get stuck, overall the mission system has gotten better at giving players the ability to progress the story.
Also, the amount of content in the game has expanded significantly. I'll go into detail in a bit, but a first-time player of Betelgeuse took about 8 hours to consume the main content, while a first-time player of Icarus takes about 21.
Currently, I am focusing on late-game content. I have a goal of getting an ending to the story into the game with the next named update (Jupiter), even if it's just a first draft. We'll have to see how progress goes, that may turn out to be too optimistic. This may mean there's a longer gap until the next opt-in build is available. This makes sense for another reason: when the game was 8 hours long, adding 2 hours of content to the game felt significant and a big reason for players to do another playthrough. As the game has gotten bigger, the same amount of content is a smaller percentage of the whole. (Eventually the game will reach a point where all new content is save-compatible and there will be less reason to hold builds to batch content, but we're not there yet.)
Early Access Progress Stats
The following progression is to give players a rough sense of the amount of content that has been added since the start of Early Access. Anomalies are the number of different planetary and space anomalies the player may investigate. Mission logic elements are the smallest unit of "narrative" logic. Words are the total amount of on-screen text the player might see (and will eventually need localization). Median first-time playthrough is the total time first time players take to reach the end game anomaly-- I don't have this stat for every build:
Betelgeuse (Dec 2022, first Early Access version): 75 anomalies 1264 mission logic elements 25,000 words Median first-time playthrough: 8 hours
Draconis (Jan 2023): 91 anomalies 1516 mission logic elements 29,000 words Median first-time playthrough: 12 hours
Europa (Mar 2023): 111 possible anomalies 1839 mission logic elements 36,000 words
Fornax (May 2023): 120 possible anomalies 1990 mission logic elements 40,000 words
Ganymede (June 2023): 145 anomalies 2390 mission logic elements 48,000 words Median first-time playthrough: 16 hours
Icarus (latest opt-in build): 179 anomalies 3339 mission logic elements 60,000 words Median first-time playthrough: 21 hours
For comparison, Starcom: Nexus had ~195 anomalies and 65,000 words (it used a different mission logic system so the numbers are not comparable, but it had considerably less mission logic than Unknown Space does now).
I want to stress that I'm not too focused on numerical metrics of content like how many anomalies or planets, but I include them to give players a sense of overall progress.
Weekly Update
Every Friday I try to post an update of what I've worked on in the past week, included here:
Updated the default Icarus build to 15019, fixing a number of minor issues and adding experimental localization
Created some additional conversation options for Captain Dolson on the universe's lore
Several additional anomalies
Continued work on the late-game story/missions
Thanks for reading and thanks for playing Starcom: Unknown Space!
Mark your calendars as the Zero Hour team is bringing you guys a small christmas gift!
Update Part 5 is being released this December 25th. The update includes K9, Daily Challenges, Drone, Weapon Aesthetics, Squad AI improvements, plenty of bug fixes, and a few more.
The new update is bringing in many things and here are some of the things we have shared with out community, incase you have missed. You can also Join our Discord to not miss out on further teasers or even to meet other players
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From the day you get your hands on this update you will be the proud owner of a K9 puppy!
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The K9 will always be at your service.
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Personalize your loadout, make the weapons truly yours.
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Soon you can send in your metal friend.
Thank you for your patience, please make sure to report toxicity, and send feedback & suggestions on our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
Visual and sound improvements Improved game result screen for some games Added sounds to Ballerburg Made the same highlighting for buttons in the menu
Game improvements Added one more round in sort game mode in Schmirgeln if it are 2 players in both teams Added tie in Ballerburg Added more vibration cases on gamepads Added thousand separator to Schatzrechnen Made intro scene faster
Bug fixes Fixed bug when one of the players left the game in multiplayer and AI didn't continue playing Fixed bug when player can exit from char selection Fixed bug with wrong winner in show mode in multiplayer Fixed looped sound in Schmirgeln Fixed bug in Hoher Werfen when correct hole didn't count Fixed bug in Worter finden when player can't select past row 22 Fixed VO's and added missing VO's
The version is compatible with all console versions. The same update is also going live on the consoles (the Switch will unfortunately take a little longer)
"I've always enjoyed the tasks of a foot soldier." – Kroeger
As the overwhelming forces of the Iron Warriors relentlessly conquer Hydra Cordatus, the loyalists are forced to defend the last of their strategic bastions: the Cadmean Citadel.
Kroeger and Ireton MaSade join the event! Will you press the advantage and join the Iron Warriors conquest or become part of the forlorn resistance and fight for the Imperium? Enter the event and test the new Iron Warriors in battle.