Explore every inch of the Quarantine Zone as Atomfall® Complete Edition launches today. Enjoy the complete Atomfall® experience with the main game, both story expansion packs, and all additional content in one single package. With a new free title update which introduces fast travel, updated combat, hidden Sniper Elite content, Phobias Safe Mode, and more to all players.

Atomfall® Complete Edition includes the main game as well as the Wicked Isle and The Red Strain story expansion packs and both the Basic and Enhanced Supply Bundle. The additional content adds expansive new areas to the game world including new story threads, characters, weapons, items, skills and enemies, as well as new endings for the game’s main storyline.
Atomfall® Complete Edition is available now as a digital purchase on Steam, Atomfall® is Certified on Steam Deck.

The free title update, available to all players from today, includes several gameplay improvements including refinements to the combat experience, improvements to AI, Phobias Safe Mode, hidden content from Rebellion’s Sniper Elite franchise and the ability to fast travel.
A much-requested feature, fast travel is enabled by discovering Rapid Travel Network hatches in each of the game’s sandbox exteriors. Once available you can quickly move from one area to another. Phobias Safe Mode allows players to switch the appearance of the various swarms of hostile vermin in the game. With this being Atomfall®, the creatures in the chosen swarm are replaced with Cornish pasties.

A UK-based post-apocalyptic survival-action game, Atomfall® is inspired by the real life Windscale nuclear incident in the 1950s. Players will embark on a fictionalised adventure meeting a cast of weird and wonderful characters as they try to uncover the mystery of what happened at the Atom Plant and escape the Quarantine Zone. So far, over 3 million players have jumped into the world of Atomfall®.
The Atomfall® story continues with the “Wicked Isle” Story Expansion Pack, introducing a mysterious new region to explore, nestled off the Cumberland coast, along with new enemies, quests, characters, items and weapons to discover.
The adventure of Atomfall® is completed with "The Red Strain” Story Expansion Pack, introducing a new location nestled in the hills called Test Site Moriah. With an intriguing storyline lead by a cast of unique characters, The Red Strain also introduces new items, weapons, skills and infected enemies for you to battle.
With supplies being scarce in the quarantine zone, the “Basic and Enhanced Supply Bundles” improve your chances for survival with additional items to find, including exclusive weapons, a custom skin for the metal detector, and unlockable additional items and upgrades to help you survive.

Hey folks, ImaginedPanda here! I’m one of the designers working on Nationalist China and will be taking you through a quick tour of the new content coming in No Compromise, No Surrender. If you don’t recognize the name it is because this is my first time writing a Dev Diary and if you do recognize the name it’s because I’ve been answering when you’ve reported bugs on the forums. Keep doing that, you guys are awesome! Enough of that though onto Nationalist China!
When we start the game we’re about to come out of a period known as the Nanjing Decade mostly understood as a more stable period than what preceded it. The country had enjoyed some levels of economic growth and important reforms had meant that a modern state was starting to take shape.
But the Nanjing Decade isn’t simply a period of growth and prosperity. In 1931 the Japanese invade Manchuria during the Mukden incident and have since been standing ready to march into the rest of the country. This shadow still looms large over the country…
At the head of the Chinese central government is the Kuomintang, the party founded by Sun Yat-sen two decades prior and the only fully legal one of the period. In 1936 it is governed by Chiang Kai-shek, the Generalissimo, but that doesn’t mean that there aren’t opposing voices and opinions within the party. This means the nationalist focus tree is to a large degree a Kuomintang focus tree where the different paths are different groups within the party and some of the parts overlap.
But being the head of a state doesn’t mean that you exert meaningful control over the country, with the different warlords that are present around China. They are more or less inclined to collaborate with the central government. Not to forget the Chinese Communist Party having a small, but well defended, base area in the North. Playing as China your primary goal will be to subjugate these and unify the country by showing that you are the legitimate leader. How you go about this will depend on which political path you choose in the tree.


We’ll start off talking about Chiang Kai-shek: a military leader through and through, Chiang asserted his power and assured loyalty through the army and the Whampoa Military Academy. What this means is that playing as Chiang Kai-shek you will focus heavily on using the new faction system where you will use your influence to force the different warlords into becoming your subjects.

The stronger a military leader you are the more you will be able to integrate.
As China was a big recipient of lend-lease so we also wanted to give you gameplay around this and have added a mini-branch for this where you will be able to build up both your economy and arsenal.


Wang Jingwei can be described as Chiang Kai Shek's greatest adversary within the KMT of the period. 
Unlike Chiang, Wang wasn’t militarily trained and more of a politician so we’ve taken to this difference to make this path feel different. In this path you will get rid of Chiang and start solidifying your power through taking over the central government institutions, known as the Yuans.
This is your way of proving to the rest of the country that your legitimacy comes from having a properly functioning bureaucracy. With that being said, it is worth remembering that Wang was as big, if not more, an opportunist as anyone else and this is more a question of regulatory capture than it is a founding of a fair and efficient state.
But this doesn’t sound like a quick way to prepare for the Japanese, remember that you have less than 2 years before they come knocking on your door, or is there something else you could do?
We have previously given you the option to hand over northern China to postpone the war, but we’ve wanted to expand on that to give you more gradual control. Thus you now will be shown how many days until the Kwantung Army says that your sovereignty is overrated which can be influenced by placating the Japanese with concessions. This gives you valuable time to build up your defences, but remember that anything you give the Japanese won’t be usable by you and they will come after you at some point.

When having thrown out the invaders and unified your country you get to help others to do the same, as well as punish the damn imperialists. Don’t worry though, you will be appropriately rewarded for helping your fellow asians throw off the yoke of colonialism.

Something that should have become clear at this point is that armed conflict will come to you earlier than you might have preferred. This might feel somewhat overwhelming for some players, but then you have the kind of player that prefers when every border is a frontline. At least you know what kind of relation you have with them then.
This is where the Society of Practice of the Three Principles of the People, more commonly known as the Blue Shirts, comes in. Organised as a paramilitary group of the KMT along the lines of their European namesakes they had a very minor impact historically, what if they didn’t?
We’ve imagined an organisation that rather than getting banned and remembered as violent brutes, got organised and turned into an effective fighting force spreading the light of the New Life Movement. This latter refers to an alternative ideology that Chiang Kai-Shek made an effort to spread among the populace as a modern alternative to western cultural thought, with a Chinese foundation.
Reforming the Blue Shirts will allow you to set up chapters in states spreading your ideology throughout the countryside solidifying your control. But having a presence in a state will make sure that the populace can support you by helping you take and hold the state.
When you’ve brought the revolution of Dr Sun Yat-sen to all of China you will strike outwards, taking control over areas in your vicinity and building a continental empire. By successfully conquering claimed areas you will be rewarded with more efficient resource extraction and, more importantly, the ability to integrate the states into your glorious empire. Proving yet again that the world revolves around you.
So far we’ve talked about having different incarnations of the KMT and what paths the party could have or did take. As mentioned above, the reason for this is the overwhelming power it did have at the time, but that doesn’t mean we can’t imagine another world. 
During the time period there were several smaller groups during the time that challenged the KMT, and some of them unified into what came to be known as the China Democratic League, which became the largest opposition apart from the CCP.
We’ve kept that idea, but imagined if more groups joined the CDL so you have a selection of different groups that you can bring into your movement. Depending on which groups you chose you will be able to select a different leader for your newfound democracy.
But just uniting small ideological groups does not make a movement and you still need the backing of the populace. To get them on your side you will be applying the teaching of Dr Sun guiding them towards a better future.
So that is how you make your country turn Democratic, but that wouldn’t be worth a lot if you can’t keep your sovereignty. As you might have guessed the Japanese invasion won’t be stopped simply because you have another party in power so you will have to deal with them.
As your project of spreading democratic ideals throughout a large country will take time you will need to find a way to resist the foreign invaders. As many Chinese had left the country prior to the timeframe we’re looking at, you will be able to draw support from different places throughout the world.
Getting support from expats isn’t going to save China and one place where a lot of people ended up would be the USA. If you’re able to hold out long enough you will be able to request to join the Americans in their faction, bringing them into the war earlier than they did historically.
Standing together against aggression will open up the possibility to bring the glow of liberty further throughout Asia and Oceania. By awakening the peoples yearning for freedom you will stand behind the independence of all colonized. Even if this brings you into conflict with the empires of old you will create a properly democratic alternative to the Allies.
While we know China today as an industrial powerhouse, that was not always the case. Many of the institutions that would come later are not present at game start and you will have to rectify the situation.


Chinese industry in the period had a large part that was foreign financed so we wanted to give you the option to do the same. If you have played your cards right you will be able to get large amounts of support from foreign sources.
While the Nanjing decade brought a lot of economic and educational progress to the country, it was mostly centred around urban areas. This led to a less dynamic economy and more importantly an opening for the communists to grow their base. In NCNS we wanted to give you the opportunity to solve this issue
Further, when the war comes you will be able to expand the Chinese Industrial Cooperatives which were small scale operations organised from the bottom up. These grew to be quite large and came to produce substantial amounts of war equipment, while also leaving an impact on language.

The National Revolutionary army of the 1930s was not the most well trained, nor equipped, but in the 20s it became self-evident to many in the military that a confrontation with the Japanese was inevitable. Two strategies to solve this inevitability emerged, Protracted Warfare and Decisive Battles. 
The former was based on the perception that the Japanese had no staying power and the longer the war took, the lower their chance of winning. This path gives you solid bonuses to your defence and the possibility to burn the enemy's supply lines from the rear. You will also be able to focus your defensive efforts in specific states to pin the enemy down where it is the most beneficial to you
Ironically, the concept of Decisive Battles was influenced by the Japanese themselves in 1905 against the Russian empire. The idea was formed that if you win key engagements you break the will of the enemy so quick and fast strikes wins the war. Here your ability to strike back at the enemy and preempt their attacks takes centre state from the more careful approach. Similarly here you will be able to target specific states with your offensive capabilities proving once and for all that you only have to break them once if you do it well.
As you can see we have chosen to represent these ideas in two different branches, but unlike how we’ve done in army branches in the past, going down one won’t lock you into that choice for the rest of your playthrough. When choosing one path you only lock yourself into that branch temporarily until you’ve taken the last focus in the branch. This means that if you are not ready for beating the invaders you can go down the more defensive branch slowing them down, and when you feel ready to strike back you start taking offensive focuses.
No matter what doctrinal leaning you’ve chosen you have some issues that need to be dealt with and thus you will be given the tools to do so. This is the part between both branches that the keen eyed of you would have found on your own. It allows you to deal with your structural issues
While many people think of the Flying Tigers when thinking of air warfare in China we didn’t want a Chinese air branch being dependent on foreign support, but unfortunately the ROCAF didn’t enjoy the same pace of development that contemporary countries did. Thus the air branch circles more around what the goal of your airforce is and what that means for its composition.
The main choice is if your airforce is going to be shaped into an offensive tool to project power and strike the enemy abroad, or if controlling your own backyard takes precedence. This ties into the changes we’ve done to doctrines of course.

You will of course also have options of which organisation should manufacture your planes either going with the Central Aircraft Manufacturing Company, CAMCO, with their focus on high-powered interceptors, or the Sino-Italian National Aircraft Works, SINAW, specialising in medium sized bomber aircraft.
And sometimes, there isn’t anything more important than making a statement…
Unfortunately the ROCN of the period can not be described as impressive, but at least it did exist compared to some folks in the north. A significant part of the navy was inherited from the Qing and had switched sides to the revolutionaries in 1911. The vessels that were ordered for it during the 1920s were few and overall small so that when war did break out, the Japanese made quite short work of the fleet.
For these reasons we’ve leaned into more what could have been which means that the main option you will have as a player is if you have the need to control the oceans or if your resources would be better spent on denying the enemy the control, because sometimes it’s enough if the enemy doesn’t win.
We’ve also added some bonuses to grow your fleet quickly so that you will be able to catch up with the other global powers, because you know what they say: A battleship isn’t built in a day.
And now you actually get some Admirals!
For you who likes overviews, here is the tree in its entirety.
I hope I’ve been an adequate guide for this quick introduction to the Nationalist update for No Compromise, No Surrender and I’m looking forward to seeing where you bring the KMT revolution. Now I’ll be handing you off to D3vil to give you an update on the state of the Warlords
You may have noticed that we have added a few new warlords. And some of you have been asking whether we have reworked the Warlord focus trees, and the Manchukuo one. In order to be clear about that, we have not done that as part of this release. However, during the work with No Compromise, No Surrender, we did want to add some flavor to these trees to better work alongside the new Chinese and Japanese content.
To that end, the generic shared tree has been slightly expanded to better accommodate the new content, and a few of the warlords feature a minor subbranch representing the specific region and leader. 
As examples of new sub branches, the Ma Cliques share a subbranch about unifying into one country, while the Sichuan Clique has a subbranch representing the divided administrations and nature of the province at the time, and the Khotan Ma Clique has a subbranch about attempting to unify Sinkiang province under their rule. 
A few of the other warlords have received similar updates.
Similarly, Manchukuo has received a very minor touchup to allow for more flavor in the region, as well as improved compatibility with Japans and China focus trees. 
And we added a new Field Marshal and potential country leader for Mongolia :) 
After two and a half months in Open Beta, we are finally ready to move to the next stage: Prologue: Go Wayback! is coming to Early Access on November 20th! We would like to thank our community for continuously testing our game and sharing their ideas, feedback, and Go Wayback! stories. Nothing gets our team more excited.
Early Access is only the start of the journey for our game, and Game Modes are a way to change how you are exploring the world. At Early Access launch we will have three Game Modes, with more to come as we work with the community:
Go Wayback! - The default mode: survive and make your way to the Weather Tower
Objective: Survive - Challenge yourself and survive for as long as possible with limited resources
Free Roam - Explore at your own pace without worrying about starvation, dehydration or hypothermia
In Early Access you will have access to the a new Custom Game Settings menu, which allows you to further customize your run. Tweak various Dev settings like setting the weather types, adjusting spawn rates for consumables, choosing day or night settings and much more.
We have been testing our Map Editor feature for a while, and we are happy to announce that it will be available to the public with the Early Access release. You will be able to draw your own rivers and water bodies using the in-game Map designer, or you can import any PNG image from your system and turn it into a Map!
We plan to keep improving the Map Editor throughout Early Access.
Did you come across an amazing sunset view from a mountain top? With Early Access, you will be able to share the map seed with your friends so they can experience it themselves.
Suspend your run and resume it another time. Saving has been trickier than you'd think, as our guided generation system means things don't end up at the same place every time. We are doing some final testing on our save system ahead of rolling it out with Early Access launch.
Prologue: Go Wayback! will be available to buy from November 20 for $19.99 USD / 19.99 EUR.
Game Modes
Two of the new Game Modes, Objective: Survive and Free Roam, are already available for testing today in today's update!
New Items
Previously the game featured a single flashlight, the OG. With this update, we are adding three more flashlights. Some require a little extra effort (see the hand-cranked flashlight below), while others offer different illumination distances and beam widths.

Environment
Rivers are also getting an update in this patch. With more variety in river profiles and improved tree, grass, and rock placement, the world around you now feels a notch more realistic.

Gameplay & Systems
New Game Modes menu added with two new Game Modes
Added Unstuck button to the pause menu
Players’ fingers now appear dirtier to match the environment
Music player no longer exhibits “haunted” behavior
Generator updated with new diegetic fuel gauge
Items
Added new flashlights with different functionalities
Added a prying tool for destruction
World & Environment
New river banks and more river variations added
Foraging logic updated, mushrooms now spawn more more consistently
Mud patches are now visible on maps; mud color updated
Updated areas around cabins with new set dressing
Fixed floating, misplaced, and clipping objects in several cabins
Animated roof destruction added
UI & Other Fixes
Updated translations
Adjusted map visuals and behavior; weather tower now displays its area
Fog reduced under clear and overcast conditions
Fixed compass disappearing and rotation resetting issues
Adjusted ladder and shelter collisions to prevent blocking and clipping
We have worked on various fixes, here is what is included in this most recent hotfix patch:
Fixed an issue where players would occasionally stay immobile after a stab counter.
Fixed the friend Invasion system so it properly joins the target player every time.
Group Finder will now match players together that have the same "Global Invasion" Privacy Setting value.
Fixed the player Imposters always having the Blind Rig visible (now correctly shows the mimics rig).
Fixed an issue where kicking an Imposter performing a fatality on teammate with low health would not result in the imposter getting knocked down and killed.
Fixed an issue where Invasion tasks could be part of the Daily Tasks.
Fixed various issues related to Imposter player names appearing.
Fixed an issue with group invites being sent through Steam to non-friends.
Removed “Triggered sound disturbance” from Imposter scoring.
Stun changes:
Increased radius of effect to player imposters to 2m (was 1.5m) (Range of effect on ExPops is unchanged)
Reworked stun reaction animation on imposters. It is now 2s longer for a total of 5.5s (was 3.5s.)
Stab changes:
Imposter now have a longer reaction animation when countered (bottle/brick), giving a bigger window of opportunity for reagent to escape after countering the stab. They can’t instantly chain with a finisher Slash immediately after being countered anymore.
Fixed an issue where Stab was causing more damage than intended when countered (62.5 instead of 50).
Slightly decreased range of Stab to 2m (was 2.5m) to match Slash range.
As victim of a Stab, the interface now correctly displays your health instead of the execution icon.
Reagents can now counter Stab (with bottle/brick) multiple times, unless they have 25hp or less.
If stabbed with 100hp, the bottle/brick counter will put the reagent to 50hp.
If stabbed with 50hp to 26hp, the bottle/brick counter will put reagent to 1hp.
If stabbed with 25hp or less, the bottle/brick counter is not possible.
Thank you to all our passionate and dedicated players for all the feedback and for reaching out to us about your issues in-game. Our team appreciates your patience as we continue to work on and evaluate the game!
Remember that you can join our official 18+ Outlast Discord Server and open a '/ticket' to speak directly with our support team about any issues you encounter in-game.
You can also fill out our General Feedback Survey, or send us your feedback on the new Invasion Experimental Therapy in this dedicated survey. For any information on our Twitch Drops and Account Linking please visit this page.
See you in the Sleep Room, Reagents.
- Team RB
After two and a half months in Open Beta, we are finally ready to move to the next stage: Prologue: Go Wayback! is coming to Early Access on November 20th!We would like to thank our community for continuously testing our game and sharing their ideas, feedback, and Go Wayback! stories. Nothing gets our team more excited.
Early Access is only the start of the journey for our game, and Game Modes are a way to change how you are exploring the world. At Early Access launch we will have three Game Modes, with more to come as we work with the community:
Go Wayback! - The default mode: survive and make your way to the Weather Tower
Objective: Survive - Challenge yourself and survive for as long as possible with limited resources
Free Roam - Explore at your own pace without worrying about starvation, dehydration or hypothermia
In Early Access you will have access to the a new Custom Game Settings menu, which allows you to further customize your run. Tweak various Dev settings like setting the weather types, adjusting spawn rates for consumables, choosing day or night settings and much more.
We have been testing our Map Editor feature for a while, and we are happy to announce that it will be available to the public with the Early Access release. You will be able to draw your own rivers and water bodies using the in-game Map designer, or you can import any PNG image from your system and turn it into a Map!
We plan to keep improving the Map Editor throughout Early Access.
Did you come across an amazing sunset view from a mountain top? Soon you will be able to share the map seed with your friends so they can experience it themselves.
Suspend your run and resume it another time. Saving has been trickier than you'd think, as our guided generation system means things don't end up at the same place every time. We are doing some final testing on our save system ahead of rolling it out with Early Access launch.
Prologue: Go Wayback! will be available to buy from November 20 for $19.99 USD / 19.99 EUR.
Game Modes
Two of the new Game Modes, Objective: Survive and Free Roam, are already available for testing today in today's update!
New Items
Previously the game featured a single flashlight, the OG. With this update, we are adding three more flashlights. Some require a little extra effort (see the hand-cranked flashlight below), while others offer different illumination distances and beam widths.

Environment
Rivers are also getting an update in this patch. With more variety in river profiles and improved tree, grass, and rock placement, the world around you now feels a notch more realistic.

Gameplay & Systems
New Game Modes menu added with two new Game Modes
Added Unstuck button to the pause menu
Players’ fingers now appear dirtier to match the environment
Music player no longer exhibits “haunted” behavior
Generator updated with new diegetic fuel gauge
Items
Added new flashlights with different functionalities
Added a prying tool for destruction
World & Environment
New river banks and more river variations added
Foraging logic updated, mushrooms now spawn more more consistently
Mud patches are now visible on maps; mud color updated
Updated areas around cabins with new set dressing
Fixed floating, misplaced, and clipping objects in several cabins
Animated roof destruction added
UI & Other Fixes
Updated translations
Adjusted map visuals and behavior; weather tower now displays its area
Fog reduced under clear and overcast conditions
Fixed compass disappearing and rotation resetting issues
Adjusted ladder and shelter collisions to prevent blocking and clipping
In March 2020, the first Lockdown started due to COVID.
That's when I decided to focus on one goal: release a first (small) game on Steam. That's how Breaking Lockdown was born, a (too?) frustrating game required (too many?) skills, quite influenced by the fact in 2020, the outside world was hostile.
However, Breaking Lockdown is not only a dark game. Working on it was my way to (safely) break the lockdown, make concessions to release it in 12 weeks, and most importantly, realize I had to go full-time on game development. As part of Steam Scream Fest, I've put Breaking Lockdown on huge sale.
So, if you guys want to show your support, buying the game and writing a review would mean a lot to me! https://store.steampowered.com/app/1336420/Breaking_Lockdown/Thanks in advance for your support!
Maxime











Hey everyone! A small quality-of-life update is now live!
Command line now auto-focuses when opening the terminal, and clicking anywhere in the screen also focuses it.
Default glow intensity slightly reduced for a softer look.
Added a fullscreen toggle option in the settings.
Hello all!
We’re excited to share that Patron is now available in a bundle with Pompeii: The Legacy!
If you own one of the games, you’ll automatically get a 10% discount when purchasing the other.
https://store.steampowered.com/bundle/61118/Historical_City_Builder_Pack/
About Pompeii: The Legacy
Pompeii: The Legacy is a historical city builder developed as a solo project by the original designer of Patron. Built on an upgraded engine, Pompeii expands on the ideas that made Patron special, with deeper progression, story-driven events, and a living Roman world that evolves over generations.
The game is currently in Early Access, actively updated and growing with community feedback. If you enjoyed Patron, you’ll feel right at home in Pompeii: The Legacy! Watch the trailer here:
Check out Pompeii: The Legacy
https://store.steampowered.com/app/2632240/Pompeii_The_Legacy/