It's already been a year since our official release, and we're excited to reach out to you once more.
SANABI has hit the milestone of its first anniversary. We sincerely thank all the players who have shown such tremendous interest and support. Your love and encouragement have played a big part in SANABI's success.
Even after the official release, we're committed to ensuring a smooth experience by continuously checking for bugs and engaging with the SANABI community. Recently, we appointed moderators for our Discord channel to maintain a positive community atmosphere. We're deeply grateful for their dedication and hard work.
We know many of you are eagerly awaiting DLC news for our first anniversary. While we can't share specifics just yet, we're working hard to bring you the best experience possible/ We truly appreciate your patience and enthusiasm.
In honor of our 1st anniversary, we've organized a fan art event! We encourage you to capture SANABI's amazing moments through your unique artistic vision. Let's make some more fantastic memories together with the community through this event.
Event Duration: November 8th - November 19th 18:00 (PDT) Winner Announcement: The winners will be announced on December 4th on the SANABI Discord server.
How to Join the SANABI 1st Anniversary Fan Art Challenge:
** There are no restrictions on the type of art. Participants may submit various forms, such as art incorporating in-game screenshots, comics, and more. ** However, the creation of fan art using AI is strictly prohibited.
3. Share your fan art and a congratulatory message in the '🎉1st Anniversary' channel.
<Fan Art Challenge Prizes>
🏆 Grand Prize (1 winner) : Steel Tiger + Steel Tiger Badge + Artbook + 1 Set of 2 Acrylic Keychains + 1 Set of 4 Character Acrylic Stands + $10 Steam Gift Card
🥇 Outstanding Award (2 winners) : Steel Tiger + Steel Tiger Badge + Artbook + 1 Set of 2 Acrylic Keychains + $10 Steam Gift Card
🥈 Popularity Award (2 winners) : Steel Tiger + Steel Tiger Badge + Artbook + $10 Steam Gift Card
🥉 Participation Award (5 winners) : $10 Steam Gift Card
<Criteria for Fan Art Challenge Prizes> Each award is determined based on the following criteria.
🏆 Grand Prize
Creativity (30%): Evaluation of the originality and creativity of the artwork.
Technical Skill (20%): Assessment of the overall technical proficiency and completion of the art.
Relevance to Theme (20%): How well the artwork aligns with the given theme.
Developer's Evaluation (30%): Overall assessment by the developer.
🥇 Outstanding Award
Storytelling Ability (30%): How effectively the artwork communicates a compelling narrative.
Artistic Interpretation (20%): The artistic expression of personal interpretation regarding the theme or the game.
Community Interaction (20%): The positive reaction and interaction within the community.
🥈 Popularity Award - Determined entirely by community response (100%) 🥉 Participation Award - Determined by random selection (100%)
<Copyright Notice and Important Guidelines> All participants must adhere to the following rules when participating in the event:
Original Work Submission: All entries must be original works created by the participant. Any entry found to be unauthorized or plagiarized will be immediately disqualified.
Copyright Protection: Please ensure you do not infringe on others' copyrights. Submissions cannot include copied, edited, or otherwise misused pieces from other creators (e.g., images, illustrations).
Submission Agreement: By submitting your artwork, you confirm that it is your original creation and grant the developer the right to use it for promotional purposes related to this event.
Violating these rules may result in disqualification from the event and potential legal consequences. We hope to foster fair, creative participation and create an enjoyable fan art event with the SANABI community.
We look forward to continuing to grow and enhance SANABI with your feedback and support.
No more teasers, no more heads-up - ASCENDANT is officially open, and it’s time to throw down in Harmony. You’ve got two choices: jump in now and be part of the action, or sit on the sidelines and watch everyone else claim the glory… and their share of $5000 in our Top Dogs event.
New modes, same mayhem
Dive into 2v2v2v2 and unleash absolute chaos in a battle where four teams collide, each stealing and killing their way to victory. Or, if you’re feeling fearless, try Biocore Hyperdrive - one biocore, all-out carnage, and no room for second chances. This mode is fast, fierce, and not for the faint-hearted.
Play. Win. Flaunt the Nightmare Crawler skin (we’re poets and we didn’t know it)
Play three matches, any mode, and score the exclusive Nightmare Crawler vehicle skin for your ride. Don’t show up? Then prepare to watch everyone else tear through Harmony looking savage while you’re left looking like a basic bitch.
So here it is, your official invitation to wreak havoc, leave your mark, and survive the madness. ASCENDANT is calling, and it’s time to answer. Ring, ring, MF.
Mission Editor Select Tool Coming soon to the Mission Editor is the ability to group together units, objects, trigger zones, and drawings into a larger group that can be moved as a whole using ‘click and drag’. You can also copy, paste, delete, and rotate them. This makes the process of creating missions in DCS much easier and faster, particularly when using hot keys.
Planned Improvements to DCS Updater
The amount of disk space required for an update will be reduced to the size of new files with no additional space for intermediate processing. This will assist those of you with little remaining disk space.
Parallel unpacking and checking of large files. This aims to drastically reduce the unpacking time and the time for verification of files.
Please note that the updater downloads and unpacks all new files before deleting the replaced ones to keep DCS in an operable state as long as possible and to reduce the update installation time. This allows updates to be paused or cancelled without breaking the game. For restricted disk space scenarios, it is possible to create an update mode where old files are deleted before downloading new ones. However, you will not be able to run DCS until the update is completed. With the upcoming integration of the DCS Updater into the launcher, downloading of updates in the background while running the game will be possible.
F/A-18C Arctic Thunder
Campaign by Baltic Dragon
Coming Q4 2024 February, 2024. Finland is on the verge of joining NATO when the unthinkable happens: Russian armed forces push through the border while cruise missiles rain down on the country. Several western allies immediately join the conflict to fight alongside their Finnish brothers in arms.
Baltic Dragon has created a fictional Kola map scenario based on real life events and tactics. Strap into a Finnish DCS: F/A-18C, take off from a hidden road base. Take part in study level, highly realistic missions such as CAP, CAS, SEAD and precision strikes. Follow real life procedures in unprecedented detail.
Launching simultaneously, a companion F-16C Viper campaign by Reflected Simulations will be available that is woven into the same storyline. Now is an excellent time to purchase the Kola map! Experience what it would be like to fly as a fighter pilot in a large-scale air war today.
Key Features:
10 immersive missions with a variety of different tasks: CAS, X-CAS, CAP, escort, pre-planned strikes, and more.
An interactive intro mission that guides the player through the most important aspects of the campaign.
Operations from road bases in Finland.
Over 2,200 lines of dialogue with voice-overs.
Custom ATC interaction for all the missions.
Optional use of air-to-air refuelling or the choice to skip it.
Detailed documentation, flight plans, maps, and target information available in both PDF format and from within each mission as part of the kneeboard.
Pimax Crystal Light
Promotional Advert
Why Choose The Pimax Crystal Light? Starting from just $799, the Crystal Light offers the highest clarity available in consumer VR in a lighter and more affordable package than the original Crystal:
8.3 million pixels per eye and a 120Hz refresh rate for incredibly sharp visuals.
Glass aspheric lenses with QLED panels, and local dimming provide vivid colors and deep contrasts.
Inside-out tracking with 6 Degrees-of-Freedom means no need for external base stations.
Foveated Rendering (static, non-eye-tracking), delivers performance gains by rendering full resolution only in the centre of your vision.
Weighing just 815g (1.8lb), the Crystal Light has been designed for maximum comfort, even during extended gaming or simulation sessions.
To receive 15,000 ED Miles with your purchase of a Pimax Crystal Light, follow this link and use code DCS2024 during checkout.
If you have already purchased your Crystal Light and wish to receive your ED Miles credit, you will soon receive a unique code from Pimax that should be entered into the My Miles section of the DCS website.
Visit the Pimax area of the DCS Forum for dedicated Pimax VR support, including a dedicated section with suggestions for the best settings per GPU.
Pimax Dogfight 1v1
Pimax Dogfight 1v1 2024 Organised by DCS Competitive and cast by Cap from the Grim Reapers, the dogfight competition will run from the 16th till the 24th of November, 2024. Sign up for a chance to win a Pimax Crystal Light in the Pimax Dogfight 1v1 2024 competition.
Greetings, operators. It's been a pretty weird month!
OVRLRD released in Early Access in September, and since then I've been racing to fix hundreds of bugs, tweak gameplay balance, and read through thousands of words of feedback from players. Dozens of operators have reached out with detailed, insightful thoughts on how a mech simulator should play, highlighting OVRLRD's weaknesses and investigating its strengths. I was genuinely shocked by the volume of high-quality feedback, so my genuine thanks to all of you.
There's a lot of work to do, and in the spirit of balancing QOL updates with content, gameplay and stability patches, I've put off releasing a major update until it had a good amount of all those things.
Introducing...
THE STABILITY AND TOPPLING (AND EJECTING) UPDATE
To celebrate (and to help get OVRLRD into more hands) - the game is now 20% off for the next week.
In a nutshell, here's what the update contains:
OVRLRD platforms now simulate instability. Collisions, weapon impacts, explosions and even steep slopes all contribute to a 'fall risk'. If your platform becomes too unstable, it will topple over and you'll be vulnerable until it auto-recovers.
NPC platforms have the exact same simulation. A mech lying on the ground may get back up and keep fighting, or even fire at you while prone. Enemies may give up shooting and attempt to ram you. You may spot an unfortunate ally tumble, screaming, down a mountainside.
All OVRLRDs now come with an ejection lever as standard. You can pull this to launch yourself out of a damaged platform to safety, and failure. (Work-in-progress, to be expanded and integrated into a metagame.)
The 'TEMP' MFD feed has been replaced with a new 'STATUS' feed. This includes far more in-depth information on the condition of your various subsystems, which can be individually damaged, affecting your platform's performance. It also gives a helpful slope and fall-risk readout.
The cockpit audio has been overhauled, with a number of distinct warning alarms to help an overwhelmed operator maintain situational awareness. Hopefully this will increase player stress levels.
Reactor meltdown explosions can now knock mechs off their feet and send them tumbling.
Four new music tracks from the brilliant Samuel Lilly - listen out for them in skirmish matches.
This update aims to expand and improve the 'simulator' feel of OVRLRD. To pilot a mech is to occupy an uncomfortable space between human and machine, where the simple act of moving around is a challenge and a risk. The biggest danger to an OVRLRD operator will always be the platform itself, and this update makes that a little more apparent.
That said, I know this is the kind of thing that provokes severe motion sickness and not everyone can develop a resistance to it. I've added a toggle to the gameplay options menu allowing you to completely disable the stability simulation if you prefer.
This is a pretty hefty update, with many undocumented bugfixes and changes that may introduce instability of a different kind (so keep those bug reports coming). If you haven't checked in on OVRLRD in a while, you'll notice a bunch of changes! Not least, the heavy point-defense SKF-GOYANGI platform.
Our first digitigrade platform, the Goyangi towers over other OVRLRDs on the battlefield, allowing it to pop over terrain and nail opponents with heavy weapons from its top-mounted hardpoints. It handles difficult terrain well, and its thicker armour plating makes it an ideal choice for holding terrain and taking punishment, but beware its restricted-visibility cockpit and large thermal profile. You will attract attention.
In addition, this update includes weeks of work improving visuals, performance, NPC AI, weapon balance and terrain generation.
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If you run into bugs, or you have an idea for how OVRLRD could be better, join the discord! We have forums for reporting bugs and making suggestions, as well as discussion areas where operator can share piloting tips, squad strategies and just hang out talking about big robots.
Thanks again for all your support. Full changelog follows:
CHANGELOG 8 NOVEMBER 2024
ADDITIONS
Added four new music tracks by composer Samuel Lilly, which may play during skirmish matches.
New Stability-and-Toppling system. This system can be disabled via the options menu.
OVRLRDs can now be destabilised by weapon impacts, high speed locomotion, explosions and uneven ground.
If your mech is sufficiently unstable, your HUD will issue a 'FALL WARNING' notice.
All mechs can be knocked over. Try shooting at lower legs, luring them onto steep slopes, or ramming them.
Mechs will climb back to their feet automatically once they come to a stop, if they survive the fall.
WARNING: you may experience severe motion sickness when your mech topples. Stop playing if you become too uncomfortable.
WARNING: you can still use weapons and be fired upon when tumbling. Just... be careful.
Added ejector handle to all cockpits.
You can pull the ejector handle to launch yourself out of your OVRLRD and immediately fail the current mission.
This will be connected to the metagame and repair/recovery costs in future, but for now it's free.
NPCs are also capable of ejecting but this is not hooked up to AI logic yet.
The ejector seat floats gently away from combat using magic thrusters. Don't question it, I'll explain later.
Replaced 'TEMP' MFD feed with new 'STATUS' feed, giving details on damage to individual subsystems.
Reactor meltdown explosions can now knock walkers off their feet and send them flying across the battlefield.
Added new alarm sounds for various status warnings.
Added tentative support for Quest 3S via Steam Link.
CHANGES
Many improvements to terrain generation - it's now more performant and handles large terrains much better.
This overhaul paves the way for megamaps in the future, as well as import of custom .RAW heightmaps.
You now receive a proper warning when a hostile locks onto your radar signature.
If radar-locked by a hostile, your system will counter-lock and acquire them automatically.
Some improvements to leg animation. We'll get there eventually.
Iterative improvements to water rendering and lighting.
All four currently-available mech chassis can now be used by NPCs in skirmish.
NPCs now know how to use TV-guided missiles, making them smarter than many OVRLRD players. (jk jk love you)
Torso Lock now works differently. It's off by default, and enabling it will lock your torso in the current facing direction.
While locked, the torso will remain pointing the same way even if your legs rotate, allowing fine aiming with weapon gimbals.
Starling now has a proper interior mesh.
Slightly reduced volume of Comms audio channel, to make combat barks less ear-splitting.
These audio clips will be remastered and normalised at some point, this is a temporary fix.
FIXES
Fixed a number of AI issues to do with navigation and hostile awareness.
Fixed an issue where invisible explosion colliders would cause units to wiggle around strangely.
Fixed some visual issues with invisible components in thermal vision.
Fixed a bug where NPCs would never ever retreat from combat.
Fixed an issue where mechs would collide with their own feet and fly into orbit.
Mitigated lighting issues at terrain seams. This bug will never die apparently
Fixed some issues with Albatross walking animations.
Fixed an issue where the comfort vignette was stopping mechs from bumping into each other... somehow
Fixed 'MEDIA' MFD feed only working on first deployment of session.
Fixed starling legs and canopy not functioning.
Fixed a possible compability issue with Q3, Q3s and Q2 headsets.
Fixed albatross canopy refusing to open.
Fixed an issue where torso lock would cause your cockpit controls to wiggle around while moving.
Fixed weird player positioning in Goyangi cockpit.
Fixed a number of lighting issues to do with mech parts and interiors.
Fixed some instances of an issue where having a gamepad plugged in blocked VR controller input.
Fixed floating trees in Liberation scene.
KNOWN ISSUES (Working on it!)
Some explosion, smoke and dust effects may flicker when overlapping each other.
Some controllers may not track. If your controllers are not supported, notify me and send an error log and I will add them!
Having a gamepad plugged in may suppress VR controller input. Unplug your gamepad if you get stuck in the menus!
In some cases, allies in Liberation will spot the enemy and begin the assault before you arrive.
If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
Sometimes, very rarely, the shaders will be completely broken on startup, with invisible terrain.
Restarting the game fixes this.
This also represents a significant departure from the current demo build. The demo isn't going anywhere, but for the moment it does not include the stability system.I'm still figuring out what to work on next - if you want to help me decide, join the discord!That's all for now, operators. Enjoy the update, and tell your friends and favourite streamers about OVRLRD!
[Incoming Transmission: Tabytha Rasa]"This will be our final stand. Hold nothing back. Show VEKTR what it means to be a Renegade."
It’s the final showdown! Issue #2: Dark Arrival ends November 14, but before that, Tabytha Rasa needs your help if GRAIL is to stand a chance at stopping VEKTR from reaching the Heart of the Island. Their drilling has intensified, and only the Renegades can stop it.
Play HAWKED daily and complete goals between November 8 and November 13 to aid Tabytha in diverting attention, gathering intel, and launching a head-on attack against Bodhi Hogan and VEKTR’s final vanguard. Rewards are in strong supply, too — help deliver the killing blow for your chance to receive the TentaCap Hat!
IMPORTANT: Bounties begin and end at 16.00 CET/07:00 PST daily.
DAY 1 (NOVEMBER 8–9)
[Incoming Transmission: Tabytha Rasa]"We need to stop that drill. Try to draw VEKTR’s gaze by doing what you do best: treasure hunting."
Objective (Expert): Unlock 1,000 Treasuries
Community Reward: 50,000 Hawks
Golden Bounty (Top Renegade + 1 Random Renegade): 30 GE-0 Cash
*The Terms & Conditions for this Golden Bounty can be found here.
DAY 2 (NOVEMBER 9–10)
[Incoming Transmission: Dr. Bjorn Bjornsson]"Perhaps by analyzing the drill’s composition, we can find a way to shut it down. By my reckoning, you should be able to find fragments for analysis in X-Isle’s Wonderium veins. Go forth, Renegades!"
Objective (Expert): Extract 80,000 Wonderium
Community Reward: 2,000 Wonderium + 50,000 Hawks
Golden Bounty (Top Renegade + 1 Random Renegade): 30 GE-0 Cash
*The Terms & Conditions for this Golden Bounty can be found here.
DAY 3 (NOVEMBER 10–11)
[Incoming Transmission: Nellie Ruffin]"The Disciples are a powder keg ready to blow… so let’s light that fuse. We can use the chaos to our advantage and sow some discord around VEKTR’s ops."
Objective (Expert): Defeat 20,000 Disciples
Community Reward: 90,000 Hawks
Golden Bounty (Top Renegade + 1 Random Renegade): 30 GE-0 Cash
*The Terms & Conditions for this Golden Bounty can be found here.
DAY 4 (NOVEMBER 11–12)
[Incoming Transmission: Cynthia Keene]"That cowardly traitor! His time of reckoning has arrived. Renegades… bring me Bodhi Hogan’s eye!"
Objective (Expert): Defeat Bodhi 200 Times
Community Reward: +5 Renegade Pass Levels
Golden Bounty (Top Renegade + 1 Random Renegade): 30 GE-0 Cash
*The Terms & Conditions for this Golden Bounty can be found here.
DAY 5 (NOVEMBER 12–13)
[Incoming Transmission: Tabytha Rasa]"The final push. Meet VEKTR with all the force and ferocity the Renegades are famed for while I lead a decisive attack on their drill. See you on the other side… it’s been an honor."
Objective (Expert): Destroy 150,000 VEKTR Enemies
Community Reward: TentaCap Hat (Unisex)
Golden Bounty (Top Renegade + 1 Random Renegade): Steam Deck 1TB OLED OR Nvidia RTX 4070 graphics card OR AMD RX 7800 XT graphics card
*The Terms & Conditions for this Golden Bounty can be found here.
Like, why do gnomes have such a passion for hanging out in people’s gardens? Do they actually enjoy it? Or on a more serious note: how did the team come up with the game's concept?
This weekend you have more to do than ever! Hurry up and take the long-awaited level 220 to enter the Twilight Underworld and upgrade your armor to Twilight armor!
On your path to greatness, you will be aided by good magic as always.
Saturday: 🍂x2 drop 🍂x3 varnish
Sunday: 🍂x3 experience 🍂x3 varnish
Stay focused on the extra and grab the rares before they run away!