 
	
	Hi everybody! This was quite a BUSY month because of us joining Next Fest. In the end I'm glad I joined it - I was worried maybe the game was not ready yet, but it seems like it did really well for zero marketing!
This will also benefit the game long term because we had lots of people join the discord, which helps a lot with bugs, balance and quality-of-life features.
I just wanted to say it really made a huge impact seeing people mentioning that they were enjoying the game. I can't emphasize how special of a moment that is to me - I've been working in corporate video games for a long time I never had these feelings I've experienced making my own game. Thank you all again for joining my bizarre journey ːsteamhappyː
Lots of people mentioning the dog - Which is great to know, I kept her pretty simple and was not sure if there'd be much interest. You'll see down below I've been giving her some mechanics finally!
Thankfully there was not major game breaking bugs - I've been pretty good at keeping the game fairly stable and thanks to super early demo players who helped that
Tons of ideas were given for me to add to my roadmap board - These are ideas and not confirmed or all going into the game; But I'm always willing to note them down - It's good to keep them on the idea board in case suddenly one stands out while working on the game
Quality of life - I have some future goals I want to attempt, and some great suggestions I didn't think about! We also already got some changes in the game now thanks to feedback.
Surprisingly a lot of people figured out the 'Fisher NPC' mechanic - Even though its extremely basic and not well described. This was good to note, we'll definitely continue with this mechanic then and improve it in the future
There's a good chunk of playtime in the demo now - Very glad to hear about this. Obviously the game needs tons of content, but compared to the game 6 months ago, we are starting to really feel progress on this!
Overall, thank you everybody who gave the demo a shot, and huge thank you to anybody that joined the discord! It helps me a lot in helping the direction of the games content and development!



This is on the beta-branch only right now, not the demo. I want to make sure this mechanic is not feeling too brutal to start with
The ominous 'new world' government shows up to collect your rent owed!
This is just like any other simulator for rent, just that you see the actual tax-man coming
The major difference/addition to this system is you can slowly pay off your 'debt', which ends up reducing your rent until your rent free
You don't need to pay off the debt, its a side-mechanic for some people who want a challenge! I will make sure the rent is balanced so that if you never intend on paying off the debt, the rent should be manageable as you progress
In the future, we'll make difficulty settings that will change the interest rate, and how often they come to collect rent from you


Dog finally has a hunger system!
Also now has a loyalty system, you'll build up loyalty over time as you pet and feed her
Right now loyalty won't technically do anything - but the system is now in place for the future when I decide on exactly what it'll do (Got a few ideas from the community)
FOV slider was added
Mouse Sensitivity was added
Time of day slider was added - You can now decide how long each hour of the day lasts; This way you can make the game a bit less pressured. I'm super pro 'add a option for it' to do with any difficulty related things.
I will add in the future options for 'The Government' rent mechanic as well, I haven't added it yet so we can test and make sure a good 'normal difficulty' is found first

This was a HUGE personal victory for me - I always wanted to have this in the game but thought it'd be difficult to do
It'll hopefully help people to know when something is in range to pick up
Anything with a BLUE outline, will be objects you can put things into/deposit like selling tables, the dog bowl etc
We are finally getting in features that other simulators have!

This might seem small, but really happy how this turned out. Anything that you need to use E key on, will show a little icon
Hopefully this again helps the players know 'Oh this is something I can interact with'

We now have a much more functional garbage bin! It uses the new icon interaction system as well
You need to hold left-click for half a second before trashing a item, I did this so you don't accidently trash items in it
You'll be able to see all the notes I posted from updates I now post on the demo and game
Not all the bugs are fixed - Bigger issue bugs will need some time for me to really dig into it (Like dis-assembling wall-furniture the crate sometimes teleports into the ceiling, I might temporarily make a recall button in the options menu to teleport lost construction stuff in front of your store)
I really appreciate all the folks who came into the discord and helped out with this, it's difficult for me to find all the small issues with my limited time
Bass 2.0 Remaster (The original needed some love, it was the VERY FIRST model made on my prototype)
 Sturgeon
Sturgeon
 Catfish
Catfish
 Walleye
Walleye
 Piranha
Piranha

 
	 
	
	For a limited time, you can grab the game at a 30% discount and dive into the brutal, physics-driven medieval combat that players are raving about. ⚔️
 ⚠️ Event runs until November 3rd!
⚠️ Event runs until November 3rd!🩸 Hack, slash, and decapitate your way through hordes of the undead.
🏰 Explore atmospheric, handcrafted environments.
🗡️ Experiment with dozens of melee weapons and realistic physics.
🔥 Test your skills in the Armory or take on the story campaign.
If you’ve been waiting to pick up Undead Citadel, now’s the perfect time to join the battle at a killer discount.
🎃 Get it now and join the fight before the undead rise again!
Until we meet again - take care, Warrior.
Check out our Socials below and join the community!
 
	The next update (or it will most likely be over several), will be adding voices to the three characters in the game.
 
	
	Hi there! Sooo this month was Steam Next Fest and… it was great! We gathered a few thousand wishlists and got a lot more eyes on the game. In case you missed it, we hit 20k wishlists!!!
(though it's 21k now already…)
Thank you all so much for the support, there’s a lot of people patiently waiting for Dice A Million’s release and it’s growing everyday, giving me all the gambling power I need to finish the game… Remember the game is set to release on January 2026, so there’s not much time left!
Now, let’s talk about some stuff I’ve been working on!!
Yep!!! Some of you may remember when I mentioned back in April that on release there would be new cards, but in a special separated set, to not bloat the normal card pool. These are more powerful/specific than normal cards, so they’re of course rarer… and all locked by default!

You’ll need to work your way through the dice to be able to get them though…

Ever needed that single mirror cube in your bag to win and didn’t draw it in your last roll?! Gift Card allows you to draw any specific die you want from your bag.

OK yeah let’s address the elephant in the room now, what you saw above is the new UI for booster packs! I’ve been working hard in upgrading them since, let’s be clear, they were so boring looking before.
I also made a new chest animation! I posted this on twitter the other day (which you should definitely follow me there…) and people really seemed to like it!
(you can skip it by just clicking you brainrotted kids…)
There’s a LOT of little visual and sound enhancements I’ve been doing that I’m saving for full release, so the game will feel as fresh as ever.
Another thing I’ve been spending a lot of time into is rewriting the text system in the game to allow for easier localization support. You really shouldn’t notice anything if you only play in English, but the goal is to release with a bunch of languages besides English and Spanish, can’t confirm which ones yet, but I’ll let you know! This new system will also allow fans to easily do fan translations if they want :) (crossing fingers so Dice A Million is in pirate language someday)

(dice language)
Phew! That’s all for now! As I said, release isn’t too far away now and there’s still a lot of technical work to do, sooo I’ll get back to work now-
wait, what? can you hear that?
…
I think my phone’s ringing somewhere
can you hear it too…?
hello…?
 
	Hello, friends. With this update, the Halloween event starts, as well as the Big Problems 2 event is currently active, and the Raider's Path event ends with this update. The list of players for the "Raider's Path" has been formed, and within three days a draw will be held among these players who sent a screenshot of the completed event and their nickname. To participate in the "Halloween" and "Big Problems 2" events, use the terminal in the command room at the fortification base, or open your inventory and click on the side menu of the events, it will be highlighted for you. At the end of the event, please contact me in private messages in the VK group or in the discord.
The NPC "Soul of Halloween" has been added to the fortification, a number of quests and voice acting, after completing the chain you will receive unique companions. Next to the NPC, you will find a skeleton from which you can exchange themed event items, as well as receive gifts of darkness and generously replenish food, water and health.
I have a small gift for all players in honor of the event, activate this code Hj9gpgrFH2L8 in the contraband menu and receive a gift.
ATTENTION: the boss is the Lord of Darkness and his location will be opened on November 2, but I want to warn you right away if it takes more time to improve the location and the boss, then I will postpone the opening of the location to November 5.
important:
✅Work is underway to improve the location of the Mine, fix bugs and work mobs.
✅The contraband companions now have 3 pieces inserted at once. Essences of life, and even after death, when the chance to recover has been used (the companion has returned to your inventory for reuse), after spawning it again, it will immediately have three Essences of life, but without a chance to recover.
✅Work continues on optimizing the Forest and Fortification locations, and since the spawner shows the optimization points in the Mine well, I will soon transfer it to all locations to increase productivity, the first location will be the underground Fortification.
✅The "Big Problems 2" event has been extended until November 5th.
✅The Halloween event has been extended until November 9th.
I've done a lot since the last update and I continue to work on the game every day. Now I want to wish you a pleasant game and a good mood. I'm in touch!
PS - A little later I will record a video blog (Devlog #26 Life Effect) on this update and attach a link to the video here at the end of the news.
 
	
	Flashpoint Campaigns: Cold War releases 20th of November 2025, read all the updates and wish list the game here
Andrew Spearin, Producer, On Target Simulations
Introduction
The purpose of this AAR is to showcase how playing Flashpoint Campaigns: Cold War is less about gaming the systems, and more of an exercise in thinking and acting as a commander of ground forces. We'll take an analytical approach to how we planned our operations and see how the scenario unfolded; highlighting the strong points and invite any discussion on points to improve.
We are using the Every Cat is Black at Night play through from the October 16th, 2025 gameplay livestream on the SlitherineTV Twitch channel. You can watch the full battle in real-time action here. Read on below as we break down in further detail.
This will be a multi-part AAR posted below, with this initial post providing a situational picture of the scenario. Next, we'll look at the general plan for our primary course of action. We'll chronologically follow the main events as they unfolded. Finally, we'll assess the end results.
1. Situation:

Figure 1: Area of Operation, Most Likely ECOA
Every Cat is Black at Night
D+1 | 21 July 1989, 2300hrs - 0500hrs | West Germany vs Czechoslovakia @ Landau ad Isar
Scenario by Jo Lima; Mike Johnstone | Map by William van der Sterren
Player 1:
NATO: 4th PanzerGrenadier Division \[4.PzGrenDiv]
Commander: Generalmajor Berthold \[Andrew Spearin]
Second-in-Command: Oberst Borsack \[Gary Chezem]
Player 2:
Warsaw Pact: 9th Tank Division \[9. Tank Divize]
Commander: generálmajor Weiss \[CPU]
As the battle in Straubing developed, the Czechoslovakian 9th Tank Division began to drift south towards Landau ad Isar. With the Czechoslovakian 2nd Motor Rifle Division locked in combat with the West German forces in Straubing, the surrounding countryside south of the city held promise for quick exploitation. Unfortunately, the day was lost in the engagements in Straubing, and it was nighttime before the 9th was in a position to exploit the temporary local advantage the Czechoslovakian forces had.
In the 9th Tank Division HQ, there was severe indecision about making a nocturnal advance in the barely reconnoitered ground. Unlike their fellow countrymen north of Straubin, the Czechoslovakian forces in this area had been plagued by indecision and stop-and-go movement. The 2nd Motor Rifle Division was in a difficult position since, even though it had succeeded in opening a gap in the 9th Tank Division, it had entangled itself with the West German forces in Straubing. This earned the Divisional Commander a stern rebuke from the Army HQ, which was still demanding continued pressure and relentless advance.
The West German 4th PzG Division had reasons to feel marginally more optimistic. Not only had they stopped two Czechoslovakian divisions, but they could now use the night to maneuver reinforcements and consolidate their defense. At a higher level, NATO had concerns over the fact that the Czechoslovakians had secured a bridgehead over the Donau and that there were no forces to make an immediate counter. They were going to have to rely on aerial and artillery attacks to eliminate and harass the bridgehead forces. There was also concern over the gap south of Straubing. It was uncertain whether the Czechoslovakians would exploit it before the 4th PzG Division could plug it. The Divisional Commander of the 4th PzG Division wanted to consolidate his defense and counter-attack at first light on 22 July. For that purpose, the commander was moving armored forces hastily toward the area. Unfortunately, the counter-attack against the bridgehead was not meant to be.
During the early evening of the 21st, the Czechoslovakian High Command, under Soviet pressure, took control of operations in this area. In a frantic affair, the forward groups of the 9th Tank Division were consolidated into a mighty armored fist with orders to make a night drive towards Landau ad Isar and beyond if possible. As they started the advance, they realized they had just moved towards a gap in NATO's defenses. Being the defender in their own land, the HQ 4th PzG Division was quickly made aware of this. The division immediately began rushing forward with whatever mobile forces they could assemble to throw against the flank of the advancing Czechoslovakians.
Annex A: Order of Battle (ORBAT) 4.PzGrenDiv
HQ 4. PzGrenDiv
HQ JgBtl 47
HQ 2/JgBtl 47
1/2/JgBtl 47
2/2/JgBtl 47
3/2/JgBtl 47
HQ 3/JgBtl 47
1/3/JgBtl 47
2/3/JgBtl 47
3/3/JgBtl 47
HQ 4/JgBtl 47
1/4/JgBtl 47
2/4/JgBtl 47
3/4/JgBtl 47
HQ 5/JgBtl 47
1/5/JgBtl 47
2/5/JgBtl 47
HQ PzAufklBtl 4
HQ 2/PzAufklBtl 4
1/2/PzAufklBtl 4
2/2/PzAufklBtl 4
3/2/PzAufklBtl 4
4/Radarzug 4
HQ 3/PzAufklBtl 4
1/3/PzAufklBtl 4
2/3/PzAufklBtl 4
3/3/PzAufklBtl 4
6/Radarzug 4
HQ 4/PzAufklBtl 4
1/4/PzAufklBtl 4
2/4/PzAufklBtl 4
3/4/PzAufklBtl 4
4/4/PzAufklBtl 4
5/4/PzAufklBtl 4
6/4/PzAufklBtl 4
8/Radarzug 4
HQ 5./PzAufklBtl 4
1/5/PzAufklBtl 4
3/5/PzAufklBtl 4
2/5/PzAufklBtl 4
10/Radarzug 4
HQ 4/RakArtBtl 42
1/4/RakArtBtl 42
2/4/RakArtBtl 42
HQ 5/RakArtBtl 42
1/5/RakArtBtl 42
2/5/RakArtBtl 42
WG WLR
Annex B: Intelligence Preparation of the Battlefield (IPB)
 Area of Operations
Area of Operations
Landau an der Isar, Bayern, West-Germany | 48°40'00"N 12°42'00" | 20 x 15 km area
Named Areas of Interest (NAI):
APPLE: A high value objective along the A92 mobility corridor; anticipated as a chokepoint for the main effort
BERRY: Left flank area with minor objective
CHERRY: Right flank area overlapping PIR EAST
DRAGON: Blocking position at a critical junction along the mobility corridor that leads to Landau an der Isar
ELDER: High value objective area
FIG: Critical objective area at western edge of the AO
Priority Intelligence Requirements (PIR):
NORTH: required to monitor for a left flank maneuvre
EAST: required to monitor a right flank maneuvre
Terrain & Weather Analysis
Weather forecast is clear, with no moon 0% illumination.
Dawn is at 02:56
Enemy Forces
The 18th Tank Regiment of the 9th Czechoslovakian Tank Division is the expected opposing force.
Intel reports indicate that local enemy forces may contain 50 to 60 Recce, over 80 Tank, over 80 APC, over 80 Inf, 6 to 10 SP AT, 10 to 20 AT, over 80 HQ, 20 to 30 AD, 6 to 10 SPArty, 40 to 50 Arty, 30 to 40 Utility and 1 to 5 WLR subunits.
A typical force structure for a Czechoslovakian armoured reconnaissance element could look like this:
 A typical force structure for a Czechoslovakian tank battalion could look like this:
A typical force structure for a Czechoslovakian tank battalion could look like this:
NOTE: Intelligence reports T-72 tanks are equipped in the forward elements of this force.
 A typical force structure for a Czechoslovakian artillery battalion could look like this:
A typical force structure for a Czechoslovakian artillery battalion could look like this:
NOTE: Intelligence reports 130mm M46 are equipped with this artillery battalion. They are likely equipped with illumination rounds to enhance their night fighting capability.
 Enemy Doctrine
Enemy Doctrine
Expect a high tempo as the enemy tank division is pushing towards a breakthrough.
Reconnaissance elements will be in the lead, likely taking main roadways until making contact.
Expect T-72 tanks as their primary force, followed by motor rifle companies and second echelon tanks.
Artillery with this division is limited, but still effective.
Enemy Courses of Action (ECOAs)
Most Likely ECOA:
Main effort moving fast along mobility corridor towards APPLE
Most Dangerous ECOA:
Forces split with flanking elements through BERRY and/or CHERRY
High mobility advance party moving faster than our force can arrive to DRAGON, ELDER and FIG
Intelligence Gaps
Our forces are moving into the AO from the north-west and currently do not have active information from any NAI or PIR. Rapid movement of armoured reconnaissance to monitor PIRs is imperative.
Assessment
According to enemy doctrine, the MLECOA and MDECOA are both anticipated.
2. Mission
Block further penetration by enemy forces along the A92 corridor.
3. NATO Planning
Knowing that the 2ic has experience combat on this battleground before, the Generalmajor consulted an opinion as an initial consideration.
Oberst Borsack wrote:In the past, I've tried to take advantage of the southern side of the river... it's a good flanking route. However, you have to really commit to it or else you end up having forces where they are not needed.
Maybe just a town and high country defense of the objectives.
Time is of the essence for this meeting engagement, and a flank maneuvre south of the river would be time consuming and risky. The 2ic's advice will remain a consideration if resources allow.
ELDER will be a focus area for consolidating infantry to conduct a stalwart defensive position along the mobility corridor.
We also require infantry, supported by tanks, in BERRY which contains a tertiary objective. These forces will be used to slow the advance and potentially launch a counterattack into APPLE, if the opportunity presents itself.
Armoured forces will screen and attempt to slow down the enemy main effort in APPLE and BERRY.
2ic chimed in with some good advice, this time, regarding the deployment of tanks in BERRY:
Obsert Borsack wrote:It might be good to put one platoon on the north side of the river and the other two on the southern side because we're not going to stop them from taking the APPLE objective, so if we can hit them on the way by...
With the first delay force ready, we noticed a treeline south of CHERRY that offers a concealed location to monitor PIR EAST and intercept a potential enemy flanking maneuvre.
The initial orders we issue to our units are going to set the entire battle's trajectory, so we must carefully plan and prepare to pivot our COA as the situation changes.
4. Execution
Turn 1 (Setup): 23:00

The initial advance party is small: a handful of tanks, infantry and armoured reconnaissance with ground radar. We need to be economical about sending them into our initial priority areas and establish pickets to monitor the mobility corridor.
Orders:
- 3/PzAufklBtl 4 equipped with Leopard 1A5 tanks, armed with 105mm L7 cannon and equipped with nightvision are tasked to BERRY, setting positions on both sides of the Ressinger Bach.
- 5/PzAufklBtl 4 are typically armoured reconnaissance scout teams, but are bolstered by MG3 machine gun teams and a Carl Gustav team. So they will need to perform as mobile infantry to begin with until they are reinforced. They are being sent to the town of GANACKER and setup defensive positions to cover the objective in DRAGON.
- 2/5/PzAufklBtl 4 draws the short straw and is detached to seize the treeline south of CHERRY to monitor PIR EAST.
- Our two TPz Fuchs + RATAC units with ground search radar and being deployed in depth positions and set up to detect the approaching enemy.
Turn 2: 23:23

As the intial orders are carried out by our advance party, our first reinforcements arrive. A troop of Leopards accompanied by another RATAC enter the AO from the north.
Orders:
- 4/Radarzug 4 will move 1.5 km east and monitor PIR NORTH, hopefully to give us our first detection of the approaching enemy.
- 2/PzAufklBtl 4 is tasked to move hasty south to GANACKER and pivot east to set up defensive line in the treeline covering CHERRY and PIR EAST.
Turn 3: 23:46

The bulk of our Jaeger Battalion has now arrived in the AO, with an additional troop of Leopards and a few SpPz Luchs A3 recce units. We can use these units to bolster our advance party troops and establish a new defensive line in ELDER.
The objective in APPLE has fallen to the enemy. We have no contact reports from the area, but it's a reasonable assumption these are the advance reconnaissance units moving along the mobility corridor.
Radar detects our first enemy contact: 10 to 20 tanks moving south on St2325 into PIR NORTH.
Orders:
- 5 and 6/4/PzAufklBtl 4 are sent to cross the Isar at LANDAU and move hasty east and prepare to cross back north. 2ic gets his wish granted for this maneuvre.
- 4/PzAufklBtl 4 Leopards head south to reinforce the infantry at GANACKER.
- 2/JgBtl 47 mount up in their Unimog 1300 L utility vehicles and deploy defenses in HAIDLFING and support the 3/PzAufklBtl Leopard tanks in BERRY. 4/4/PzAufklBtl 4 will move with 3/4 to screen forward of the infantry and tanks, gaining sight on enemy forces in the vicinity of APPLE.
- 3/JgBtl 47 will move to establish a depth position in ELDER.
- 4/JgBtl 47 were initially intended to bolster DRAGON. However, due to 2ic's worries, this unit is being sent to WAIBLING as a reserve force to rapidly deploy when needed.
Next: Contact!
You can read the rest of Andrew's AAR as it develops on our forums here
 
	
Join the Discord if you like chatting with other sled-minded individuals
And of course, Wishlist and Follow Sledding Game

 
	Calling all horror game fans: Ire: A Prologue is now available on Steam!
Ire: A Prologue is our love letter to 80’s and 90’s horror, a suspenseful supernatural thriller that takes place on a deserted boat stranded in the Bermuda Triangle. Emily’s father, the ship’s captain, has gone missing—and the only clues to his disappearance lie within Emily’s memories. You’ll need to unravel the mystery while playing a deadly game of cat and mouse with a monster that lurks the ship’s corridors.
Hear more about the characters and the story from our incredible voice cast Jesse Vilinsky, Erika Ishii, and Marcelo Tubert:
From all of us developers here at ProbablyMonsters, thank you for checking out our game, and we can’t wait to hear your feedback! For more news and updates, be sure to follow us on our social media channels:
See you in the Bermuda Triangle,
Team Ire