Thought it would be interesting for y'all to see what goes into creating each location from start to finish for the new island. So here it goes!
1. LORE AND REFERENCES First the lore is created with a bunch of references to use as inspiration for the different locations so they feel realistic, have the atmosphere we want, and fit into the lore as a whole.

2. RAW SKETCH Then a rough sketch is put together from all of it as a guideline for the next stages.
We used to make these hand-drawn sketches you see below, but then we switched to these 3D sketches made from simple shapes so the other artists can see it from all angles for the next stages.
You can check out one of our 3d sketches yourself here: https://sketchfab.com/3d-models/seismotorium-3d-sketch-298b4106215c43ec8c41b9c4d97fdf62
3. VISUAL CONCEPT
A more detailed visual concept follows that gives more of that feel and look we want without being tied by too many gameplay rules yet. 
4. WHITE-BOX LEVEL
Next in the pipeline is the white-box level made from simple models and textures which is pretty much the exact opposite of the visual concept.
The goal is to make sure the location is playable, works with the environment around it, the AI can navigate it, while sticking to the general look the visual concept has set. 
5. FINAL IMPLEMENTATION
Once these are finished we marry the two together making sure it looks close enough to the visual concept but also works with the gameplay and implementation rules of the white-box level.
Only then we start creating the final models and textures.


Hope you guys liked this and let us know if you have any questions!
Hey everyone! 💛 Thank you all for the amazing support after the big update on the 27th — your feedback and activity really motivate us!
Right now we're focused on:
🛠️ Improving server stability & performance 🐞 Fixing reported bugs and polishing mechanics 📚 Creating a simple & visual tutorial so every player can learn the game mechanics quickly and enjoy the experience from the first minutes
We want to make sure the gameplay feels smooth, intuitive, and fun for everyone.
Stay tuned — more improvements and content updates are coming soon! 🚀
And as always — your feedback helps us grow. Drop your thoughts and suggestions in the comments ❤️
Release notes:
Fixed Slider barrier clipping when jumping
Added new achievement for unlocking level 2
Added a new set of obstacles to replace the old ones in level 2
Hello everyone!
Another quick fix to 2 reported problems:
- Units no longer lose teleport sickness status effect when loading a save.
- Made the forward button on the campaign map unclickable for 1 second when a new mission appears, so that the player can't fast-forward it by accident.

is now available in full. Experience the full story and multiple harder difficulties in the full game release.
Black Fog is a survival horror with narrative elements, following the story of Kat and Eleanor, two ex-band members who haven't spoken in over two years. When a dark fog infused with a deadly neurotoxin encompasses the nation, Kat is inflicted with rampant hallucinations, unable to discern what is real, and what is not.
Throughout the night, you'll play as Kat while she attempts to survive an onslaught of dangerous manifestations. 300+ potential hallucinations will appear and distort the surrounding house. You will need to photograph them to stay alive, or else they will rapidly raise your anxiety to lethal heights. Alongside hallucinations, other entities will appear that will attempt to let toxins into the house, short circuit the power, and even attack you directly. Survive for 2 in-game hours until Eleanor arrives to drive you to safety.
Thanks for checking out the game! ːluvː
Increased the default spacing between stables
Reduced the volume of the skeleton head explosion sound
It was possible to destroy enemy walls
After the first click in the build menu, performing a right-click would switch the build mode to "single", causing the next building to be placed immediately
Football Manager 26 is now live and playable across platforms*.
FM26 (PC/Mac) is ready to download and play on Steam, the Epic Games Store, Microsoft Store and Xbox Game Pass**. Those who’ve been playing the FM26 Advanced Access Beta on Steam and Epic can seamlessly continue their saves.
Feel closer to every match-defining moment in Football Manager 26 Console, now available on both Xbox and PS5. FM26 Console is also available via Xbox Game Pass.
Delivering effortless control and swift navigation across Apple devices, from iPhone and iPad through to Mac and Apple TV, Football Manager 26 Touch is now live on Apple Arcade. If you’ve been dominating the competition in FM24 Touch, you can now simply update your game to take full advantage of this season’s game-changing additions.
FM26 is the first of our games made with Unity and you’ll discover that our other editions made with the new engine, FM26 Console and FM26 Touch***, launch with similar features and functionality. Of course, there are still significant differences between each title to optimise the experience for each platform.
Football Manager 26 Mobile, the only edition not yet made with Unity, is available exclusively to Netflix members. FM26 Mobile combines a retro feel with a host of new additions to bring the excitement of football management to your fingertips.
Refer to the table below for a straightforward comparison highlighting the main variations between our games.

For further information on FM26 and this year’s new additions across platforms, visit our dedicated feature pages.
FM26 Touch on Nintendo Switch™ will complete this season’s lineup when it launches digitally from December 4th.
In FM26, football belongs to you. It’s where you change the game, create magical moments and write the stories that live in the mind long after the final whistle.
This version contains information that is still under approval process by right holders and may contain data that does not, at this time, accurately reflect real world data. For context, some club and player assets may be absent during this version.
*Different platforms may go live at different times.
**FM26 (PC) is available via the PC Game Pass service, while FM26 Console is available on Xbox via Xbox Game Pass.
***Visuals may vary depending on user hardware.
https://store.steampowered.com/app/3551340/Football_Manager_26/
Football Manager 26 is now live and playable across platforms*.
FM26 (PC/Mac) is ready to download and play on Steam, the Epic Games Store, Microsoft Store and Xbox Game Pass**. Those who’ve been playing the FM26 Advanced Access Beta on Steam and Epic can seamlessly continue their saves.
Feel closer to every match-defining moment in Football Manager 26 Console, now available on both Xbox and PS5. FM26 Console is also available via Xbox Game Pass.
Delivering effortless control and swift navigation across Apple devices, from iPhone and iPad through to Mac and Apple TV, Football Manager 26 Touch is now live on Apple Arcade. If you’ve been dominating the competition in FM24 Touch, you can now simply update your game to take full advantage of this season’s game-changing additions.
FM26 is the first of our games made with Unity and you’ll discover that our other editions made with the new engine, FM26 Console and FM26 Touch***, launch with similar features and functionality. Of course, there are still significant differences between each title to optimise the experience for each platform.
Football Manager 26 Mobile, the only edition not yet made with Unity, is available exclusively to Netflix members. FM26 Mobile combines a retro feel with a host of new additions to bring the excitement of football management to your fingertips.
Refer to the table below for a straightforward comparison highlighting the main variations between our games.

For further information on FM26 and this year’s new additions across platforms, visit our dedicated feature pages.
FM26 Touch on Nintendo Switch™ will complete this season’s lineup when it launches digitally from December 4th.
In FM26, football belongs to you. It’s where you change the game, create magical moments and write the stories that live in the mind long after the final whistle.
This version contains information that is still under approval process by right holders and may contain data that does not, at this time, accurately reflect real world data. For context, some club and player assets may be absent during this version.
*Different platforms may go live at different times.
**FM26 (PC) is available via the PC Game Pass service, while FM26 Console is available on Xbox via Xbox Game Pass.
***Visuals may vary depending on user hardware.

Fellow Officers,
with the release of The Mission Update, we have made a few changes to the laws of Brighton. In preparation for the upcoming Contraband Expansion, our goal was to align justifications throughout the entire game more effectively. Additionally, we aimed to streamline procedures further to make them more accurate in comparison to their real-life counterparts.
Since the update was released, many of you have shared your feedback on these changes. First of all: Thank you for expressing your opinions so clearly. We are aware that some of the changes have been very drastic and that others have not been explained well in the handbook. Our communication of these changes has also led to confusion, as we barely addressed them in the official changelogs.
Procedures are always part of routines. Breaking up routines can be very frustrating. In Police Simulator terms: Losing CP isn't fun.
To be exact, the following changes will be reverted to their previous state:
CP Loss for towing a car that was totalled in an accident
CP Loss for towing a broken-down car
CP Loss for towing a car with invalid insurance in a traffic stop
CP Loss for towing someone with a smoking tailpipe
CP Loss for towing someone with a broken windshield
CP Loss for towing a car with expired plates
CP Loss after performing CPR and providing a bandage afterwards
CP Loss for DUI Test but the driver was driving suspiciously (according to the game) and alcohol test turned out positive
CP Loss for DUI Test after driver runs a red light
CP Loss for performing DUI tests on drivers if you have them stopped for a general traffic violation
CP Loss for pulling over someone who was speeding according to your own measurements
CP Loss for searching the cargo in a weight station based on hints by the game
CP Loss for detaining someone at a traffic stop when at a traffic stop callout
CP Loss for fake ID if asking was legal and you have conducted a background check for gathering the evidence
CP Loss for stolen ID if asking was legal and you have conducted a background check for gathering the evidence
CP Loss at vagrancy callout when NPC has a stolen ID and is being charged for that
We'll have more details to share very soon – including the exact time where the update containing the changes will arrive.
Once again, we sincerely apologize for all inconveniences.
Thank you,
Your Police Simulator Team