
Greetings Lampbearers,
Details on today’s maintenance update are as follows:
Resolved multiple crash scenarios across various gameplay and system interactions.
Improved stuttering during Shared Progression multiplayer sessions for a smoother co-op experience.
In light, we walk.
The CI Games Team
Quite the long list of patches today so let's get right into it - I did plan to push this update a bit later in the week, but I'd really like some feedback from all of you regarding the bounty bosses and the massive balance change that's a part of this patch. Give it a look, see what's what.
As usual, any player feedback will be marked with (ːsteamhappyː)
Added the bounties mode! This mode will be updated with new scripted bosses quite regularly. Pre-warning, the bosses are HARD and will require some deckbuilding to beat. Some tips for beating them are included in the bounties page when you select a boss.
Currently, three bosses are added, Zeus, Thoth and Agni. Get into the game and have a go! Eventually bosses like this will be used to get unlocks, special cosmetics and ultimately be part of the roguelike mode.
There's a lot.
Nerfed Exile Dividend to now cost 7 mortis and require 7+ banished cards to draw 2 cards.(ːsteamhappyː)
Nerfed Quick Shuffle to now draw one less card and cost 15 mortis. (ːsteamhappyː)
Nerfed Efficient Filing to now reduce card cost by 2 instead of 3. (ːsteamhappyː)
Nerfed Slipstream Filing to now have a 20 requirement instead of 33 but only restore 1 mortis per turn and banish after play.
Nerfed Ongoing Investigation to now increase boss mortis by 3 instead of 4.
Nerfed Stamped Copy to now increase the boss' mortis by 2 instead of 6.
Nerfed Final Filing to now only draw one card.
Nerfed Time Theft to now cost 7 mortis and require 15 to play.
Nerfed Zero-Tolerance Policy to now burn and fog your whole hand and be banished when played.
Nerfed Refile and Reissue to now banish after being played but no longer cause a discard. (ːsteamhappyː)
Nerfed Carbon Copy to now banish after being played.
Nerfed Soul Bargain to now give 2 cards next turn instead of 3.
I'll be monitoring balance pretty closely, after playtesting, I believe this has indeed made the game harder, but admittedly a lot more interactive. Hopefully you feel the same, but always provide any feedback regarding the game balance.

Hot Streak - Boss gains 12 mortis, but burn the leftmost card in your hand.
Day at the Beach - You lose 10 mortis, but waterlog the leftmost card in your hand.
Gravedig - Add two Dead Draws to your hand. (A card that does nothing!)
There is now a "concede" button in the top right of every game window, so you don't have to wait to lose unwinnable games.
The deckbuilder now has the hover-over tooltips for cards on the right when building a deck.
Fixed a bug that was causing system lockups rarely when repeatedly leaving the game window or in some cases where the game window was closed externally.
Fixed Hopeful Roll showing the wrong flavour text.
Quite the patch! Tell me what you think of the bosses - I'll be balancing them as we approach 0.5.0.
Till next time!
Hello Engineers,
On June 20, Train World officially marked its 2-year anniversary! 🥳🥳🥳
Since launch, we've released dozens of updates improving visuals, stability, mechanics, and overall gameplay. With your feedback and support, the game has grown into a robust simulation experience for train fans around the world.
Below is a full recap of all updates released since the last announcement.
Added fully-modeled tunnel interiors with electrification wires.
Improved camera behavior in drive mode – no more sudden jumps when entering tunnels.
Fixed gaps in tunnel interiors on long curves.
Fixed tunnel entrance model and added proper collision checking to prevent overlapping tunnels.
Added error messages for invalid construction involving tunnels.
Fixed wall clipping and camera movement issues inside tunnels.
Fixed rare rail snapping and overlapping track placement bugs.
Added the "Pre-place wagons" option – wagons are placed instantly at uncoupling points when launching the train.
Trains now revert to default layouts (as set in the train editor) when sent to the depot.
Updated coupling/uncoupling tutorial to reflect new features.
Added error message when wagon pre-placement fails due to blocked rails.
Added "Straight Rail" modifier (default: Ctrl) – works for single and double rails.
Updated rail overlay to be color-coded during upgrades.
Removed unnecessary path recalculations when editing trains – eliminates jumpy behavior.
Reduced snapping to lines and improved waypoint editing validation.
Fixed various UI and construction tool quirks on all maps.
Nearly every train model in the game has received a visual upgrade over the past months:
Updated bogie geometry.
Closed gaps visible from underneath.
Fixed minor model issues across dozens of steam, diesel, and electric locomotives.
All passenger and freight wagons have been revised.
Fixed Portola locomotive research cost.
Fixed rare errors during \era transitions\ or first-time loads.
Improved research tree scroll behavior – now focuses on newly unlocked items even across gaps.
Fixed research tutorial flow and starting conditions in certain regions.
Fixed disappearing trees, water circle artifacts, and tooltip inconsistencies.
Fixed train edit filter panel reset and waypoint placement issues.
Fixed cargo type loading options not appearing properly.
Optimized performance when managing hundreds of trains on large maps.
Fixed bugs when editing or launching trains with "Poor" power-to-weight ratios.
Resolved issues with production chains not serviced by existing trains.
Tutorial text corrections and improved clarity.
Updated session-based achievements
Added new map: Ironpeak Pass.
As the sole developer behind Train World, it’s been a deeply rewarding experience growing this game with you over the past two years. While I won’t have time for major new content development in the near future, I remain committed to: active bug fixing, performance improvements, and timely support for all players.
Thank you again for your continued enthusiasm and support! Here's to many more miles of track ahead! 🚂
We’ve got some exciting news: the official demo for Jungle Defenders is now live!
This is your chance to get a first taste of the game, experience the chaos of battle, and meet the animal heroes fighting back against the mechanical threat.
Our goal with this demo is to introduce you to the game’s world, core gameplay, and the heart of our vision.
Single-player only (for now!)
Battle waves of robotic enemies in intense arenas
Try out each character’s unique abilities
Discover a roguelike with a powerful environmental message



🌱 Note: This is an early version, and many features are still in development. Things like online multiplayer, new maps, additional characters, upgrades, and more are coming — but we wanted you to experience the soul of the game right now!
Nothing huge, just fixing my mistakes with visible triggers and invisible walls on some stages.
Also, small adjustments on the Towers stage.

It's a hot summer night and you're pacing in front of your open window... because you can't stop thinking about our incredible detective game!
Careful, this trail is cooling down... so grab it while you can!
https://store.steampowered.com/app/1517180/Mindcop/
The Mindcop shares all his tips on his tiktok page, follow him!
Greetings Esteemed Leaders, Marshals, and Dictators!
Great news – the latest update is available now! This patch focuses on resolving critical issues, most importantly the save files problem that some of you encountered.
Please note: This is a Windows version only patch. A small hotfix for Linux is coming soon.
If you encounter any issues, feel free to report on Steam or on the Realpolitiks HQ Discord server.
Thank you very much for staying with us and for playing Realpolitiks! Leaving a review on Steam is a great way to support us – we really appreciate it.
Happy strategizing!
Resolved game crash issues
Fixed problems with save files not working
Improved optimization
Fixed grayscale map issue
Save file compression is now enforced
"Possible developments" pop-up in the bureaucracy tab is empty fixed
Infinite source of money and resources fixed
Unclaimable province
Units not healing
Map’s color layer disappears
Impossible to capture Victory Points during war
Repeated duplication of the Head of Government’s trait effect
Warmonger points don’t decrease
Annexation screen/action is broken
Flag miniatures don’t update
Negative impact from unpaid debt still appears in GDP growth window after debt is paid
Implementation time of the bloc integrator doesn't work
Incorrect calculation of population group percentages
Stability drop at game start (notification)
Experience bar doesn’t fill up
Sorting resets in the diplomacy window
Extra text in country information window
Negative effects from NGOs don’t stack
AI sends demands for provinces it doesn’t occupy
Incorrect GDP per capita calculation
War declaration triggers a pop-up asking whether to join the war
Some provinces lack scrollbars when there are many factors
RU Bloc: instead of “FP” there's a full word overlapping numerical values
RU: Fossil energy and Green energy focus researches overlap
Countdown to elections increases instead of decreasing
Army didn't retreat after the war
Relationship modifier stacks despite no starting bloc
Negotiation with São Tomé is impossible due to negative war score
Projects and technologies progress twice as fast as intended
After switching camera mode, small army models become visible
Missing Strategic Point in Famagusta fixed
United Czechoslovakia has issues with its assets and events fixed
+ a lot of other balance changes or UI fixes





https://store.steampowered.com/news/app/437550/view/508450241724286689
Full release 1.0
Added new level "Underground"
Added new melon type "Boulder"
Added remastered weapon "katana"
Added new mystery crate feature
Added new level editor material types
Added server browser no matches found warning
Don't forget to check out the latest Workshop items!