ch1LD
w4ke up
t3st subj3ct
bodyb4gs
W3LCOME 2 H3LL
qu4rantin3
SUBM3RG3D (in bleeding cardboard)
(FURNAC3) ABOM1N4TION
tr4in tr4cks
church
b3rs3rk3r
g00d b0y
MOSH1-MOSH1
d0 not l00k at th3m
yo pass me the aux
betw33n ch4mb3rs (v2)
PAPERTOWN
ER4SE TH3M
me4t d1mension
DRON3 CONTROL PROGR4M
H O S T
A TRUE HYBRID (v2)
paper people (BONUS)
1+ hour of music to chill in PAPERTOWN! Enjoy!
(and pls wishlist PAPERHEAD đđ)
ch1LD
w4ke up
t3st subj3ct
bodyb4gs
W3LCOME 2 H3LL
qu4rantin3
SUBM3RG3D (in bleeding cardboard)
(FURNAC3) ABOM1N4TION
tr4in tr4cks
church
b3rs3rk3r
g00d b0y
MOSH1-MOSH1
d0 not l00k at th3m
yo pass me the aux
betw33n ch4mb3rs (v2)
PAPERTOWN
ER4SE TH3M
me4t d1mension
DRON3 CONTROL PROGR4M
H O S T
A TRUE HYBRID (v2)
paper people (BONUS)
1+ hour of music to chill in PAPERTOWN! Enjoy!
(and pls wishlist PAPERHEAD đđ)
After several failed attempts of getting a TV broadcasting license in Vibe City, a super popular delivery club in the city (WHO?) goes rogue and starts a pirate TV station. We don't know where the signal is coming from, but for sure we are happy to see it on air.
finished Last Minute Pawn Shop, art, lights, logic and balance
added Fly High Runners TV
update controller detection and added some flags we can use later on to display different tooltips (and TV slides)
UI updates, mainly main menu and lobby
In our playtests, new players would often delay going into settings -> tutorial/controls, even if there were graffiti CTAs on the lobby walls. While discovering the game can be fun, there was a need to deliver bite-sized chunks of information to the players in a more organic way, and we hope this is a step in the right direction.
The "TV station" has a few types of content (intro, tutorial, tips and tricks, runner of the night) and the content loops. For now, the only TV screen is in the lobby, but we plan to broadcast it around the city too, on some billboards and screens.
When we started building FHR demo, the focus was on getting the multiplayer and main game loop in place asap, while slowly adding art, sounds, music, UI, effects and other little details that makes for a more immersive experience. Then our attention went into playtesting, stability and performance while pitching the alpha build around.
We started with Universal Rendering Pipeline and handled lighting using sprites (lots of!) and custom shaders. In hindsight, we should have gone URP 2D from the start and make use of the 2D Lighting system and lit materials.
A more seasoned team wouldn't have had these issues but then again, this is how we learn and grow! I'm happy we are at this stage where everything is stable and we can approach topics like this, even if it means doing a bit of refactoring. This update won't change anything logic related and we're still working on other new systems (like the toast notification area).
Needless to say, I'm super excited for what this update can bring to the game, fingers crossed it won't take a lot of time.

This is one of the oldest sketches of the game. I was doodling, writing a GDD and researching possible tech for the game, between a browser game where I had some experience, tinkering with websockets + JavaScript or going with some actual game engines.
Ended up trying out some game engines and went for 2 parallel experiments - one in GameMaker + GX Games, another one in Unity + Photon Fusion.
I'd like to think this sketch still represents our game, even if it evolved in so many ways. The 1st alpha was done using an asset pack for multiplayer, (hi BTO and thanks), then RustyStorm hopped in and started creating some artwork, then MrPhilipJoel joined the team as Unity dev with experience and we ended rebuilding the game from scratch.
And then we had our 2nd 1st Alpha! From here on, we kept adding in all directions, when time allowed. I will try to go into more details in future "blast from the past" episodes. I guess we blogging now!
Thank you and cya next time!
UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video on the store page or on Youtube:
We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.
For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on the new game's steam news as well.
So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.
That's it for now. In the coming weeks we have some work to do on Underrail 1 as it's nearing its 10 year anniversary, but after that we're going back into Infusion trenches with Early Access as our next big goal.
In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.
Cheers!
Hey Driversđ
We are thrilled to finally share that Driving Life will launch on November 14!
Itâs been a long journey, and we canât wait for you to explore the world Iâve been building - a detailed island designed for those who simply love driving.
Hereâs what you can expect:
đşď¸ 16 km² open world to explore freely
đĄ 16 unique houses to buy and sell
đ§° 6 project cars to rebuild from parts scattered around the island
đ 24 driving jobs, including passenger transport, delivery, vending machine refills and garbage collection
đ 40+ vehicles, from manual and automatic cars to taxis, buses, vans and semi trucks (5-, 13- and 18-speed transmissions)
đ Progression system based on driving licenses and reputation
đ Survival system - manage hunger, thirst, sleep and boredom
đąď¸ Immersive mouse controls - steer and shift gears directly with your mouse
Driving Lifeâs release is just the beginning - weâre committed to continuing development with regular patches and new content updates to keep the world alive and growing.
Thank you all for following the project, for your patience, and for all the messages of support.
See you on the road very soon!
⨠v0.8.0 Changelog:
đ 1 new Story scene (playable in both Story and Sandbox modes)
đ¸ New Hangouts with Bea, Nox, and Dragomira (available in both Story and Sandbox modes)
đĽ New Activities in the Forest with Ulva (Sandbox mode)
đĽ New Activities in the Park with Nox (Sandbox mode)
đĽ New Activities in the MMC Club with Hilde (Sandbox mode)
đĽ New Activities in the Restaurant with Monica and Val (available in both Story and Sandbox modes)
đ ď¸ A ton of bug fixes and polish!
đ 12K+ new words
đ¸ 310+ new images
đď¸ 4 new animations
đ ď¸ Adjustments & Improvements:
-Added new renders for the end of Elissaâs bathroom scene â if youâve already unlocked your Powers, Lyra now appears during that sequence.
-Multiple Quest Log adjustments â it should behave much more reliably now.
-Hangouts in Story Mode have been reworked: they now play as straight scenes, removing the menu selection and (hopefully) eliminating the blank-choice bug for good.
-Blank-choice bug fix: if you still encounter it, quit the game, restart, and start a new save (you can delete previous saves, but itâs optional). Unfortunately, fixing it completely without breaking old saves isnât possible.
-Lyraâs Hangout has been reworked and should now be fully bug-free.
-Fixed several issues in Felviaâs sex scenes (both at her place and at the Office).
-Fixed a bug preventing Monster Index titles from being translated.
Thank you all for your support â as always, you make this project possible!
I hope youâll enjoy the new content, and as usual, feel free to share your feedback or report any bugs.
More surprises are coming soon, so stay tuned! đ¤

Meet Chinaâs new jet attack aircraft: the JH-7 and pre-orders for the premium JH-7A Prototype!
JH-7: An Attack Aircraft for China at Rank VII
JH-7A Prototype:Â A Premium Attack Aircraft for China at Rank VIII
At a glance:
Excellent arsenal of guided (JH-7A Prototype) and unguided (JH-7) weapons
Supersonic
Many countermeasures (chaff and flares)
Anti-ship missiles (JH-7) and advanced air-to-air missiles (JH-7A Prototype)
Â
Pre-order - JH-7A Prototype Pack
To get to the Gaijin Store through Steam, go to the in-game hangar > Shop > Online Store.
79.99
This pack includes:
JH-7A Prototype (Rank VIII, China)
Premium account for 30 days
3000 Golden Eagles
Pre-order bonus: unique title "Flying leopard"
Pre-order bonus: unique "Flying leopard" decal

The JH-7 Flying Leopard was the first combat aircraft entirely designed in the Peopleâs Republic of China. Development began in the 1970s at the Xiâan Aircraft Industrial Corporation with technical support from the 603rd Institute. The design featured a traditional aerodynamic configuration with swept wings and air intakes on the sides, which provided good performance at transonic speeds.
The first prototype flight took place in 1988, and serial production began in 1992. Initially, the aircraft was created for naval aviation as a carrier of YJ-8 anti-ship missiles. In 1999, a program for modernizing the aircraft was launched, which led to the creation of the JH-7A modification, which is the basis of the modern strike aircraft in the Chinese Navy and Air Force.

Today weâre pleased to present two new variants of Chinaâs famous attack aircraft: the early JH-7 with unguided weapons and anti-ship missiles, and the JH-7A Prototype, a versatile jet aircraft with guided weapons and excellent capabilities for countering air threats! Letâs take a closer look.
The Chinese JH-7A has long been a staple in high-tier battles in Ground and Air modes and has established itself as a flexible and very effective attack aircraft with strong air combat capabilities. In the Spearhead major update, the JH-7A will be joined by two variants: the researchable JH-7 and the premium JH-7A Prototype, which combines all the advantages of the old JH-7A but as a premium, available from today as a pre-order pack with unique in-game bonuses, Premium time and Golden Eagles.


The JH-7 is one of the early production variants of Chinaâs first domestically developed fighter-bomber. This modification can use the YJ-83K anti-ship missiles, the main munition of this type in service with the PLA. In addition to anti-ship missiles, the JH-7 possesses an impressive arsenal of unguided weapons, making this aircraft an excellent choice for mixed modes. Youâll be able to use rocket pods, free-fall and drag bombs with calibers of 250 and 500 kg, as well as special armor-piercing anti-ship bombs. For air combat, the aircraft can be equipped with a pair of jam-resistant PL-5EII air-to-air missiles.
The premium JH-7A Prototype is a top-rank aircraft. It takes the unguided arsenal of the JH-7 and supplements it with guided weapons, for engaging both ground and air targets. One of the JH-7A Prototypeâs most dangerous weapons is the Kh-29T guided missile with a thermal imaging targeting pod, allowing it to engage ground targets from significant distances in all weather conditions. The JH-7A Prototype also has several types of guided bombs, including the advanced GB250 with a combination of laser and satellite guidance and an inertial correction system. For Air Battles, it has a radar warning receiver, a large number of high caliber chaff and flares, a 23 mm cannon and most importantly, guided short-range missiles, including the fast and agile all-aspect PL-8 and up to four PL-5EII missiles.


You can pre-order the JH-7A Prototype from today! This pack includes unique bonuses that wonât be available anywhere else, as well as Premium time and a considerable amount of Golden Eagles. As soon as the Spearhead major update releases, your brand new JH-7A Prototype will be waiting for you in your hangar!
Please note that this vehicleâs characteristics may be changed before it is added to the game.
Â
Slyders is Almost Here! ËsteamhappyË
On November 24, youâll finally be able to leave the dusty desert of the Badlands map from the demo and jump into the entirely new maps of the release version. Each map features a completely unique biome, with its own enemies, bosses, and challenges. Youâll also have access to lots of new weapons, perks, skills, items, and runes to unlock.
Thank You to Our 10,000 Demo Players!
Over 10,000 players have tried the demo and shared feedback on Discord, Steam forums, and Reddit. Thank you! When I first launched the demo in January 2024, it was in a very early state, and I wanted to see if there even was interest in Slyders. The feedback was great and since then, Iâve continuously updated it, added features, fixed bugs, and treated the demo much like an early access version.
Now, the demo has served its purpose, and itâs time to say goodbye. The demo will go offline on November 10, but, of course, if you already have it in your library, youâll still be able to play it.
I canât wait to see you in the release version! ËsteamhappyË
- Kato
Hello Citizens,
The long-awaited moment has arrived in our City! Weâre thrilled to finally reveal the name, content, and release date of the upcoming DLC.
âFractured Utopiasâ will launch on December 8th!
This expansion takes Utopia Mode to a whole new level, featuring: 8 new skill trees, new dedicated faction hubs, over 100 new narrative events, and more!
Watch the Reveal Trailer here:
Before release, we are opening the Official Closed Playtests to let you share your feedback about the upcoming DLC. Your insights will help us refine the experience and balance the game before launch.
To participate, just log in here: http://frostpunk2.firstlook.gg/
After connecting your Discord account, you will automatically receive a special playtester role and gain access to the #frostpunk-2-playtests channel, where you can discuss the beta with other players.
!Please remember: this is a Closed Playtest, so do not share any information outside the dedicated channel!
The playtests will run throughout the weekend until November 3rd.

Weâve heard your feedback about faction playability and the desire for more distinctive experiences. In Fractured Utopias, each faction now offers truly unique gameplay.
The DLC introduces a redesigned starting screen, where you choose one of 8 factions to shape your cityâs destiny. This decision determines the type of utopia you will strive to build. Will you pursue technological dominance with the Technocrats? Or lead a militarized society with the Legionnaires? The choice is yours.
From the moment you select your faction, you gain access to a unique skill tree, unlocking new abilities, buildings, and hubs. Progress through it by performing actions that earn the favor of your chosen faction.
Each faction also comes with distinct traits, providing passive bonuses that support your cityâs survival and efficiency. As you advance, you will notice your city gradually transforming to reflect your factionâs theme, making every playthrough truly dedicated to your chosen faction.
Fractured Utopias adds two new narrative Tales, and a new map designed on their basis, introducing fresh challenges and threats to your city:
Plague - A mysterious disease spreads rapidly. Act fast to discover the cure before your city turns into a frozen graveyard.
Doomsayers - A new faction emerges, spreading despair and declaring that all hope is lost. They will sabotage your cityâs morale, forcing you to confront their growing influence.
https://store.steampowered.com/app/2791510/Frostpunk_2_Fractured_Utopias/
We canât wait for you to experience Fractured Utopias.
We hope this new chapter brings even more depth, challenge, and emotional connection to your city, and strengthens the bond youâve built with your favorite factions.
Stay warm, Citizens.
We will need you to turn these scatters into real utopia...
~ 11 bit studios Team