Dear players,
After a few days in Open Beta, the major patch (versions 01.08) is going live and is now available for everyone!
Added special Vuelta kits for ArkƩa B&B Hotels, Lotto, Quick Step, and Uno-X,
Updated Giro kit setups to preserve preāTour de France kits,
Fixed: special Giro and Vuelta kits not displaying in My Tour,
Updated national team kits for Germany, Spain, Luxembourg, and the Netherlands,
Pro Team / Leader
Adjusted form peaks so more riders are in top form during the Tour de France,
AI Behavior
Fixed: opponents entering crisis mode while still having energy,
Fixed: outsider teams chasing all day on hilly stages despite low win chance,
Fixed: favoriteās team refusing to chase when a GC threat attacks,
Fixed: dangerous GC riders attacking too early in stages,
New: GC favorites can now target stage wins on hilly stages,
Tweaked: peloton now gives a more realistic gap to morning breakaways,
Database
Updated post-Worlds and European Championships
Optimizations
Fixed MyNacon network errors,
Fixed crashes

>> https://linktr.ee/cyclinggames <<
https://store.steampowered.com/app/2511320/Tour_de_France_2025/

Celebrating the world of adult games with the spiciest titles on Steam! Youāre sure to discover your next favorite here!
https://store.steampowered.com/developer/EternalAlice/sale/IndieNSFWGameFestival2025
But before you check out the games participating, make sure to wishlist Baddies, Inc!
Travel to Loho and launch your own dating app startup while meeting lots of Baddies on your way to success. Enjoy fully animated, high-quality scenes that will take your breath away. Immerse yourself in a story where every choice matters and shapes your future.


Wee Boats traveled to London this week to be a part of The Leftfield Collection at EGX! It was a hectic few days but absolutely amazing to see people helming their own little boats.

Our papier-mache Wee Wheel alt controller returned to action at the booth allowing players to physically steer the boat and honk their horn!
We are back home again now and full of ideas! Time to get back to work!
Stay tuned! Tell your friends! More to come soon!
Hello bosses!
We've just rolled out a small patch update. This is another minimal patch as we are focused on implementing the full version of the game for release. Onwards to 1.0!
Changelist
14 character limit for saves
Pause can now be toggled by pressing the spacebar.
Fixed issue with first mission completion reducing credits
Fixed issue with purchasing excavators when the player no longer needs them
Small clarity fix for Link Bonus
Fixed incoming call functionality when the player declines several times
Hey Everyone,Ā
It's Pavel again from Haemimont Games. In todayās DevDiary weāre going to be looking at an important aspect of the game - the ability of players to modify the game. Haemimont Games and Paradox both believe that itās important for players to be able to express their creativity, change the game in interesting and novel ways, and generally to be able to (fuck around) tinker.
Our commitment to the modding community extends to providing the same tools our developers use, enabling modders to create richer and more complex modifications. This allows the mods to be better integrated with the game.
Let me give you an example of this. If you want to make a new Mission Sponsor, you will need to make the relevant mod item. In that mod item UI you can now find the button āOpen in Mission Sponsorsā. If you click that button it will open the OG MissionSponsorPresetEditor where all of the existing Mission Sponsors exist. Besides the actual functionality, this can be a great reference resource as well.
MissionSponsorPreset Editor
To further support modding, we are shipping a debug executable across all PC platforms, including Steam, Epic Games Store, and the Microsoft Store. It will offer developer functionalities, such as additional asserts for debugging, cheats, and a wider array of editors.Ā
While the full mod authoring experience will be exclusive to PC, players on consoles will still be able to enjoy and play with the mods created by the PC community.
Previously, importing assets into Surviving Mars was a more convoluted process. It involved a Blender Exporter addon, which was a separate piece of software that required support and was dependent on specific Blender versions. This presented challenges for modders and for us, as we didn't use Blender internally at the time.Ā
Surviving Mars Cemetery Sample mod Blender scene
However, since the original Surviving Mars released in 2018, weāve transitioned to using Blender ourselves, allowing us to streamline the asset import pipeline. Now, modders can directly import FBX files via a simple drag-and-drop mechanism, utilizing the same pipeline we use for our own assets. This change ensures consistent support from our end, making the modding experience much smoother and more integrated.
As for loading and unloading mods - The mod manager is seamlessly integrated directly into the game, making it easy for players to access, manage and publish mods on Paradox Mods.Ā
In-game Mod ManagerĀ
Furthermore, mods published to Paradox Mods are not limited to PC players, as they are fully functional on both Xbox and PlayStation.Ā
For those who prefer Steam Workshop, rest assured that it's still fully supported and operational. And you can still publish your mods directly from the game.Ā
During the past couple of months weāve invited creators from the modding community to join in a closed beta. Theyāve had access to the game (much of which was still in development) and have been experimenting and sharing their opinions with us.Ā
Some of them have been with us through all of our titles ever since the original game when we first added modding support to our engine. If you are a modder and want to join the Modders Beta you can apply here: Modders Beta Application Form
We canāt wait to see what players come up with in the form of mods! Whether it's new buildings, game rules or⦠statues of pink fluffy unicorns in astronaut suits, weāll try to keep up with everything.Ā
Cheers,
PavelĀ
Hey Reapers,Ā
As you know, Closed Alpha 4 kicks off on November 20, bringing a wide range of updates and improvements. (You can read the full scope here.) Your tremendous support for Gods, Death & ReapersĀ from the beginning of its development to every closed alpha so far means the world to us. We truly canāt thank you enough, but we can make things a little more exciting!Ā Ā
To celebrate our growing community, weāre launching a Wishlist Challenge that will unlock a special reveal trailer and Closed Alpha 4 access giveaways once the target is reached.Ā
Your mission as a Reaper is simple:Ā
Wishlist GDR on SteamĀ
Spread the word; tell your friends and fellow ReapersĀ about the challenge
Help usĀ gather 2.5K wishlists by November 5th, 2025Ā
Once we hit that goal, weāll unveil a special reveal trailer and host community events where winners will receive Closed Alpha access and more surprises!Ā
Ready to become a Reaper?
Sign up for Closed Alpha 4 on Steam and join our [url]Discord[/url] community.
Find Our Socials
[url]Official GDR Subreddit[/url]
[url]Official GDR TikTok[/url]
[url]Official GDR Facebook Page[/url]
[url]Official GDR X Page[/url]
[url]Official GDR Instagram[/url]
Now that From The Dark is in Early Access, it's time to give a clear picture on what's next. This roadmap will outline major updates, features, and improvements currently planned all the way to 1.0. Keep in mind that the dates presented could shift, or content could change as development goes on.
This month, in terms of public access, will be solely focused on bug fixing and Q.O.L improvements.
Behind the scenes, many items, enemies, rooms, and a couple new systems will be developed in preparation for v0.2.
v0.2 "Deeper and Deeper"
This update will feature floors 3 and 4 of each region; the Labyrinths floor 4 will be omitted for a later update as it focuses heavily on lore.
Expect a "class system" consisting of four play-styles. Unless I get to it, expect the selected class to mainly impact stats towards different categories (e.g. "Warrior" deals 25% more melee damage, but lacks Light Aura). Class-specific powers are planned, and ideally should release right alongside this system. If it doesn't, it'll come out shortly after.
Realistically, a few new items and enemies should be expected across the game, as well.
General improvements and bug fixes. Much like November, things are worked on behind the scenes quietly.
v0.3 "Open Your Eyes"
This update will consist of many visual changes, some drastic and some not. Animations should be a bit more characteristic, some enemies (mainly melee) should receive more unique twists, even if small.
Magical weapons should also see a slight improvement, namely projectile-based staffs, and every staff should see a slight improvement in casting.
Again, there should be a small handful of new items and enemies releasing as well.
v0.4 "Doors & Keys"
This update will focus heavily on dungeon generation.
In the Labyrinths, expect some higher-level sections to be closed off behind locked doors that require keys, which will be commonly found in crates or chests.
Across all regions, there will be many more types of rooms to be found.
There will also be a heavy focus on traps for this update, though you can expect a new trap or two to come out before this.
v0.5 "The Heart"
The Labyrinths Floor 4, and Floor 5 of the Buried Desert and Green Valleys, will all be unlocked.
Several enemies and items will be added outside the new floors as well.
This update will focus heavily on lore.
v1.0 release
This update will finish polish on previous work and release The Facility in its entirety.
While this final region won't have a super heavy focus on content quantity, there will be a large focus on story.
Again, this roadmap is loose and things could change. Content could be cut or added, updates could be pushed back or release earlier than expected -- anything can happen. Expect minor updates in between, each containing bug fixes, new items/enemies/rooms, maybe new NPCs, etc etc you get the idea probably.