Very small hotfix, primarily to address a persistent issue where artillery isn’t listening to orders. Larger patch coming out at the end of the week.
- More fixes to artillery, specifically artillery getting stuck and becoming unresponsive to new commands
- More widescreen support added, improved the sides of the screen with a floral pattern and silver UI vertical bars
- UI improvements to text in popup windows, sometimes text would spill out of the panel
- UI improvements to elements moving based on screen resolution, such as the upgrade chevron moving outside of the window.
- More localization improvements, and localized the credits screen

Flamethrowers are now weak on assault (Luke) - glass cannons in that they are still devastating direct fire weapons..Before they were extremely difficult to assault.
"calc_traversal_edge_n_from_map_xys: can't calc for same map_xy’ (Luke) - sentry
The squad vs leader banners had gotten misaligned (Luke) - inside the hex. Visually fixed.
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