Our most valuable tester, Köfte.
Even though we are far from finished, with the major bugs that deeply affected the game now largely under control, we’ve begun focusing more on smaller issues and gameplay improvements.
We hope that by the end of this week, if we can reduce the number of bugs significantly and reach a clean slate, we’ll be ready to move on to larger mechanical updates, new areas, and much more.
Therefore, the bug reports you send us this week are especially important.
• The headlight feature has been added. You can now improve your visibility while working or exploring at night.
PC: L key
Controller: Down button (D-Pad Down)
• Fixed an issue where the Tool Panel could fail to open and cause instability if the player quickly returned to the main menu and reopened the game.
• Worked on a stuttering issue that affected several panels such as the kitchen and the gambler at the bar. We hope this has now been resolved.
• Fixed a problem that caused a red error message to appear in the bug reporting system under certain conditions.
• Identified a Steam Controller Input interference that caused some controller buttons not to work. Steam Controller Input support has been disabled to prevent this.
• The newly added font appeared too thin in certain areas. We’ve made adjustments to improve legibility by slightly thickening the font where necessary.
• The skill that increases money earned from ships now works correctly.
• Fixed an issue where accepting a fax at the exact moment the night begins and the cursed ship appears could cause overlapping ship instances.
• Increased the speed of the resource machine based on player feedback.
• Fixed a bug that prevented engine repairs on the one-star blue-cabin ship.
• Fixed a problem where the engine block cover could obstruct repair actions on some ships.
• Reduced the intensity of the head-bobbing effect, as some players reported discomfort and headaches caused by it.
Some of the issues we’ve been fixing have been quite stubborn and took a lot of time to resolve. However, we continue to work on improvements every day.
You can reach us through the “Send Report” option in the game, the Steam Discussions section, or our Discord channel to report any remaining problems.

r35 Upcoming features:
NEW - Intro Cinematics - Added game intro that goes through each of the Backgrounds with their own unique introduction with some shared story bits leading from Curing to acquiring The Unnamed (some Backgrounds are a little bit less serious than the others xD). The intro also assigns you some starting gear, so you no longer start naked and thingless. If you have an existing character and load into the game, it runs you through the intro the first time you load in. No need to start a new game for it <3
NEW - Guns! - Added three new guns with their own shooting and reload animations; Dart, a basic service rifle that is basically worse than the player’s Stinger, but will usually appear as the basic rifle used by enemies once they’re added in. Grunt, a one-shot officer pistol, uses small darts. And Pathfinder, a unique scoped great rifle. Dart and Grunt can be bought or acquired via some intros, and Pathfinder can be discovered by following rumors from Timathi (note: actual quest added later).
NEW - Crew personalities - All random characters recruited to crew (prey, hireables) now have randomized personalities with minor dialogue each, depending on two variables; attitude and personality.
NEW - Full acts - MxF with Shiri + FxF additional act, FxF with Roxane in Amur, and FxM with Cylena in Amur. Additional MxF and FxF with Nerva, FxM with Rhodi, and MxM with Cedix.
NEW - Cum Effects first pass - Internal cumshots in mouth, anus, or vagina, will have cum droop effect attached in all full acts.
NEW - West side of Saardan - Tribes and loots and stuffs :3
NEW - Saardan tribes on Amur and Amor - Two bunny tribes to meet, one on the Amur and other by the Amor oasis, and some with bunnies to cuddle with :3
NEW - Saardan loot - A whole bunch of new items added to Saardan’s loot pool, with all the appropriate regular chests replaced with Saardan’s unique loot containers :3
Bunch of small fixes and additions and tweaks <3
Join us on stage to share our excitement in launching GameStonk Simulator: Gone Rogue
👉 https://discord.gg/cA3BTx3r?event=1423217898910126181
What's happening during the stream:
🔑3 giveaway keys (will put them on screen and the fastest can grab them).
🔑7 giveaway keys to the ones who voted in the countdown, (will make a spinning wheel thingie during the launch stream).
💬You can join the stage to ask us the devs any questions or share any feedback you'd like.
Event Time: between time of release until Oct 27 9 AM Pecific Time
Make a review on steam for the main game (be honest in it, good or bad, all is fine),
Share the review screenshot either by DM to me or in the 📝review-share channel,
You'll get the Release Supporter Role
All supporters will get free access to the first DLC of GameStonk simulator (This could be adjusted depending on the future plans of GSS, you'll definitely get something if not the DLC)
Commanders!
Last week we unveiled the first vehicle of the upcoming “On the Hunt” Battle Path – the Bulsae-6 – and today’s the right time to move on to the second one. The second vehicle of the Battle Path is none other than the long-awaited Pereh.
Much like North Korea, Israel is notoriously secretive when it comes to its military technologies, which is why the existence of the Pereh Tank Destroyer only came to light relatively recently after years of service.
The word “Pereh” has two meanings in Hebrew – biblically it is used in the “wild man” sense (as in, untamed), while more literally, it means a wild donkey (specifically the Syrian kind native to the region). Whichever of these meanings is the intended one is hard to say, but what’s certain is that the Pereh is an Israeli missile launcher built on an obsolete hull of a Magach-5 Main Battle Tank, which we have a detailed article on as it is an existing Tier 4 Main Battle Tank in the game.

The development of the concept likely started right after the 1973 Yom Kippur War where, despite its eventual victory, Israel took heavy losses. One of the secret weapons developed in the aftermath was the Tamuz missile with first-person missile control (the origin of the word “Tamuz” is likely the Hebrew word Tammuz for the fourth month of the Hebrew calendar, roughly around June-July). The first models likely appeared around 1982. The missile was controlled by the operator via a direct link to a camera in its nose, leading to unprecedented accuracy and lethality, especially for the early 1980s. The range for different models was between 10km and 25km.

If you’re wondering where you heard this one before – that’s right; the Tamuz missile evolved over the years and is currently commercially offered on the market under the name Spike (or, more specifically, Spine NLOS). In this sense, the Spike ATGM has been around for more than four decades.

To keep the missile secret, the Israelis modified a number of older Magach-5 Main Battle Tanks to become missile carriers. The turret was completely overhauled to house a massive elevating missile launcher carrying twelve of these missiles. The launcher and its optics only extend when the vehicle is readying itself to fire them. To maintain the ruse, the launcher is then lowered along with the optics so that the vehicle continues to look like a tank. It even has a fake main gun, which really is just a pipe. In reality, however, the Pereh is only armed with its missiles and some machineguns.
The Pereh weighs some 50 tons. The hull is more or less similar to the M48 (or Magach-5) tank series but is covered with Blazer ERA and is protected on the sides by composite armor plates. The engine is likely the same AVDS-1790 as on the Magach, giving the vehicle analogical mobility. The turret, on the other hand, is heavily overhauled with more than half of it made from scratch. It’s likely not well-protected despite the presence of ERA modules – but this is a long-range vehicle, so it doesn’t need it all that much. The elevating launcher is stored inside.

The actual history of the Pereh is largely speculative. The vehicle is developed likely in the early 1980s and remained a well-guarded secret for three decades. Correspondingly, the amount of vehicle produced is unknown but likely quite low given its specialized and clandestine nature. The Tamuz missile was only made public in 2011 and the Pereh launcher itself was first photographed in 2013. It was officially shown to the public in 2015 and retired from service in 2017. Not much else is known about it.
It was used during the 2006 Lebanon War as well as the 2014 Gaza War, albeit not in an anti-tank role. The Tamuz-5 missiles have a high-explosive warhead variant that is well-suited for precise building demolition.

In Armored Warfare, Pereh will be a Tier 8 Premium Tank Destroyer.
Gameplay-wise, we’re looking at a vehicle that’s similar to the Bulsae-6 in the sense that this will be a missile carrier with no secondary weapons except for a machinegun. Pereh’s missiles will come in two kinds – the regular one and the first person missile control one. We’re still considering whether to add a high-explosive variant of the Tamuz missile or not and the decision will depend upon further testing.

All things considered, the vehicle is older than the Bulsae-6 and the Tamuz-5 missiles will have somewhat lower performance than the cutting edge Bulsae missiles (less penetration and damage). On the other hand, the vehicle will carry 12 instead of 8 in the launcher and will be better protected thanks to its ERA and (older) MBT-level armor. So the decision to put it one Tier lower really came down to its age rather than practicality, plus the fact that with the Pereh you’ll be able to use the missile ability on enemies one Tier lower than the Bulsae.
And that’s really it for the Pereh, commanders. We know you’ve been asking for it practically since the launch of the game and its time has finally come. Much like the Bulsae-6, the Pereh will be able to engage any target on the battlefield providing you play it right. We’re eager to show you the amazingly cool and weird animations the Pereh will come with as well as more first person missile control gameplay, but those will come in the future. For now we’d like to hear what you think and, as always:
See you on the battlefield!

Fixed a bug that could cause certain text characters to display as □□□ in-game.
Fixed a bug that could cause extreme game stuttering.
Fixed a bug that caused a specific error log to be repeatedly and incorrectly written, resulting in abnormally large log files.
Fixed a bug where, under certain circumstances, the Maximum Energy percentage was not calculated correctly.

War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
Maintenance Time: 21/10/2025 at 07:00 UTC
Estimated Downtime: 3 hours
The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.
Thank you for your patience!
Full Patch Notes – v0.998
Improvements & Features:
Safety Unlock for Living Room Doors: Doors in the Living Room now automatically unlock after a short delay, even if a dialogue fails to play or gets stuck. This prevents potential soft-locks and ensures smoother gameplay.
Bug Fixes:
General bug fixes based on player reports and internal testing.
Performance:
Optimized textures to reduce memory usage, improving overall performance without affecting visual quality.
Hey everyone!
We’ve been hard at work polishing Girls! Girls! Girls!? to make sure your time at the café — and the beach! — runs smoother than ever.
Here’s what’s new in this October update:
• Beach Episode CGs now in Gallery!
You can now view all those sunny, swimsuit-filled memories right from your CG gallery.
• Fully remapped character sprites to their correct positions.
(Yes, those mysterious double-Nanase moments have finally been fixed!)
• General improvements to sprite transitions and visual consistency.
• Freeze issue resolved. No more random stops during gameplay.
• Fixed a Unity security vulnerability (CVE-2025-59489) — More info here.
• Game start / DLC launch issue fixed.
Previously, choosing the Beach Episode DLC from the menu after restarting could cause the game to hang.
The start menu now loads the DLC cleanly every time.
• Other minor bug fixes and optimizations for smoother performance.
As we head into the holiday season, we want to thank everyone for your continued love and support.
Your feedback keeps us improving — and your screenshots, fan art, and kind words mean the world to us. 💖
Enjoy your time at the beach, and stay tuned for our next seasonal surprise! 🌸
— The Myosuki Team