The 40% off release sale ends tomorrow!
Some of you have been asking about how skills and classes will work in Underkeep, and we’re happy to finally share a few concrete details. This is what we are currently planning and working on. Though, as with all things in development, details may still change by the time the game is complete.
Races planned: Human, Dwarf, Horemount, Raven, Elk, and Yah-Ti. Each brings its own strengths and weaknesses to your journey.
Classes currently in the game: Warrior, Voidcaller, Archer, and Wizard.
Coming next: Thief and Blood Mage.
Nice-to-have (someday): Paladin and Runecrafter.

Every class is designed to have two specializations that guide your hero down a distinct path. On paper, each class has around 9-12 skills, most of which are still being refined and balanced.
The system is simple: one skill point per level, and each skill can be leveled up to five times.
When it comes to using these skills, don’t expect us to reinvent the wheel - sometimes it’s better when things are where you expect them to be. So yes: the Voidcaller will heal, the Wizard will rain destruction, and the Warrior will smash things very hard.
But we’re also grinding some fresh flour for the mill:
· Auras that passively affect your whole party.
· Synergy skills that combine or boost each other when used together.
· Passive perks for long-term character growth.
· And, in the future, even some cooldown-based abilities to shake up your tactical choices.

We’re aiming for the right balance between familiarity and discovery, keeping the dungeon crawler feel while borrowing a few richer mechanics from more complex RPGs.
What are some iconic skills you remember from your favorite RPGs, the ones that defined your playstyle or stuck in your memory long after the adventure ended?
Flashpoint Campaigns: Cold War releases 20th of November 2025, read all the updates and wish list the game here
Hello Commanders!
Actually, hang on just a minute, I need to hop in this helo to ride out to the front. Or wait, was it the truck to the far flank? Hold up, let me check my plan.
In all seriousness though, transport plans are an incredibly complex thing. One of the biggest challenges is creating a system that gives players the versatility to do weird, wacky things but which also has the simplicity to be understood. Let’s start with a reference look at what the Pros use when they are planning this stuff.

Figure 1: What the Pros use to plan these things
Well… that’s a lot. How can we make that easier for players to fill out quickly? Fortunately, some of that is pretty easy. Players don’t have control over individual squads, so the game will handle which squad or vehicle gets carried by whichever vehicle is most appropriate. And while timings are important, in general in our game everything is done ASAP. So the units need to know the timings, but the player just needs to know that the units will do things without delay.
Another thing we can do is to break this up a bit. The table above is for what is called a Lift, which is the plan for all the units involved and will take the different units to multiple locations from multiple locations. We’ve broken this down into the players only needing to plan a single Serial at a time. A Serial has a single, specific pickup location and a single, specific drop-off location. With those changes in mind let us see what we have left.

Figure 2: Sample Plan
This is a pretty simple plan as all things go, but it serves as a good example for looking at the various elements at your fingertips. The top section is pretty similar to the Air Movement Table above, showing us which transport unit is carrying which passengers. Below that we can see the path the transport will take, where it’s going to pick up the passengers and where it will drop them off. I have utilized the ability to set six waypoints to have the transport helicopter do some exfil as well. In the next section we can see which units have been attached as escort duty to this plan. Issuing this plan will give the respective orders to all of our units involved.
Escorts and Transports will move in formation with each other, great for keeping your transports under the protection of any escorts and avoiding having your troops arrive one at a time where they can be easily be picked off. If you already saw our pre-release stream then you know these plans can involve many more units of course, but in case you didn’t and want to check it out:

YouTube™ Video: Flashpoint Campaigns: Cold War | Air Assault First Look
Views: 1,678
Andrew Spearin producer at OTS showcases the new tactical transport and air assault feature in Flashpoint Campaigns: Cold War. Cold War release 20th November.
Now, I think it’s great being able to do this sort of thing. But I promised you versatility, didn’t I? So let’s see what that can look like.

Figure 3: Now it gets weird
Since it’s probably not immediately obvious, let me explain the madness I have concocted here. We have a transport unit consisting of a couple of Chinook helicopters. Inside each of those Chinooks is a platoon of America’s brave men and some friends. But the transport mission those Chinooks are going to undertake is to go pick up a couple of Kiowa helicopters. How are they going to do that? Well the Kiowas will get sling-loaded underneath the Chinooks. Now that’s a bit strange, but why stop there? If you’re not familiar with the Kiowa, on the outside of it are a couple of benches that Joe Smith and a few buddies can ride on. So while the Kiowa is getting strapped in we’ve got a couple of mortar teams lashing themselves to the side of these Kiowas. Why are they riding the Kiowas instead of the Chinooks? I don’t know, I guess they just want to feel the wind in their hair. Or maybe it’s ‘cuz I told them to for this arbitrary example.
Alright, you probably don’t want to do that, but what might you actually use this for? You could use this for transporting some wheeled units with some infantry that can use the wheeled transport to sneak close to an objective or observation point. With any luck we can expand this to cover other transport types like amphibious landings in future updates and content.
There are a lot of nuances that Tactical Transport lets us utilize and explore in the game. An entire new range of possible scenarios we can develop and add to the game as we continue to support it and expand the series in the future. For any wily users who want to make their own scenarios or even edit the unit data the potential here is immense. If you’re as excited as I am about this, post your favorite picture of an unlikely military transport in action. Here’s mine:
Figure 4: Ok, so the chopper isn't being carried, but it's still funny.

With Highlands Fishing, the first major expansion for Farming Simulator 25 is here, adding aquaculture, a new map, new machines, gameplay, and more. Check out the Launch Trailer!

Highlands Fishing is available both as a standalone expansion and bundled with the base game in a new Highlands Fishing Edition. The expansion is included in the Year 1 Season Pass.
Welcome to Kinlaig!
Where Green Hills Meet the Sea
The scenic fishing town of Kinlaig draws its rugged charm from the windswept landscapes of Scotland. Expect rocky valleys, lush green pastures and expansive skies. Whether you tend the fields and hairy Highland cattle or take to the water to cultivate fish is up to you.


[/carousel]New production chains as well as construction projects keep you on your toes and allow you to make more of your business. There's even a castle to rebuild!
Catching & Breeding Fish
There's a lot to do and explore
Highlands Fishing introduces fishing on two levels: the professional one, obviously, as well as the relaxing kind at the shore, with a rod in hand. Wherever there's (enough) water, you can attempt to catch some fish. Among other things...
[/carousel]When you're ready to expand your farming operation, you might want to get a cargo ship to produce fish feed, and grow salmon and trout on a grand scale
[carousel autoadvance="true"]

[/carousel]👉 Learn more about Professional Fishing! 👈
Onions & Highland Cattle
New Root Crop & Hairy Giants
With Highlands Fishing, we also introduce onions. After planting them between March and April, fertilizing and removing those pesky weeds like usual, onions require you to cut off the haulms before you collect them in August or September.

[/carousel]Specialized equipment enables you to cultivate, harvest and process the root crop. New production chains are introduced, enabling you to produce onion salt, soup or fried onions.
20+ New Machines
Including Boats
More than 20 machines are included, and Agri-Spread, Can-Am, GT Bunning, and Monosem join the lineup of brands, supporting both land and water-based work.
👉 Check out the Machine Fact Sheets! 👈
If you want more details, check out our Fact Sheets. We presented a couple of the highlight machinery with their specifications.
New Constructions & Productions
Decorations as well...
New map, new construction projects to keep you busy for seasons: The old castle on the hill lies in ruins, and Kinlaig is missing a windmill. How about you take care of rebuilding them? Not only do they beautify the region, you'll be rewarded as well, and the mill will function as a production point.

[/carousel]There are new selling stations, factories, and other business all over Kinlaig as well. In addition, we added new trees, bushes, fences, and all kinds of decorative objects for you to make you land and the region more charming. During Halloween and Christmas, the town will also be decorated by its inhabitants.
👉 New Constructions, Productions & Decorations! 👈

[/carousel]More to Explore
Wandering & Wondering
Kinlaig invites you to explore it with its historic architecture, idyllic spots in nature, and new collectibles. Try to find all the bottles with little messages inside. They're collected in a ledger at the town castle, which you should visit anyway.
If you want to know more about Kinlaig and its past, talk to Alasdair at the harbor. He also has some tales to tell and knowledge about the sea and its inhabitants to share.
👉 Learn more about Alasdair & the Sea! 👈
Ready to Fish?
If you own the Year 1 Season Pass, you're covered! Highlands Fishing will be automatically unlocked for you. Otherwise, you can purchase either the expansion, or the Season Pass (also including the NEXAT Pack, Plains & Prairies, and the Mercedes-Benz Trucks Pack) to get access to all the new content.
Rulers!
The final pre-release Stream is almost here! Join us as we share what’s next and move closer to release. 🦇 This November, November 6 at 14:00 CEST!

https://store.steampowered.com/app/3976440/Age_of_Wonders_4_Expansion_Pass_3/Meanwhile, our players on Discord can discuss what will happen during the stream - join our Discord to join the discussion!
What time is the stream for me?
PDT: 5am
MDT: 6am
CDT: 7am
EDT: 8 am
GMT: 12pm
GMT+3: 3pm
GMT+7: 7pm
GMT+8: 8pm
GMT+9: 9pm
GMT+11: 11pm
Follow us and be the first to know when we drop new content!

The first Open Alpha (Single Player) event is happening this weekend — your chance to experience real Exoshock combat for the very first time.
Select your contract, deploy, and push deeper through the Resistance line, one mission at a time.
These Open Alpha sessions help our dev team fine-tune core systems while letting you jump straight into the action, test gameplay, and share feedback.
Keep in mind, this is an early build — some features are missing, others are still in progress, and bugs and frustrations are expected.
That’s exactly what this phase is for: helping us shape Exoshock ahead of its Early Access release.
Join the Open Alpha by downloading the Exoshock Playtest App (free) for Steam VR — if you haven’t already.
Once installed, it grants access to all upcoming Open Events (starting with this one) plus immediate entry to the Staging Area, where you can:
🔫 Test all available weapons
🧩 Explore the environment
🪖 Experience Exoshock’s gunplay before the event begins
📥 Download the Playtest App:
👉
Don’t wait — prepare for deployment before November 7!
To celebrate the first Open Alpha, we’re launching a content contest with real rewards — game keys and exclusive perks!
During the Open Alpha event, record and share your best moments.
📣 More info available on Discord.

Flashpoint Campaigns: Cold War releases 20th of November 2025, read all the updates and wish list the game here
Hello Commanders!
Actually, hang on just a minute, I need to hop in this helo to ride out to the front. Or wait, was it the truck to the far flank? Hold up, let me check my plan.
In all seriousness though, transport plans are an incredibly complex thing. One of the biggest challenges is creating a system that gives players the versatility to do weird, wacky things but which also has the simplicity to be understood. Let’s start with a reference look at what the Pros use when they are planning this stuff.

Figure 1: What the Pros use to plan these things
Well… that’s a lot. How can we make that easier for players to fill out quickly? Fortunately, some of that is pretty easy. Players don’t have control over individual squads, so the game will handle which squad or vehicle gets carried by whichever vehicle is most appropriate. And while timings are important, in general in our game everything is done ASAP. So the units need to know the timings, but the player just needs to know that the units will do things without delay.
Another thing we can do is to break this up a bit. The table above is for what is called a Lift, which is the plan for all the units involved and will take the different units to multiple locations from multiple locations. We’ve broken this down into the players only needing to plan a single Serial at a time. A Serial has a single, specific pickup location and a single, specific drop-off location. With those changes in mind let us see what we have left.

Figure 2: Sample Plan
This is a pretty simple plan as all things go, but it serves as a good example for looking at the various elements at your fingertips. The top section is pretty similar to the Air Movement Table above, showing us which transport unit is carrying which passengers. Below that we can see the path the transport will take, where it’s going to pick up the passengers and where it will drop them off. I have utilized the ability to set six waypoints to have the transport helicopter do some exfil as well. In the next section we can see which units have been attached as escort duty to this plan. Issuing this plan will give the respective orders to all of our units involved.
Escorts and Transports will move in formation with each other, great for keeping your transports under the protection of any escorts and avoiding having your troops arrive one at a time where they can be easily be picked off. If you already saw our pre-release stream then you know these plans can involve many more units of course, but in case you didn’t and want to check it out:

YouTube™ Video: Flashpoint Campaigns: Cold War | Air Assault First Look
Views: 1,678
Andrew Spearin producer at OTS showcases the new tactical transport and air assault feature in Flashpoint Campaigns: Cold War. Cold War release 20th November.
Now, I think it’s great being able to do this sort of thing. But I promised you versatility, didn’t I? So let’s see what that can look like.

Figure 3: Now it gets weird
Since it’s probably not immediately obvious, let me explain the madness I have concocted here. We have a transport unit consisting of a couple of Chinook helicopters. Inside each of those Chinooks is a platoon of America’s brave men and some friends. But the transport mission those Chinooks are going to undertake is to go pick up a couple of Kiowa helicopters. How are they going to do that? Well the Kiowas will get sling-loaded underneath the Chinooks. Now that’s a bit strange, but why stop there? If you’re not familiar with the Kiowa, on the outside of it are a couple of benches that Joe Smith and a few buddies can ride on. So while the Kiowa is getting strapped in we’ve got a couple of mortar teams lashing themselves to the side of these Kiowas. Why are they riding the Kiowas instead of the Chinooks? I don’t know, I guess they just want to feel the wind in their hair. Or maybe it’s ‘cuz I told them to for this arbitrary example.
Alright, you probably don’t want to do that, but what might you actually use this for? You could use this for transporting some wheeled units with some infantry that can use the wheeled transport to sneak close to an objective or observation point. With any luck we can expand this to cover other transport types like amphibious landings in future updates and content.
There are a lot of nuances that Tactical Transport lets us utilize and explore in the game. An entire new range of possible scenarios we can develop and add to the game as we continue to support it and expand the series in the future. For any wily users who want to make their own scenarios or even edit the unit data the potential here is immense. If you’re as excited as I am about this, post your favorite picture of an unlikely military transport in action. Here’s mine:
Figure 4: Ok, so the chopper isn't being carried, but it's still funny.
We've just updated a demo of Grim. It now includes an FPS Quest Chapter - a surreal, first-person fragment where the boundaries between fear and reflection dissolve. Step into the depths of protagonist's subconscious, where each corridor hides a symbol, each shadow a memory.
Do you have the courage to face what waits behind the trigger?


