Hope you are well. With all the recent Nemesis #4 hullabaloo, it is easy to forget that we haven’t lifted the lid on the already-in-production Nemesis #3. Well, that moment has come in today’s DevBlog. Let’s check out, in-depth, the upcoming Nemesis #3 - Home Front.
The Nemesis’ theme is two divisions, far away from the European battlefields, safeguarding their respective alliance’s critical flank. First up is NATO with the Alaska-based US 6th Infantry Division (Light).
Let’s roll!
NATO’s 6th Infantry Division (Light)
The 6th Infantry Division (Light) had one primary mission in the late Cold War: protect Alaska. The formation was active during World War I and II but deactivated in 1968. The 6th Infantry was reactivated in 1986 and designated as the US Army’s primary Arctic Warfare division. In this role, it had to defend Alaska from enemy raids or infiltration missions beyond the “Ice Curtain,” stretching across Bering Straight and separating the Soviet Union from the United States.
Under Secretary of the Navy John Lehman’s influence, the division was shifted from being purely defensive to being more offensive. In case of war, the 6th Infantry was envisioned as taking the fight to a (potentially) lightly defended Soviet Far East, backed by heavy carried-based air support. The division’s expansion was canceled in the light of the latest political developments in 1989, but in WARNO’s March to War, the 6th Infantry will see its in-game arsenal reflect this intended beefing up according to Lehman’s Doctrine.
In peacetime, the 6th Infantry Division (Light) only featured four light infantry battalions distributed across two brigades. In turn, each battalion had one company specifically trained as paratroopers. In times of war, all four companies could be regrouped and expanded with reservists to form two additional paratrooper battalions.
The 6th Infantry would be further reinforced by:
The US Army Reserve’s 205th Infantry Brigade (Light) forming the division's third brigade.
Three battalions from the 297th Infantry Regiment (Mechanized) (aka Alaskan Scouts) from the Alaska National Guard.
Not officially attached in real life, but we chose to augment the 6th Infantry with the 73rd Infantry Brigade (Separate) from the Ohio National Guard. These would be garrisoning the Aleutian Islands in the middle of the Bering Strait in times of conflict.
The 6th Infantry will be roughly fifty percent US Army or Army Reserve (the latter being considered regulars with a locked veterancy) and fifty percent National Guard. One key feature of this battlegroup was that it had no organic tank support (not a single one). This is the main reason why we attached the Ohio National Guard brigade: this formation had a company of recon M48A5. In WARNO, this armor will not be available in the TANK tab but instead in the REC section.
Lastly, some US Navy and Air Force elements will also lend some support to this battlegroup.
USAF security troops protecting local air force bases against enemy saboteurs and raids.
USMC security forces doing the same for the major navy installations in Alaska, including nuclear ordnance depots.
The Navy SEALs had a training center in Alaska.
US Navy land and carrier-based aircrafts.
NATO’s 6th Infantry Division (Light) in WARNO
What can you expect from the 6th Infantry Division (Light) in-game? New units are highlighted in bold and italic.
LOG
Good category as the division is playing home advantage.
Supplies include a FOB, M35 trucks, UH-1H HUEY, as well as the new CH-54B TARHE heavy supply helicopter.
Command vehicles featured are M1025 HUMVEE, M577, and UH-1H CO.
INF
A very good category, with the division featuring a healthy mix of all kinds of interesting infantry options.
The main type of grunt will be LIGHT RIFLES, including command, recoilless rifle and AT-4 variants. These are all regulars with usual veterancy choices, while the LAW and Vyper represent US Army Reserve units with locked veterancy. The FGR-17 Vyper was a light AT weapon meant to replace the M72 LAW. It was an improvement over the latter in the 1980s, but after the production of several thousand examples, the contract was canceled. Existing stocks were transferred to the USAR for training: a great opportunity to be used in actual WARNO war conditions. These squads can deploy in M1038 HUMVEE or UH-1H HUEY.
Due to the small complement of paratroopers in the division, it can field a handful of AIRBORNE squads in "vanilla," Dragon, and leader variants - one card each.
The National Guard provides N.G. RIFLES squads in LAW, Dragon, and leader versions. These being the only mechanized forces, they can deploy in M35 trucks or N.G. M113A1 APCs.
The division could also count on a small ENGINEER detachment, once again in “vanilla,” Flash, and leader variant, all in M151 or M35.
Infantry support weapons include the usual M60, M2HB, Mk.19, M40A1, I-TOW, TOW-2, and TOW-2A in various regular, National Guard or even Airborne variants.
Although that's quite a diverse array of infantry, most of these units have been featured in WARNO in one way or another. So what’s really new?
USMC SECURITY are the US Marines Corps' units tasked with defending, or retaking if need be, the US Navy’s nuclear weapon depots. These are 7-man strong squads with M16, M21 scoped rifle, AT-4, and smoke grenades. Furthermore, they have Shock trait (being CQB specialists), Security (as, you know, being security forces) and Resolute (for being naval infantry). They ride to battle in M1038 HUMVEE or their unit-specific DRAGOON 300 (clearly a counterfeit VAB, no doubt about it) featuring the Security trait.
USAF SECURITY PATROL are 4-man teams with Colt Commandos, a Stinger MANPAD and the Security and Military Police traits. These teams provide airfield security with short anti-air defense. These teams come in either regular M998 HUMVEE, M1038 HUMVEE MP or the new PEACEKEEPER wheeled APC with the Military Police trait.
USAF SECURITY are larger 13-man squads with M16, two M249, and one M60A3, plus the Military Police trait.
NAVY SEAL. You might not have heard of these, as they are super obscure and completely not one of the United States’ premier elite special forces. They come as 9-man soldiers with Colt Commandos, no less than four M60E3 light machine-gun, AT-4, and Satchel, plus the Special Forces, Shock and Airborne traits.
ART
Rather mediocre, but the absence of heavy-hitting artillery is the same issue that plagues all light divisions.
This means you’ll get M29 81mm and M30 107mm mortars.
Plus the M101 105mm (new to a US division, but previously featured in other NATO formations) and some more modern (new) M119 105mm, as well as a few M198 155mm towed howitzers. All are towed by M35 trucks. An added feature is that the first two light pieces can also be transported by helicopter, being done so by the new CH-54B TARHE (carrier version).
TANK
Another average category. Once again, no tanks here, only tank destroyers.
The 6th Infantry can deploy N.G. M151A2 I-TOW and N.G. M901 ITV.
M1025 HUMVEE TOW-2 from the light brigades.
REC
A good category with very good options. The classics are all represented, including SCOUTS, LRS, and OH-58C SCOUT.
The new PATHFINDERS units are USAR airborne recon attached to the Ohio National Guard brigade.
Also, as previously mentioned, the division’s sole armor support will be found here: the new N.G. M48A5 ACAV.
Based in Alaska, the USAF’s 18th Tactical Fighter Squadron provides the new OA-10A, which is basically a recon A-10 without the ability to fire missiles, instead carrying a ton of HE and smoke rockets (the latter to mark targets IRL).
Lastly, the Alaskan Scouts are featured with new infantry models and the Reservist traits:
The new ALASKAN SNIPER, a 2-man team with M16A1 and a Remington 700 hunting rifle.
ALASKAN SCOUTS as a 4-man recon team with M16A1 and M60.
ALASKAN CAV. SCOUTS as 8-man squads with M16A1, two M60s, and one M67 RCL.
The above recon units can come either in soft-skin transports, the UH-1H HUEY or N.G. M113A1. This latter vehicle even gets an extra variant: the new N.G. M113A1 ACAV with the recoilless rifle replaced by an extra M60.
AA
Rather bad with pricey slots and no new options.
The division deploys with the standard N.G. STINGER and STINGER MANPAD teams, M157A1 VADS 20mm towed AA gun, and I-HAWK.
HEL
Average with - strangely enough - the divisional squadron’s regular army pilots deploying the older AH-1S COBRA. This is the real AH-1S, which explains why we updated the naming for the in-game namesake not too long ago.
Plus some reservist-operated AH-1F HOG and AH-1F TOWCOBRA.
AIR
The 6th Infantry can count on some strong air support, with the division benefiting from air cover from the USAF, ANG, and USN squadrons.
This means regular USAF A-10A [AT] and F-15C EAGLE [AA2].
The ANG brings a new unit, the A-7D CORSAIR, in various roles: RKT, CLU, HE, and AT.
And the US Navy deploys with the new A-6E INTRUDER (NPLM and SEAD) and EA-6B PROWLER (EW/SEAD).
The 6th Infantry Divison (Light) can bring a whole array of different infantry to the battlefield, backed by powerful recon and air tabs. The battlegroup, due to its light nature, lacks heavy supporting arms.
Nemesis #4 - Capital Defence
Of course, we still have our community-voted Nemesis #4.3 - Capital Defence. This new DLC features two formations safeguarding their 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.
Nemesis 4.3 - Capital Defence has now entered the design and production pipeline. A release is planned for later this year, but keep in mind that this is not a fixed date. Meanwhile, in case you were wondering, the other two Nemesis options will return to Eugen’s ideas box and - for now at least - shelved. Perhaps we will dust off the ideas for a run-off vote later down the line or cannibalize some divisions for other offerings. Time will tell.
Until Next Week!
Before we leave, with Nemesis #3 we’ll also be updating the infantry unit cards, improving their realism and quality. Take a sneak peek below!
We’ll be back next week with our second Nemesis #3 - Home Front preview.
New challenges are looming on the horizon, carefully concealed within the world of Lost Magic! Starting February 20, the Twilight Valley will open its gates to all characters of level 16 and above! This is a mysterious place where reality intertwines with dreams, and ancient forces awaken from centuries of oblivion.
🏯 The Sakura Clan has ruled the valley since time immemorial, but now their master weaponsmith, Hattori, seeks your help. You must win his trust and gain access to the Pagoda, the entrance to which is closed... Only prayers echo within — the clan awaits the return of Hoji, Hattori’s son. Until then, no one may enter or leave without the Clan Leader’s approval.
⚔️ Unravel the mystery of Hoji and determine the fate of the Pagoda! But beware—formidable bosses lurk in the shadows, ready to challenge only the strongest warriors. Those who prevail will claim powerful, unique equipment worthy of legends.
💭 Can you distinguish reality from a dream? 🔎 Will you be able to find Hattori's son? 🔥 Will you be ready to face the horrors of the Twilight Valley??
The wait is almost over! On February 20, the Gun Store Simulator demo goes live, giving you the first taste of managing your very own firearms business. From stocking shelves to handling licenses, every decision is in your hands!
What Awaits You in the Demo? • Stock & Sell – Choose the right products, analyze demand, and attract customers. • Hire & Manage Staff – Build an expert team to keep operations running smoothly. • Ensure Safety & Compliance – Get proper licenses, follow regulations, and maintain order.
This demo offers an exclusive glimpse into the challenges and rewards of running a gun store. Your feedback will help shape the final game, so don’t miss out!
Mark your calendar – February 20! Play the demo, share your thoughts, and wishlist Gun Store Simulator to stay updated!
Are you ready to dominate the firearms market? Let’s find out!
This week we respect all types of titties as the girls get topless and horny for you! Squeeze, suck and lick those puppies till they climax!
Event Content
- 2 juicy new threads for Edna and Imka with recurring ones for Joanne, Francesca, Celeste and Kiki! - 1 succulent new unlock scene for Edna, plus a recurring one for Leoni!
- 6 chesty outfits for our new Titty Lovers Outfit Collection!
To unlock event content, collect: - Breast Pumps from Germany, Italy, Dubai, Cyprus, South Africa, Brazil, Korea and India. - Nipple Clamps from France, New York, Japan and Thailand.
The event lasts until February 27, 2025, 7 AM UTC.
Hello, survivors! It’s time to bring some chaos onto the battlefield and destroy the enemy Leviathan with waves of nimble and dangerous drones! Watch out for the new spider drones: they can create a lot of problems for you! This brawl is in line with the April Fool’s atmosphere, so keep an eye out for something special on that day.
Attention! The mode will be available from February 20 to February 26 inclusive!
“Dronapocalypse” is a team PvP brawl.
The team that deals more damage to the enemy leviathan or destroys it wins the battle. If at the end of the battle, both leviathans have the same amount of durability, then the battle ends in a draw.
Survivors use pre-assembled drones in this brawl, some of which were updated and improved. There are also new drones added.
At the start of each battle, you are automatically given a drone with random weapons.
The mode has respawns. Before each respawn, you need to choose a drone to continue the battle. The shown blueprints are randomly selected. If you fail to choose a drone in the allotted time, you will automatically be given one of the suggested options.
Choose a drone wisely and take into account the current situation on the battlefield. The right choice will help you not only destroy the enemy leviathan faster, but also buy time by controlling your opponents and defending your leviathan.
From battle to battle, the leviathans of your or enemy teams, as well as locations, may change.
The reward for the battles of the mode is wires.
Special challenges and rewards:
Day 1: complete 2 battles in the “Dronapocalypse” brawl. Reward: 2 “Green tracks” stickers.
Day 2: deal 3000 damage in the “Dronapocalypse” brawl. Reward: 80 Engineer badges.
Day 3: earn 350 points in the “Dronapocalypse” brawl. Reward: “Military reserve” container.
Day 4: complete 3 battles in the “Dronapocalypse” brawl. Reward: 2 “Grey towers” stickers.
Day 5: earn 500 points in the “Dronapocalypse” brawl. Reward: 2 “Rare stabilizers”.
Day 6: deal 3000 damage in the “Dronapocalypse” brawl. Reward: 80 Engineer badges.
Day 7: earn 750 points in the “Dronapocalypse” brawl. Reward: “Humanitarian aid” container.
BLACK STIGMA has been meticulously refined through field tests in the game shows and global tests. We have decided to participate in the STEAM Next Fest in February 2025, and would like to inform the results of our development in advance.
[h4][ Test Schedule and Overview ][/h4]
1. Test Schedule The test will take place during Steam Next Fest, running from February 24 to March 3 (Pacific Time).
2. Service and Matchmaking Regions
Unlike previous tests, this one will be conducted as a global one-server service, allowing all players to participate on the same server regardless of location. However, there will be seven matchmaking regions to ensure smooth gameplay. The game will assess the network status between the player and each matchmaking region, displaying a list of available regions along with their connection quality. Regions expected to have extremely poor network performance will be unavailable for selection. Players can choose from the available regions and apply for matchmaking accordingly.
[h4][ Key Test Content Scope ][/h4] The Next Fest version will feature 13 playable characters and three PvP modes. Kaira, a new character, will debut alongside the 12 existing members of the A.S. and AB killer groups. As a K-pop artist and intelligence agent, Kaira brings a unique playstyle to the game.
The available game modes include: Kill ‘Em All – a standard elimination mode, Get ‘Em All – a 3 vs 3 vs 3 cash grab mode, and Versus – a newly introduced 1 vs 1 duel mode.
Additionally, the following core elements will be showcased in this test:
1. Combat system improvements 2. Enhanced character identity 3. Game mode specifications 4. Weapon specifications 5. Introduction of Battle Pass 6. UI/UX improvements
[h4][ Combat System Improvements ][/h4] The overall combat experience has been refined to be "faster and more intuitive."
1. Shooting has been made easier, and the first-person aiming mode is now more intuitive. (based on the result of testing auto fire with the same Ruger Mark.4 Lite basic model)
Accuracy, the key factor affecting shooting difficulty, has been significantly improved. As a result, bullets now land closer to the aiming reticle, making a noticeable difference, especially in moving shots or rapid-fire scenarios. Players familiar with the previous Black Stigma test will feel this improvement even more.
2. The controls for character-specific active skills have been improved.
Previous test versions aimed to reflect realistic martial arts and combat techniques, but this resulted in slow and frustrating controls. To address this, we made significant adjustments to the game’s setting and overhauled character animations accordingly. As a result, skills now flow more smoothly, allowing for quick directional changes during skill execution, making them feel more responsive and natural. Further details on these skill improvements will be covered in the [Enhanced Character Identity] section.
[h4][ Enhanced Character Identity ][/h4] Character individuality has been further refined based on extensive review.
1. Skill compositions have been made more dynamic and visually engaging. As mentioned in Developer Note #16, we’ve reinforced the visual appeal of each character’s stylish traits.
These improvements are not just cosmetic. Animation speed, hit detection, and skill responsiveness have all been optimized to enhance the overall gameplay experience.
2. Character voices have been fully implemented. As Black Stigma is a hero shooter that emphasizes character identity, over 20 voice actors were carefully selected to minimize cases where one actor voices multiple characters.
For now, only Korean and English voiceovers are available, but additional language options will be introduced in the future.
[h4][ Game Mode Specifications ][/h4] The core of any PvP shooter lies in its game modes and maps. The Kill ‘Em All and Get ‘Em All modes from previous tests remain intact, while a new Versus mode has been introduced for 1 vs 1 battles. 1) Kill ‘Em All Overview & Improvements Kill ‘Em All is a 3 vs 3 elimination mode, where teams must eliminate all opponents to win a round, with the first team to win four rounds securing victory. The mode will feature four maps. Extension Works, Old Manor, and Abandoned Subway which were introduced before, and the newly added map 'Sewers.' Sewers features a multi-layered central structure to increase vertical combat encounters. The three returning maps have been slightly downsized to encourage faster engagements.
2) Get ‘Em All Overview & Improvements Get ‘Em All is a 3 vs 3 vs 3 cash grab mode where teams compete to collect and secure the most gold. Players must eliminate opponents, gather gold from the ground, and hack enemy vaults to steal funds.
The ‘Museum’ is centered around a central hall, with each team’s safe located a relatively short distance away. Through this structure, the intention was to create a large-scale melee in the center at a faster tempo than ‘Violet Hotel’
3) Versus Overview & Improvements The newly added Versus mode was first introduced as a prototype at the 2024 Thailand Game Show. As explained in Developer Note #15, two players select three characters each to engage in head-to-head combat. The Next Fest version features three maps, with victory going to the player who secures two rounds first. Additional PvE content will be available for training and practice:
Training Ground: Practice with dummies while freely swapping characters and weapons.
Kill ‘Em All (Training): A 3 vs 3 elimination mode with AI bots.
Get ‘Em All (Training): A 3 vs 3 vs 3 cash grab mode with AI bots.
[h4][ Weapon Specifications ][/h4] Weapon mechanics have been streamlined to allow for faster adaptation and intuitive gameplay.
1) Available Weapon Types The test will feature nine types of weapons. 2) Simplified Weapon Parts Collection & Customization All nine base weapons are now pre-unlocked, eliminating the need for purchases. Each default weapon comes pre-customized to match its intended combat role. Players can use these recommended setups or modify them at any time to fit their personal playstyle. Weapon part customization has been adjusted to reduce stress and allow for easier attachment and detachment.
[h4][ Battle Pass Introduction ][/h4] A Battle Pass system will be introduced to provide mid-to-long-term progression through missions and rewards. The Next Fest version will serve as a trial run, with all missions and rewards completable in approximately 30 hours. The new character Kaira is one of the rewards and can be unlocked by completing just 20% of the pass.
[h4][ UI/UX Improvements ][/h4] The entire UI/UX has been redesigned compared to previous test builds.
[h4][ Conclusion ][/h4] We sincerely appreciate the support and feedback we have received over the years. This Steam Next Fest test is an important step toward our Early Access launch, and the insights gathered will help us refine the game further.
To show our gratitude, players who participate in Steam Next Fest will receive exclusive rewards that will carry over into Early Access. Limited-edition costumes of 'Hollowpoint' and 'One,' and four special items celebrating the Year of the Blue Snake (2025): A weapon ornament, a weapon sticker, a profile card, and an emblem We hope you enjoy Steam Next Fest, and we look forward to your feedback and support. See you on February 24.
We are thrilled to announce that DARKEST DAYS, a zombie survival shooter RPG, will be participating in Steam Next Fest 2025 from February 24, 10:00 to March 3, 10:00 (PST).
■ Gameplay Teaser Trailer
Stay tuned to the DARKEST DAYS social and community sites below for more information.
HOTFIX: Version: MYSTICAL BOG #1.064 (EXPERIMENTAL BUILD)
The item wheel and tile modification wheels have now been fixed up again. Now they shouldn't spin erratically after another player has modified a tile or gone into their inventory.
Please let me know if the issue persists where you will be about to rotate the inventory or the tile mod wheel one space to the right, but it does a fully 360 or the currently selected item or tile is not at the top of the wheel.
There is also now a purple particle effect that will fall onto any players that are cursed as part of a BAD LUCK or SURPRISE tile, but also when a player is cursed from the curse item itself, this is to make it more obvious that the player is being cursed.
I know there isn't really any documentation on the curse item either, but know that the more cursed your character is, the crazier and more unlucky they are. If random purple explosions start happening, or the player shrinks, or they don't teleport to a destinaion they wanted to teleport to using an item or teleport tile, then it's the curse doing it's thing. Also, if you randomly explode and die after placing a trap/hazard while cursed, that's the curse doing it's thing. Aaaand if protestors attack you rather than obstruct you, it's because you're cursed.
The demo consists of one planet that players are free to explore while meeting the locals, fighting enemies, mining ore, building bases and fixing their spaceship. There are about 2-4 hours of exciting gameplay to introduce you to the game’s mechanics and quests. The demo is dedicated to the Miner class who has the perfect set of skills for your first foray into the Cubic Odyssey universe. After you finish the demo, please leave your feedback — this is very important to us. You can find the link to the survey in the main menu. Since we plan to make changes to the game according to your feedback, we won’t transfer your demo progress to the release version. So feel free to try out everything, experiment, and freely enjoy the game and then tell us what you think!
Participate in the #SteamNextFest and add Cubic Odyssey to your Wishlist so you don’t miss out on all the interesting stuff to come!
1.Fixed a bug where advanced refrigerators could not be recognized as containers. 2.Steel shovels now dig two holes at once. 3.Fixed a bug where treasure digging might fail (correct spot dug but only coins appear, treasure marker remains). 4.Fixed an issue where the teleporter in the Prairie Wolf dungeon could push players off the edge. 5.Added automatic fish breeding functionality to aquariums. 6.Optimized controller input for some actions. 7.Added an "Unstuck" button to the pause menu, allowing direct return to the village. Avoid overuse for gameplay balance. 8.Adjusted certain dialogue texts.