SWORN - Rosco
UI & Settings
- Escape Menu: Now pauses the game while playing in Solo mode
- Settings: Added support for rebinding Move (WASD) on Keyboard
- Settings: Add an accessibility option to show an extra indicator on the ground below your local player
- Settings: Add “Hold to Attack” option which will enable holding for most attacks that do not have it on by default
- Settings: Split Controller and Keyboard rebinding into separate menus
- Settings: Removed additional lock-on binding on Middle Mouse Button
- Settings: Change default Lock-On control to be “Left Alt” instead of “Alt”
- Scoreboard: Now shows the Scoreboard when defeated in a run other than the Tutorial run
- Reroll: Adjust Reroll button to prevent accidentally Rerolling multiple times

Art and Animation
- Deep Harbor: Polished some environmental VFX
- Fae Lords: Polished some Dialogue, Blessing Selection, and Ultimate animations

General
- Bosses now have a 25% resistance to Chill in addition to Weak
- Fix an issue where you could pick up the same Roundtable Blessing multiple times
- Fixed bug where the wrong button was shown in the prompt when interacting with single Fae Blessing rewards
- Updated pick up prompt and Shop text for clarity
- Adjusted Blessing Banner text sprite to have more spacing
- Some small performance optimizations

Blessings
- Fix triggering Shatter (Beira/Gogmagog duo) with a Quake doing far more damage than intended
- Fix Devastating Quake blessing not functioning - now scales quakes multiplicatively
- Tweaked Stony Companion to have the same damage and scaling as Mighty Dash
- Updated Fury and Flow keyword text to make blessing effects more clear

Events
- Updated event objective text to be more clear about how rewards are earned

The Source
- Devotion Tree: Updated descriptions to make percent chance more clear
- Wealth Tree: Updated Treasury upgrade text to display the correct value

Bugfixes
- Fixed an issue where the player could get stuck with the Blink visual after dying and using a Resurrection Token while using Blink
- Fixed an issue where after multiple Fae Gifts are purchased in the shop, you could get locked out of collecting them
- Fix an issue where damage numbers would show during a cinematic cutscene even though no damage was happening
Monster Care Simulator - Banana Tiger Studio
It's official! Our game is coming to Steam Early Access on April 4, 2025! 🎉

Until then, we’ll keep sharing updates, and new playtests are coming very soon! 👀🔥



💡 Feel free to follow us, add the game to your wishlist on Steam, and drop by our Discord to say hi! We can’t wait to hear your feedback! ❤️



X4: Foundations - belgoray
Pilots, the wait is over! Today marks another major milestone for X4: Foundations with the release of:

🚀 The Flight Model Update - A complete overhaul of ship flight dynamics, making every manoeuvre smoother, more responsive, and more immersive than ever before.

🚀 The X4: Hyperion Pack - A new DLC introducing the legendary Hyperion Expeditionary Ship, a new gamestart, a new sector, and more.

The free 7.50 update further improves and enhances X4: Foundations, making it more dynamic and immersive than ever before. And for those who want to support the continued development of X4, purchasing the X4: Hyperion Pack helps us push forward with our ambitious plans for the future - even as we're on our way to X4's 7th anniversary in November!

Let's dive into the details.


Fly Like Never Before - The Flight Model Update

The Flight Model Update revolutionises the way you pilot ships in X4: Foundations, featuring extensive changes to ship handling, and balance. Every ship feels smoother, more responsive, and more immersive than ever before.

What's Changed? (full changelog in our forum)
  • Overhauled Flight Physics - Ship control and flight pathing have been completely revamped, making movement more natural and precise.
  • Boost Mechanic Revamp - Boosting now has its own dedicated energy pool, allowing for more strategic manoeuvring during combat and travel.
  • Enhanced Gravidar Display - Improved readability and functionality provides better situational awareness for navigation and combat.
  • New Behaviour Inspection Mode - A new tool to analyse and adjust ship behaviours, giving you the ability to diagnose and solve problems with the ships in your fleet.
  • Velocity Indicator - A visual speed display aids with precise navigation and in dogfights.
  • Wide Area Sensor Array Module - A new radar station module enhances detection capabilities, expanding your strategic awareness.
  • Graphical Enhancements - Major improvements to the graphics engine, including DLSS and FSR 3 support, making space more visually stunning.
  • Ship Rebalancing - Every ship in the game has been rebalanced, with refined engine, thruster, and component interactions.
  • New Sectors - Additional connections to Terran and Boron space, opening up fresh trade routes and exploration opportunities.
  • Economy Adjustments - Improvements to trade dynamics and resource flow, enhancing the in-game economy.
And this is just the beginning. Be sure to check out the full changelog for today's update, which you can find at the end of this news post.

For the Deep Dive Enthusiasts…
For those who want a deep-dive into the numbers behind these flight model changes, John Pritchett has provided an in-depth breakdown of the mathematical principles and calculations that drive this update. John's document provides information about the model, shows what makes it unique relative to other flight models, and provides examples of how the model is being used in X4. If you want to explore the mathematics behind the new flight model, you can check out his detailed and highly technical document on the subject here (.pdf, 12MB).

As a reminder, in case you haven't seen our news back when the Public Beta for this update started, we partnered with John Pritchett, a former Senior Physics Programmer from the Star Citizen development team, to rework ship handling for this Flight Model Update.

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/

X4: Hyperion Pack - Command a Legend
Alongside the Flight Model Update, we are proud to launch the X4: Hyperion Pack, a brand-new Mini DLC that introduces the legendary Hyperion Expeditionary Ship to X4: Foundations.

What's in the X4: Hyperion Pack?
The Hyperion Expeditionary Ship - A legendary ship, reborn in X4
New mission chain - Earn the Hyperion through an exciting, story-driven experience
New gamestart - Jump straight into the action aboard the Hyperion
New sector - Uncharted space awaits your exploration
New music - Fresh tracks to enrich your X4 soundtrack



Why the Hyperion?
Veteran X players will remember the Hyperion from X3: Reunion's Bala Gi Missions, where it quickly became one of the most beloved ships in the franchise. Now, it's back with a brand-new classification - the Expeditionary class.

💥 Fast, agile, and powerful
💥 Six main gun mounts & M-sized turrets
💥 L-class shielding & engines for durability and speed
💥 Increased Hull Missile capacity
💥 Small docking bay for three S-class ships (repair & resupply capability)

The Hyperion is the perfect ship for those who love high-speed combat and deep-space adventuring, providing a great deal of flexibility. It's not just a ship; it's a statement.

Get the X4: Hyperion Pack now on Steam!

Purchasing this DLC helps support the ongoing development of X4: Foundations - with many more updates planned for the future!



What's Next for X4?
With the Flight Model Update and the X4: Hyperion Pack now in your hands, it's time to look ahead at what's next for X4: Foundations. Our development roadmap is packed with exciting features, and here's what you can expect in the near future:



Diplomacy Update (Late 2025)
Prepare to engage in the intricate web of interstellar politics with our upcoming Diplomacy Update. This free base game expansion will introduce, among other things:
  • Diplomatic Headquarters - A new facility where faction representatives convene, offering strategic options.
  • Agent Missions - Deploy agents on independent missions to achieve diplomatic goals in the X universe.
This update will allow you to negotiate alliances, manipulate enemies, and engage in deep strategic gameplay on a whole new level.

Exploration Update (2026)
Uncharted territories await! The Exploration Update expands the horizons of X4: Foundations, featuring, among other things:
  • New Anomalies - Discover mysterious anomalies leading to hidden sectors filled with unique secrets and challenges.
  • Enhanced Scanning Mechanics - Improved Long-Range Scanner capabilities make deep-space exploration more rewarding.
  • Diverse Missions - A variety of new exploration-focused missions, rewarding curiosity and risk-taking.
This update caters to players who love the thrill of discovering the unknown, adding new layers of depth and adventure to the game.

Please check out our full Roadmap news from November 2024 for more details.

Thank You!
We hope you enjoy the new content coming your way today and as always, we appreciate your feedback as we shape the future of X4: Foundations together. Thank you for your support on this epic adventure that has taken us to a new X4 record of nearly 11,000 average daily active players in 2024 - wow!

Fly safe!

7.50 Changelog
  • New Feature: New flight model with corresponding rebalancing of ships.
  • New Feature: Boost now has its own energy pool.
  • New Feature: Lost ship replacement option.
  • New Feature: Behaviour Inspection Mode.
  • New Feature: Radar station module.
  • New Feature: Improved Gravidar display.
  • New Feature: Velocity indicator.
  • New Feature: Support for FSR3 and DLSS.
  • Added new images for base game gamestarts.
  • Added confirmation when aborting missions.
  • Added faction-specific text variants for various generic missions.
  • Added estimated minimum build cost information to Build Station mission briefing.
  • Added opposing faction information to Mission context menu.
  • Added option to Start Position Defence on stations with administration module and subordinates assigned to defend station.
  • Added option to Respond to Station Distress Calls for subordinates assigned to Position Defence.
  • Added mining ships assigned to NPC mineral and gas refinery stations.
  • Added player-only sell offers for remaining cargo of orphaned Build Storages.
  • Added possibility to reduce station plot sizes if constructed modules allow for it.
  • Added number suffix to station modules to help identify them in map and elevator travel destination list.
  • Added warning when building production modules that produce illegal wares.
  • Added order icon for station trade subordinates that have manually defined ware list.
  • Added orphaned Build Storages to Account Management section in Player Information menu.
  • Added limited ship statistics view in Ship configuration menus.
  • Added new entries to Ship Loadout Statistics.
  • Added alphabetic sorting for station modules in Object List and Property Owned menus in Map.
  • Added missing resource information to stalled ship build orders in Object List and Property Owned menus.
  • Added information about mod quality to ship selection dropdown in Ship Configuration menu.
  • Added additional options for ship name generation in Ship Build menu.
  • Added possibility to interact with interactive notifications while menus are open.
  • Added possibility to set Paint Modifications while building or upgrading ships.
  • Added paint mod preview to Inventory menu.
  • Added missing equipment blueprints to mouse-over text for unavailable loadout options.
  • Added limited Interact menu option in Manage Plots mode of Map menu.
  • Added option to remove Build Storages of removed Station plots immediately.
  • Added estimated price for station modules to Station Build menu.
  • Added list of wares in ware container to Selected Object section in Map.
  • Added Retrieve All and Deposit All options to Safe Deposit Storage menu.
  • Added separate icon for collectable asteroid chunks.
  • Added highlighting to interactive HUD elements.
  • Added various container icons to Map legend.
  • Added additional colour animation when targeting obstructed targets.
  • Added Display Settings menu.
  • Added stardust intensity setting for accessibility.
  • Added race-specific model for Paranid large shield generators.
  • Added new input control to temporarily disable Flight Assist while holding down button.
  • Added support for controller input modifiers.
  • Added option to invert joystick axes for radial menu selection.
  • Added OpenTrack UDP support for Head Tracking under Linux.
  • Added voice feedback when engines on player ship fail due to damage.
  • Added support for -nomods command line parameter.

  • Updated Egosoft intro video.

  • Changed production materials for Hull Parts and Claytronics production modules.
  • Changed default cargo drone mode to "Collect selected".
  • Changed Flight Assist to preserve state on exiting highways.

  • Removed temporary drone mode Trading from Cargo Drones settings.
  • Removed option to transfer wares with Construction Vessels that are busy.
  • Removed Apply button for Start Menu Background Scene option.

  • Improved racing AI in racing scenarios.
  • Improved equipment loadout and balancing of turrets for Timelines scenario Defanging the Defence.
  • Improved Defenders of Sol mission accessibility by offering it at lower relation threshold.
  • Improved Guild missions by no longer aborting whole chain if one sub-mission fails.
  • Improved Sabotage missions by adding information about required equipment to briefing.
  • Improved Sabotage missions by allowing partial success if targets aren't destroyed with spacesuit bombs.
  • Improved balancing of Station Patrol missions by more tightly controlling number of enemy destroyers involved.
  • Improved Yaki story by allowing player to keep cover ability after completing mission and activate/deactivate it at will.
  • Improved Split story by allowing player to control cover feature in Zyarth's Coffin mission.
  • Improved Unknown Structure and Displaced missions of HQ story.
  • Improved Supply Factory generic mission to filter out stations which don't have relevant wares to be stocked.
  • Improved Vigor Syndicate raider distribution over time.
  • Improved mineral resource gather rate of Saturn II.
  • Improved balancing of internal ship storage of all capital ships.
  • Improved fighter dogfighting behaviour when player not present.
  • Improved fidelity of fighters dogfighting when player not present compared to when player present.
  • Improved ships undocking from ships or stations with launch tubes to Attack or Attack targets in range.
  • Improved Local Automine where designated system has multiple sectors and some of those sectors have hazardous regions.
  • Improved long-distance movement to moving objects.
  • Improved behavior and balancing of cargo drones picking up crates.
  • Improved launching and docking of cargo drones sent to pick up containers.
  • Improved cargo drones catching up with ship that launched them.
  • Improved reliability of cargo drone launch and recovery.
  • Improved capital ship movement when attacking stations.
  • Improved initial target selection by capital ships when attacking stations.
  • Improved behaviour of capital ships attacking other capital ships.
  • Improved capital ship avoidance of other capital ships in combat.
  • Improved combat movement of capital ships with forward weapons far offset from front of ship.
  • Improved combat maneuvering of fighters.
  • Improved target acquisition reliability for attack subordinates.
  • Improved boost usage in dogfights.
  • Improved ships undocking from carriers at high speed.
  • Improved cohesion of fighter-led fleets when moving between gates.
  • Improved behaviour of complex fleets moving between sectors.
  • Improved movement between sectors when fleets are ordered to Coordinate Attack.
  • Improved travel mode usage of wingmen in player-led formations.
  • Improved police approach to suspects for investigation.
  • Improved autopilot behaviour when approaching highways after warping through gate.
  • Improved autopilot behaviour when guidance is set to ships.
  • Improved autopilot pathing when exiting local highways.
  • Improved coasting after boost with Flight Assist off.
  • Improved ship handling by reducing maximum acceleration impact of full cargo hold.
  • Improved hacking of station Security Control Panels to also prevent launch of defence drones.
  • Improved trade search for station-based trade subordinates that are further down command hierarchy.
  • Improved feedback when looped trade fails due to lack of trade offers matching price settings.
  • Improved feedback if player-owned ships ordered to attack without weapons or without ammunition.
  • Improved target monitor display for cargo containers and asteroid pieces that do not fit into ship's cargo bay.
  • Improved controller navigation in Ship configuration menus.
  • Improved trade loop context menu width to avoid truncated texts.
  • Improved zoom behaviour in External Static View.
  • Improved representation of undefined order parameters in Object Behaviour menus.
  • Improved colours of asteroid icons on map.
  • Improved trade menu layout.
  • Improved links to Global Orders menu from other menus to preselect correct trade rule, blacklist or alert.
  • Improved visuals for Logical Station Overview, Research and Terraforming menus.
  • Improved visuals of station response to attack.
  • Improved readability of Initialising message when starting or loading game.
  • Improved readability between collectable and non collectable crates in map and radar.
  • Improved rendering of checkbox, dropdown and flowchart UI elements.
  • Improved balancing of Chthonios E (Mineral), Chthonios E (Gas) and Helios E.
  • Improved wreck of Rattlesnake.
  • Improved collisions around Argon L housing spire.
  • Improved camera and sound behaviour in Live Stream View.
  • Improved alarm effect on stations under attack.
  • Improved reactivity of throttle increase and decrease buttons.
  • Improved Tobii support using Tobii Game Integration.

  • Fixed Timelines content being marked as recommended if you do not own Timelines.
  • Fixed game start description texts being cut-off under certain circumstances.
  • Fixed tutorials not completing when closing final dialog box without selecting option.
  • Fixed Custom Gamestart player station plot dimensions not encompassing station.
  • Fixed player-owned stations in Custom Gamestarts using descriptions as names.
  • Fixed Nila Ti sometimes spawning too far away from player during Boron story.
  • Fixed mission guidance sometimes breaking when pointing towards Astrid Brantlee Northriver's Competition mission of Avarice story.
  • Fixed freighter in Going Offensive mission potentially arriving at un-sabotaged dock.
  • Fixed XL Spire module blueprint reward for those that already had 20+ relation with Quettanauts.
  • Fixed Quettanauts offering Criminal Mass Traffic missions that cannot be completed.
  • Fixed Trading Lessons mission of Avarice story not completing.
  • Fixed ALI Expedition Ship sometimes wandering away from gate in combat during Making Connections mission of Boron story.
  • Fixed missing Dagobas Lahubasis Yorilos III in space suit during Trade Obstruction mission of Avarice story.
  • Fixed missing Fau t'Nnt during End of Terrorism mission of Split story.
  • Fixed Callisto in Hatikvah Trade Revolution story sometimes not coming equipped with Long Range Scanner.
  • Fixed case in which player-owned ship could be destroyed when docking after High-Tech Hold-Up mission of Pirate story.
  • Fixed Foundations of an Empire mission getting stuck if another station building mission is started in same location.
  • Fixed leader of Terran fleet in War of Intervention mission not moving to target sector if it has no useable weapons.
  • Fixed Boron-Terran relations not depending on states of Boron-Terran diplomatic mission, Boron-Argon alliance and Argon-Terran war.
  • Fixed incorrect mission briefing display in Item Delivery missions.
  • Fixed incorrect mission guidance text in message ticker when guidance target is nearby jump gate.
  • Fixed Shortcut to Success and Copy and Paste missions showing wrong objective.
  • Fixed Geometric Owl being able to fly through narrow tunnels in Torus during Torus Aeternal mission of Pioneer Terraforming story.
  • Fixed Gravimetric Studies mission not starting after being introduced by Rick Feynman in Terraforming story.
  • Fixed large supply missions being offered by factions which barter or have no trade offers.
  • Fixed upkeep missions to assign freighters not completing if station involves scrap refining.
  • Fixed NPCs offering missions on stations sometimes having unresponsive conversation option.
  • Fixed Basic Chassis Mods research mission not starting under rare circumstances.
  • Fixed HQ potentially selling resources needed for research under certain circumstances.
  • Fixed Kha'ak continuing to spawn after certain installations have been destroyed.
  • Fixed Duke's Buccaneers constructing factories before they become Duke's Tempest.
  • Fixed Argon Federation and Antigone Republic not fielding as many Elite Sentinels as intended.
  • Fixed incorrect ship in Tides of Avarice prelude cutscene.
  • Fixed Tides of Avarice factions building stations without using connection modules.
  • Fixed Turning the Tide achievement not always unlocking.
  • Fixed being able to warp HQ during Terraforming project.
  • Fixed Attack targets in range order repeatedly creating Attack orders for ships that do not have weapons.
  • Fixed fighters attacking large objects when player not present trying to apply damage while facing away from their target.
  • Fixed rare case of ship claiming to be on venture when it no longer is.
  • Fixed player-owned crew sometimes bailing into escape pods.
  • Fixed smugglers sometimes assuming Paranid or Holy Order ownership after those factions have stopped existing.
  • Fixed Terran solar power plants not being placed in Mercury sector.
  • Fixed Build Storages not sharing same relations towards other factions as corresponding Stations.
  • Fixed crew hiring by upgrading at equipment docks not accounting for passengers, prisoners, or unassigned crew.
  • Fixed some NPC traders or miners being erroneously sent to patrol.
  • Fixed Get Supplies sometimes not finding trades.
  • Fixed new sectors added to existing savegames having incorrect amount of resources.
  • Fixed inaccurate beam turrets and improved general weapon accuracy.
  • Fixed capital ships in fleets facing away from sector center after transiting through gates.
  • Fixed player flying in wrong direction after entering space suit near explorable wrecks.
  • Fixed player in space suit not being able to approach their ship in relative movement.
  • Fixed ships not remaining in relative movement after saving and loading.
  • Fixed patrolling ships sometimes inadvertently chasing enemies to other sectors.
  • Fixed police penalising player for owning ship that was once used by different faction to cause trouble.
  • Fixed police belonging to player faction chasing troublemakers to other sectors.
  • Fixed ships set to comply with police or pirate challenge sometimes not dropping wares if they have very small amounts.
  • Fixed Construction Vessels that abandon stalled build site sometimes leaving their drones behind.
  • Fixed Kha'ak defence platforms not being automatically aimed at when selected as target.
  • Fixed capital ships not being able to reliably hit Xenon Matrix Solar Panel.
  • Fixed Yaki Kuraokami not using turrets to disable non-capital ships they intend to capture.
  • Fixed weapons with slow rotation sometimes jumping to target while aiming.
  • Fixed turrets resuming fire on non-hostile targets if hostilities ceased while turrets were disarmed.
  • Fixed sync points of Coordinate Attack orders getting lost when loading save.
  • Fixed fleet members performing Coordinate Attack inconsistently honoring travel blacklists.
  • Fixed ships sometimes not rejoining formation if player gets close then moves away again.
  • Fixed ships failing to dock at covered dock areas under certain circumstances.
  • Fixed inconsistent creation of looped order under certain circumstances.
  • Fixed attack response override orders for ships using order loops being inserted at wrong position in loop.
  • Fixed combat subordinates sometimes becoming unresponsive to attacks.
  • Fixed subordinates not engaging targets in different sector but close to their commander.
  • Fixed subordinate group assignments being lost when subordinate is promoted under certain circumstances.
  • Fixed subordinate groups previously set to Defend but now with any other combat assignment only engaging targets close to their commander.
  • Fixed subordinates assigned to attack with commander not withdrawing for repairs when they should.
  • Fixed subordinates not following commander after sector transition if commander has order to dock.
  • Fixed subordinates of subordinates that are supposed to stay docked with commander undocking when commander changes assignments.
  • Fixed attack subordinates refusing to attack with commander if commander was given explicit order to attack target beyond radar range.
  • Fixed attack subordinates sometimes getting duplicate attack orders.
  • Fixed secondary subordinates repeatedly undocking and redocking at commanding carrier.
  • Fixed secondary subordinates docking with their direct commander when commander is already undocking.
  • Fixed secondary subordinates not docking with their direct commander when they should.
  • Fixed subordinates not acting according to assignments if player took over then later released their commander.
  • Fixed Fleet Auxiliary ships servicing capital ships that are also their subordinates sometimes becoming unresponsive indefinitely.
  • Fixed subordinates set to Intercept or Bombard not engaging objects marked as hostile while already in gravidar range.
  • Fixed carriers and other ships set to maintain distance while boarding trying to blow up their boarding target when moving in to launch pods.
  • Fixed ships supporting boarding operation constantly awaiting orders when there is no remaining task.
  • Fixed autopilot not exiting highways reliably in certain sectors.
  • Fixed autopilot not working when guidance target is a superhighway entry gate.
  • Fixed ships sometimes teleporting far away after traversing gates.
  • Fixed incorrect dock position when docking at certain launch tube docks in reverse.
  • Fixed various problems with ships undocking from launch tubes.
  • Fixed defence drones sometimes not undocking properly.
  • Fixed cargo drones from other ships launching to collect cargo when set to Collect selected.
  • Fixed ships sometimes leaving build module before construction drones have finished.
  • Fixed welder drones still launching after construction or repair has already been completed.
  • Fixed welder drones being destroyed by engine wash of ship they're repairing.
  • Fixed unresponsive ships in very busy locations under certain circumstances.
  • Fixed ships assigned to Position Defence or Protect Position not engaging hostile objects in protected area despite being able to see them.
  • Fixed objects within gravidar range not being detected under certain circumstances.
  • Fixed several cases of bad navigation around hazardous regions.
  • Fixed capital ships in combat moving far above or below their targets when they shouldn't.
  • Fixed trade ships stuck waiting for trade operation to complete.
  • Fixed Construction Vessels idling for several minutes between deployment jobs.
  • Fixed ships mimicking station-based traders or miners requiring skill threshold.
  • Fixed Teuta ships sometimes not finding salvage in scrap fields.
  • Fixed stations becoming hostile when collecting cargo dropped by docked player ships.
  • Fixed boost and travel mode acceleration stalling caused by activating throttle inputs.
  • Fixed being able to exceed top speed when matching speed.
  • Fixed not being able to enter superhighways at very high travel speeds.
  • Fixed Full Stop not leaving highway while map is open.
  • Fixed AI ships stuttering during flight.
  • Fixed AI-controlled spacesuits not detecting nearby ships.
  • Fixed AI-fired beam weapons increasing Laser Shots Fired statistic.
  • Fixed ships not having loaded weapons on first engagement.
  • Fixed docked ships firing forward weapons when player not present.
  • Fixed repair units sometimes not being visible.
  • Fixed mines not being targetable.
  • Fixed ships overshooting destination especially when equipped with thrust, mass or drag modifications.
  • Fixed engine thrust or ship mass/drag changing modifications resulting in poor braking performance of ships.
  • Fixed engine Strafe Acceleration and Boost Acceleration equipment mods not working.
  • Fixed engine Travel Attack Time and Travel Charge Time equipment mods not being reflected in ship statistics.
  • Fixed Shroud ship mod not working correctly after saving and loading.
  • Fixed external target view not resetting when target leaves range or is stored.
  • Fixed user-defined external camera positions not being loaded correctly.
  • Fixed selling and buying in one action not working when personally trading while docked.
  • Fixed station builds sometimes thinking there are upcoming recycled resources when there are none.
  • Fixed incorrect station loadout preset when loading construction plan.
  • Fixed Aurora Casino station module not being able to be equipped with turrets.
  • Fixed missing roman numeral suffix on factory names.
  • Fixed Deliver Wares button in Mission Briefing menu not working.
  • Fixed mismatch in Processing Module stats between Station Build and Logical Station Overview menus.
  • Fixed Station Build menu assuming that all ware reservations are deliveries.
  • Fixed incorrect time estimates for building ships under certain circumstances.
  • Fixed incorrect display of maximum crew size on target monitor for certain ships.
  • Fixed negative ware storage numbers in Object Info menu.
  • Fixed completed ware reservations in Logical Station Overview menu not being removed.
  • Fixed missing generic actions in Interact menu of multiple ships using Repeat Orders.
  • Fixed Object Rename dialog still applying new name when pressing Escape.
  • Fixed selecting ships in Map menu with filter not working reliably.
  • Fixed menu selection jumping in Crew Transfer context menu.
  • Fixed issues with restoring antialiasing and upscaling settings after discarding new settings.
  • Fixed Ship Build menu Blacklist and Fire Authorisation settings not being able to reset to global settings.
  • Fixed game unpausing when opening Ship configuration menu in Custom Gamestart Editor.
  • Fixed Main Menu Tab controls not repeating correctly.
  • Fixed Reset View button in Map menu not being reachable with keyboard/controller.
  • Fixed objects not shown on Gravidar affecting Gravidar zoom level.
  • Fixed several issues with full-screen message cutscenes.
  • Fixed missing equipment thumbnails for generic racing engine and shields.
  • Fixed station modules not being shown in Encyclopedia under certain circumstances.
  • Fixed missiles exploding in encyclopedia cutscenes.
  • Fixed FPS Display button in Debug Log.
  • Fixed map search not working under certain circumstances.
  • Fixed different order of turret groups in Ship Configuration, Map and Ship Interaction menus.
  • Fixed selling missiles in Ship Configuration menu sometimes not being reversible.
  • Fixed loadout changes being lost when applying Paint Modification in Ship Upgrade menu.
  • Fixed Match Speed option being available on player controlled ship.
  • Fixed missing bar widgets in Ship Comparison menu under certain circumstances.
  • Fixed Toggle Radar Mode not working in External View under certain circumstances.
  • Fixed various menu layout issues at high UI scale settings.
  • Fixed visual gaps in Logical Station Overview, Research and Terraforming menus.
  • Fixed overlapping connections in Terraforming menu under certain circumstances.
  • Fixed Ship Build menu closing immediately under certain circumstances.
  • Fixed deleted save game still listed in menu under certain circumstances.
  • Fixed backlog of ticker messages after using menus.
  • Fixed expected construction budget increasing over time while build storage waiting for resources.
  • Fixed trade amounts sometimes being reported as negative or excessively large while ships are about to complete trade operation.
  • Fixed funds being returned to commander instead of player when canceling manual trade order of subordinate with queued automated trade orders.
  • Fixed temporarily incorrect display of seller cargo status while goods are en route to buyer.
  • Fixed inconsistent ship statistics in Encyclopedia and Ship Configuration menu.
  • Fixed pilots showing up on monitor to inform player about completed orders when player is standing nearby.
    [...] full changelog in our forum
Indiana Jones and the Great Circle - MortalEmperor | Bethesda
Calling all adventurers: Update 3 is now LIVE! Read on for the full patch notes:

New Features
NVIDIA DLSS 4
Update 3 brings support for NVIDIA DLSS 4: a suite of rendering technologies that boosts framerates, increases performance, and improves image quality!
  • Players using supported NVIDIA hardware can enable Multi Frame Generation (3x, 4x) using the new transformer-based model
  • Ray Reconstruction increases the clarity and stability of ray-traced images
  • DLAA and DLSS Super Resolution have also been updated to the transformer-based model. These options when enabled enhance native and upscaled image quality, respectively
Ray-Traced Local Lights
For players who have Path Tracing enabled, this update includes a new option for ray-traced shadows to include all light sources, which significantly increases the quality of shadows in interior locations. (Players can also choose to keep the previous setting, which provides ray-traced shadows from the sun only.)
Path Tracing (Full Ray Tracing) Support for AMD and Intel Graphics Cards
This update brings Path Tracing to supported Intel and AMD GPUs. To use Path Tracing, your Intel or AMD graphics card must support Hardware Ray Tracing and have at least 16GB of VRAM. Please make sure to download the latest drivers from your GPU manufacturer!
Note that in foliage-dense locations, such as Sukhothai, reducing Vegetation Animation Quality below the “Ultra” settings can reduce the occasional shadow “popping” that may be seen on all graphics cards using Path Tracing.
FSR 3.1, including Frame Generation
Update 3 adds support for AMD FSR 3.1 upscaling and frame generation technology.
Intel XESS 1.4
Update 3 also adds support for Intel XESS 1.4 upscaling.
Quality of Life Updates
  • Repair kits can now also be used by selecting them directly from the inventory (Rather than only by selecting your broken weapon or tool!)
Bug Fixes — Minor Spoilers Ahead!
General
  • Fixed an issue where players would be unable to use ladders, squeeze through walls, or climb vines in Sukhothai; particularly during the Blessed Pearl mission
  • Fixed an issue that could prevent players from picking up certain medicine bottles in the Vatican
  • Fixed an issue that could temporarily stop you from being able to punch or block if you had picked up an item while the game was saving
  • Fixed an issue where the camera could be stuck in third person when backing out of certain third-person interactions
  • Fixed an issue where the player and enemies might take damage while walking through an open doorway after restarting a checkpoint
  • Fixed issue where notes might clip through the front of the screen when inspecting them
  • Fixed an issue where players could accidentally drop their Camera or Lighter while inspecting items for purchase
  • Fixed an issue that could make items disappear if players tried to pick up objects while vaulting over objects
  • Fixed an issue where inspectable items could be lost if picked up at the same moment an enemy punched you
  • Fixed an issue that could make the “Restricted Area” HUD marker to be offset after restarting a checkpoint
  • Fixed an issue where camera shake would permanently occur when revisiting Gizeh
  • Fixed an issue where a bullet could be seen in the Luger chamber even when the gun is empty
  • Fixed an issue where players could pour wine from their Camera in the Five Sacred Wounds puzzle
  • Fixed an issue where the player’s view could be tilted after being released from a whip pull by Voss
  • Fixed an issue that caused enemy soldiers leaning on objects to spin unnaturally when alerted by the player
Graphics
  • Fixed remaining issues where animation update rate was inconsistent in some cutscenes, causing visible shaking or stuttering
  • Fixed issue where the pouring water streams were not visible during the initial collapse of the Ziggurat in Sukhothai
  • Fixed an issue that let players see out of world in the Vatican Dig Site
Missions and Quests
  • Fixed an issue where players could not take a photo of Uncle Sunan when revisiting Sukhothai, or after skipping a cutscene between Sunan and Pailin
  • Fixed an issue that could prevent collecting the ‘Fried Egg’ Field Note in Sukhothai, and the Ostracan Shard in Gizeh after restarting checkpoints
  • Fixed an issue that could prevent players from being able to turn in Radio Frequencies at the radio stations when revisiting Sukhothai (since Gina would not be present)
  • Fixed an issue where players could not unlock the “Shadows out of Time” achievement if they had any Ancient Relics placed in the Puzzle Boards in Iraq. (I.e. if you did not have all 50 Relics in your inventory.) For players who have already completed the puzzle, simply revisiting Iraq will now unlock the achievement
  • Fixed an issue where collecting the last ancient relic for “Riddles of the Ancients” did not update the counter in the UI, giving the impression there was still another to collect. Also fixed issues where this mission had no description on your map information, and certain Ancient Relic markers did not appear on the Sukhothai and Vatican maps
  • Fixed an issue that could prevent the players from re-collecting Khmer Cogs if they changed the puzzle difficulty after solving the Khmer Gate puzzle
  • Fixed an issue where the player could obtain the rebreather in Sukhothai before ever getting the objective to talk to Tongdang, preventing the player from getting the next mission objective
  • Fixed an issue where Field Notes could still be tracked even when all notes had been collected
  • Fixed several issues where an unneeded note marker would appear under the world
  • Fixed an issue where Adventure Books were not shown on the map after acquiring the Ziggurat Guide in Iraq
  • Fixed an issue where Ability Book and guide markers appeared on the Sukhothai map before players acquired the guides from Tongdang
  • Fixed an issue where certain map markers near the end of the Vatican level did not appear on the main map, but only on your local map
  • Fixed an issue where taking photos of the monkey posters in Sukhothai did not remove their in-world markers
  • Fixed an issue where the cogwheel markers might not appear if players purchased the map information pamphlet after a certain point in Sukhothai
  • Fixed an issue where the main Sukhothai main map could be lost if you put it down after inspecting it (instead of collecting it)
  • Fixed an issue where Gina would not leave Wat Si Sawai if you left the temple while she was talking with Aran
  • Fixed an issue that could prevent the desk drawer being opened in the poker tent in Gizeh
  • Fixed an issue where Gina could open the cavern door in Iraq by herself, leading to the cavern being empty of all enemies
  • Added additional voice lines to help the player understand that they should run away from the Nephilim in the dream sequence in Sukhothai, rather than fight
  • Fixed an issue where players could not pick up the Priest outfit from Antonio if they tried to do it too quickly
  • Fixed an issue that prevented players from getting into the boat in the escape from the Hotel sequence in Sukhothai if they pushed the interact button too many times
  • Fixed an issue where players could spawn inside the ground when revisiting Sukhothai
  • Fixed an issue where the last objective of a mission was still displayed on the HUD after all Adventures and Field Work were completed in a level
  • Fixed an issue where the World of Knowledge quest could complete when arriving outside the Vatican for the first time
  • In Marshall College, we increased the visibility the outlines of the cat mummy photo and gramophone record (in Indy’s office) from further away
Audio
  • Fixed an issue where Indy would repeat his line about, “The Yeak in the water,” whenever surfacing from a dive in Sukhothai
  • Fixed an issue where Indy would repeat dialogue about Voss’s gold stash in Sukhothai (“Well you're not bribing anyone with this, Voss”), long after having completed that mission
  • Fixed an issue where Gina would repeat her lines from the ambush (“That was too close”) while you are in the boat. Please note this will, unfortunately, not correct the issue for players who are currently experiencing the bug, but it will prevent it from happening again
  • Improvements to combat and stealth music transitions, to make them more seamless
  • Added sound for heavyweight enemies breaking out of a clinch
  • Raised the volume of the enemy mounted machineguns in Sukhothai hotel shootout
  • Corrected the sound type when walking on the boat near Forrestal’s camp in Peru
  • Fixed Annika Lund’s effort voices in Sukhothai when she is traversing objects
  • Updated Indy’s effort voices when sliding
  • Added sounds for when Indy pushes the dragon statue at the Fountain of Sacrament
  • Fixed Indy repeating the same VO line when picking up recipe note in Borgia Tower
  • Fixed issues where environmental sounds disappeared or were incorrect in several locations in the Vatican and Sukhothai
  • Fixed an issue where voice reactions to getting hit from a dart in Peru would get cut off prematurely
  • Added voice lines when photographing the sewer bridge and Great Tower Hall in the Vatican
  • Stopped Indy from repeating his voice lines when returning to speak to Aran, or when cancelling your interaction with the Prayer Wheel in Sukhothai
  • The music during the game loading sequence is now affected by the overall volume setting
Stability
  • Fixed a freeze that could occur when skipping the credits at the end of the game shortly after loading a save
  • Fixed several crashes that could occur in very specific circumstances in the following states:
    • While writing out a save game
    • When picking up and interacting with objects
    • When updating hints while using Indy’s camera
    • After updating gamepad bindings and then moving to a new location
    • When inspecting Laura’s journal in Voss’ office in Gizeh
    • In certain UI states
PC Specific fixes
  • Fixed an issue that could cause the game to crash at startup with some graphics cards
  • Many fixes and improvements have been made to environment lights, to present a more natural appearance when Path Tracing is enabled
  • Fixed an issue where Nvidia Low Latency mode would cause inconsistent frame rates
  • Fixed issue where Nvidia Frame Generation became disabled when HDR was toggled on
  • Fixed an issue that could prevent Xbox Cloud saves from being loaded on the Steam release of the game
  • Fixed an issue where game did not render correctly if using DLSS at 3440x1440 resolution in Widescreen picture framing
  • Fixed an issue where players could be partially control locked when opening and closing the Game Bar overlay
  • Fixed an issue where Indy’s hair was missing in reflections when using Path Tracing
  • Fixed some issues with light leaks in underground locations in Gizeh when Path Tracing is enabled
Localization
  • Many text corrections and updates to menu text and subtitles across all languages
  • Various fixes to voiceover localization in many languages
  • Fixed some errors on stone tablet inscriptions in Gizeh and in Marshall College
  • Fixed some errors in the street and shop signage in Shanghai
Other Notes
We are looking into adding support for other community requested features, such as HUD modification, and support for Nvidia RTX hair in future updates!
Songs of Silence - Linastale
⚔️ Greetings Commanders! ⚔️

We've just released Songs of Silence's Update 1.2! 🥳

As well as the second map of our latest game mode - ✨ Scenarios

Details below! 👇

✨ Update 1.2 Overview

Game Content
  • 👑 NEW SCENARIO - Fend off endless waves of Lighteaters!
  • 🏆 NEW ACHIEVEMENTS - 3 new additions for Scenarios
Balancing & Quality of Life
  • 🎨 Choose your color in Skirmish (finally!)
  • 🔠 Player warning when replacing building upgrades
  • 💰 General economy and balancing improvements
  • 🕯️ Visual cues added to chapter 4 to help locate refugees
Bugs Fixed
  • 🏰 AI focuses more on capital locations
  • 🪖 AI doesn't get stuck when attacking a sieging army
  • ... and many smaller ones!
👑 New Scenario - The Ballad of Fourfang

Soldiers, stand your ground! Fend off incoming waves of Lighteaters, and try to clear all challenges...


In a far corner of the world, an empire falls, beyond hope of salvation. As more land is consumed by Silence and the expanding empire of the Lighteaters, one man remains, bound to repay his debt.


🎨 Skirmish - Player Color Selection

Choose your faction color in single- & multiplayer Skirmish!


⚖️ Balancing - Update 1.2 Changes

General
  • Wyldwoods, Capitals, Mine, Excavation Sites | Reduced build-up + upgrade costs (20-50%)
  • Mine | Increased Lvl 3 income (30 -> 32 BM)
  • Primordial Shrine | Summon Primordial taken out for cleaner priest definition
Thousand Kingdoms
  • Tithe Card | New skill with 0 cost, reduces Prosperity growth in exchange for Gold loot wagon
  • Silent Knights | Added to Fortress & Bastion (Lvl 2) + Cost reduced (175 -> 160 G)
  • Divine Host | Added to Temple, City, Capital (Lvl 3) + Cost reduced (85-75-65 G -> 75-65-55 G)
  • Divine Favor Trade Card | Added to Capital, Enclave, Starborn City (100 G for 25 DF)
Old Race
  • Populate Card | New card adding 1 Firstborn Civilian for free per turn
  • Light Link | Cost reduced to 0
  • Summon War Titan | Cost structure changed (75 BM + 120 H -> 120 BM + 75 H)
  • Summon Transport Konstrukt | Cost structure changed (15 BM + 60 H -> 60 BM + 15 H)
  • Recruit Civilian | Cost reduced (60 -> 40 G)
  • Warrior | Cost reduced (70 -> 50 G)
  • Prideful | Cost reduced (100 -> 80 G)
  • Lorekeeper | Cost reduced (65 H + 25 BM -> 25 H + 50 BM)
  • Garant | Cost reduced (40 G + 50 H -> 40 G + 30 H)
  • Enclave | Prosperity points reduced (1-35-100 -> 1-26-70)
  • Enclave | Recruitment options changed (Lvl 1 Civilian -> Crawler XL)
  • Bastion + Fortress | Recruitment options changed (Warrior + Civ. / Prideful / Ansturm -> Warrior + Prideful / Ansturm / X)
  • Primordial Shrine + Celestial Temple | Recruuitment options changed (Silence artifact + Civilian + Summon primordial beast lv 2 / Lorekeeper / X -> Silence artifact + Harbinger / Warrior + Lorekeeper / X)


And that's all for today folks! 🫡

As usual - have fun, and do leave us a review if you like the game! ✨

⚔️ See you on the battlefield! ⚔️

Cheers,
The Chimera Team
Feb 20
RAID: World War II - Xeletron™
Hello there again!

Good to see everyone is enjoying the latest mission and warcry. We noticed some issues and have corrected them.
Keep us posted on any more issues and suggestions you have!

Changelog
Update size: 796.2 MB

  • Added animations to enemy supply drops.
  • Added interaction animations to some levers and chains.
  • Added safety checks to enemy turret logic to prevent crashes.
  • Slightly increased the value of smaller loot items.
  • Updated localization files.

  • Fixed a crash related to networked proficiencies.
  • Fixed incorrectly set slots for dropped supplies preventing them from cleaning up if too many spawn.
  • Fixed certain sound effects not playing while driving the Truck.
  • Fixed opening the chat while in a vehicle breaking camera limits.
  • Fixed flamer backpack explosions not properly syncing between players.
  • Fixed enemy corpses not being networked over to drop-in clients.

    Interface
    • Fixed double clicking on an Outlaw RAID not selecting it.
    • Fixed certain item lists not wrapping their selection around when navigating beyond the first and last items.
    • Fixed applying weapon upgrades on a controller not playing a sound.
    • Fixed applying weapon upgrades on a controller not removing the associated breadcrumb.
    • Fixed gained experience being displayed incorrectly when the host leaves the game during the mission complete screen.
    Levels
    • Full Stop
      • Added waypoints to the bunker doors to guide players when searching for power.
      • Added pumpkins for the Season of resurrection challenge card.
      • Adjusted visuals and collisions on the blown up bunker wall.
      • Defloated some trees and patches of grass.
      • Unsank a few ocean props.

      • Fixed some objectives incorrectly progressing in stealth.
      • Fixed bunker rooms accidentally having 4 documents in every room, Corrected to 4 in officers room and 2 in the extra rooms.
      • Fixed several spots where bags could be thrown out of bounds.
      • Fixed stuck spots on the bunker roof, the train yard, and other areas.
      • Fixed doors in the warehouse z-fighting with the ground.
      • Fixed guards not patrolling the farmhouse location.
      • Fixed paratroopers climbing back up to the plane they jumped from.
      • Fixed the ocean being blurry with DOF enabled.
      • Fixed being able to see under the water in certain areas.
      • Fixed being able to open the metal gate from the wrong side.
      • Fixed the airdrop plane being visually in the supply pod for drop-in players.
      • Fixed the "I am so smart" achievement not unlocking for non-host players.
    • Bunker Busters
      • Fixed a portalling issue.
    • Countdown
      • Fixed pickup shelves being rotated incorrectly.
    • Gold Rush
      • Fixed a portalling issue.
    • Odin's Fall
      • Disabled shadows on props inside the flakturm to improve performance.
    • Wiretap
      • Fixed a stuck spot near the main gate.
    • Gold Diggers
      • Fixed missing sky texture on the sunset environment.

    Weapons
    • Browning Auto-5
      • Reduced the excessive amount of bullets gained from magazine upgrades.
        T2 +1 (for a total of 6)
        T3 +2 (for a total of 8)

    Proficiencies
    • Fixed crash when Demolition Warcries run out while in a vehicle.

    • Pickpocket
      • Fixed the value of pickpocketed loot not being increased by the Midas Touch boost.

    Cards
    • Fixed Pumpkin Pie challenge card description to correct value (is actually 300% not 100%).
    • Changed Helmet Shortage challenge card to be 300% headshot bonus instead of instant kill.



    Mod users; Please check for broken mods!
    If your game is not launching and you may have outdated or incompatible mods installed, please be sure to completely uninstall mods if you are having immediate issues!
    In your RAID World War II directory remove IPHLPAPI.dll or WSOCK32.dll files by hand, as verifying game cache will not remove these files.
Armored Warfare - 2000Valand
Commanders!

Today we’ve prepared the following items for you:

  • Typhoon-VDV Tier 10 Premium Armored Fighting Vehicle
  • TOS-1M Buratino Tier 10 Premium Tank Destroyer
  • Koshmar skin for TOS-1M
  • Kurganets-25 Tier 9 Premium Tank Destroyer
  • Msta-S Tier 9 Premium Self-Propelled Gun
  • Khrizantema-S Tier 8 Premium Tank Destroyer
  • Object 787 Gadyuka Tier 6 Premium Tank Destroyer
  • Treasure Trove with 10.000 Gold
  • Seahawks Loot Crate

Between February 20 and February 27, 2025, 2025, the following items will be available:

Typhoon-VDV

The Typhoon-VDV is a modern Russian reconnaissance and special use vehicle. It is perhaps the best-armed version of the Typhoon platform, featuring a Spitsa turret. Several vehicles of this type have been built and are currently in use by the Russian military. You can read more about it in our dedicated article.



In Armored Warfare, the Typhoon-VDV is a Tier 10 Premium AFV. It is a powerful vehicle on its own, featuring high firepower in the form of 30mm autocannon and an ATGM launcher with two tubes loaded with thermobaric missiles that can be launched both at once. Its task on the battlefield is supporting other scout vehicles by increasing their spotting capabilities thanks to a new active ability.

The Typhoon-VDV Tier 10 Premium AFV is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.



TOS-1M Buratino

The TOS-1M Buratino is a prototype version of the Russian TOS-1/TOS-1A heavy rocket launcher. It was designed in 1997 at Omsk as an improvement to the old TOS-1 whose roots go back all the way to the Afghan War. You can read more about it in our dedicated article.



In Armored Warfare, the TOS-1M Buratino is a Tier 10 Premium Tank Destroyer. As befits its massive rocket launcher installed on the top of a T-90A MBT chassis, its firepower is all but unparalleled and you are looking at perhaps the most destructive vehicle of Armored Warfare. It is available in two configurations – with fast-launching 122mm rockets and the iconic 220mm rockets that can be unlocked either by installing a skin (Koshmar), or by progressing through an active Battle Path.

The TOS-1M is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.





Koshmar Bundle

Additionally, we've prepared a skin bundle with a new skin. The skin “Koshmar” we have prepared for you is for the TOS-1M Tier 10 Premium TD. Not only is it cool looking, it also unlocks the overprogression modules for you, including the 220mm turret and the 220mm thermobaric rockets. You can read more about it in our dedicated article.



The skin is available as a part of the Koshmar Bundle, which contains the following items:

  • Skin: TOS-1M Koshmar
  • 3 Platinum Loot Crates
  • 500 Gold

This bundle is available in our Web Shop.




Kurganets-25

The Kurganets-25 Infantry Fighting Vehicle is intended as a cutting edge future replacement to the old BMP series in Russian service. While not as chunky and expensive as the T-15 Armata super-heavy IFV, it’s designed to finally offer the 21st century protection levels the Russian military has been demanding for a long time. However, the design turned out to be quite expensive and while it is currently undergoing state trials, it is unlikely to be ever mass-produced. You can learn more about it in our dedicated article.



In Armored Warfare, the Kurganets-25 is a Tier 9 Premium Tank Destroyer. Even though it offers decent protection and mobility for its class, this vehicle is all about firepower. To make sure you always have the right tool for the job, it comes with three distinctive weapon systems – a 57mm autocannon for light targets, fast and small Bulat missiles for highly mobile targets and, finally, full-sized ATGMs that can defeat pretty much anything on the battlefield. If dealing damage is your thing, few vehicles will match your playstyle better.

This bundle is available in our Web Shop.




Msta-S

The Msta-S SPG was developed as a replacement to the older 2S3 Akatsiya. The goal was to match (or surpass) the newly developed NATO artillery pieces with long 155mm guns. The production began in 1988 and is currently ongoing with a modernized variant rolling out for the Russian military. More than 500 Msta-S SPGs are still in Russian service and dozens were exported to several other countries. It has seen some combat during the Second Chechen War and the War in Donbass. You can learn more about it in our dedicated article.



In Armored Warfare, the Msta-S is a Tier 9 Self-Propelled Gun, which makes it only usable in the Global Operations mode and in PvE. It comes with two shell types – a slow-flying one with a high flight arc, and a fast-flying one for use against more mobile targets.

This bundle is available in our Web Shop.




Khrizantema-S

The Khrizantema-S is a dedicated tank hunter, built on a modified BMP-3 hull. The first Khrizantema-S prototype appeared in public as early as 1996 with the initial production variant (9P157) entering service in 2005. Around 2010, an upgraded variant called 9P157-2 appeared with a modernized Ukrainian optics system and a hull machinegun the original model lacked. This variant was in use until 2017. You can read more about it in our dedicated article.



In Armored Warfare, the Khizantema-S is a Tier 8 Premium Tank Destroyer. It is quite a stealthy vehicle armed with a twin ATGM launcher. The key to achieving excellent results with this machine is long-range ATGM sniping followed by rapid relocation. The missiles are quite powerful and make hits easy thanks to their excellent performance.

This bundle is available in our Web Shop.




Gadyuka

The Gadyuka (“Viper”) is a Soviet-era fire support vehicle consisting of a T-72A hull and turret but instead of the main gun, the vehicle is armed with two 30mm autocannons and two rocket pods in order to perform better against infantry in urban and mountainous environments. A single prototype was built in 1996 and even though the project was cancelled, it eventually led to the rise of the BMPT Terminator series. You can read more about it in our dedicated article.



In Armored Warfare, the Gadyuka is a Tier 6 Premium Tank Destroyer. Despite having only average protection, its two 30mm autocannons can, along with deadly rocket salvos, rip through enemy vehicles with ease. Indeed, the Gadyuka is one of the most destructive vehicles of its Tier and a worthy addition to every player’s arsenal.

This bundle is available in our Web Shop.



Treasure Trove

Today, we have a special offer for you. A veritable treasure trove of 10.000 Gold awaits you at a discounted price.



Please note that this item can only be purchased once per user. You can find out more about Gold and its uses in our dedicated article.

This bundle is available in our Web Shop.



Seahawks Loot Crate

The Seahawks Loot Crate is now available. This Loot Crate contains Seahawks Battle Coins and Boosters.



  • Battle Coins are the primary currency of the Seahawks Battle Path campaign and are used to progress through it and to obtain its prizes.
  • Battle Coin Boosters are usable only during an active Battle Path and increase your Battle Coin income by 900 percent for two hours.

Please note that you have to obtain the access to a Battle Path to use both items.

This bundle is available in our Web Shop.



We hope that you will enjoy the offer and, as always:

See you on the battlefield!
ぼくの葬式にようこそ -happy rebirthday- - Waku Waku Games
テキストの誤字を修正しました。
Cthulhu's Reach: Devil Reef - Perucci
  • Improves weapon equipping and equipped weapons can now be returned to the weapon wall.
  • Players are warned before leaving with only the Axe.
  • New Control Guide for available UI actions.
  • Improved Find Game window layout.
  • Opening Diary now pauses game during a solo run.
  • Diary can now be closed with the cancel button.
Feb 20
Moorhuhn / Crazy Chicken VR Blast - steam
This patch is all about reacting to your feedback! We’ve gathered all the feedback we could and fix as many as we can to ensure you have the best experience:

✨ New Features
Crosshair Editor!!
A lot of you players thought the crosshairs were to big and bulky, so we added a crosshair editor to change it to your liking!
Hungarian language support
Added a few more hidden easter eggs in the levels (more to come 😉).

✨ Fixes
(Meta Quest 2) Optimized performance on Treasure Island level.
(Meta Quest Pro) Optimized overall performance.
Spawn issues that were bound to performance are fixed by loosening spawn requirements.

✨ Balancing
Lowered requirements for gaining stars on most levels:
o Inca Jungle
 From: 8000 > 10000 > 12000
 To: 7000 > 9000 > 11000
o Old Wild West
 From: 8000 > 10000 > 12000
 To: 7000 > 9000 > 11000
o Treasure Island
 From: 10000 >12000>14000
 To: 8000>10000>12000
o Medieval Town
 From: 12000>14000>16000
 To: 10000>11500>13000

Rebalanced weapons:
o Soakers
 Ammo
• From 120 to 100
o Laser
 Ammo
• From 90 to 60
 Time To Reload
• From 1.5 to 1.7 seconds
o Minigun
 Ammo
• From 100 to 120
 Rounds per Minute
• From 900 to 1000 rpm
 Warmup Delay
• From 1 to 0.1 seconds
o Shotgun
 Angular Offset
• From 2 to 1,5
 Pallets per Shot
• From 8 to 10
 Ammo
• From 8 to 10
 Rounds Per Minute
• From 120 to 150 rpm

With this patch we aim to deliver the best experience. The patch will be live approximately this Friday. Happy hunting!!
...