Screen Cat - VorhGames
🎉 Cat Update! 🐾

I'm released a new update:

🧢 New Hats!
Your cat now has 13 stylish hats to try on and wear! You can buy them in-game.

🎨 Steam Workshop Support
Create and upload your own hats and accessories for cats! Share them with other players.

🐱 Upload Your Own Cat
You can now add your own custom cat into the game.

🔘 “Call the Cat” Button
Lost track of your cat? Just press the button — and they’ll come running!

😺 Meow!
Click the cat — it meows. That’s it. That’s the feature.

⏱ Adventure Timer
You can now see how long your cat has been out on an adventure.

📚 13 New Stories with Collection Items
New items, new magical stories! (No Steam achievements for now.)

🌍 Localization
Translation fixes and improved font support for Asian languages.

💬 Join Our Discord!
I'm launched a Discord server for all cat game lovers.
Join Discord

Thanks for playing! The update is live — jump in and check it all out! 🐾

Artifact - Professor Squirrel

Hello, deviants! With the exception of some more new artwork, voice work, and reworking the main quest, the overhaul is now near 90% completion.

In the meantime, here's another update for the test branches, this time with some more fixes and improvements to the base game itself. Let's get to the changelog!

Changelog

*Vitae Exchange will now show the player's current XP amount when in use

*Fixed an issue where taking the Diminish2 upgrades would hide all male character's penises

*Fixed an issue where Ying's image would not immediately update upon changes being made

*Fixed an issue that caused Tom to simultaneously be at home and at work

*Fixed an issue that caused an error in the Downstairs Hallway which repeatedly prompted the player to check on Tom

9:50am
Train Valley Origins - Vauban

Midweek update for Train Valley Origins version 1.0.16 is now available - restart your game/Steam client to receive:

  • You're no longer able to break the game by building tracks in specific areas of Yellowstone (#14)

  • China levels now have a dedicated Passengers depot model

Keep the feedback coming everyone ːsteamthumbsupː

Company of Heroes 3 - John_RE

OVERVIEW 

 

The Opal Scorpion (2.1.0) update includes 5 new maps, multiplayer balance changes, new cosmetics, and additional gameplay and quality of life improvements.  

 

As always, we will be monitoring your feedback and bug reports in the coming days to ensure we are on top of any critical issues. If you’re encountering any technical problems or wish to report a bug, please submit a new request here

 

You can find our Known Issues list here

 

We’ll see you on the battlefield! 

 

NEW CONTENT & FEATURES 

 

New Cosmetics 

 

With this update we are introducing 4 new Legendary cosmetic sets – one for each faction. These sets will be available for either Merit or War Bonds. 

 

US Forces - Amphibious Assault 

  • Though synonymous with the Pacific Front, the Island hopping and beach assaults of the Italian mainland felt all too fitting a place to represent the US Marine Corps in all their frog-skin splendor. 

Wehrmacht - War Torn 

  • This worn and weather-beaten scheme represents the Wehrmacht towards their bitter end. We designed the War Torn pack to represent vehicles, soldiers and matériel in a state of desperate disrepair. 

British Forces - Desert Rose 

  • This lesser known but striking scheme was a must-have addition to our British army in Africa. Tinted to mimic the light of dawn or dusk against the sand, this scheme was intended to protect convoys of vehicles on their way to strike targets from deep in the desert. 

Deutsches Afrikakorps - Desert Cats 

  • The Afrikakorps employed exceptional ambush tactics within their desert realm, personified by the Desert Cats pack. Use natural sepia and artificial shadows to obscure your forces as they maneuver to ambush their foe. 

Exclusive Nightfighters Packs 

Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds. 

Maps 

 

New Maps 

Tuscan Vineyards (1vs1) 

Community mapmaker Kpen returns with this competitive 1vs1 map, set in a lush Italian landscape. Players will be fighting in and amongst dense hedgerows and exposed river crossings to secure victory in this beautifully realized battlefield. 

A picturesque battlefield nestled in the heart of the Italian campaign. Amidst the rolling hills and sprawling vineyards of Tuscany, this once tranquil region has become a critical theatre of war. The vineyards, once a source of pride for local winemakers, now serve as hiding spots and cover for soldiers engaged in intense firefights. The rows of grapevines provide tactical opportunities for ambushes and flanking maneuvers, testing the mettle of commanders leading their troops through this challenging terrain. 

El Alamein (2vs2) 

The turning point of the war in North Africa, this infamous, yet seemingly insignificant railstop was a must-have addition to Company of Heroes 3. Players will be hard-pressed to secure all the territory they desire and will need to work together to carve out resources that suit their playstyle. Wide, open desert flank the central rail compound and what cover is available will not last for long. 

“Here we will stand and fight; there will be no further withdrawal. I have ordered that all plans and instructions dealing with further withdrawal are to be burnt, and at once. We will stand and fight here. If we can't stay here alive, then let us stay here dead.” 

Lieutenant-General Bernard Montgomery 

El Alamein’s flat, barren terrain presented tactical challenges for its defenders; trenches and foxholes were often only inches deep and sightlines were long. Mechanized warfare was king. 

Lorraine (2vs2) 

Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2vs2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town. 

"I remember this town the day we arrived - streets packed with children playing, markets buzzing with activity in the warm midday sun. Now it's no more than a graveyard of rubble and ash; a burial plot for the innocence of mankind." 

A heavily destroyed urban landscape, Lorraine favors close-quarters combat amongst the ruins. 

Gabès Gap (3vs3) 

Players will take command of the battle of Wadi Akarit, a single roadway bisecting the salt flats and outcroppings of the West, and the beaches to the East. While direct conflict is to be expected among the flat, desolate shrub of the map’s center, there is too much value to be had in capturing the fortified beaches and highlands to either side. Neglecting either of these battlefields will open your entire team to dangerous cut-offs and flanking maneuvers. 

"We broke off from the boys at Medenine - heavy hearts and all. The 8th were to advance into harm’s way while we skirted Southwest, deeper into the mountains, some 140 miles behind enemy lines. With any luck we could cut Jerry off at Gabès. But the best laid plans..." 

The Battle of Wadi Akarit broke the final Axis bridgehead on the road to Tunis. Salt marshes and exposed coastline offered little protection on either side. 

Red Ball Express (4vs4) 

We are also very proud to announce the debut of Community mapmaker DutchToast and their rendition of the Company of Heroes classic Red Ball Express. An exceptional amount of work has been poured into this map (4vs4 is no joke) and its name should be familiar to Company of Heroes 1 and 2 fans alike. Players should expect the same grinding advances down forested lanes and daring spearheads through enemy defenses. 

“You will not find it difficult to prove that battles, campaigns, and even wars have been won or lost primarily because of logistics.” 

General Dwight D. Eisenhower 

Military expressways were critical to the movement of matériel inland; thousands of tonnes of critical supplies were the lifeblood of the Allied offensive. 

Classic Company of Heroes community map, originally created by Yojimbo252. 

Multiplayer Maps Quality of Life Improvements  

 

We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates. 

  • (2) Pachino Stalemate - Very minor territory adjustment, ensuring the Southern Fuel points fairly connect only with their neighboring Fuel point. 

  • (2) Twin Beaches - +10 Fuel Points within contestable areas have been adjusted to new +8 Fuel Points, to reduce the harsh swing of total Fuel income when capturing the majority of points. 

  • (6) Benghazi - Minor adjustments to barbed wire present on this map. Changes to ultra-lights made some areas inaccessible or difficult to access with early capturing vehicles. 

  • (6) Gothic Line – Fixed an issue that caused spawned units from production buildings to wander over to their neighbor's HQ. 

  • (6) Mignano Summit - Very minor territory cleanup and some cover rebalancing, especially around the map center. 

  • (8) Oasis Depot – An issue with the central Fuel points has been fixed. It was previously possible to gain their income even if the central island was cut off from the HQ sector. 

  • (8) Sousse Stronghold - Impass added under a rock formation, to prevent ultra-light vehicles from driving inside to hide. 

 

Localization 

Added text localization for the following languages: 

  • Ukrainian 

  • Russian 

MULTIPLAYER CHANGES 

 

Breach 

Breach is difficult to use due to several issues that we have identified. 

  • Length of time needed to complete breach 

  • Breach locking the player’s units out of commands once it begins 

  • Breaching units needing to walk in through the door once the enemy has been forced out or exited the structures before/during breach  

These issues caused Breach to punish the player using it, felt unresponsive, and did not punish the opponent for losing the building as they would have plenty of time to either respond, or throw grenades back at the breaching unit. 

We have made significant changes to improve Breach – particularly in urban maps - that includes improvements to speed and responsiveness. 

  • Breach can now be cancelled at any stage prior to the ability causing damage, allowing units to break away from the door if required 

  • Breach has been significantly sped up with the ability taking around 3 seconds to cause damage and kick the enemies out of the building once the actual Breach animations begin 

  • Units that are Breaching will teleport into the building if the enemy exits, rather than attempting to walk in through the doors/complete the breach animation 

  • Units that are breaching move +50% faster as they approach the door 

  • Breach is now a standardized cost of 25 munitions for all units 

  • Breach causes a Grenade callout for the opponent, and they will receive an event queue that their building is being breached 

  • Breaching no longer always kills 2-3 models, now each model has a 25% chance to die 

  • Breach should no longer cause team weapons to get occasionally stuck by destroying the weapon itself 

  • Breaching deals between 40-60 points of damage to everyone in the hold when it occurs if they were not killed 

  • Cancelling Breach while the unit is breaching will put the ability on a 10 second cooldown 

Territory & Victory Point Vision Changes 

Capture points offered too much vision, allowing players to see the attacker’s units if they passed by a territory point. We want reconnaissance units and abilities to play a greater role in identifying what kind of units the opponent has in an area. To facilitate this, we are reducing the vision range on points. 

  • Vision radius reduced from 6.5 to 0.05 

  • Does not impact how abilities that target territory points function 

Non-lethal Smoke and Flare Abilities from Vehicles and Artillery Units 

We have made improvements to several non-lethal weapons to bypass a weapon’s reload time. These changes are meant to make it easier to deploy smoke screens during combat when units have already fired a shot/in reload cycle.  

  • Can now skip any on-going reload sequence to fire immediately. Weapons that have fired will still remember their reload time when they swap back to the original weapon. 

  • Example: M24 Chaffee Fires main gun -> Fires Smoke Shot via ability -> Retains reload time of the main gun when the weapon was swapped to Smoke 

Friendly Fire 

Currently, players can call-in artillery or throw grenades on top of their own units and deal significantly reduced damage to themselves, but full damage to the enemy. This caused situations where dropping a grenade or artillery on top of yourself was a way to win an engagement.  

We have adjusted how friendly-fire interacts with a player’s own units and weapons. Certain abilities and weapons will now deal full friendly fire damage to their owner’s forces, forcing players to be more careful with where they target their abilities. This does not impact friendly fire damage against allies, which is still reduced. 

This impacts the following weapons: 

  • Grenades and explosives like Satchels/Demo Charges 

  • On-map Artillery barrages 

  • On-map Mortar Barrages 

  • Off-map Damaging abilities 

Capture Behavior 

We have made some adjustments to capture behavior to make it easier to retain cover positions/current position if they are already capturing and units will be less likely to pile up on the point directly, instead, opting to stop once they are within a certain distance of the capture point. 

  • When units are given a capture command and are not on a capture point: 

  • Squad entities no longer stack onto the center or beyond the capture point with direct capture commands. Squads will move to the center of the point, favoring the side they come from. 

  • Squads no longer move closer to capture points if they are issued a capture command in the zone of control of the point they are already capturing 

  • This allows users to leverage desirable cover in or near a capture point as units can now retain cover positions from queued capture commands. If a queued order was issued, they will hold the position, capture, and move to the next order. 

Emplacements 

Static artillery emplacements are too vulnerable to mobile artillery units that can move away after delivering a barrage, while also being susceptible to off-maps and enemy assaults. Due to these issues, we are raising the resilience of artillery emplacements against on-field artillery.  

These changes, combined with the reduced health of mobile artillery, are to allow static artillery units to better absorb and counter on-field artillery barrages, while remaining vulnerable to traditional threats like direct attacks and off-maps. 

  • Artillery Emplacements now take 50% less damage from on-field medium, heavy and rocket artillery, was previously 25%. Does not impact resistance against off-maps. 

Grenades 

Basic grenades are underwhelming. Their damage drop-off was often too high and moving slightly from a grenade’s center would cause the damage to change drastically. 

We are making a change to improve the general effectiveness of basic grenades by reducing the damage drop-off between the near and mid radius and improving the kill radius slightly, while still retaining the significantly lower damage at the edges of the explosion. This should make direct hits on units more rewarding. 

Rifle grenades have been changed to function differently, having a considerable kill radius, but deals limited damage past that zone and has the smallest blast radius overall. 

  • Corrected some reticules to more correctly match the blast radius 

  • Have overall been increased in strength 

Infantry Section Rifle Grenades 

  • Damage increased from 100 to 120 

  • Medium distance damage increased from 0.25 to 1.0 

  • Far distance damage increased from 0.15 to 0.1699 

  • Minimum cast range reduced from 15 to 12.5 

  • Area of Effect radius decreased from 4m to 3m 

  • Max squad member entities that can be hit decreased from no limit to 4. 

  • Munition cost increased from 30 to 35 

Pathfinder Rifle Grenades 

  • Damage remains at 120 

  • Medium distance damage increased from 0.5 to 1.0 

  • Far distance damage decreased from 0.3 to 0.1699 

  • Minimum cast range reduced from 15 to 12.5 

  • Area of Effect radius decreased from 4m to 3m 

German Stick Grenades 

  • Medium distance damage increased from 0.4 to 0.7 

  • Far distance damage increased from 0.15 to 0.225 

  • Near distance increased from 0.125 to 0.35 

  • Mid distance increased from 0.75 to 1 

  • Far distance decreased from 3.5 to 1.5 

  • Ability recharge time standardized to 30 seconds; matches other similar grenade types 

Mk 2 Frag Grenades, Mills Bombs, and ‘Cooked’ variant 

  • Stats standardized to the MK 2 Frag Grenade before changes are applied below; fuse times remain unique for ‘cooked’ variants 

  • Medium distance damage increased from 0.5 to 0.85 

  • Near distance increased from 0.125 to 0.35 

  • Far distance decreased from 4.5 to 3 

  • Paratrooper's grenades upgraded from Packed Explosive now show a larger reticule to represent the 25% increase in radius 

Stun Grenade 

  • Always deals 40 damage with no damage drop-off 

Red/White Phosphorus Grenade 

  • Always deals 30 damage with no damage drop-off 

  • Blast radius increased from 2m to 4m 

Light Mortars and Light Infantry Artillery – 81mm, 8cm, Mortar Halftrack, 3-inch Heavy Mortar, Pack Howitzer, leIG 18 

Light artillery is a little weak in terms of its power. Stationary units can easily move out of the barrage radius of light artillery because projectiles could take 4-5 seconds to arrive after it had been fired and direct hits are not guaranteed. While players could reduce the travel time it takes for projectiles, light artillery always wants to fire at maximum range to remain safe. 

To allow these units to be effective at long range where they can accumulate damage against stationary targets, we are speeding up the projectiles of these units. 

  • Mortar projectiles now always arrive at their destination after 2.5 second 

  • Heavy Mortar projectiles that are not flares now always arrive at their destination after 3.25 second 

  • Pack Howitzer, Le.IG 18 projectile speed increase of 25 to 50 

Camouflage 

Regular unit detection range is reduced back to range 10. This will improve general stealth gameplay for units that rely on this feature, such as Commandos. Stealth can be difficult for these units to utilize as they could be spotted before they got into their effective range. We are also allowing German anti-tank guns to get their First-strike bonus as these units need to slowly move into position with limited vision. 

  • Delay for elite camouflage reduced from 0.5 to 0 

  • Camouflage detection range for all regular units reduced from 12.5 to 10 

  • Reticule added for the Stealth Camouflage passives and toggle ability to display a rough estimate of when the unit gets detected by non-detectors from the center of the squad 

  • When units leave cover, their camouflage UI indicator counts down 

  • German AT guns now get first strike the moment they enter camouflage 

We have reworked the stealth features of Battlefield Espionage to be less oppressive to play against. Those can be found in  Deutsches Afrikakorps changes. 

 

Bunkers and Fighting Positions 

Upgraded bunkers and fighting positions will retain their garrison feature to give units more  viable positions to fight from. Players did not keep un-upgraded bunkers or fighting positions around as it was more useful to upgrade them in the long run. 

  • Can all be garrisoned by infantry, even in their upgraded forms 

  • Provides Garrison Cover Combat Bonuses for all variants 

Minesweeping 

It was difficult for minesweepers to gain veterancy due to their limited combat power after opting out of their weapon upgrade. We have changed minesweeping to now provide experience, allowing sweepers to gain veterancy even if they do not directly participate in combat. 

  • Units that sweep mines without detonating them now gain experience 

Experience gained per Mine type: 

  • Regular Mines: 150 

  • Anti-tank Mines: 250 

  • Australian Trip-Wire: 100 

  • S-Mines and Butterfly Bombs: 25 

  • DM-16 Trip Flare: 50  

Signal Detection – 221 Scout Car, 254 Artillery Tractor, 4x4 Truck 

We are creating counterplay against the Signal Detection ability found on several units by causing them to periodically appear in the fog of war, allowing them to be engaged by long-range units or artillery and letting the opponent know Signal Detection is active. The previous version allowed for the gathering of intel without any risk, yet we want to maintain the long-range detection capability as they have limited direct combat capabilities. 

Players can turn the Signal Detection ability off to prevent their units from revealing themselves. 

  • Signal Detection now reveals the user of the ability for 5 seconds every 5 seconds 

  • Signal Detection is now a toggle ability for these units 

  • Recon detection icons have been updated to a new shade and style that better fits with the game 

Wreck Changes 

Wrecks could be too easily destroyed by vehicles crushing them. This meant killing the lead vehicle of a tank assault did little to slow them down and it also meant wrecks that players wanted to salvage/recover could accidently be destroyed by most mid-late game vehicles. 

Most wrecks will now require one level higher to be crushed. 

  • Ultralight Vehicles: Now requires light vehicles or higher to be crushed; cannot be crushed by ultralight vehicles 

  • Medium Vehicle Wrecks: Now requires heavy vehicles to be crushed; can no longer be crushed by medium vehicles 

  • Heavy Vehicle Wrecks: Immune to being crushed by all sources 

GrB 39 Grenader Launcher 

The GrB’s anti-garrison damage is being reduced. This is primarily focused on reducing splash applied to other models in the building, while keeping its damage high against a single entity inside the garrison. 

  • Anti-garrison damage bonus decreased from + 100% to +50% 

Towed and Fixed Artillery Emplacements  

Command point cost of certain fixed or towed artillery is being reduced to allow them to come online sooner and see more play. 

  • BL 5.5 Artillery Emplacement Command Point cost reduced from 2 to 1 

  • 210mm Obice Artillery Emplacement Command Point cost reduced from 4 to 3 

  • Towed Cannone 105/28 Command Point cost reduced from 3 to 2 

Snipers 

  • Build time reduced from 40 to 30 seconds 

Distribute Medical Supplies – 250 Light Carrier, Dingo 

This is a quality of life change to allow these units to heal on the move due to the healing being limited for a timed duration with a significant recharge time afterwards. 

  • Now functions even if the vehicle is moving, similar to those used by the Grenadier Squad 

Artillery, Siphon, Intel Disruption Beacons and Luftwaffe Relay 

  • No longer remains spotted in the fog of war and on the mini-map once discovered and the enemy loses vision 

Mobile Anti-tank Guns 

This is a small boost to anti-tank guns to make their veterancy 3 feel more powerful. 

  • Veterancy 3 rate of fire bonus increased from 30 to 35% 

US Forces 


Captain Retinue
 

The Captain is a vital unit for the US Forces due to its powerful abilities. This has often led to the Infantry Support Center being chosen over the other Support Centers, which is also able to use the momentum of an extra unit to push the enemy. 

To create more build diversity, we are allowing the Captain to be purchased from the Headquarters after upgrading to any support center. This allows US players to always have the option to get the Captain, while letting the Infantry Support Center to retain the free unit it gives. 

  • Now available in the Headquarters after any Support Center is constructed. Infantry Support Center still immediately spawns a Captain upon completion 

  • Fixed an issue where experience gain was multiplicative resulting in the unit giving 150% extra experience at Veterancy 3. Amount now set to be a flat 50% bonus for a total of +75% bonus experience granted at Veterancy 3 from 25%. 

Air Support Center 

We have made a change to the Air Support Center by allowing the first bombing and strafing run abilities to be free. This will allow players who have gone Air Support Center to shift early game engagements in their favor without needing to wait for munitions. 

  • First Bombing Run is now free 

  • First Strafing Run is now free 

Designate Forward Repair Station 

Designate Forward Repair Station has had its healing speed increased to allow vehicles to get back into the fight faster.  

Furthermore, it can repair structures to support defensive gameplay through fighting positions or emplacements found in battlegroups. 

  • Repair rate increased from 8 to 12 

  • Can now repair structures 

Rapid Repairs 

The Rapid Repair upgrade is being reworked to focus on repairing large groups of vehicles around the Forward Repair Station, which is a central aspect of the Mechanized Support Center. 

  • Now causes the Forward Repair Station to generate a repair aura within range 25. Engineers on the point become visual indicators. Previous effect removed. 

M1918 Browning Automatic Rifles 

BARs will now be available from the Barracks without requiring a Support Center. The current iteration of the weapon arrives too late to make a significant impact and the window to capitalize on the advantage is very small.  

We can allow BARs to arrive earlier in the game to give the US player an early advantage because Axis have several tools to fight off upgraded Riflemen that arrive not too long afterwards and the American player sets themselves back heavily by needing to invest in tech and eventual healing. 

  • Global upgrade no longer requires a support center to be researched 

  • Munition-based upgrade per squad locked behind any Support Center being purchased 

Heavy Barrels 

A new upgrade has been added to the Mechanized Support Center that gives a general combat boost to all American vehicles against infantry threats and allows their machine guns to outrange threats like infantry anti-tank. 

  • New upgrade in the Mechanized Support Center, takes the positions of the previous M4A1 76mm Gun Conversion 

  • Increases range by +5 and additional rounds per burst by +25% for all vehicle mounted machine guns including upgraded machine gun mounts – such as the M2HB .50cal found on the Sherman- and the M16 Multiple Gun Motor Carriage 

M4A1 76mm Gun Conversion 

We are moving the 76mm gun to the Tank Depot to make the standard Sherman less reliant on Support Centers and instead, the decision to upgrade to the 76mm gun is more focused on the type of strategy the player wants to employ. 

  • Moved to the Tank Depot; no longer requires the Mechanized Support Center 

¼-ton 4x4 Truck 

We have refreshed several units’ Veterancy 3 bonuses to make them feel significant. 

  • Veterancy 3 received accuracy bonus increased from 30% to 60% 

  • Veterancy 3 now adds an additional +60 health  

M1 57mm Anti-tank Gun 

  • Veterancy 3 Armor-Piercing Rounds duration bonus replaced with Armor-Piercing Rounds causing Crew Injury criticals on vehicle penetrating hits 

M8 Greyhound Armored Car 

  • Veterancy 1 acceleration bonus changed to +15% rotation rate 

  • Veterancy 3 range bonus now affects all weapons on the Greyhound rather than being restricted to machine guns 

M24 Chaffee Light Tank 

The Chaffee’s speed is being increased to improve its anti-vehicle flanking and pursuit role. 

  • Speed increased from 6.5 to 6.9 

M4(105) Sherman Dozer 

The high damage the Dozer does against structures made the bunker buster barrage redundant. We have revamped this ability to now fire a devastating single shot that detonates which has a much higher damage payload compared to its auto-attack allowing it to quickly clear stationary targets that fail to move away from the blast zone. 

  • Bunker Buster now fires a single high damaging shell with a time delay of 3.5 seconds. Damage is equivalent to a satchel charge against buildings but is still lethal to units like team weapons and infantry. 

M8 Scott SPG 

We are doing a rework to the Scott to differentiate it from the other vehicles in the US roster. Range of the barrage is being increased but the auto-attack is being lowered to make the Scott a light, but somewhat durable mobile artillery unit with the ability to engage unsupported enemy units at short-range. 

  • Auto-attack range reduced from 45 to 30 

  • Auto-attack reload sped up from 4.5 to 3 seconds  

  • Barrage range increased from 50 to 90 for all barrages 

  • Barrage recharge time increased from 30 to 60 seconds 

M29 Weasel Recon Vehicle 

The Pack Howitzer variant of the Weasel is gaining veterancy 1 to allow a quick transition into support roles. Previously, when the Weasel with Pack Howitzer was brought onto the field, it struggled to gain veterancy due to the increased lethality on the battlefield. 

  • Now has access to the Handbrake ability 

  • Variant towing the Pack Howitzer arrives to the battlefield at Veterancy level 1 

  • Veterancy 1 acceleration changed to +25% rotation rate 

  • Veterancy 3 weapon drop cost reduction replaced with Self-repair ability always being active, even if the unit is moving and/or in-combat 

M2A1 105mm Howitzer Emplacement 

The following change helps the auto-fire ability scale from the bonuses such as the Ammunition Storage and veterancy.  

  • Auto-fire reload adjusted to be around 10 seconds with auto-fire. Ammunition Storage and Veterancy 3 now reduces the time needed to recharge the next auto-fire shot. 

M3 Assault Carrier 

  • Reckless Assault is now part of the unit without requiring veterancy 

  • Fortify Positions now available as Veterancy choice 2 

  • Fortify Positions always enters cooldown when the Exchangeable Parts is used to convert a Halftrack into an Assault Carrier 

Wehrmacht 

Kettenkrad  

The Kettenkrad has also had its Communication Cables vision range adjusted for the recent territory points change. It is slightly lower than before but is compensated by no vision being provided by Territory Points to begin with. 

  • Points captured by a Kettenkrad with Communications Cables now has UI indicator on point to show it is benefiting from the increased vision 

  • Communication Cable vision bonus on points increased from 7 to 12 

  • Veterancy 1 acceleration bonus changed to +25% rotation rate 

  • Veterancy 3 now allows the Kettenkrad to be camouflaged even when moving 

Grenadiers 

Grenadiers were a little too efficient when Wehrmacht is meant to rely more on their advanced infantry squads or heavy machine guns to directly combat Allied infantry in the later stages of the game. Grenadiers will now have the same upkeep as other mainlines to reduce their efficiency. Increased recharge times on Merge will also make it harder to replenish advanced squads with Grenadiers alone. 

  • Merge recharge time increased from 15 to 60 seconds 

  • Upkeep per population increased from 1 to 1.5 

Sniper 

The sniper’s Veterancy 3 for Wehrmacht was weak as it couldn’t spot for itself and the rate of fire bonus was not significant enough from Ambush. We have changed it so the Ambush bonus is significantly higher, and the sniper is able to be a spotter in both combat and out-of-combat scenarios. 

  • Veterancy 3 bonuses changed to +10 vision range and +50% rate of firing when attacking from camouflage 

Panzergrenadier Squad 

These changes improve the scaling of the Wehrmacht Panzergrenadier, making options like Officer Quarters a significant power spike and improving their performance in mid-to-late game scenarios. 

We want Wehrmacht Advanced Infantry to be capable of fighting upgraded Allied infantry and be the Wehrmacht’s primary frontline infantry unit as the game progresses. 

  • Veterancy 1 Received Accuracy increased from 15% to 20% 

  • Veterancy 3 Weapon accuracy increased from 33% to 40% 

Jager Squad 

Jager squads have been adjusted to focus their role as ranged infantry that deal good damage at range but have lower health. Furthermore, the Scoped G43s damage has been increased to make upgraded Jagers a powerful anti-infantry unit at the cost of giving up the Panzerschreck. 

We have also adjusted their veterancy ability allowing them to control enemy infantry advances and make it harder to close with the Wehrmacht squads or team weapons, but they will no longer have camouflage which gave them significant power through Ambush bonuses. 

  • Health reduced from 110 to 100 

  • Manpower cost increased from 320 to 340 

  • G43 accuracy far accuracy increased from 0.5 to 0.6 

  • Scoped G43 damage increased from 14 to 16 

  • Concealment Ability changed to - Slowing Fire 

  • Slows Jagers by 33% but slows infantry on rifle hits by 33% for 2 seconds. Effects are refreshed on hit. Lasts for 15 seconds. 

StuG III G Assault Gun 

Point-Blank Blast has been reworked to now be a timed ability. The previous iteration was difficult to use as the vehicle had to lock onto enemies and was unable to act without cancelling the order. This new iteration gives the player greater control over which targets they can engage while the ability is active. 

  • Point-Blank Blast reworked. Is now timed ability that greatly reduces range to 15 but grants anti-infantry HE shells for 20 seconds. Weapon stats have been heavily adjusted to have less scatter but lower direct damage output. 

Marder III Tank Destroyer 

  • Veterancy 1 acceleration bonus replaced with +15% weapon accuracy 

RPzB 54 Panzerschreck Anti-tank Weapon – Affects the Afrikakorps variant 

We are adjusting the scatter of the Panzerschreck to be more in-line with other weapons and prevent situations where the rocket would fly at impossible angles from the launcher. The scatter will still be higher than other anti-tank weapons like the Bazooka, especially at long-range, but attack ground will be more reliable. 

  • Angle scatter reduced from 50 to 20 

  • Distance scatter max reduced from 10 to 5 

  • Distance scatter offset adjusted from -0.5 to 0 

Luftwaffe Relay 

We want the Luftwaffe Relay to be important to players using Fallschirm units, but it fails to synergize with the emplacements or team weapons that can be obtained by the Luftwaffe Battlegroup. To allow for better synergy with these unit types, we are allowing the Relay the ability to re-man abandoned team weapons emplacements. 

You can now also salvage structure for resources, allowing players to move/establish new Relays once an area is secured. 

  • Can now recrew a targeted abandoned team weapon and emplacements for 50 manpower 

  • Can be salvaged for a 75% manpower return, like non-upgraded Fighting Positions 

  • Units still cannot fire out of this structure 

Fallschirmjager Squad 

This change is to allow Fallschirmjager to better scale into the late-game by giving them higher offensive power – keeping the unit focused as a vulnerable damage dealer that is best used from ambush and cover. 

  • Veterancy 2 accuracy bonus increased from 15% to 20% 

  • Veterancy 3 accuracy bonus increased from 20% to 25% 

Flak 36 Anti-tank Emplacement 

  • Command Point cost reduced from 2 to 1 

Wespe Self-propelled Gun 

We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger. 

  • Health reduced from 240 to 160 

Coastal Reserves 

Coastal Reserves are gaining a new ability to synergize with the changes to bunkers. This makes the unit effective at trading out with enemies from fortified defensive positions/garrisons. We have also slightly increased the power this unit gets when receiving veterancy as it cannot be traded out for Advanced Infantry and is more combat-orientated than the Grenadier. 

  • New ability added: Stronghold Defenders: Grants the Coastal Squad a light machine gun when fighting from garrisons at Veterancy level 1 

  • Veterancy 2 weapon accuracy bonus increased from 15% to 20%  

British Forces 

Team Weapon Training 

This change will allow all British units to benefit from Training Center upgrades. Previously, emplacements were the only unit type to never receive bonuses, despite taking up population and upkeep. 

  • Now impacts emplacements; health bonus provided to emplacements is +120 health. Provides the same rate of fire bonus as regular team weapons 

Company Command Post 

The British being able to refit their vehicles is a powerful and unique mechanic that allows the faction to have flexibility with its unit choices. However, it could be used too frequently, allowing for scenarios where players refitted multiple units at once and then produced higher tier units rapidly. The change still gives the British faction flexibility to change out vehicles, but the frequency is now gated behind time. 

  • Withdraw and Refit now has a 120 second ability recharge time when used 

Dingo Scout Scout Car 

  • Veterancy 3 +10 ability range changed to +25% damage 

  • Decoy Flares no longer shares a cooldown with Forward Observer Barrage 

CMP 15 CWT AA Truck 

The CWT AA Truck will now deploy faster, allowing it to better respond to enemy incursions and reset sooner if it is forced to move. 

  • Set-up time reduced from 3.5 to 2.5 

Bishop Self-propelled Gun 

We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger. 

The Bishop has also had its fire rate slowed down to give enemies more time to dodge subsequent projectiles. 

  • Reload speed reduced from 3/3 to 3.75/4.25 

  • Barrage recharge time increased from 45 to 50 

  • Health reduced from 240 to 160 

Foot Guards Section 

With the Breach changes, the British needed one unit in the core roster that was capable of breaching.  

While Royal Engineers could fulfill that role, their flamethrower already allowed them to push enemies out of buildings whereas other breaching units cannot clear buildings as quickly. 

  • Now has access to the Breach ability 

Matilda Heavy Tank 

The Matilda is having its frontal armor increased to allow it to better spearhead attacks into enemy positions. With the reduction of its anti-infantry power in previous patches, we can now bring back some of its durability. 

  • Frontal armor increased from 280 to 310 

BL 5.5 Inch Artillery Emplacement 

The BL 5.5’s new veterancy ability is meant to synergize with the Forward Observer Barrage found on the Gurkhas, Recce Section and Dingo. This new ability gives the Forward Observer Barrage additional power in the late game, by giving more alpha-strike power as multiple guns can join in on the barrage. 

  • Precision shot changed to - Forward Observer Airburst Support - BL 5.5 Inch Emplacement will fire 2 airburst shells at the target location of Forward Observer Barrage ability from Infantry Sections, Dingos, or Gurkhas is used. Ability is affected by Artillery Saturation. Similar damage output as Off-map Airburst Barrage. 

Centaur IV Medium Tank 

The Centaur’s late game utility is lacking, being a short-ranged anti-infantry vehicle. While it can deal good damage, it must compete with other mid-game vehicles in that tier while still doing decent anti-infantry damage.  

To allow the Centaur to support allies in battle, a new ability has been added, enabling the Centaur to deal light anti-vehicle damage that causes a significant debuff on enemy vehicles. 

  • New ability – HESH Rounds 
    Toggle ability. Swaps to HESH rounds that fire in a direct-line to targets rather than an arcing shell. Deals 80 damage on penetration, 40 damage on deflection and debuffs enemy vehicles on hit, reducing accuracy and rate of fire by 30% 

2-pounder Anti-tank Gun 

The 2-pounder Target Weakpoint ability was too potent as it could get multiple shots off and effectively stun-lock the target throughout the entire ability’s duration. We changed the ability to only allow for one shot to be fired, but it still retains its ease of use where it is active the moment the ability is triggered. 

  • Target Weakpoint now immediately ends upon firing a single shot while the ability is active. Is still a timed ability of 10 seconds, allowing a player to use the ability pre-emptively in anticipation for an attack 

  • Target Weakpoint never misses enemy vehicles 

Canadian Shock Section 

The manpower cost of this unit was too high for their performance and stat-line. While durable, they rely on weapon upgrades or abilities to do high amounts of damage whereas other units of similar cost have higher offensive power. 

We have also improved the 2-inch Mortar Barrage, giving it more damage against stationary positions, and slightly reducing its munition cost as the player must buy the upgrade to enable the ability. 

  • Manpower cost reduced from 380 to 360 

  • Reinforce cost reduced from 36 to 34 

  • 2-inch mortar projectiles per barrage increased from 5 to 6 

  • 2-inch mortar barrage cost reduced from 30 to 25 

Deutsches Afrikakorps 

Afrikakorps Team Weapons - leIG 18, Pak 38 AT Gun, Flak 36 AT Gun 

We want to incentivize team weapon play for the Afrikakorps by allowing them to also benefit from the Combined Arms bonus. The Afrikakorps already has weaker team weapons and they have trouble keeping up with the mobile nature of the faction.  

  • Team weapons gain variant of the Combined Arms bonus that replaces the +10% accuracy bonus with a +10% rate of fire bonus. Only applies if the player is Afrikakorps 

Kradschutzen Motorcycle Team 

  • Veterancy 3 now allows the Binoculars ability to always be active even when moving 

  • Binoculars ability now has a UI status indicator to display the amount of time it takes for the ability to become active when the unit is stationary 

Panzerpioneer Squad 

Panzerpioneers with the grenade launcher were too easily able to counter units like machine guns as they were able to use smoke to break line of sight to recover from suppression or to volley grenades from behind the smoke screen. We are removing the smoke grenade ability to prevent Panzerpioneers from breaking contact with the enemy unless they have additional support. 

We have also increased the health of the unit once it hits its final veterancy level to provide a little more staying power as this unit’s veterancy bonuses are more combat focused than other engineers. 

  • GrB 39 smoke grenade ability removed 

  • Veterancy 3 health bonus increased from 20 to 25 

Panzergrenadier Squad 

Because Afrikakorps Panzergrenadiers rely on fighting near their vehicles to reach their full potential, we are reducing the population of this unit to better reflect its base performance and to be more economical to field in the long run, as the faction does struggle for manpower as the game goes on. 

  • Population reduced from 8 to 7 

Assault Grenadier Squad 

  • Veterancy 3 ability cooldown recharge increased from 50% to 75% 

Panzerjager Squad 

The price and population of the Panzerjager Squad is being reduced to help the Afrikakorps deal with mobile vehicles and create more opportunities to use other call-ins from the Halftrack Deployment System such as the Assault Grenadier or Anti-tank Gun. By lowering their base price, there is more incentive to build the unit normally. 

Price changes will not affect the Panzerjager Squad that is deployed with the halftrack. 

  • Population from 8 to 7 

  • Manpower reinforce cost reduced from 33 to 29 

  • Manpower cost reduced from 275 to 240 

Pak 38 Anti-tank Gun Team 

  • Veterancy speed bonus increased from 25% to 33% 

Flakvierling Halftrack 

The Armor-piercing Rounds ability was too effective against vehicle threats as it could stop enemy vehicles from fleeing or chasing after the Flakvierling, in addition to increasing its damage output. We are adjusting this ability to now only increase weapon penetration without any other bonuses or negatives to make the unit more reliant on being properly supported to stop vehicle dives. 

  • Armor-piercing Ammunition now only increased penetration by 50%. Slow debuff on target and reduction on blast radius removed. 

  • Armor-piercing Ammunition cost reduced from 45 to 30 munitions 

Marder III Tank Destroyer 

  • Veterancy 1 acceleration bonus replaced with +15% weapon accuracy 

Carro Armato M13/40 Light Tank 

The Carro’s veterancy ability no longer relies on grouping up large amounts of Italian units and instead, the Carro becomes more powerful in dangerous situations where it is closer to heavier vehicles. This creates more interesting gameplay where the player can choose to gain more power by closing with more dangerous targets. 

We also changed the unit to now require an upgrade to activate its unique hull-mounted machine gun. This allows us to give the Carro more power against infantry, while still making cover and positioning of both the vehicle and the target important. 

  • Italian Vanguard changed to – Against the Odds – When the Carro is near enemy medium and heavy vehicles within range 20, it will fire 20% faster. 

  • Hull machine gun is now an upgrade available for 50 munitions 

  • Hull machine gun accuracy increased from 0.35/0.325/0.3 to 0.5/0.45/0.5 

  • Hull machine gun burst rate of fire increased from 6 to 12 

  • Hull machine gun moving accuracy increased from 0.5 to 0.75 

8 Rad Armored Car 

The turret of the 8rad is being sped up to allow it to better track fast-moving targets while we have also increased its long-range penetration, so the unit deals a little bit more chip damage to other light vehicles when fighting from distance. 

  • Turret horizontal traverse speed increased from 60 to 90 

  • Long-range penetration increased from 13 to 16 

Goliath 

  • Rotation rate increased from 55 to 75 

Walking Stuka Rocket Halftrack 

We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery.  

We have also adjusted the Stuka’s Creeping Barrage to differentiate from the standard barrage. Creeping Barrage will now cover a wider area, but rockets have much less overlap, reducing raw damage to targets. Furthermore, because of the destructive payload of the Stuka, it can no longer double barrage, but firing Creeping Barrage will lead to a much shorter cooldowns as the player has to pay munitions to use the ability. 

  • Health reduced from 160 to 120 

  • Stuka Creeping Barrage now forces a recharge time of 30 seconds, rather than being available on a sperate cooldown 

  • Creeping Barrage covers a greater area, but now lands in a zig-zag pattern with gaps between rockets 

  • Stuka Barrage reticule adjusted for new larger the zig-zag pattern area of effect 

  • Stuka Creeping Barrage wind-down reduced from 0.5 to 0.375 

Panzerjager Kommand  

Early Warning 

This change corresponds with the recent change to the vision provided by territory points. 

  • Passive vision range bonus increased from 5 to 10 

Battlefield Espionage Battlegroup 

250/3 Funkpanzerwagen and Intel Radio Beacon Aura changes 

The stealth auras provided by the Funkpanzerwagen and the Intel Radio Beacons were oppressive to fight against as it allowed units to ambush enemies without needing to consider positioning and rush up to machine gun positions if no detector was available. The small radius of these auras also generally made players group up their units and attack in a blob. 

Changes have been made so the camouflage from these auras now provides standard camouflage to units that are in cover with a four second grace period when leaving it. Units will now require more thoughtful placement on the battlefield to gain their camouflage. In return, we have significantly increased the range of these auras so players can operate further away from the Funkwagon/beacons. 

We will be monitoring how this change goes, as we have noted it can be difficult for team weapons to benefit from the aura. 

  • Aura now grants cover-based camouflage that has a 0 second delay before activating and remains for 4 seconds when leaving cover 

  • Funkwagon camouflage aura range increased from 30 to 50 

  • Intel Radio Beacon camouflage aura range increased from 50 to 70 

  • Units no longer automatically hold-fire. Hold-fire ability given to infantry units that lack it upon unlocking the Battlegroup 

Intel Radio Disruption Beacon 

The Beacons are now solely a tool meant to provide nearby friendlies camouflage. Reconnaissance will now require units to scout ahead to see where the best ambush can be set in advance.  

The previous iteration made it too easy to set up ambushes as the player could spot the enemy in the fog of war, while creating issue where a player’s beacons gave themselves away, despite being primarily a tool meant to hide their forces. 

  • Manpower cost reduced from 75 to 50 

  • Intel Radio Beacon no longer detects enemy in-range, only provides the camouflage aura 

Siphon Beacon 

Siphon Beacons were difficult to use as they gave away their position by telling enemies their point was being siphoned, and observant players would note the change to their income. While it could be powerful in certain situations, it required these beacons to pay off very quickly as they would inevitably be destroyed. 

We are changing the design to now only provide the owning player additional resources with a slower resource gain as it no longer telegraphs that resources are being stolen from the enemy. 

  • Resource siphoning reduced from 75% to 50% 

  • No longer reduces the territory point’s income 

  • No longer places an indicator on the target point stating it is being siphoned. 

  • No longer impacts capture or decapture speed of enemy units 

BUG FIXES  

 

General  
  • Fixed an issue where explosions that killed models and caused gibs would not give the proper credit or experience points to units. 

  • Fixed an issue where fixed gun vehicles would only begin traversing their main gun onto target once the hull was aligned 

  • Chaffee will now immediately fire its smoke round after firing the main gun; primary weapon reload timer is maintained to prevent "double-shotting" 

  • Fixed loader animation: adjusted so shell loads straight into the loading area 

  • General tool-tip fixes and improvements 

  • Fixed ultralight vehicles phasing into the Fighting Nest 

  • Fixed units sometimes getting stuck in running animation after disembarking 

  • Fixed an issue where the camera would not fully zoom out despite settings 

  • Infantry units like US Forces Scouts no longer stutter while running 

  • Fixed an issue with snipers where they targeted the building instead of occupants 

  • Corrected multiple tooltip issues across abilities and units 

  • Fixed an issue where selected units became deselected if clicking the ground while shift-selecting 

  • Fixed minor performance issues with attacks on water or uneven terrain 

  • Fixed a case where directional cover bonuses incorrectly applied when throwing grenades 

  • Sandbags now destroyed by grenades 

  • Construction previews no longer detect mines 

  • Fixed instances where units targeted destroyed HQs 

  • Fixed off-map call-ins to properly damage bridges 

  • Booby Traps no longer require supply points 

  • Resolved various campaign mission logic errors 

  • Several crash issues resolved in edge case scenarios 

  • M29 Weasel now correctly detaches towed AT guns when upgrading to pintle-mounted MG 

  • Fixed Mortar Pit crew moving outside pit after consecutive barrages 

  • Street signs no longer block airborne projectiles 

  • Fixed towed M5 spawning improperly on Forward Retreat Points 

  • Humber’s Mark Area debuff now correctly applies to team weapon crews 

  • Fixed team weapons rotating too late to face towing vehicles 

  • Fixed towing vehicles getting stuck near obstacles when reversing 

  • Fixed multiple towing-related issues that could cause crashes 

  • Vehicles now immediately unload and drop towed weapons when withdrawing 

  • Buildings no longer execute specific destruction types depending on weapon; destruction now randomizes between impassable and passable cover 

US Forces Changes 

  • Medical Halftrack healing correctly reflects veterancy bonus 

  • Salvage Fighting Positions now eject crew before self-salvaging 

  • Salvage Positions no longer appear on heavy machine gun nests 

  • Company Command Post Withdraw now functions in Campaign 

Wehrmacht Changes 

  • Nebelwerfer and 20mm Flak no longer slowed in water 

  • Fixed various directional cover issues with grenades 

British Forces Changes 

  • Foot Guards now correctly attack at max range with bazookas 

  • Canadian Shock Demolition Engineering now properly displays population requirements 

  • Canadian Shock Battlegroup: 2-inch Mortar HE Barrage text corrected 

  • Fixed hand mortar animation glitch for Canadian Shock Troopers 

Deutsches Afrikakorps Changes 

  • Advanced Hazard Removal no longer references wire cutters (default equipment) 

  • Walking Stuka Creeping Barrage no longer stalls at max range 

  • First Strike bonus now correctly applies when attacking from Funkpanzerwagen camouflage 

Singleplayer & Campaign 
  • Allied companies in 2v2 Italian Campaign skirmishes now receive resource stockpiles to balance pacing 

  • When playing as the British in the Campaign, fixed US units called in via Company Abilities missing Veterancy Abilities. This includes Paratroopers, Bazooka Teams, and Riflemen. 

  • Enemy company at Campagna reduced from Veterancy 3 to 0 for early game balance 

  • Newly produced companies no longer get stuck in ships 

  • A.I. turn correctly ends after capturing player towns 

  • Forward Repair Depot Engineers no longer follow vehicles out of repair range 

  • A.I. units no longer idle when pinned during move commands 

  • 2v2 Italy skirmish A.I. now benefits from Company veterancy starting bonuses 

  • Fixed 6-pounder AT gun availability on A Bridge Too Far mission 

  • Corrected continue button behavior after The Battle of El Alamein 

Animation 
  • Fixed British Forces 6 Pound and 17 Pound recoil animations, VFX properly synced to muzzle 

  • Shortened grenade and flamethrower breach animations to 3 seconds 

  • Fixed autobuild engineers running at incorrect speed; standardized to match normal engineers 

  • Fixed Afrikakorps Flak Halftrack wheels not rotating 

  • Fixed animation issues related to multiple weapons and reload states 

 

User Interface & User Experience 
  • Improved zoom smoothness 

  • Mouse wheel now fully bindable as a hotkey 

  • Loading screens for Quick Match, Skirmish, Custom Games and Campaign Skirmishes have been updated to now include maps and units released after the 1.4.0 update, adding to the variety of backgrounds players will see 

  • Tactical map now properly scales recon ability ranges 

  • Status decorators for multiple abilities corrected 

  • Minimap unknown enemy icon updated for better readability 

  • Battlegroup Tech Tree visuals now match HUD icons and style

Campus Bonds - Season 1 - mcvisualnovels

I've made the decision to opt out of this summer's Steam NextFest. After thinking it through, I realized that Campus Bonds just doesn't have the visibility yet to stand out in such a competitive window, and having just one shot at a NextFest I didn't feel like wasting it.

This also means the Early Access version won't release on Steam until October, when the next NextFest rolls around. It wasn't an easy call, but I genuinely believe it's the right one, both for the game and for my own sanity. Rushing into it would hurt the project's long-term potential, and I want Campus Bonds to launch with the strongest momentum possible.

The good news? This gives me more time to refine things, to grow the community, and to plan a smarter launch. I'll be putting a lot more energy into marketing and polish over the next few months, and hopefully by October, we'll have way more eyes on the game and a bigger wishlist count to give it the push it deserves.

What does this mean for you? Development continues. The game is still being worked on, Episode 4 is in active progress, therefore you won't be affected by this (unless you really wanted the game in early access on Steam).

Kainga: Seeds of Civilization - SilkSoftworks

Hello Kainga fans!
I'm sorry that the last major update had a huge visual issue with the tooltips not disappearing for most players. But long story short, it has been fixed!This was exceedingly difficult to track down, as I was one of the few people NOT experiencing it, but I eventually found it and solved it (even if it took more than 2 weeks).

If you want to know the details: the problem was in a UI optimization I was attempting to make in the main HUD using an "Invalidation Box" which saves on UI refresh rates. But I didn't realize this was causing Tooltips to not hide themselves properly (or the weather bar to be incorrectly adjusted in some cases)

Anyways! It's been fixed and we can finally move on to other issues.
I just wanted to share this hotfix (more like COLD-fix) with you as soon as I could.

Here's the actual changelog since the last update:

Patch 1.2.21
Fixes:

  • FIXED THE TOOLTIP UI BUG! (This took me way too long to figure out…)

  • Fixed a controller prompt on the color selection screen

  • Fixed an issue where Ajowan wouldn’t supply new technologies to the hotbar after death

  • Fixed the appearance of the clay pit

  • Orinoco house now works again

Lucky Bastard - clerikstudio

I previously announced that I plan to release the final version of the game at the end of June, but Steam's Summer Sale is starting soon. Steam does not recommend switching from early access to the final version during the sale. Therefore, I would like to inform everyone that the final version will be released after the Summer Sale ends. Lucky Bastard will still be available in the Summer Sale with the “Early Access” label.

In the meantime, enjoy your favorite coffee at Kelly's

Tape to Tape - Hastan
Hey there! This is the Summer Developer Update!

Hope you guys are enjoying the summer season!
In this post we will be providing a general update on the current development progress of the game, what's to come and our plans on our road to 1.0!

Before we dive in, just a quick heads-up: everything you’re about to see is still a work in progress and subject to change. As for the next update no confirmed ETA just yet, but we’ll be sure to let you know as soon as we have one. In the meantime, feel free to join our Discord to stay in the loop and chat with the dev team!

Here are the key topics covered in this post:
  1. General Developer Update

  2. Main game updates

  3. Campaign Remake - Development Progression & Teasers

  4. Roadmap & Plans

  5. FAQ

Developer Update
Since the game’s last update, we’ve fully shifted our focus to developing the Campaign remake.
While it’s a massive undertaking, we haven’t slowed down one bit. In fact, we’ve doubled down. We’re adding more content, new power-ups (A LOT.), tons of features, and a wave of updates to the AI, goalies, and much more.

The reworked campaign is currently being tested by a small group of players, and we’re keeping a close eye on their feedback, tweaking, experimenting, and having a blast in the process. We’re gradually expanding the testing group and will continue doing so until we’re ready to open it up for everyone to try out. We do not have a set ETA until launch.
If you are interested in becoming a tester, you can join our Discord!

Main game updates
As mentioned before, a lot of new content is being added to the game.
Because of how extensive these changes are, we’ve decided to pause updates to the main game for now and fully focus our development efforts on the campaign rework. However, the Alpha version of the Campaign Rework will be available to all soon!

The features we’re working on are all interconnected, and updating just one part of the game in isolation would be trickier and less efficient. Instead, we’re aiming to deliver one big update down the line, one that will not only overhaul the campaign but enhance the entire game experience.

Campaign Remake - Development Progression & Teasers

This campaign remake doesn’t just revamp the campaign, it transforms the entire game. With over 50 new power-ups added on top of the existing ones (some of which have been rebalanced or redesigned), chaos is guaranteed.

Campaign 2.0 is a complete overhaul of the original campaign in Tape to Tape, with a ton of new features, power-ups, teams, and overall variety. Here's what you can expect:
  • A full rework of core systems, including major changes in and outside of matches (events, node structures, pathing, and progression)
  • Removal of the shop and puck currency system
  • Rework of the legacy Elite and Power-Up unlocking systems
  • Introduction of new Squads with unique playstyles to start your runs
  • More Elite Teams and Bosses
  • A wide variety of new Relics, Power-Ups, and Upgrades
  • Additional node types across the world map & more paths
  • Introduction of injuries, Free Agents, and more control over your lineup and bench

Out with the old, in with the new.

Here's a breakdown of the changes coming in the Campaign Remake:


Squads
Squads act as your starting loadout when beginning a new run. Think of them as pre-built squads, each designed around a distinct gameplay style or strategy. While they provide a unique foundation, your decisions throughout the run will shape how the team evolves and adapts. Completing a run with a Squad will unlock new ones, each offering fresh gameplay twists and challenges to explore.
Injuries, Bench & Player Management
Injuries are now a thing in Tape to Tape!
From impaired vision affecting shot accuracy, to shoulder damage weakening bodychecks, hand injuries reducing shot power, or banged-up feet slowing your skaters down, injuring the opposition has never been more strategic (or satisfying.. right?). But be warned, when your players get hurt, you may need to find replacements until they’re back in shape.


Even if a player isn’t injured, you might still want to swap them out. Whether it’s to strengthen your long-term roster or to capitalize on a short-term powerhouse who brings a burst of elite performance for just a few games. That said, landing on an Injury node to patch up one of your own can still be a game-changer!



Rotating your bench between games can also be a smart move, especially when you need specific attributes to counter the strengths of upcoming opponents. Strategic substitutions could be the key to victory!


New Nodes
So long, Event Node and say hello to a whole new set of nodes on your path to glory!
The world map has also been reworked, now featuring multiple path options that give you more meaningful choices as you progress!

WIP World Map

Here are some of the new nodes you will encounter (more information to follow when the update drops.):

Blademaster


Coach's Corner


Infirmary


General Manager


Training Center


Fan #1


Chaos

New Power-ups
With all the new stuff being added, of course power-ups are part of the package! We’ve been working on over 50 new power-ups (and we're not done yet.), along with reworks and balance changes to the existing ones.

Finding fun and creative power-up synergies has always been one of our goals with Tape to Tape, and we’re super excited to see how the new additions will open up even more ways to play!


A little mix of farts and shots? Why not.



While some of the new power-ups are more on the fun and goofy side, they still serve a purpose and can come in handy. Others, though, might be a bit rarer but they’ll pack a much bigger punch when it comes to impact and rewards! We haven't forgotten about goalies, they are getting their fair share of power-ups too!



Roadmap & Plans
This time, we won’t be including our usual roadmap preview.
That’s because we’re working on many interconnected features at once, making it harder to lay out a clear timeline or order of what's coming next.

Instead, moving forward, we'll share teasers of what’s actually coming in the next patches.
This approach should help reduce confusion and set clearer expectations.


This new power-up ties into an upcoming Elite Team. Can you guess what the power-up is and which team it's for?

Frequently Asked Questions
Q: When is the next update?
A: No ETA at this time. Join our Discord to stay in touch with the team!

Q: Can I test the new campaign?
A: You sure can. Once we open applications on Discord, you’ll be able to apply!

Q: Is Online coming?
A: Nope. Online is not planned for Tape to Tape at this time due to the game’s structure. In short, it would require a complete rebuild from the ground up to work properly online.

Q: Are there more customization options in the works?
A: Yes! Lots of new stuff is coming down the line.

Q: Franchise mode? Extra modes?
A: No Franchise mode planned for Tape to Tape. That said, we might add extra modes much later after the official release.

Q: Is Butcher going to get better?
A: We're cooking up goalie power-ups as we speak. He’s on the right path. Don’t worry.

Got more questions? Post them below and we’ll be happy to answer!

That’s all for now!
We hope you enjoyed this Summer Development Update. We’re incredibly excited to share more of the campaign remake, and even more excited to get more people involved in testing!

As always, thank you for your continued support and passion for the game.

Stay tuned!

The Tape To Tape Team

Jerez's Arena Ⅲ - Aolun

Update 1.013 Patch Notes

  1. Fixed some typos.

  2. Attempted to fix black screen/freeze issues.

  3. Attempted to fix freeze issues caused by saving/loading.

  4. Fixed an issue where background images were lost when loading during ADV playback.

  5. Fixed a bug where incorrect soul stone inheritance caused certain quests to become uncompletable.

  6. Added full CG unlock feature at Alice's Mansion after clearing any ending other than D.

  7. Set a maximum limit of 25 QTEs to avoid overly difficult challenges.


‼️Players using version 1.012 or earlier must update to version 1.013!
(Due to an oversight, save files and translations from version 1.012 may not function correctly. Please be sure to upgrade.)

If you continue to encounter issues, please check the pinned bug report thread for reporting instructions:
🔗

https://steamcommunity.com/app/2875610/discussions/0/592900931251606690/

Heroes Against Time - David [Developer]

Players should now be able to easily and smoothly switch between controller and Mouse & Keyboard at any point in the game! I hope this addition helps players with controllers to have a smoother, better experience.

...

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