 
	 
	
	
Hey everyone, we're excited to bring you a brand-new feature we've been working on that will create a more lively atmosphere in the world. On top of that, this time around we've added even more clothes to style your littles in, so make sure you check out Banana21 to find the latest hot topic offers!
We're moving away from native linux builds to Proton and there will be a separate announcement made on what that'll mean for you - our players. Right now, please just make sure to enable cloud saving and reinstall the game so that your saves are transferred over flawlessly as you play on Linux platforms or Steam Deck.
We're looking forward to even cooler new features in the upcoming updates. Until then, stay tuned.
Enjoy and thank you for playing~
Citizens can now give you quests around the city! We've currently implemented it to 3 quests per day - so look around! Little Favours will appear with a visual cue above the citizen's heads which, when accepted, will show up in a new section on your Quests App. We're still working on developing the citizens so that next few patches will bring even more interaction with them. Stay tuned
Plenty of new styles to find in our lovely shops; Decora, Techwear, hoodies, slingbags, and much more! Check them out and let us know what you think, or better yet - send us a screenshot of your stylish little!
Reworked Quest UI with controller support.
Fixed some consumable icons being blurry.
Fixed text tooltip to show correctly on controller.
Fixed the stove's cooking progress UI.
Fixed UIShipping to show correct prices before selling.
Fixed UISell to hide empty items.
Added rotate hotkey on build mode when selecting furniture.
Updated build mode to toggle UI when placing furniture on controller.
Updated build mode toolbar placement.
Updated build mode to point when hovering over furniture that can be picked up.
Added circle outline when selecting an interactable character instead of using an outline.
Added higher resolution cursors.
Updated cursor to show finger icon when selecting an interactable.
Updated cursor to show talk icon when selecting an interactable character.
Fixed dragging items in inventory causing cursor to reset position.
Fixed dragging items in inventory on controller to have correct start position.
Updated inventory tabs to be bigger with a page number.
Reworked Emotes UI with controller support.
Fixed single filthy coin to be cleaned with a full inventory.
Fixed cooking/crafting to correctly remove items in all connected inventories when trying to remove more than the quantity in one inventory.
Fixed wardrobe to setup correctly without removing items in outfit.
Fixed stoves, workbenches, and easels to no longer allow you to continue crafting/cooking/painting if you don't have free space in your inventory.
Improved Citizens' synchronization in Multiplayer.
Fixed Multiplayer desyncs caused by build mode undo actions.
Littles will no longer be able to wash their teeth with the Brota Water Filter while using a bathroom sink.
Fixed some consumable icons being blurry.
Fixed cooking/crafting to correctly remove items in all connected inventories when trying to remove more .
than the quantity in one inventory.
Fixed text tooltip to show correctly on controller.
Fixed wardrobe to setup correctly without removing items in outfit.
Fixed fast fishing perk icon.
Fixed University Bulletin Board not showing course interaction.
Fixed players not being able to sort the letters during the Alumni Survey quest.
Please remember to update your game on Steam so the patch can be applied! 🔄
 
	Translation fixed.
The game has been ported to a newer version of Unity.
 
	
	
The Venezuelan Su-30 possesses a vast arsenal of weapons and is capable of brilliantly performing combat missions in both air-to-air and air-to-ground combat!
Su-30MK2 AMV: A Premium Jet Fighter for the USSR at Rank VIII
At a glance:
Huge arsenal of advanced weaponry
Large payload capacity
High speed
Helmet-mounted display
No thrust vectoring control
Pre-order – Su-30MK2 AMV Pack
To get to the Gaijin Store through Steam, go to the in-game hangar > Shop > Online Store.
79.99
This pack includes:
Su-30MK2 AMV (Rank VIII, USSR)
Premium account for 30 days
3000 Golden Eagles
Pre-order bonus: unique title “The paladin of sovereignty”
Pre-order bonus: unique decal “132nd Squadron Venezuelan Air Force patch”

Pre-order bonus: unique anniversary camouflage

 [/carousel]
[/carousel]In November 2005, official negotiations began between the Russian company Rosoboronexport and the Venezuelan government regarding the supply of multi-role Su-30 fighter aircraft. Initially, the possibility of purchasing 18-24 MiG-29M2/UB multi-role fighters was considered, but after a comparative analysis, Venezuelan specialists opted for the heavier and more versatile Su-30. The decisive factor was the demonstration flights of two aircraft — the Su-30MK and Su-30MK2 — delivered to Venezuela on July 2nd, 2006. For 12 days, the Russian fighters underwent intensive testing, including participation in an air parade celebrating the 195th anniversary of the country’s independence.
On July 28th, 2006, a contract worth $1.6 billion was signed for the supply of 24 Su-30MK2 fighter jets in the AMV (Adapted to Venezuelan Modification) configuration to meet Venezuela’s requirements. The contract included not only the delivery of the aircraft, but also comprehensive maintenance, personnel training, infrastructure development, and the supply of weaponry. The first two fighters arrived in Venezuela on November 29th, 2006, aboard an An-124-100 transport aircraft. They were stationed at the Barcelona airbase, where the 13th “Simon Bolivar” Fighter Group began to be formed.
Deliveries continued in stages. The next two aircraft arrived on December 22nd, 2006, following with 12 aircraft in 2007 and the last 8 in the first half of 2008. This allowed two squadrons to be completely equipped, which significantly strengthened the country’s air defense capabilities. The Su-30MK2 AMV remains in service with Venezuela to this day.

The Spearhead major update brings the Su-30MK2 AMV to the game, an export modification of the multi-role Su-30 Russian fighter jet used by the Venezuelan Air Force. Today, pre-orders for this premium jet monster are open. It features an impressive payload, advanced weaponry, and brilliant speed characteristics, so let’s take a closer look!
The Venezuelan Su-30MK2 AMV is in many ways similar to the top-tier Sukhoi aircraft available in the Soviet/Russian aviation research tree already. It’s a heavy aircraft with powerful engines, 12 weapon hardpoints, a payload of over 8000 kg, all while being highly maneuverable and capable of reaching speeds exceeding Mach 2 with a combat load. The Su-30MK2 AMV has excellent avionics and equipment too! It features a good radar, a “Rita” voice warning system, a thermal imager and night vision, a helmet-mounted display, an RWR with a target identification and as many as 96 large-caliber countermeasures!

When you open up the Secondary Weapons menu for this aircraft, you’ll probably feel overwhelmed due to the huge number of ready-made weapon combinations for any mission or play style, and that’s not counting the presets that you can create yourself! This Venezuelan modification differs from the older Su aircraft in its slightly different armament composition. In addition to the well-proven R-73 short-range missiles, R-27R semi-active radar homing missiles with a datalink, and jamming-resistant R-27ET missiles (all in export versions) for air combat, you’ll also be able to use the RVV-AE (which is the export version of the R-77) with active radar homing seeker.


There are also some differences in the armament for destroying ground and sea targets. In addition to bombs and rockets, 500 and 1500 kg TV-guided bombs and Kh-29L and Kh-29TD air-to-surface missiles, you’ll also be able to use a new missile coming to War Thunder, the Kh-59M. This missile has an engine in an under-fuselage pod, allowing for an increased warhead mass and guidance system: TV, satellite, and inertial correction. As the Su-30MK2 AMV is a premium aircraft, all of its weapons will be available when purchasing this pack, when the next major update releases.
That’s all for today! The magnificent Su-30MK2 AMV is available for pre-order starting from today. If you pick it up now, when the Spearhead update releases you’ll receive the aircraft itself, unique in-game bonuses from the pre-order pack, free Premium days, and a hefty supply of Golden Eagles!
Please note that the vehicle's characteristics may be changed before it is added to the game.
 
	
	Today we'll talk about the foundation of any organization - personnel.
When we were planning the second part of the game and had already decided to create recruitment for different cops, we faced a serious question.
How would they differ? Just in stats - that's boring. Making a significant difference in gameplay would make it more of an RPG than a tactical police shooter.
Keep the atmosphere of the first part and add a bit of variety to each mission. That's roughly how we formulated this goal. Everything written below is our first draft of the stats, and some will likely be added and some removed. Perhaps your comments will influence this. So, we are eagerly waiting for them - both in this devlog and on our Discord :)
The police officers you hire are ordinary people. They have preferences, features, and the hard work will leave them with old wounds, even injuries. Remember that every cop you command is a living person, and ignoring their needs will get you into big trouble.
And here's another piece of advice: don't play favorites. A cop's life is always a risk.
A simple example: Johnson, who's worked two shifts, is an excellent marksman, but he's tired and can barely move. His speed is reduced, his accuracy suffers, and he can no longer kick down doors.
Or take Jeremy - he's a former thief and turns a blind eye to breaking the law. On your last mission, you accidentally killed a civilian. It's not a problem - Jeremy goes to the car, gets a homemade gun he'd brought with him, plants it on the civilian, and the job is done. But damn, his partner, Jesus, has a zero "Willingness to Break the Law" stat. And after the mission, Jeremy himself goes to prison, and Jesus gets a bad mood because of what happened.


Fitness - is strength and speed combined into a single stat. Each point in this stat increases turning, walking, and running speed by 5%.
Also, with an athleticism level of 4 or higher, you can knock down locked doors with a dashing kick. It's loud, but it's impressive.
By the way, not many enemies can brag about their running speed, which means you can catch up and neutralize them if they try to run.

Here comes Johnny!

Composure - your agent’s ability to stay calm under pressure. This stat ranges from 1 to 5.
Agents with low Composure are more affected by injuries, deaths, or dismissals of their partners — their mood drops faster.
Meanwhile, officers with high Composure barely react to such events at all.
 Moments like this are when you really need to keep your cool.
Moments like this are when you really need to keep your cool.

Mood - the emotional state that affects an officer’s willingness to go on a mission. At Mood level 5, the officer joins the mission without hesitation. At level 4, they’ll agree if you offer a little extra pay.
If their Mood drops below 4, there’s a 30–90% chance they’ll refuse to go at all.
You’ll save a lot more time and money by choosing candidates in a better mood.

Lawlessness - this stat reflects an officer’s moral flexibility. You won’t need it if you always play by the book. But if you need cash fast or the mafia sets terms you can’t refuse, you’ll want officers who won’t hesitate.
At 1–2, the cop is principled and strictly follows the law. The most upright will never team up with “dirty” colleagues and may even refuse to go on missions with them.
From 3 and up, cops may plant evidence.
At 4, they can cover up excessive use of force against detainees.
At 5, the officer is essentially tied to the mafia - hiring them significantly increases rewards for criminal jobs.
And remember - pair officers who can work together and share similar views on breaking the law. Otherwise your plan will fail: someone may refuse the mission, or worse, betray you completely.
 This is definitely not how you should do things.
This is definitely not how you should do things.

Special Equipment - shows what kit an officer carries.
At level 3 and below, the officer has a basic kit: a borescope, a flashbang, a smoke grenade, a taser, tear gas, sedative gas, a lockpick set, a gas mask, an inspection mirror, and body armor.
At level 4, the kit is expanded: a hacking laptop, a medical kit, strobe flashlights, a sledgehammer, a crowbar, a shield, and a bomb-disposal kit.
At level 5, the agent is fully equipped. Added tools include an explosive charge, a remote-controlled rover, a radio jammer, a radio for sniper comms, and a motion sensor.
With the basic kit you operate in a standard way. Stun enemies and block their view with grenades during an assault. Eliminate troublemakers non-lethally with the taser. Disperse crowds with gas (don a gas mask first). Use the mirror and borescope to check corners and doors before you rush in, wear body armor for safety, and pick locks to open doors.
With the expanded kit you change the game. Smash doors and weak wall sections with the sledgehammer. Break doors open with the crowbar (a medium-loud option between lockpicks and explosives). Use the shield to cover incoming fire (best with an accurate partner). Save teammates, hostages, or even enemies by using the medical kit. Hack electronic systems with the laptop, move through dark areas and disorient enemies with strobe lights, and defuse bombs with the disposal kit.
With the full kit you act like a true spec-ops unit. Blow doors or weak wall sections to stun everyone inside. Scout the area with the remote rover or distract terrorists. Jam their communications with the jammer. Throw a motion sensor around a corner to check for movement. Ask your sniper over the radio whether the room is safe -and, if not, request they neutralize the threat.

You’ll need most of this on the job (beer is optional).

Weapon Mastery is a stat that determines a police officer's shooting reliability. The closer this stat is to 5, the faster the reload speed becomes, reducing the chance of malfunctions and misfires.
With each level, reload speed increases by 5%, providing a noticeable boost in dynamic firefights.
Similarly, the 10% chance of a misfire decreases in 2% increments. A misfire can also be repaired by simply reloading.
The risk of weapon malfunction after a mission decreases from 20% to 5% for each skill point.
 If you store your weapon this way, don't be surprised when it disappears.
If you store your weapon this way, don't be surprised when it disappears.
Injuries are physical or mental limitations of an officer. They manifest as a serious health penalty, but there are also advantages - such an officer will not require high pay per shift.

Limp - an injury or congenital disease. But the result is always the same - reduced speed and the inability to kick down doors without special equipment. Lockpicks and shooting accuracy are your best friends.

Obesity - excess weight, preventing you from running and kicking down doors. May sometimes fall when jumping through a window. It's worth planning your movements better.

Lost eye - injury or congenital blindness in one eye. Accuracy and field of view are reduced by half. The agent requires surveillance support. Use more special equipment to compensate for the vision problem. Machine guns and communication with a sniper will be useful.

Hand wound - damage to the shooting arm, reduced accuracy. Such cops have a harder time in long-range firefights. Ensure cover from the outside, and it's best to use grenades and a partner's assistance more often.

Muscular dystrophy is a physical limitation that limits an agent to carrying only one type of weapon and two types of special equipment. This reduces flexibility during missions, requiring more thoughtful planning.
Disabilities not only limit an officer but also shape their role within the team. The principle is simple: don't assign a lame person to run or a blind person to shoot.
Negative traits that new cops may have or that can manifest if their character's mood remains at zero for three days in a row. They are triggered without your control, temporarily (1-1.5 seconds) taking away control. Each trait has a visual indicator indicating this is happening.

Split Personality - can start shooting at a partner at any time. Especially dangerous in confined spaces or during a protracted fight.
Be prepared to use a first aid kit for your partner.

Bungler - has a chance of dropping a weapon or any special equipment during any active action, except opening doors.
A good time to let a colleague go first.

Kleptomaniac - after a mission, equipment, weapons, and special equipment may mysteriously change their owner.
Sometimes you'll have to spend a little more on purchases than you planned.

Aggressor - may suddenly attack surrendered individuals, arrested persons, and civilians.
Try to stay away from unwanted confrontations.

Nervous - tend to impulsive actions. May accidentally fire upon sight of an enemy. The officer remains combat-ready, but may disrupt the entire operation. You might want to consider a medical kit.

Schizophrenia - a mental disorder in which the officer yells and threatens enemies even when they are not present. Requires a role with minimal contact with suspects, as this could reveal your location. A good solution is to give him a radio and shield and split up.

https://store.steampowered.com/app/3620530/Police_Stories_2/
Stay tuned for more, officers!
Don’t forget about our Discord. There you can:
discuss previous versions
share your impressions and ideas
find partners for co-op missions
Join us:
 
	Greetings!
I’m happy to announce the third update for "Breath of Life"!
This update is primarily focused on new content.
Equipment transmogrification has been added. This feature allows you to transfer the appearance of one item to another while keeping the stats of the second one.
The transmogrification spot is located in the village area. It’s secret and not shown on the compass.
A new equipment item has been added: the skirt "Dance of Ghosts". It can appear in the shop starting from level 3.
Detailed video settings have been added.
A tooltip has been added to small health potions, indicating that they are also crafting materials.
When switching weapons, the option to equip bare hands has been removed.
The character now respawns with 15% health instead of 1%.
A significant number of enemies have been removed from the large location 8.
In the intro cutscene, the guards have finally realized that swords are meant for fighting :)
Magic and magical weapons have been added to the game:
Several magic weapons that shoot projectiles have been implemented. Two of them are available in the demo version.
Mana has been added to the game.
A new character attribute, "Intelligence", has been added, it determines the maximum amount of mana.
Mana potions have been added.
New alchemy recipes have been added for crafting mana potions.
Equipment items can now have new bonuses that increase maximum mana and mana regeneration rate.
 
  
 
	
	 
	Dingir OS has broken free ahead of schedule! You can try the demo today!

 
	
	Today we'll talk about the foundation of any organization - personnel.
When we were planning the second part of the game and had already decided to create recruitment for different cops, we faced a serious question.
How would they differ? Just in stats - that's boring. Making a significant difference in gameplay would make it more of an RPG than a tactical police shooter.
Keep the atmosphere of the first part and add a bit of variety to each mission. That's roughly how we formulated this goal. Everything written below is our first draft of the stats, and some will likely be added and some removed. Perhaps your comments will influence this. So, we are eagerly waiting for them - both in this devlog and on our Discord :)
The police officers you hire are ordinary people. They have preferences, features, and the hard work will leave them with old wounds, even injuries. Remember that every cop you command is a living person, and ignoring their needs will get you into big trouble.
And here's another piece of advice: don't play favorites. A cop's life is always a risk.
A simple example: Johnson, who's worked two shifts, is an excellent marksman, but he's tired and can barely move. His speed is reduced, his accuracy suffers, and he can no longer kick down doors.
Or take Jeremy - he's a former thief and turns a blind eye to breaking the law. On your last mission, you accidentally killed a civilian. It's not a problem - Jeremy goes to the car, gets a homemade gun he'd brought with him, plants it on the civilian, and the job is done. But damn, his partner, Jesus, has a zero "Willingness to Break the Law" stat. And after the mission, Jeremy himself goes to prison, and Jesus gets a bad mood because of what happened.


Fitness - is strength and speed combined into a single stat. Each point in this stat increases turning, walking, and running speed by 5%.
Also, with an athleticism level of 4 or higher, you can knock down locked doors with a dashing kick. It's loud, but it's impressive.
By the way, not many enemies can brag about their running speed, which means you can catch up and neutralize them if they try to run.

Here comes Johnny!

Composure - your agent’s ability to stay calm under pressure. This stat ranges from 1 to 5.
Agents with low Composure are more affected by injuries, deaths, or dismissals of their partners — their mood drops faster.
Meanwhile, officers with high Composure barely react to such events at all.
 Moments like this are when you really need to keep your cool.
Moments like this are when you really need to keep your cool.

Mood - the emotional state that affects an officer’s willingness to go on a mission. At Mood level 5, the officer joins the mission without hesitation. At level 4, they’ll agree if you offer a little extra pay.
If their Mood drops below 4, there’s a 30–90% chance they’ll refuse to go at all.
You’ll save a lot more time and money by choosing candidates in a better mood.

Lawlessness - this stat reflects an officer’s moral flexibility. You won’t need it if you always play by the book. But if you need cash fast or the mafia sets terms you can’t refuse, you’ll want officers who won’t hesitate.
At 1–2, the cop is principled and strictly follows the law. The most upright will never team up with “dirty” colleagues and may even refuse to go on missions with them.
From 3 and up, cops may plant evidence.
At 4, they can cover up excessive use of force against detainees.
At 5, the officer is essentially tied to the mafia - hiring them significantly increases rewards for criminal jobs.
And remember - pair officers who can work together and share similar views on breaking the law. Otherwise your plan will fail: someone may refuse the mission, or worse, betray you completely.
 This is definitely not how you should do things.
This is definitely not how you should do things.

Special Equipment - shows what kit an officer carries.
At level 3 and below, the officer has a basic kit: a borescope, a flashbang, a smoke grenade, a taser, tear gas, sedative gas, a lockpick set, a gas mask, an inspection mirror, and body armor.
At level 4, the kit is expanded: a hacking laptop, a medical kit, strobe flashlights, a sledgehammer, a crowbar, a shield, and a bomb-disposal kit.
At level 5, the agent is fully equipped. Added tools include an explosive charge, a remote-controlled rover, a radio jammer, a radio for sniper comms, and a motion sensor.
With the basic kit you operate in a standard way. Stun enemies and block their view with grenades during an assault. Eliminate troublemakers non-lethally with the taser. Disperse crowds with gas (don a gas mask first). Use the mirror and borescope to check corners and doors before you rush in, wear body armor for safety, and pick locks to open doors.
With the expanded kit you change the game. Smash doors and weak wall sections with the sledgehammer. Break doors open with the crowbar (a medium-loud option between lockpicks and explosives). Use the shield to cover incoming fire (best with an accurate partner). Save teammates, hostages, or even enemies by using the medical kit. Hack electronic systems with the laptop, move through dark areas and disorient enemies with strobe lights, and defuse bombs with the disposal kit.
With the full kit you act like a true spec-ops unit. Blow doors or weak wall sections to stun everyone inside. Scout the area with the remote rover or distract terrorists. Jam their communications with the jammer. Throw a motion sensor around a corner to check for movement. Ask your sniper over the radio whether the room is safe -and, if not, request they neutralize the threat.

You’ll need most of this on the job (beer is optional).

Weapon Mastery is a stat that determines a police officer's shooting reliability. The closer this stat is to 5, the faster the reload speed becomes, reducing the chance of malfunctions and misfires.
With each level, reload speed increases by 5%, providing a noticeable boost in dynamic firefights.
Similarly, the 10% chance of a misfire decreases in 2% increments. A misfire can also be repaired by simply reloading.
The risk of weapon malfunction after a mission decreases from 20% to 5% for each skill point.
 If you store your weapon this way, don't be surprised when it disappears.
If you store your weapon this way, don't be surprised when it disappears.
Injuries are physical or mental limitations of an officer. They manifest as a serious health penalty, but there are also advantages - such an officer will not require high pay per shift.

Limp - an injury or congenital disease. But the result is always the same - reduced speed and the inability to kick down doors without special equipment. Lockpicks and shooting accuracy are your best friends.

Obesity - excess weight, preventing you from running and kicking down doors. May sometimes fall when jumping through a window. It's worth planning your movements better.

Lost eye - injury or congenital blindness in one eye. Accuracy and field of view are reduced by half. The agent requires surveillance support. Use more special equipment to compensate for the vision problem. Machine guns and communication with a sniper will be useful.

Hand wound - damage to the shooting arm, reduced accuracy. Such cops have a harder time in long-range firefights. Ensure cover from the outside, and it's best to use grenades and a partner's assistance more often.

Muscular dystrophy is a physical limitation that limits an agent to carrying only one type of weapon and two types of special equipment. This reduces flexibility during missions, requiring more thoughtful planning.
Disabilities not only limit an officer but also shape their role within the team. The principle is simple: don't assign a lame person to run or a blind person to shoot.
Negative traits that new cops may have or that can manifest if their character's mood remains at zero for three days in a row. They are triggered without your control, temporarily (1-1.5 seconds) taking away control. Each trait has a visual indicator indicating this is happening.

Split Personality - can start shooting at a partner at any time. Especially dangerous in confined spaces or during a protracted fight.
Be prepared to use a first aid kit for your partner.

Bungler - has a chance of dropping a weapon or any special equipment during any active action, except opening doors.
A good time to let a colleague go first.

Kleptomaniac - after a mission, equipment, weapons, and special equipment may mysteriously change their owner.
Sometimes you'll have to spend a little more on purchases than you planned.

Aggressor - may suddenly attack surrendered individuals, arrested persons, and civilians.
Try to stay away from unwanted confrontations.

Nervous - tend to impulsive actions. May accidentally fire upon sight of an enemy. The officer remains combat-ready, but may disrupt the entire operation. You might want to consider a medical kit.

Schizophrenia - a mental disorder in which the officer yells and threatens enemies even when they are not present. Requires a role with minimal contact with suspects, as this could reveal your location. A good solution is to give him a radio and shield and split up.

https://store.steampowered.com/app/3620530/Police_Stories_2/
Stay tuned for more, officers!
Don’t forget about our Discord. There you can:
discuss previous versions
share your impressions and ideas
find partners for co-op missions
Join us: