WARNO - [EUG] Gal Marcel Bigeard
Hello!

We are back with the final installment of Nemesis #4. This time, we cast our gaze on two “Capital Defence” formations safeguarding the respective nation’s capital during the Cold War: the UK’s Home Defence Region London and the Soviet 2-ya Tamanskaya Gvardeyskaya Motostrelkovaya Diviziya or the 2nd Guards Tamanskaya Motorized Rifle Division based in Moscow, USSR.

Onwards!

WARNO’s Nemesis #4

A reminder of what WARNO’s Nemesis DLCs entail. These are paid mini-expansions containing two paired or themed divisions - one from NATO and one from the Warsaw Pact - bringing new units, vehicles, and weapons. Each Nemesis run features three different offerings, which can then be voted on. After the vote concludes, one Nemesis is crowned the winner and enters Eugen’s development and production pipeline!

The current Nemesis #4 run:

  • Nemesis #4.1 - Covering Force Area pitting NATO’s Dutch Beveiligende Strijdmacht against Warsaw Pact’s East German 20. Motorisierte Schützendivision, inspired by the opening battles in Four Days to the Weser Army General campaign as featured in our WARNO - NORTHAG expansion.
  • Nemesis #4.2 - Northern Edge takes the fight to the battlefields of LANDJUT, between Hamburg and the Danish border, where the West German 6. Panzergrenadier-Division backed by Bundesmarine forces and the Soviet 94-ya Gvardeyskaya Motostrelkovaya Diviziya with its T-64 armor face off against each other.

What About Nemesis #3?

Nemesis #3 has not yet been revealed. To speed up development and to make sure to be able to offer our WARNO players something in between other projects, Nemesis #3 has been decided upon by ourselves. More info to come soon!

NATO’s UK Home Defence Region London


First up are the British with the Home Defence Region London or in short HDR London. Officially designated the London Home Defence Region (numbered #5 on the map), it would have contained a hodgepodge of units cobbled together around a permanent garrison: the 56th (London) Infantry Brigade. Created in 1986, headquartered with the Horse Guards, this brigade regrouped the five Guards battalions based in the British capital. It was responsible for the administration and training of all the London region’s forces.



Other permanent formations in the capital city included:
  • Elements of the Royal Yeomanry (Territorial reconnaissance).
  • The 101st (London) Engineer Regiment (reserve).
  • Elements of the Honourable Artillery Company, which despite its name, was a reserve regiment.

If London should ever be threatened with an invasion or to come under direct attack (though not plausible, including for Moscow, never entirely out of the realm of possibilities), the British Army could also draw from War Material Reserve, which was old equipment kept in storage or more modern equipment under long-term overhaul or repair. Furthermore, nearby training centers (Bovington for The Royal Armoured Corps, Middle Wallop for the Army Air Corps, etc.) as well as numerous RAF airfields would provide additional warfighting assets.

Sources of emergency manpower would include three mechanized (wheeled) battalions to be recalled from Northern Ireland. With World War III and martial law underway, local security forces engaged in the Troubles would be entrusted to act more forcefully against the IRA. This would free up additional regular troops, but create a completely new dynamic in the conflict-rife Northern Ireland of the late 1980s. Of course, the Home Service Force (HSF in-game), a renewal of the Home Guard forces, would also be represented.



The Home Defence Region London in WARNO

What can you expect from HDR London in-game? New units are highlighted in bold and italic.

LOG
A pretty good category, as the division will be playing “home advantage”.
  • Command units would include the ubiquitous ROVER CP, GAZELLE AH.1 CP, and the new FV1612 HUMBER FFR. This latter unit is a command variant of the FV1611 wheeled APC, a common sight in Northern Ireland during the Troubles.
  • For supplies, the division gets access to a FOB, BEDFORD MJ, but also its heavier (and new) BEDFORD TM cousin. With all the helo PUMA and CHINOOKS assigned to the British Army of the Rhine, the only few available utility helicopters would be older (but new in WARNO) WESSEX HC.2 SUPPLY drawn from storage.


INF
A very strong category, with numerous cheap slots, as well as a great diversity in the units on offer.
  • Guards battalions will be represented by their own special squads, GUARDS, which will not be much different compared to MOT. RIFLES in stats, but will likely be using some unique 3d models, including redcoats and perhaps bearskins. These represent those ceremonial Guards dragged into combat with little warning, Patriot Games-style.


  • Battalions drawn from Northern Ireland would form (new) RIFLES PATROL, which are 7-man squads with M16A2 and one L42A1 sniper rifles, plus M72 LAW. They would ride their Northern Ireland-typical wheeled (new) APC FV1611 HUMBER PIG (unarmed) or the FV1611a KREMLIN PIG (with a machine gun in a turret).
  • An airmobile Territorial brigade battalion was attached to the 5th Airborne Brigade, which we left out of the MNAD division (part of WARNO - NORTHAG). Remaining in the UK, not far from London, the formation would be called upon to deploy its (new) AIRMOBILE TERRIERS in the aforementioned (new) WESSEX HC.2. They would be organized as large "half-platoon" squads with Carl Gustav, but Veterancy locked.
  • The new SAS G (for G Squadron) is the counter-terrorism unit that famously stormed the Iranian embassy in 1980 and provided the world with the first public glimpse of this elite formation. These will be represented in WARNO as all-SMG 12-man commando squads with satchel explosives and Ambrust, transported in their own special force (new) CHINOOK HC.1B. In-game models would feature the famous all-black gas mask outfit.


  • On the other end of the spectrum, the HSF security forces. So you liked Nemesis #2.3 - Second Wave’s British Support Command’s division? Guess what: with these squads, the true Dad’s Army arrives!
  • The usual array of weapon teams, including WOMBAT, MAG, MILAN, although the latter ATGM teams will be fewer compared to BOAR units. Additionally, reservists would be given stored (new) L3A4 7,62mm MMG (the good ol' World War 2 M1919) as was done during the Falklands War. In that same early 1980s war, the UK also deployed the (new in-game) M2HB M63 12,7mm AA mount. These returned later to the UK and were distributed among heavy support platoons.
  • RMP squads will be present with the new ROVER PIGLET with Military Police trait.


ART
Average as the HDR London formation did not have any organic artillery pieces; it would scrape by with whatever was to be found from local depots and storage.
  • The regular infantry battalion’s sole artillery would be the light L16 81mm mortar.
  • The Honourable Artillery Company still had a battery of serviceable World War 2-era (new) QF 25-pdr 88mm, used for ceremonial and training purposes.
  • There were also large quantities of artillery in storage, starting with the light (new) L5 105mm guns, which are Italian OTO Melara M56 mountain guns. Much older are the bigger BL 5,5-inch 140mm howitzers of World War 2 fame.
  • And finally, there were two early and very state-of-the-art AS.90 155mm self-propelled guns undergoing trials in 1989. These would be pressed into immediate combat (the full production variant only entered service in 1992 historically).


TANK
An average category. Although London did not contain any tanks at all, the War Material Reserve held a large number of Centurion tanks (over 500 held in storage). Being only a couple of hours away, these would have been regrouped and immediately thrown into battle. The Royal Armoured Corps also held a battalion-worth of training and demonstration tanks of many models.
  • The main tank for the division would be the (new) CENTURION MK.13. These will deploy in command and Reservist variants.
  • Bovington training grounds held a number of tank models, each coming in one card only:
    • The new CHIEFTAIN MK.1/4. These were training vehicles with rudimentary fire controls (if any) and only equipped with HEAT rounds.
    • The CHIEFTAIN MK.9 plus the CHALLENGER MK.2. Regular tank models.
    • The RAC could also field a squadron of FV438 SWINGFIRE.
    • The 56th Brigade's sole anti-tank vehicle was the ubiquitous ROVER MILAN.
    • A final vehicle which could be hurriedly pressed into service was the venerable (new) FERRET MK.5 WINGFIRE, until then used as targets during practice instead.


REC
  • Another average category with regular SCOUTS rubbing shoulders with TERRIER SCOUTS, the latter in new YEOMAN ROVER armed with GMPG (and the vehicle bearing the Recon trait).
  • Territorial scouts also come with their own arsenal of armored cars: FERRET, FOX, and the new FOX ZB298 fitted with a ground recon radar.
  • RAC will provide some SCORPION recon vehicles.
  • A handful of unarmed (new) SCOUT AH.1 and LYNX AH.7 CHANCELLOR will provide heliborne air recon.

AA
Good, as can be expected. London is well-protected against enemy air attacks.
  • Short-range air defense will fall on the shoulders of the RAPIER FSB1 from nearby RAF airfields. Long-range air defense will be taken on by the new BLOODHOUND MK.2. This is a rough British equivalent to the Warsaw Pact’s super-heavy Krug: a towed one-shot “goes a massive BOOM!” AA missile.
  • Infantry battalions will have a few JAVELIN MANPAD teams. The M63 mount for M2HB (see the INF category) will provide a bit of additional anti-air fire.
  • Another unit undergoing weapons tests since 1982 was the (new) STARSTREAK LML. This is a 3-tube weapon system like its Javelin counterpart, but brand-new, much faster, and more accurate, plus with a longer range.


HEL
Another average category. HDR London did not have access to combat helicopters, but the Army Air Corps’ home base was nearby, and some independent units had access to some rotorcraft.
  • These include a handful of the usual LYNX HELARM undergoing maintenance or repair and quickly armed GAZELLE AH.1 [RKT].
  • A new unit would be the A.109A [RKT]. Two of these helos were captured from the Argentinians in 1982 during the Falklands War and brought home. Two additional examples were purchased later. They were kept as secret air support for the SAS. As such, they gain the Special Forces trait.

AIR
A very good category, with the TORNADO forming the core of HDR London’s air power, including air superiority and in a ground strike role.
  • The new HAWK T.1 trainers will provide additional light CAS support.
  • Also, a few of the latest (new) HARRIER GR.5 will be performing bombing runs, including heavy HE and CLU loadouts, plus improved ECM compared to their earlier counterparts.


The Home Defence Region London is a reservist division with a diverse arsenal, which results in plenty of flexibility. Expect lots of older equipment and vehicles fighting alongside a few modern pieces, including good infantry, logistics, and air forces.

Warsaw Pact’s Soviet 2-ya "Tamanskaya" Gvardeyskaya Motostrelkovaya Diviziya Highlighted

On the other side of the pond (and going deep, deep into the USSR) stands the proud 2-ya "Tamanskaya" Gvardeyskaya Motostrelkovaya Diviziya or 2nd Guards Tamanskaya Motorized Rifle Division. Plenty of Soviet divisions held the “Guard” honorific, even though in some cases, these formations were far from elite and even inferior to line divisions. However, if some divisions truly deserved the title, it would be 2-ya "Tamanskaya" Gvardeyskaya Motostrelkovaya Diviziya and its sister 4-ya "Kantemirovskaya" Gvardeyskaya Tank. Diviziya guarding the Moscow capital district.



Both Moscow-based formations were highly trained and lavishly equipped, with officers handpicked for their loyalty to the communist state. They were the USSR’s Praetorian Guard, with the vital mission to protect the Soviet political organizations in the nation’s capital city. With this in mind, everybody was a potential threat; perhaps the danger would come from a fellow Soviet soldier (in a coup) rather than actual NATO forces. As WARNO’s timeline already deals with one “new” coup in the 1980s, within our March to War scenario, our Troika would be even more paranoid (and the 2-ya Gv. MSD foremost)! In real life, and ironically so, the Division’s sole late Cold War action was to be the military arm of the coup against Boris Yeltsin in 1991, which as a matter of fact, saw some of its soldiers switching sides.

The 2-ya "Tamanskaya" Gvardeyskaya Motostrelkovaya in WARNO

How will the 2-ya Gv. MSD look like in WARNO? New units are highlighted in bold and italic.

LOG
A pretty good category, with the simple fact that 2-ya Gv. MSD is fighting on home turf!
  • This means the usual CHAIKA, BMP-1K3, and UAZ-469 command vehicles.
  • Supplies will be provided by a FOB, URAL-4320 and the heavy (new) MAZ-535 heavy truck. Airlifted supplies will be done through Mi-8MT helos.


INF
  • The division's infantry, although organized along the same lines, will be designated the new GVARDEITSY. These squads will come in command, BTR, BMP, SVD, Metis, and Pulemetchiki variants. All of them will feature the Resolute trait, as befitting their status. Furthermore, they will have access to BTR-80, BMP-1, and BMP-2 as transport options.
  • The usual array of supporting weapon teams will round out this tab, including SAPERY, HMG, AGS-17, SPG-9, etc.


ART
Average category with only the standard Soviet Army options available.
  • These include 2S12 120mm mortar and towed D-30 122mm howitzers.
  • Plus the usual 2S3M AKATSIYA and BM-21 GRAD units.

TANK
A good amount of slots and numbers, being a Motorized Rifle division, and excellent in its armor choice. The 2-ya Gv. MSD has the typical mix of vehicles.
  • Including the new T-72A Obr. 83 (a hybrid between the Warsaw Pact’s T-72 version M1 and S) and the simpler (new) T-72K (the most basic variant) as command tanks.
  • The T-80UD, with the T-64AK as a command tank.
  • Attached from its sister formation, to which these tanks were unique, several of the latest (new) T-80U obr. 1989 will be featured. This is a made-up designation for the “late T-80U” variant with Kontakt-5 ERA armored bricks. This tank variant has the same mobility (hence superior to the heavier UD version) but with better protection and an improved 9M119M gun-tube ATGM missile.
  • The division also receives its share of MT-12 RAPIRA and BRDM-2 KONKURS.


REC
  • A pretty good category for the 2-ya Gv. MSD with the usual RAZVEDKA and MOT. RAZVEDKA squads, the later deployable in the new RAZV. BTR-80 recon and transport APC.
  • The usual arsenal of BRDM-2, BRM-1K, and Mi-24K recon vehicles and helos.
  • The division can also call upon two SIGINT options: the foot-based RT RAZVEDKA and the new R-330 RAMA, which is a dedicated SIGINT-traited GAZ-66 truck.


AA
A rather decent category but only featuring standard units.
  • These include IGLA MANPAD teams, the ZU-23-2 gun, STRELA-10 and 9K33M3 OSA-AKM mobile SAMs and the ZSU-23-4M3 BIRYUSA SPAAG.

HEL
Rather mediocre category and very restricted by the lack of helicopters in the capital area.
  • This means you’ll only get a few slots, perhaps only one, with only the Mi-24V [RKT2] as an option.

AIR
The 2-ya Gv. MSD has an average amount of air power it can call on, with better ground support but lacking in air superiority (this far from the front).
  • Air cover missions will be provided mostly by the (new) MiG-23P, as well as a handful each of older (new) Su-15TM and newer MiG-29 9.13 (with 40% ECM).
  • Ground strike aircraft will be the MiG-21bis (new for Soviet Air Forces but widespread among Warsaw Pact members) and the Su-25 from a nearby training regiment, as well as some local (new) L-39 [RKT].


The 2-ya "Tamanskaya" Gvardeyskaya Motostrelkovaya Diviziya is an elite formation with good infantry, logistical, and armor forces, but lacking in artillery and helicopter support.

Until Next Week!

That’s all for this week. We’ll be back next week with the start of Nemesis #4 and some more interesting news about Ranked and a new map!

Don’t forget the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

Conan Exiles - Andy B
Greetings Exiles,

A new update is now available, focusing on addressing load times, crashes, and more! Please note that not every bug and issue are created equal, and we’re hard at work on more fixes for the future.

A new Mod Dev Kit version is also available!

Read below for the full changelist:


  • Load times for getting in-game significantly shortened.
  • Fixed various crash bugs (such as at the end of the intro cinematic, continuing a single-player session from the Main Menu, killing unassigned rescued thralls, and more).
  • Fixed various erroneous undermesh kill zones in Exiled Lands and the Isle of Siptah.
  • Unconscious enemy thralls no longer disappear when assigning one to be converted in a wheel of pain.
  • Artisan Tables will now recognize Carpenter Thrall bonuses.
    Fixed Artisan tables so that only smelters and tanners will work at them – in the context of Living Settlements – as these are the only NPCs that actually provide a bonus for this workstation.
  • Chairs used by thralls can now also be used by players after the thrall leaves.
  • If a player logs out while resting in a bed or sarcophagus, getting out will no longer break the player's functionality.
  • Friendly Fire multiplier no longer affects fall damage.
Crown of Greed - Blum Entertainment
Greetings, your Grace! 👑


The last few weeks have been a real rollercoaster for our entire team. Until the last moment before the release of the Crown of Greed Demo, we refined and improved the gameplay to make your adventure in the world of Rodovia as fun and immersive as possible.

We raced against time to get rid of the most frustrating bugs, balance the economy and combat system, improve NPC behavior, or add new cool features to the game, so that we are ready to take part in the Steam RTS festival. And now... we see that it was worth it 😃


A huge thank you to our community 💪




As usual, you have proven what a great community you are, everyone. We received so many words of support, useful feedback, great suggestions and reports that they almost overwhelmed us!

We spent long hours analyzing every single opinion you sent us, resulting in the first two Demo Hotfixes. What's more, we were extremely happy to see your reviews on Steam, thanks to which we managed to obtain the "very positive" rating 🤩

Seeing such great enthusiasm, you can be sure that this is not the end of our work on improving and developing the Crown of Greed project. With that in mind, let's talk about our plans for the future.


What's coming next? 🛠️


It's too early to promise anything for sure, but a few elements came up among your feedback most often, which indicated the direction we want to go.

➡️ First of all - more missions and a campaign. The world of Rodovia is a diverse, dangerous, but also beautiful land that has much to offer. We will invite you to explore (and conquer) all its corners!

➡️ Voice Acting - we realize that it is currently somewhat generic, and we will do our best to improve it.



➡️ UI and QOL improvements - thanks to your feedback, we know how much these elements affect the fun of the game. We will work hard to make it as clear and useful as possible.

➡️ Balance changes - strength of monsters, gaining experience by heroes, amount of taxes, HP of buildings, spawning rates and... and everything else will be further analyzed and refined.

➡️ Among your requests, there was often a question about resurrecting your favorite heroes and transferring them between scenarios. We will make it happen!

➡️ We are working on a few new mechanics and an innovative system which will further diversify the gameplay. We are currently exploring a few intriguing ideas, so that Crown of Greed will have even more to offer!

We could go on and on, and list even more changes, such as the deeper relations between heroes and the player, new kinds of monsters, spells and buildings, but we are sure you get the idea. The game will certainly evolve and expand, and we will discuss all the novelties in more detail in the near future.





For now - let's enjoy the Demo and try to beat it in the Nightmare mode 💀


Can you believe that some of you managed to do it? We're honestly surprised that you were able to beat the game on the hardest difficulty setting... which is another lesson for us. We will be sure to prepare even more challenges for you in the future, with even more deadly enemies and surprising events. Once again, thank you, everyone. We will speak to you soon!


Good luck in Rodovia, Rulers



Have you seen our other games?


Viking Frontiers
https://store.steampowered.com/app/1304430/Viking_Frontiers/

Builders of Greece
https://store.steampowered.com/app/1273100/Builders_of_Greece/

Gimle: The Broken Prophecy
https://store.steampowered.com/app/1765920/Gimle_The_Broken_Prophecy

PongPong - pokpung hongochu
To assist players encountering the "MSVCP100.dll is missing" error when launching the game, please follow these steps to resolve the issue:

1. Install Microsoft Visual C++ 2010 Redistributable Package:

The "MSVCP100.dll" file is part of the Microsoft Visual C++ 2010 Redistributable Package. Installing this package can restore the missing file.

Steps:
Visit the official Microsoft download page:
Select the appropriate version for your system:
For 32-bit systems: vcredist_x86.exe
For 64-bit systems: vcredist_x64.exe
Download and run the installer.
Follow the on-screen instructions to complete the installation.
2. Update Graphics Drivers and Windows:

Ensure that your system's graphics drivers and Windows operating system are up-to-date, as outdated software can cause compatibility issues.

Graphics Drivers:

Visit your graphics card manufacturer's website (e.g., NVIDIA, AMD, Intel) to download and install the latest drivers.
Windows Update:

Navigate to Settings > Update & Security > Windows Update and check for updates.
3. Run System File Checker (SFC):

The System File Checker tool can scan and repair corrupted system files that might be causing the error.

Steps:
Open the Command Prompt as an administrator.
Type sfc /scannow and press Enter.
Wait for the scan to complete and follow any on-screen instructions.
For a visual guide on resolving the "MSVCP100.dll is missing" error, you can refer to the following video:
Dokimon: Quest - Yanako RPGs
Hi guys! Form changes are finally back. To perform a form change, simply press your "A" button on your default "party info" screen, the screen after selecting your monster and hitting "info" from your party.


If you monster has previous forms, or, is of a high enough level to evolve (and you've already unlocked this form in your Dokitech), a short animation will play, and your character will display it's new form in battles. For example, this will let you use Burnsby's cute sprites, but with Braveheart's better stats and upgraded movepool. Note, you can cycle through all forms (so if the monster has 5 forms, and you've unlocked all of them, you can cycle through them by pressing A each time at no expense)
*This feature is still being polished, but it's working without any major issues at the moment.

Another notable change this update is unique palettes on mini sprites, yesss, finally! If you have a unique palette monster, it will now show up in your PC, beside you when you're walking, and everywhere else!


**STEAM DECK USER** : Play the game in Desktop Mode, idk why, but Gamer Mode is.. problematic
**CONTROLLER USERS** : Make sure steam input is on, I'm still perfecting *some rare weirdnesses with controllers when steam input is turned off


Here's the full list of changes:
ADDED - Form changing re-enable with a new animation
ADDED - Unique palettes are now reflected on your monsters mini sprites (ui, overworld, pc, etc)
ADDED - I added a "levels" indicator to the double battles. It looks a little crowded but it's better than not having it
ADDED - You can now cycle through your party monsters by pressing up and down in the info screen
ADDED - Added better explanations to monsters typecharts (the last menu in party info screen)
ADDED - We have added a counter for trainer battles. Once you surpass 10 battles/re-battles, a number will appear in the top left corner.

FIXED - Some enhances were made to make crashes less likely on Steam Deck "Gamer Mode" (There are NO known crashes on Steam deck for users that play in "Desktop Mode")
FIXED - Typechart text not showing up for UI themes 1 and 2
FIXED - One area would not play the correct music or play two OSTs at once
FIXED - Some strange interaction boxes/windows when pressing A while running/stopping/quickly turning
FIXED - Some surfing shenanigans with the final portal were fixed (a while ago, but I never mentioned it here)
FIXED - Some spelling issues, confusing text/sentences, and incorrect collision/tiles
FIXED - Borderless windowed mode wasn't being saved and had to be selected each load up
FIXED - Some users skipped a couple of cutscenes by entering the end-game portal too early. If you were one of these people, simply loading into the game will restore those cutscenes and let you complete the main story as normal.

That's all for now :D the next big things on my to do list are this:
- Nicknames #1 will be next update I promise
- Rangers Guild thingy in the last town in Xelos region (practically finished)
- Still working on the hats / clothes system and special items for early supporters (sorry ;-; it's almost there)
- Upgraded shop system that lets you buy items with limited stock (like clothes, furniture etc)
- Underwater area under Aoi (tiles are done, area is done, new vehicles done, we're really close here)
- Last tiny little area in "new" region and post-story final boss (includes some new NPCs and rooms)

These are also on my to-do list, but will take a little bit more time to implement:
- House system. Where should I put the houses? I thought one in each region (or maybe 2 in Xelos?)
- Tenshou Tower: This is basically done I just have to finish the shop and house system otherwise this will be pointless
- "Bosses" and Steam leaderboards : This will be finished alongside Tenshou Tower update
- We are working on improving the localization system and the Japanese script, and have three languages we plan to add in once it is perfected

Thank you again for supporting my game !! I hope you're looking forward to the *free~ updates and additions as much as I am :D

After the above list is complete, I'll be working on new projects^^ Be sure to give the game a review in if you enjoyed this game, and check us out on X / Twitter, Bsky, or Discord for giveaways and news on new projects~

X : https://x.com/yanako_rpgs

All social links : https://yanako-rpgs.itch.io/


Cheers!
Nikoderiko: The Magical World — Director’s Cut - S.Chaika
Hey adventurers, Luna here! As you journey through The Magical World with Niko and me, you’ll come across dangerous and devious Bosses! I’ve been making notes on every dastardly foe we see to help out our fellow adventurers.

Next up: Crusher!


Crusher

We couldn’t have imagined what awaited us in Cobring Mines—an evil mineowner named Crusher. He was unlike any dragon we’d ever encountered. He even had drills for arms! This scaly scoundrel assumed we’d entered his domain to offer up our services working in his mine–but when Niko unknowingly insulted him (typical!) the battle was on.

Crusher took chase, and we had to run as fast as our little mongoose legs could to escape his attacks, dodging and ducking as we leaped over minecarts, pits, and barriers.

We ended up inside one of the rusty carts, where the real fight began. Still racing along the tracks, Crusher pursued us while he shot at stalactites, which hit the tracks, making hazardous pits!



Eventually, Crusher caught up to us and we all fell into a musty mine, where the dastardly dragon rolled into us, firing fire and drill shots we had to nimbly dodge, as well as trying to hit us with carts!

It was one tough fight, and it took us a long time to completely defeat him, especially when he got angry—you wouldn’t like him when he’s angry…

Beware if you enter Cobring Mines, as this grizzly guy is a force to be reckoned with.

Niko and I wish you luck in your battles with each fearsome foe you meet. Luna, signin’ off!
DEATH PLUNDER-亡命掠夺者 Playtest - FourOne游戏工作室
demo test vs.0.0.42 test
SCUM - Beda
Hello everyone, happy Thursday! Cold days are coming to a close so let's warm up some more with a hotfix, check it out! ->




  • Fixed the issue where repair, plant and defuse interactions were not available while on ladders, making hatch doors OP from below.
  • Fixed the issue where if looking at Questbook when quests expire, player would have non interactable expired quests.
  • Fixed the issue where ending vehicle service on a car jack would crash the server.
  • Possible fix for a rare server crash relating wheelbarrows.
  • Fixed the issue where refilling turrets with multiple ammo types would sometime crash the server.
  • Fixed the issue where puppets would not attack players in big rafts.
  • Potential fix for a rare client crash when interacting with gardens.
  • Fixed the issue where players exiting vehicles could sometimes cause a server crash.
  • Fixed the issue where a rare server crash could occur when refueling vehicles.


  • Removed the Holiday menu screen (and you thought Mariah Carey would overstay her welcome).
  • Improved puppet attack tracking.
  • Settings applied inside overlapped custom zones in server settings now prioritize the smallest zone.
  • Improved puppet movement around stairs and elevated positions.
  • Adjusted protection level of all helmets.
  • Puppets will now react accordingly when taking damage from flame throwers.
  • Reduced EMP effect radius.
  • Nerfed N9 bayonet damage.
  • Lowered max running speed of skinny and normal puppets.
  • Optimized server loading time and network load for some BB elements.+
Carmen Sandiego - Gamelofter_Cass
Greetings, Gumshoes! Community Manager Cass here with another Dev Diary update. Today, we're pulling back the curtain on how we brought Carmen Sandiego and her rival, Paper Star, from 2D to 3D. I sat down with our talented concept artists, Jane and Amee, to get the inside scoop on the design process, the creative challenges, and the subtle details that helped shape these iconic characters for their new game environment. Here’s what they had to share about making Carmen and Paper Star come to life in 3D!



Carmen Sandiego: Staying True to the Icon




In bringing Carmen Sandiego to life in 3D, our primary goal was to preserve her iconic look that fans instantly recognize while giving her a fresh take for the game’s immersive environments. Staying true to the sharp, angular style from the Netflix series, we made sure Carmen’s silhouette remained bold and striking, especially with her famous trench coat. We kept the corners of her coat sharp and cartoonish, capturing the essence of her animated design in a new dimension.

To achieve a blend of 2D and 3D, we used subtle shading techniques, sticking to simple and flat colors to evoke the original animated feel, while adding just enough depth for Carmen to stand out. We carefully tuned her red palette to pop in a 3D space, highlighting her signature color without losing the smooth, classic animation look. Our goal was to celebrate Carmen’s familiar style, ensuring longtime fans would feel that spark of nostalgia, while making her look just as appealing to new audiences who are meeting her for the first time.



Paper Star: A Dangerous Elegance





Paper Star’s character design presented a different challenge, blending her delicate and dangerous qualities with a Harajuku-inspired aesthetic. Staying close to her look in the Netflix animated series, we kept her sharp and angular features intact, emphasizing her striking yet elegant style. Our concept artist, Amee, introduced unique details like her ripped stockings and an extra belt, adding a fresh twist to her outfit while retaining her distinct visual identity.

These details add layers to Paper Star’s appearance, capturing her unpredictable nature. Her design embraces Japanese influences, not only respecting her roots but also enhancing her individuality in the world of Carmen Sandiego. Balancing her elegance with a hint of danger was key to preserving her character’s essence while giving her a fresh edge for the game.



Our Design Philosophy: Blending Nostalgia with Freshness





For both Carmen and Paper Star, we approached the 3D transition with a commitment to their Netflix-inspired stylization. Our aim was to capture their animated essence while adding just enough detail to make them feel at home in the game’s environments. Every decision was made with long-time fans in mind, preserving the nostalgic appeal of the beloved scarlet-clad super thief, while introducing subtle updates to welcome new fans into the Carmen Sandiego universe.



These aren’t the only characters joining the world of Carmen Sandiego! Who else will be making an appearance? Guess you’ll have to play to find out.



The infamous globetrotter is releasing on Nintendo Switch, PlayStation, Xbox, and Steam March 4 2025. Pre-Orders for Console are available now! Don’t forget to wishlist on Steam.



For more information and to sign up for updates, visit www.carmensandiego-game.com and join the conversation on our social channels:

Instagram: @theofficialcarmensandiego

X (Twitter): @carmensandiego

Facebook: Carmen Sandiego

Discord: https://discord.gg/carmensandiego



See you out there, gumshoes!




Parking World: Build & Manage - Bekka [Aerosoft]


Our first patch for 2025 is finally here! We focused on extending our management gameplay. We also managed to get another slight performance boost and as usual a lot of fixes and quality of life features. We also added the option to select the screen the game is being displayed on with a multiscreen setup. Last but not least we added full controller support for PS, XBOX controller. We are now working on balancing with your support and we are aiming for a stable ingame economy.

But first here's the complete changelog:


Management
  • The player can change the price for every vending machine purchase.
  • The Impressions generated by a vending machine are now driven by its price.
  • Visitors now show their needs.
  • Full trashbins now spawn trashbags that workers has to bring to the dumpster.
  • Tradeable resouces now have dynamic pricing that can be used to optimize their buying and selling over time.
  • Worker now show information about what work they are doing.

Advertisement Signs
  • Advertisement Signs can now be placed in different sizes.
  • Signs generate Revenue when Visitors pass them, but there is a chance that they might also
    generate a negative rating.
  • Signs will change the shown advertisement on completed maintenance.
  • (Save Games including old Advertisement placeables are not broken, but the signs will not load and
    will have to be replaced by the new reworked placeables.)
  • Workers now have backpacks when carrying objects like trash or debris.
  • Added full controller support.
  • Added a help entry for parking space reachability icons.
  • Added better control for displays & hints.
  • Added missing LOD for vendind machines, trash, planes, speedbumps and some foundations.
  • Improved snapping accuracy of Water, Electrical, Green Technology, Service, Guidance and Flower
    Tub placeables.
  • Monitor selection was added as a option to the graphic settings.
  • Renamed the drone modes to Default (previously Hold Altitude) and Advanced (previously Free flight). The settings are inverted, because we set Hold Altitude as default. So go to the settings and check if you are using your preferred setting.


  • Fixed issue where pedestrians and vehicles would oscillate around the path they were following, leading to glitches and undefined states in game logic. (zick zack driving)
  • Fixed object names being cut off in build menu
  • Fixed confusing names of inclined wall objects
  • Fixed occlusion for solar panels, they now generate less or zero power when covered
  • Fixed issues with indicators of solar panels being visible in the PhotoMode
  • Fixed Airplane Culling Distance
  • Fixed SDF for Buildings, Facades. Pedestrian Access, Pedestrian Barrier, Speedbump
  • Fixed some color issues with videos in .mp4 assets by adding missing h264 metadata
  • Fixed an error with some ambient sound locations
  • Fixed sunlight flickering at noon sometimes
  • Fixed an issue, where the money objective in Scenario "Changing Times" was completed on scenario start
  • Fixed an issue, where some cars were paying the parking fee a second time after saving and loading
  • Fixed an issue, where the money and materials UI at the bottom were displaying -9999999
  • Fixed an issue, where the money-waterfall was displayed 2 times instead of 1 time
  • Fixed weird camera positions in some scenario starts
  • Fixed an objective in Scenario 6 being able to be exploited
  • Fixed several Maintenance Issues
  • Fixed Cistern size and connection points to be in the grid


  • Changed name and description of the Fuse Box to clear up any confusion regarding its use
  • Cars now pay the parking fee when leaving your build garage
  • Improve Barrier Tape Selection visibility
  • Improvement to snapping of Ramp Wall & Ramp Railing Snapping
  • Increase Cistern volume to 100
  • Add Pipe Floor Junction
  • Improved snapping accuracy of Water, Electrical, Green Technology, Service, Guidance and Flower Tub placeables
  • Renamed the drone modes to Default (previously Hold Altitude) and Advanced (previously Free flight). The settings are inverted, because we set Hold Altitude as default.



    Thanks for the Feedback on our discord and in the steam boards! Keep it coming!
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