Panzer Corps 2 - Death

Welcome to the second Dev Diary for Panzer Corps 2: Frontlines - Westwall. This part is all about campaign details: how long is the campaign, and what are the key battles included in this DLC? 

To answer the first question right away – the DLC includes 14 scenarios in a linear campaign. But before we go more into the details, let’s recap the situation you find yourselves in at the start…


Summertime, and the livin' is easy…

It’s summer 1944. The Wehrmacht has suffered heavy defeats both on the Eastern Front, and in the West. Entire formations have been destroyed or suffered losses so heavy that they had to be rebuilt completely.

Paris was liberated in August, and during the next weeks Allied forces were racing through France and the Low Countries towards Germany, meeting little opposition.


Optimism was running high in Allied circles these days. Ambitious plans for daring operations were brought up, to swiftly breach the Siegfried Line, or to get over the Rhine quickly after securing key bridges in a massive airborne operation. Could it all be over soon?

Panzer Corps 2: Frontlines - Westwall begins when this - for the Allies easier - period slowly comes to an end. 

Where to start?

But during the first battles in this campaign the Wehrmacht is still battered from heavy fighting in France before, so you encounter weaker opposition initially.

The US First Army’s V Corps is the first American formation which hits the German border, and sends a small recon force into the later infamous Schnee Eifel east of St. Vith. This reconnaissance in force mission is the intro of the campaign.

As it is meant to be an easier opener again we just throw you in here with a limited force of mechanized cavalry you cannot change initially. But this setup provides you with a couple of veteran units, and a few heroes. 

Don’t worry, you can change everything to your liking from the next mission onwards. The intro does not require you to hold large areas, you just need to probe the state of the German border defenses. 

Afterwards V Corps attempts the first determined drive into Germany, towards the city of Bitburg. 

This time the Germans react in a way that becomes a common sight late in the war – by throwing small, ad hoc battle groups of armor and infantry at you, which however can be a serious headache if you underestimate them.

Heating up

With the third battle we enter one of the hotspots of this campaign – the area between Maastricht in the Netherlands and the city of Aachen on the German side, which is covered by two separate bands of the Westwall.

Several maps deal with various US formations approaching, encircling, and finally taking Aachen. When these advances are delayed in late September due to supply problems and intensifying opposition, we spend some time elsewhere.

However, even later, after the city has fallen, we return to this area as continued heavy fighting in the nearby Huertgen Forest requires your attention, and Allied forces aim to reach the Roer River.


The supply issues mentioned above are only sufficiently dealt with after the port of Antwerp is reopened. This is primarily an Allied matter, especially for Canadian forces, so not depicted here.

Neither is Operation Market Garden, the large British-led airborne assault to bypass the Siegfried Line by swiftly taking key bridges over the Rhine. 

Still those Allied operations hugely impacted US progress along the Siegfried Line both in terms of supply and troop deployments.

As a result some US forces were fighting under British command in the Low Countries, so we included actions in support of the Battle of the Scheldt, and in the so-called Peel Marches near the German border.

Some little side-notes at this point: as screenshots indicate, units are using historical names on a bigger scale than they did in Bulge. We do not aim to do this for every unit, but key formations, German and Allied, will often show correct names. 

In rare cases the Germans are still using Beutewaffen, which display their correct Wehrmacht designations as custom names in this DLC.

Some German supply dumps are placed on a few maps, and almost all of them can be captured for bonus prestige and enemy equipment. They are not meant to provide tons of German hardware, but taking a number of them may allow you to field full units at some point.

Things go...south?

Aside from the Aachen sector the second hotspot of this DLC is the Lorraine Campaign fought by the US Third Army and Free French forces, in the southern part of the front. 

Wait...Lorraine? Isn’t this about the Siegfried Line? History buffs surely are aware of it – the Lorraine Campaign was not treated as a separate effort in 1944, in fact the whole term was only created and popularized after the war.


So when the US advance on Aachen is paused we make the first excursion to this side of the war: in the Battle of Arracourt US forces have to defeat superior German armor. In November 1944 we return to Lorraine in the Battle of Metz and subsequent US advances. 

The city, guarded by a ring of old, but massive fortifications, blocks access to the German border in the Saar region, where the player finally hits the Siegfried Line again at the end of this campaign. 

Let’s sum up

Since the German side struggles to regain strength during the early battles of this campaign the overall increase in difficulty is more gradual. 

In Bulge, some of the most intense German attacks happened soon after the intro mission, when the Ardennenoffensive was in full swing. In this DLC there is no comparable onslaught, and most battles have the player on the offensive instead.

Still, there are two outright defensive missions, and some heavy German counter attacks in various battles.

In several cases, but surely not always, players have to deal with various types of fortifications. Usually this is only happening in a part of any given map, while other parts allow for and even require armored advances. 

However, there is certainly one battle where infantry takes the lead, and armor plays only a secondary role.

Conclusion

So that’s it for the second part. We hope you welcome the additional info about the battles included, and the overall campaign progression. 

In the third and final part of this diary we focus on gameplay changes and additions, and share a lot more previews regarding visual enhancements and new units added to this DLC.

Shuffle Tactics - mat

Greetings, Legends of Asteria!

First and foremost, we would like to thank everyone who has been playing Shuffle Tactics!

We're aware of some issues that may have affected your gameplay, and today we're back with a hotfix that includes the following bug fixes:

  • Fixed: Spirit Tombs have several issues when an enemy performs a lunge attack towards them.

  • Fixed: The new skill card does not appear in the hero selection screen

  • Fixed: Enemy turn doesn't end when an Abscess explodes

  • Fixed: The game softlock after playing the Black Hole card when Amulet of Far-Seeing relic equipped

  • Fixed: The "Add to your Wishlist" button is present in full game version

  • Fixed: The card Icicle remains on the screen

  • Fixed: Proceeding to The Card Trader (Bubble) may trigger a progression blocker

  • Fixed: A softlock can be triggered with the Chantry's ''Use'' prompt as the Battle ends

  • Fixed: Slaying a Corrupted Guard with Poison will soft-locks the ongoing Battle.

The team is actively working on providing you with the best tactical and gaming experience. Please don't hesitate to give us your feedback on our Official Discord or right here on Steam, and let us know if you encounter any technical difficulties!

Thank you for your patience and understanding!

https://store.steampowered.com/app/2186580/Shuffle_Tactics/

Follow us on social media to keep up with the latest news:

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And join us on Facebook, Threads, Instagram, Bluesky, and TikTok!

Dwarf Fortress - Not Alex
Hello! Here's a new update, focusing on ranged weapons and colorful beasts.

We've reworked ranged weapons and archer behavior in preparation for the siege update.

Ranged weapons can now be nocked/loaded, which takes the bulk of the time, and this can be done before firing ('n' in adventure mode.) This allows archers to be a bit safer, since they won't be paralyzed for a long while after firing a shot. The firing force of bows is affected by strength and skill up to a point, whereas crossbows are slower to load but don't require skill and attributes to get their full force. Crossbows are also easier to aim. Loading speeds of all weapons can be improved with skill.

Ranged projectiles (shot or thrown) can be aimed at specific body parts. It's now also harder to hit targets that are farther away. Adventurers, fortress defenders, and enemies all have access to aiming.

In the fortress, your defenders will try to use nearby fortifications, stay away from the enemy, and not use their crossbows as clubs unless very desperate. Enemy archers will also use fortifications if they can get close. Fortress archers will try to reload from the squad ammo pool rather than engage in melee combat.

We've also brought back the ammo and supply management menus and worked out some old issues with them so they should function more smoothly.

The squad's ammo reserves can be set by selecting a single squad, going to their equipment, and selecting the ammo button. Multiple ammo pools can be set by material, amount, and whether they are used for combat or training (or both.) This allows you to eventually separate out metal bolts for combat and wood/bone bolts for training if you choose. Squads can store ammo in chests in a barracks if the barracks is set to hold that squad's equipment to give you some control over where squad bolts end up. Hunters also have an ammo pool you can set under Labor / Standing Orders / Other.


Here's a gif with some archers firing back and forth and making use of fortifications.

You can also set a squad's food and drink settings from Equip / Supplies. This allows you to set how many rations are carried in their backpack and whether their flask gets alcohol, water, or nothing.

Forgotten beast and titan graphics have been updated. In new worlds, they will now be generated with colors and multiple decorations.



Also, dwarves that die will lose their room assignments properly and a few crashes and other issues have been fixed.

Have fun!

Tarn

Patch Notes for 51.12

Ranged weapon update
  • Stopped ranged soldiers from aggressively entering melee combat when out of ammo.
  • Made ranged units step away from close enemies and try to use any nearby fortifications.
  • Ranged attackers can aim at specific body parts.
  • Added loading and nocking states and actions for ranged weapons.
  • Made firing take much less time than loading.
  • Differentiated shooting and post-shot recovery times.
  • Added weapon-specific attribute and skill effects for aiming and delays.
  • Can set ammunition, food, and drink assignments for squads.
  • Fixed various issues with extra ammo being kept in quivers and ammo not being picked up.

New graphics
  • Added colorful forgotten beasts and titans.

General updates
  • Dwarves that meet with misfortune lose their room assignments properly.
  • Changed how item deletion works to fix some army crashes.
  • Stopped crash from unspecified inorganic dusts.
  • Stopped keyboard cursor from skipping large distances when scroll distance is larger than 1.
  • Made modded night trolls appear even when no night trolls are generated.
  • Made NO_PHYS_ATT_GAIN/RUST add/remove syndromes work properly.
  • Stopped requiring music and sound definitions to load saves (makes classic saves compatible again).
gogh: Focus with Your Avatar - gogh Japan
1.1.0 Update Details

Thank you for waiting, Mac users!

You can now play gogh on Macs with Apple Silicon!
We hope you’ll make gogh your new productivity companion on Mac as well.

*1 The drag-and-drop image attachment feature for room items is not supported on Mac.

*2 Please note that some future features may not be compatible with Mac. We appreciate your understanding.

Focus tools, now even better!

We’ve added the following features to help you manage tasks and track your activity. More improvements are coming, so please try them out and share your feedback!

  • “Focus Stats” to record daily app runtime and timer usage

  • “Set Deadline” feature for the To-Do list

  • “Label Colors” for categorizing To-Do tasks

  • “Clear Completed Tasks” function to batch delete finished items

Visuals Refreshed!

With this update, we’ve refreshed the key visuals and app icon.
You’ll notice a new look on the store and in your library.

We’ve also fixed some bugs related to lighting items.

Felbound Playtest - Poink Games
Dear Dungeoncrawlers!

Version 0.1.10 brings new content, bug fixes and improvements.

New Content:
  • New boss you can find in the dungeon
  • New weapon
Bug fixes:
  • Bomb optimizations to prevent game crashes
Improvements:
  • Added burn indicator when you are in the near of a fire
  • Skull ball optimizations
  • Explosive barrel optimizations
  • Loading time improvements
Would you like to join our Discord, share your thoughts, give feedback and help improve the game? Then join here: https://discord.gg/MVYvMAbTkY

Play the Demo and share your thoughts, Your feedback shall help make the game even better!
Warhammer 40,000: Space Marine 2 - Hylia
The Siege Update is OUT! 🙌

The long-awaited Siege Update, adding a new PVE mode as well as new Cosmetic DLCs and rewards is now live for everyone! Play now!

Check out our Siege Update Trailer!

⚔️ Tear down endless waves of Tyranids and Heretics

Fight against impossible odds in Space Marine 2’s Siege Mode, a new PvE experience available for free to all players today. Set on Kadaku, this new 3-player game mode pits you against ever deadlier waves of Tyranid and Thousand Sons, daring you and your squad to hold an imperial fortress for as long as you possibly can.

Earn points with each wave you defeat and spend them at Requisition Terminals to stay in the fight. Ammunition, equipment charges and Medicae Stimms will keep you upright but as the going gets tough, spending your points on reinforcements like Cadian regiments or Dreadnought support will prove invaluable!

Every five waves, you and your squad will be called upon to defend a new area of the fortress, if you’re able to defeat the Carnifexes, Neurothropes and Helbrutes throwing themselves at you, that is.

Extract before it’s too late to earn Requisition Points, Armoury Data and XP, or fulfill your duty to the Emperor, for only in death does duty end.

[carousel][/carousel]
⚪🔴 The White Scars and Blood Angels enter the fray

In addition to the new Siege Mode, today’s Patch 8 update comes with two new DLCs for Ultra Edition, Gold Edition, and Season Pass holders.

The White Scars Chapter Pack includes a new Champion skin for the Assault class; three exclusive White Scars-inspired weapon skins for the Occulus Bolt Carbine, Stalker Bolt Rifle, and Combat Knife; and a host of cosmetic options and heraldry markings for their Successor Chapters.

[carousel][/carousel]

The Blood Angels Cosmetic Pack provides three new armour pieces which may be equipped on any of the game’s playable classes, and a suite of heraldry symbols and rank markings celebrating eight of the Blood Angels’ Successor Chapters.

[carousel][/carousel]
A few changes and additions

With the siege Update, expect improvements and changes such as:

  • The Thunder Hammer being available for Bulwark

  • The possibility to turn off bots in private lobbies

  • RTAO and DLSS 4 support

  • You can now change the color of your class's weapons by playing siege Mode.

And there's much more. To learn every bit of this update, read the patch notes here: PATCH NOTES

We truly hope you'll have a great time playing this new mode and customising your experience with the new cosmetics.

The Emperor Provides.

https://store.steampowered.com/app/2183900/Warhammer_40000_Space_Marine_2/

7:00am
Pivot of Hearts - kazuo256

The second feature update for Pivot of Hearts is here! The highlight this time is something players have been asking since the early days after release: the art gallery!

About the gallery

In the gallery — which we placed under the "Extra" option along with the "Achievements" menu — you can revisit your favorite moments across Wen's journey. Leaf through all the game's original background and CG art, vibe to the unforgettable tunes that give life to the story, fool around with the character voice overs, and re-watch the opening animation to your heart's content! We even added the amazing promotional art showcased during the launch campaign, made by our incredible guest artists!

Some of the sections in the gallery will unlock content as you play the game, while others unlock all at once after reaching one of the good endings for the first time. This means you have a great excuse to play Pivot of Hearts many times more!

Full changelog
Added
  • Gallery with arts, sounds, and movies

Changed
  • Number of save slots to 80 (from 50)

Fixed
  • Missing CG unlock during Blast Bros Bonanza

  • Minor mistakes in a few BGs and CGs

  • Many typos, grammatical errors, etc.

Aloft - Dune: Awakening

hoy, Sky Sailors! 

We’re delighted to announce that the Puzzles & Pyrologics update is now live! 

At the heart of this update lies the new puzzle system, which lets you take your endless creativity to new heights. There’s a new resource, logic system, building pieces, upgrades, combat improvements, animations, and much more.  

Several of these new features and improvements are based on your feedback, and we thank you all for making your voices heard! 

As the Steam Summer Sale goes live later today, Aloft will be 20% off until July 10, so tell your friends and grow your own dream sky-village. 

Watch the Launch Trailer and soar smoothly into the new update: 

Get an overview of the new features below. Our team is already getting a head start on the next update, so keep on reading until the end to find out what's on the horizon! 
 

🧩 Puzzles & Pyrologics 🔥 

Using the new Emberstone resource, you can now build and power your own trapdoors, rotating walls, pressure plates, levers, timed triggers, and all sorts of clever contraptions. Mining Emberstone is a bit more involved than simply bashing it with a pickaxe. You’ll first need to break the exterior shell to uncover its red-hot core, then cool it with water to further mine and gather it. 

This new resource can be used to power the Pyrologics system, which is how you design your own puzzles. Connect a resonator to a windmill to generate a field in which the new pieces can be placed, such as a pressure plate. The specific interactions and results you want can easily be tailored on the Pyrologic board (think of it like a circuit board). 

 

Ready-made puzzles can now also be found out in the world. Solve these ancient riddles to earn various rewards. Perhaps they’ll even serve as inspiration for your own puzzles! 
 
 

☁️ ️New Wonder Islands ☁️ 

Uncover lost secrets on new Wonder Islands filled with puzzles to solve. Unlike the one-off puzzles you’ll find scattered across the skies, these are larger hand-crafted islands containing interlocking challenges, a story to tell, and Pyrologic pieces to sketch. 

 

 

⚔️ Combat Improvements ⚔️ 

Difficulty scaling is now based on the area of the map, rather than on how many islands you’ve cleansed, which should provide a smoother experience. We’ve also made improvements to balancing, visual feedback, and animations, both for enemies and for players (leap, block). And if you’d like a more peaceful experience, or a harsher challenge, check out our new difficulty settings, now found in the options menu. (Yes, peaceful mode is now truly peaceful!) 

 

🛠️ Building Pieces & Decorations 🛠️ 

In addition to the Pyrologic building pieces, we’ve added Emberstone lamps to brighten up your contraptions! This update also brings a variety of other new building pieces and upgrades, such as the new vertical windmill, designed to catch wind from any direction! There’s also the much-requested custom stretchable rope and various equilateral triangle building pieces.  
 
 

🤝 Player Contest Islands 🤝 

The results of the Island Creator Contest we held on Discord were incredible, and we’re including some of the best ones in this update! These islands will appear seamlessly in the sky like any other. Explore them to uncover their unique stories and reap hidden rewards waiting to be discovered. 
 
 

Check out the full Changelog for a more detailed list of changes. 

 

🔭 What’s on the Horizon 🔭 

Peek through the spyglass for a glimpse at what we’re working on:  

  • New world generation, an improved system that will set the foundation for future updates 

  • Sailing upgrades and wind lanes 

  • Progression system revamp 

  • Life trees tied to ecosystem restoration 

  • New enemy and corruption tiers 

  • New tools and weapons 

  • New decoration options 

  • Reward system and character customisation 

We can’t wait to share more about these features soon!  

Aloft will be 20% off as part of the Steam Summer Sale, going live later today and ending on July 10. Soar the skies with your friends this summer.   

See you in the clouds! 🌥️ 

The Panic Room. House of secrets - Evanesca


🎊A truly large-scale holiday has arrived - Independence Day. Hooray!!!🎉 Raise the flag, sing the anthem, we will celebrate in style!
This time, the Festive Room hides figurines of infantrymen, the very ones who fought for freedom!
Collect them to get amulets, dare we say it, grand puzzles, and also parts of large decor!
Well, what is a holiday without fireworks? Gather a special collection and a Cannon will appear on the house plan. Load the cannon, fireworks and get unique gifts! Tu-tu-ru! Tu-tu-ru! Do you hear it? The celebration has already begun! Join it in The Puppeteer's mansion!🎺
Windpunk - Kluk

Hey everyone, We’ve got some exciting news to share: Wasteland Waste Disposal is now officially called Windpunk!

https://youtu.be/0F01DVuRuyA

This isn’t a sudden shift in many ways, it’s just catching up with what the game has already become. From day one, Wasteland Waste Disposal was about rebuilding, restoring, and finding beauty in the aftermath. Over time, the wind-powered traversal, kinetic tools, and storm-healing mechanics became core to that vision. So, we’re giving it a name that matches the soul it’s always had.

Why the name change?

  • Trademark clarity: To avoid potential conflict with the Wasteland series, we wanted to make sure the project could grow freely without legal hang-ups.

  • Identity alignment: The word Windpunk better captures the hopeful, windswept, energy-driven theme that’s now central to the gameplay and the world.

🛠️ What’s changing?

  • Just the name. The story, tone, and spirit are the same. A cozy, scrappy survival-crafter in a storm-scarred world.

  • You still pilot your Mech-Ark, recycle and refine ruins, recruit a quirky crew, and ride gliders through gusty skies.

  • The Steam page and trailer have been updated, but your wishlist/follow stays intact.

🗓️ This update was announced as part of the Moonlite Madness Summer Showcase by NeverMore Niche (June 26, 2025)

Thank you so much for being part of this journey. Whether you joined us for the storms, the bots, the mixtapes, or the wind donuts, this story is still yours.

See you out there.

– Kluk 🌱

...

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