This is not the first time vehicles in Brigador Killers have been mentioned - a handful of these were seen in a previous entry and another one outlined what went into the production of one of the cop vehicles - but they've not really been placed side by side for scale. For the purpose of this post, the vehicles are grouped into roughly four categories. As in previous news posts, this is only what's currently in the game; many other vehicles have been designed and modelled, though they're more complex to render out as sprites and won't feature here this month.


Fifteen vehicles are visible here. At the back row from left to right we have a Chibimoto, a regular motorcycle, a Teddy Boy hover scooter, a Liliputter one-person car, the Rennpappe sedan and a mobility scooter. The portable motorcycle and the mobility scooter are recent additions and are fully textured.
The middle row features a white panel van, a people carrier called the Sprat, the Ovo electric vehicle, the muscle car that's served as a test vehicle since the early days of wheeled vehicle implementation, and two vehicles that are untextured. For those who have read or listened to Brigador Killers: Pilgrim (you can listen to the first half for free here), the first vehicle is one of the armored sedans used by Mar Nosso security teams to escort Brigadors. It's named the Thekla. The second vehicle is the family hatchback that appears in the novel's highway escape scene, called the '42 Lark.
The front row has three vehicles: an untextured Shortbus, a wheelchair and a gurney. While the wheelchair and gurney won't have engine noises, they can still be "driven" around by the player - and from a gameplay data standpoint they count as wheeled vehicles.

Twelve vehicles are present in this category. In the back row are the Tuk Tuk variations that were mentioned in a previous news post. Depending on what the goal of a mission is, you might opt for one variation over another such as trading carry capacity for speed or armor.
In the front row first from the left is the Chobber Lowboy. Chobbers are a faction on Mar Nosso who are conscripted delivery personnel, and the Lowboy is a meal delivery vehicle with multiple food warmers mounted on the side.
Accompanying the Lowboy are a regular forklift and an up-armored version, an extremely slow agrav hauler, an untextured but affectionately named Garbotruck, and the Killdozer.

Just five vehicles in this section. The police motorbike comes in two variations, a normal version and a "bubble" version. The cop sedan has also been in the game for some time. The version of the SWAT APC here that got its own post is the variant with all the armor plating on. The security truck is untextured for the time being.

Three vehicles appear here. The Arlo agrav, the Rounder tank and the new ball tread bike. The first two are uprezzed variants you might remember from Brigador, and Dave forgot to turn off the shield generators on both. The ball tread bike is a speedy new addition to Brigador Killers.

Different vehicles not only have different storage capacities - a tac-rig is not going to fit into the basket of a mobility scooter - but also behind the scenes they can be used as a way to gate off areas of a map. For instance, a cop car can get into the backlot of a police station. Alternatively, if the player intends to go about their mission another way, they might pick the heaviest thing they have available and instead slam through those barriers, though they should expect to be met with resistance.
Currently the Fork exists in-game, you should have already seen it at the start of this video, but other mechs or powersuits have not yet been put in. Part of the reason for this is we really want the player to feel the difference in power and scale when they finally get their hands on a Mongoose (never mind a Touro). The process to get there is one of iterating on the various data values and repeated playtesting. This is a lengthy procedure, not the most exciting thing to read about, and we're conscious of people's time and attention.
Next month's post will revisit the narrative system of Brigador Killers, which has been updated significantly since the last time it was discussed.

	Bigger update, main focus is switching the audio engine to something more reliable and cross plattform compatible to allow linux/mac builds.
Changes:
switch audio engine from naudio to soundflow, this should hopefully be more reliable and will also allow a linux/mac version
fixed loading of settings, should be 4-5x faster
new spout version with hopefully less weirdness
crash window which shows you detailed crash infos and links to support discord (only happens on complete app crash)
full logs can now be viewed in user interfaces
fixes for hotkeys, ignore numlock and cleaner startup
random variance for character blink, this time is added upon the interval (so by having the interval at 2 seconds and the variance at 2 seconds as well, blinks will happen every 2-4 seconds) -> defaults to 0
Features:
twitch follow and raid as trigger for just about everything (layers, tits, etc.)
twitch chat commands now have options like cooldown, subonly, viponly, modonly
reset button for twitch authentication (so you don't have to delete twitch.json)
New Layers:
change to random state
change to inactive state (like sleeping, no speaking time based)
	
	
	
	As we continue our work on Blight: Survival, we’re sharing a closer look at one of the corners of our world: a stretch along the water where remnants of what once thrived still linger.
All of the footage shown was here captured in-game and highlights our ongoing work on atmosphere, environmental storytelling, lighting and visual polish. You’ll also catch a brief encounter with an enemy, a taste of how we want moments in our game to feel: tense, urgent, and personal. This glimpse is just one step toward crafting encounters where threats can emerge unexpectedly, always keeping you on edge.
Thank you for following along as we continue to bring this part of Blight: Survival to life. Every corner has its own story, and this is just a small peak.
In the meantime, wishlist the game on Steam, and join our Discord to chat, get involved, and stay up to date with everything happening in the world of Blight: Survival!
-The Blight: Survival Team
	
	Hey everyone!
This marks the 22nd update since release; all within just 37 days!
We’re steadily moving toward the first milestone, which should arrive around update #28.
Thank you all so much for staying with me and supporting Pompeii: The Legacy through this journey.
Fixed: Tree removal no longer deletes aqueducts
Fixed: Tree removal no longer deletes bridges
Domus II now correctly shows its upgraded name
Insula II & III upgrades now properly shows +2 residents
Fixed: Arena, Circus, Theatre, Academy, Library, and Basilica all showed "School" text on the research page
Fixed: Orchard model placement offset
Fixed: Items on the Stock page showing "facilities" incorrectly
Fixed: Before building a Port, some resources incorrectly displayed available trade routes, now they only appear once the port is constructed.
Fixed: Animals going crazy and spinning around one point
Reduced animal counts in large cities to prevent overcrowding
Optimized textures for about ten buildings, faster loading and lower GPU memory usage
Fixed: Occasional flickering waterfall animation
The next big step is moving already built structures, planned for the Sunday update!
Along with that, there’ll be a few smaller fixes and adjustments.
Thank you again for all your feedback and support, you make Pompeii: The Legacy what it is! ❤️
	
We hope you enjoy the unique movements and attacks that bring a new kind of fun.
Umbrella : A melee weapon that increases survivability with knockback and freeze effects.
Poison Balloon : A ranged weapon with endlessly stacking poison and unpredictable movements.
Magical Exercise Ball : A ranged weapon that bounces across the ground with its massive size, attacking a large number of enemies.

Basic upgrade options have been added for each weapon.
Weapon Attack Speed Increase
Weapon Critical Damage Increase
Weapon Critical Chance Increase
PAPA GARDENER's stats have been adjusted to specialize in status effect weapons.
Weapon Attack Power option is now an exception in Banish.
	
	A huge thank you to everyone who’s been playing the N.O.X demo so far. Your feedback has been incredible. Update 0.0.10 introduces significant refinements to ghost behavior, animations, visuals, and multiplayer systems.
Reworked left-hand system (Players can now use items in the left-hand slot.)
Reworked the tool on/off system (Turn tools on/off with double-tap)
Added double tab button action
Removed manifest event
Reduced ghost hitbox size
Fixed ghost hair visual
Added a new hunting phase after the jump scare
Added a new ghost ability during hunts (Now ghosts can use their ability when the player jukes for too long.)
Increased employee hitbox size
Added a new crucifix visual effect
Optimized tool spawning when players begin operation
Optimized voice system
Fixed the generation system
Adjusted motion detection camera evidence balance
Rework suicide with a revolver
Added employee count in the recruit employee panel
Added a button to show the fortune stick’s history
Reworked suicide with revolver (When a player is possessed by a ghost, if the revolver has no ammo, they will commit suicide another way.)
Reworked suicide with revolver (When a player is possessed by a ghost, if the revolver safety is on when they shoot themselves, the shot will fail, and they will disable the safety and shoot again.)
Fixed fatal error/crash when players join a room or enter a match
Fixed bug during ghost haunt with player possession
Fixed bug with crucifix when dropped by a player
Fixed bug: flashlight intensity is high when the player quickswaps tools
Fixed bug: Bible visual when using Thai language settings
Fixed bug in mirror reflection visuals
Thank you again to all the investigators who’ve stepped into the dark with us during Steam Next Fest.
Your support means everything as we continue to shape N.O.X into the ultimate co-op horror investigation experience.
Keep sending your feedback, keep your flashlights charged, and we’ll see you in the next update.
💀 Play the latest version and share your findings:
	
	🎃 Happy Halloween!
The Zoochosis team wishes all players a spooky and thrilling Halloween! To celebrate, we’ve prepared trading cards that you can get right now. It’s our little gift to thank you for your support and love for the game ❤️
Don’t feed the zoombies after midnight and enjoy the Halloween atmosphere! 👀
	
Attention Commanders,
Your colonies have held the line, your defenses have evolved, but the storm is only beginning. The Swarm is shifting, adapting… and so must you.
We’ve taken your feedback from the frontlines, and the next operation is ready!
We are updating the already available Free Demo that will change how you face the Swarm forever.
Here’s what’s coming your way
The Spitter Unit defends the Hive itself, acting as a living defence tower that rains acidic projectiles upon intruders. Every Hive is now a completable objective, defeat it, and you’ll be rewarded with Arcana, the power used to unlock your chosen Essences within the Arcanum.

But not all infestations are equal. Smaller Swarm growths now form Outposts, clusters of corruption that mark the early spread of the Hive’s influence. These are smaller infestations but still dangerous, and clearing them weakens the Swarm’s hold on the region. Only when the infestation spans vast stretches of land does it evolve into a Hive, a formidable stronghold, the kind you’ll need every ounce of strength to overcome. Out in the field, you’ll see it with your own eyes, the ground itself tells the story. Outposts and Hives spread different patterns of corruption on the terrain, each revealing how deep the Swarm has taken root.
And when either one falls… the land responds.
The corrupted ground begins to shift, the Swarm’s infestation slowly recedes, dissolving as if the very soil is being cleansed of their presence.

We’ve completely reworked the difficulty balancing.
Normal now delivers a challenge worthy of a Settlement Leader, tense but still fair.
Hard is where veteran RTS players will meet a more true test of strategy and endurance.

The Swarm has taken more ground on our home planet Ulora, expect larger waves, forcing you to adapt quickly and giving a much stronger sense of what it means to be overrun.

Reports from the front indicate changes in battlefield behavior. Our engineers have refined unit pushing to make engagements feel “just better”.
Arbalists can now push each other when attacking, no more clogging the lines as volleys are unleashed. They’ll shift and reposition naturally under pressure, keeping the formation alive even in chaos.
Meanwhile, Knights have been given new priority in movement. They can now stride through attacking or unpushable ranged units, cutting through the ranks to reach their targets without hesitation.

That’s the latest from the front, Commanders.
The Demo Hive Update is live and free to play, dive in and feel the difference for yourself.
More Swarm. More Pressure. Rebalanced difficulty that fights back harder than ever.
We can’t wait to see how you hold the line.
Before we part ways, here is a sneak peek of a new enemy that will be in the full release.

Be sure to check out all of our pages for upcoming updates and events!
https://store.steampowered.com/app/3052730/Here_Comes_The_Swarm/