上午 7:16
Spiral - kumakichi

The following issues have been fixed:

- Fixed an error in the stage transition UI.

- Changed title text size.

上午 7:13
Tanxl - KING MAX
Game Content Updates:
  1. Added two new special audio files.

  2. Added a new texture for the table.

  3. Added a texture for the single-layer cabinet.

  4. Fixed the issue where background music failed to play.

  5. Added two new pieces of furniture in the protagonist's home.

  6. Revised the protagonist's initial position.

Game Engine Updates:
  1. Fixed multiple spelling errors in the Game Event Module.

  2. Added an interface to clear all events in the Game Event Module.

  3. Removed unused pointers from the interface for compiling map data in the Map Data Module.

  4. Modified the Map Data Module so that the program no longer terminates immediately when a map trigger exception occurs.

  5. Added an auxiliary function to parse a single state unit in the Map Data Module.

  6. Added an auxiliary function to clear target vectors in the Map Data Module.

  7. Simplified the processing of the last segment of data during map compilation in the Map Data Module.

  8. Added an interface for drawing a single image in the Rendering Module.

  9. Changed all coordinate parameters of Game Map Shader 2 to be passed via uniform variables.

  10. Changed the rendering layer for the game homepage in the Rendering Module to an image rendering layer.

  11. Added an overloaded version of the image-drawing interface in the Rendering Module.

  12. Renamed Game Map Shader 2 to Image Shader 1.

  13. Renamed Game Map Shader 3 to Game Map Shader 2.

  14. Moved two globally defined variables into private members in the Rendering Module.

  15. Separated the initialization part of instantiated rendering into an independent initialization interface in the Rendering Module.

  16. Added memory deallocation for dynamically allocated memory in the destructor of the Rendering Module.

  17. Fixed the missing null pointer check in the destructor of the Audio Module.

  18. Added a member variable to track the current background music state in the Audio Module.

  19. Modified the audio playback interface in the Audio Module to return an audio state pointer.

  20. Added an interface for updating music playback in the Engine Management Module.

  21. Added an interface for updating background music in the Audio Module.

  22. Modified the background music playback interface in the Audio Module to require only one call.

  23. Changed the function of the background music playback interface in the Engine Management Module to play immediately.

  24. Revised the conditions for determining if background music is playing in the Audio Module.

  25. Added functions to pause and resume background music playback in the Audio Module.

  26. Removed the upper limit on the number of initializable fonts in the Font Module.

  27. Fixed the inconsistent exception type issue in the Storage Module.

  28. Changed the tab character count variable to a member variable in the Storage Module.

  29. Converted enums to enum classes in the Random Module.

  30. Changed the random data container to a standard library container in the Random Module.

  31. Reduced unnecessary copy operations in the interface for setting predefined data in the Random Module.

  32. Disabled copy and move constructors in the Random Module.

  33. Improved the efficiency of the version information retrieval interface in the Random Module.

  34. Removed parameters from the interface for generating random numbers within a range in the Random Module.

  35. Added duplicate initialization checking in the Rendering Layer Module.

  36. Fixed a spelling error in the Dialogue Module.

  37. Added configuration files for English dialogues and a new data folder in the Dialogue Module.

  38. Fixed a spelling error in the Engine Base Class.

  39. Added a language-related structure to the Engine Base Class.

  40. Modified the local data retrieval interface in the Storage Module to no longer clear all spaces.

  41. Added automatic dialog box closing after dialogue ends in the Rendering Module.

  42. Revised the name of the wooden floor texture in the Texture Management Module.

  43. Fixed the texture depth error on the title screen in the Rendering Module.

  44. Changed the storage of action loops to use smart pointers in the Rendering Layer Module.

  45. Fixed uninitialized parameters in the Action Loop Module.

  46. Added a singleton-implemented window manager class in the Rendering Module.

  47. Moved window initialization functions to the window manager class in the Rendering Module.

  48. Added a window title parameter to the window initialization function in the Rendering Module.

  49. Moved other window-related initialization functions to the window manager class in the Rendering Module.

  50. Added a version information initialization interface to the window manager in the Rendering Module.

  51. Split the window creation interface from the window initialization interface in the Rendering Module.

  52. Moved the window size setting interface to the window manager class in the Rendering Module.

  53. Moved the window icon setting function to the window manager class in the Rendering Module.

  54. Moved the window destruction interface to the window manager class in the Rendering Module.

  55. Removed the main window pointer from the Rendering Module.

  56. Fixed the issue where re-invoking the background music toggle interface in the Engine Management Module would turn off the background music.

  57. Added a member variable to mark whether background music is active in the Audio Module.

  58. Added an interface to set the active state of background music in the Audio Module.

  59. Added a window title setting interface in the Rendering Module.

  60. Removed title setting parameters from other interfaces in the Rendering Module.

  61. Added a function to end the current frame in the Rendering Module.

  62. Added a window size retrieval interface in the Rendering Module.

  63. Separated the Window Management Module from the Rendering Module.

  64. Added two retrieval interfaces to the window state query section of the Window Management Module and made them inline uniformly.

  65. Added vertical synchronization setting functionality in the Window Management Module.

  66. Added default callback function setting functionality in the Window Management Module.

  67. Fixed the issue where player stats were not updated immediately after removing equipment in the Item Module.

  68. Improved the type safety of enums in the Item Module.

  69. Added null pointer detection to the component retrieval function in the Item Module.

  70. Renamed the health and money retrieval interfaces in the Item Module.

  71. Changed component capacity to be dynamically configured based on enum size in the Item Module.

  72. Added a function to clear all stored components in the Item Module.

  73. Added move semantics support in the Item Module.

  74. Removed the action loop count counter in the Action Module.

  75. Changed static member variables to private members in the Action Module.

  76. Added an update interface to manage animations for actions and idle states in the Action Module.

  77. Simplified the action loop update process in the Rendering Layer Module.

  78. Changed the functions for executing action loops and idle states to private in the Action Module.

  79. Modified the map data setting interface in the Map Data Module to re-throw exceptions after catching them.

  80. Modified the map setting function in the Engine Management Module to insert missing parts when exceptions are detected.

  81. Removed macros from the interface for outputting in-memory item serial numbers in the Storage Module.

  82. Added space filtering to the data label retrieval function in the Storage Module.

  83. Modified the map setting function in the Engine Management Module to use default data to fill in missing labels when data gaps are detected.

  84. Fixed a memory leak issue during font initialization in the Font Module.

  85. Fixed the potential multiple construction issue in the current singleton implementation of the Font Module.

  86. Fixed incomplete exception handling for the character generation function in the Font Module.

  87. Renamed and upgraded the Coordinate Module to the Coordinate Base Class.

  88. Updated the language standard to C++17.

  89. Moved coordinate conversion functions from other modules to the Coordinate Module.

  90. Changed the function for recording the height and width of the basic rectangle of map scenes in the Map Module to use the Coordinate Module.

  91. Removed unnecessary type conversions in the Map Module.

  92. Fixed the use of incorrect parameters when retrieving initial position data from files in the Engine Management Module.

  93. Changed implicit downcasting to explicit in the engine reset function of the Engine Management Module.

  94. Added support for arbitrary order of local file content retrieved by the Engine Management Module.

  95. Removed the variable that marks whether the map needs to be re-drawn based on map groups in the Map Module.

  96. Temporarily modified the initially displayed map group in the Map Module.

  97. Removed the movement system class from the Map Module.

  98. Transferred the coordinate conversion functions in the Map Module to the Coordinate Module.

Glider Sim – Soaring Simulator - joeysipos
-Fix issue where SteamVR was crashing on start.
-Fix issue where waterfall sound was playing in the browse earth screen.
Mecha BREAK - MechaBREAK_Official

Attention Pilots:

A client update is coming on October 17 at 10:15 PM (UTC+8). This is a no-downtime update, so you can keep playing as usual. Simply update your client to access the latest version—logged-in players won't be affected.

This update fixes visual glitches that occurred when pilots disconnected while spectating and then rejoined the battlefield. It also fixes text display errors in the \[Adapt and Overcome] mission.

Thank you for your continued support and feedback!

—S.H.A.D.O.W. Command HQ

SubwaySim 2 - d.seiler

Today we’re bringing you a brand-new DevLog update!
This time it’s all about construction sites in Hamburg and new uniforms for the battery locomotive drivers.

Over the past few weeks, we’ve been working hard to make construction operations in Hamburg feel more dynamic and varied. In addition to exciting new scenarios, you’ll now find a variety of active construction sites in both timetable and career mode.
To keep things fresh, we’ve created a smart randomization system – meaning construction sites won’t always appear in the same place, but will be randomly distributed each time you start a timetable.

That means whenever you open the timetable selection, different sites and tasks will appear. Especially from Monday to Thursday during nighttime, there will be plenty of exciting missions to take on – while passenger trains are resting, it’s your job to keep Hamburg’s railway network running smoothly.

Of course, proper work also calls for proper attire: drivers of the battery locomotive now wear new, authentic workwear. Instead of a white shirt, you’ll see sturdy construction clothing. After all, a white shirt doesn’t exactly belong on a construction site.

This DevLog marks another step toward making the experience feel even more authentic and immersive, capturing the real rhythm of railway operations – from late-night construction runs to the early morning return to the depot.


About SubwaySim 2

SubwaySim 2 is now available on PC, PlayStation 5, and Xbox Series X/S. We’d love to hear your thoughts in the Steam Discussions, on our Discord server, or via Instagram. Also check out the game on the PlayStation Store, Xbox Store, or Epic Games Store!

https://store.steampowered.com/app/2707070/SubwaySim_2/

NCORE - GodForbid_I_do
  • Read part 1 to learn about the reasoning and inspirations for the weapon transformations.

  • Read part 2 to learn more about the development process.

  • Read part 3 to learn about how the players influence what weapons appear in-game.

How are weapons obtained in the game?

A vast array of weapons can be found in the game by defeating the mobs guarding them or taking them from rival gladiators.

Unique weapons can be acquired by defeating bosses. Currently, there are three bosses in the game — one for each hex theme. Defeating the Juggernaut rewards players with a machine gun, the Witch drops the Lightning Gun, and the Zombie-location boss yields a grenade launcher. Be warned: during the alpha test, there may be fewer bosses and unique weapons available. Uniqueness lies not only in power but also in gameplay. A gladiator wielding such a gun stands out, so taking on a boss is definitely worth it.

How does the game maintain the balance between melee and ranged weapons?

At first glance, why focus so much on melee weapons when players already have guns? However, in NCORE, the developers have created a system that encourages players to use both options in combat. Certain maps, in-game situations, the weapons enemies use, and gadget effects can all make melee combat more advantageous—not to mention the obvious benefit of not needing to reload.

What happens to weapons when a character "dies"?

First, it’s worth noting that there’s no actual "death" in the game. If enemies defeat your character, they are sent backstage, where they can reassess their tactics and spend coins earned during the match on new, often even more powerful weapons. After that, the gladiator can return to the arena to seek revenge and lead their team to victory.

Upon "dying," the character loses some of their accumulated tokens and part of the weapons collected on the battlefield. Use this to your advantage if you encounter a strong gladiator. Don’t miss the chance to take down an opponent wielding a unique gun obtained from a boss to claim it for yourself.

NCORE is, first and foremost, a game about adapting to circumstances.
Everything changes: hex layouts, enemies, token drop-off points, bosses appear and disappear, players find new weapons on the map, and tactics shift. In a single match, every player can try out a significant number of weapons, adjusting to the situation. This creates dynamic gameplay. The developers expect players to combine different playstyles, experiment with various weapons, rather than stick to one gun for the entire session — though that’s also an option.

NCORE is a game about decision-making. One of the key questions is: which gun will your gladiator choose for the next fight? After all, it could determine the match’s outcome.


And that’s the last part! What do you think? If you played in the alpha-test, share your feelings about the weapons and your tactics.

Guild Encounters - Gyudon

Hello guild masters,

As we get closer to the release of Guild Encounters on November 4th, 2025, I’d like to introduce more about the game and what you can expect when playing it.


Concept and Background

Guild Encounters is what I like to call an “Arcade JRPG.”
What do I mean by that? Imagine the game loop of a fighting game, where you select your character(s) and face a series of opponents one after another until you either defeat the final boss or run out of continues. That, in a nutshell, is Guild Encounters—but through the lens of a JRPG battle system.

I wanted to focus purely on the battle mechanics and gameplay systems of a JRPG. There’s no grand quest to save the world, no sweeping adventure across continents. Instead, it’s about you and the party members you recruit, persevering through a gauntlet of challenging encounters to ultimately slay a goddess who will grant a wish to anyone strong enough to defeat her.

The core gameplay loop revolves around taking a low-level party and leveling up through the Normal and Veteran ranks until you’re ready to challenge the Expert rank. That’s where you’ll face the goddess herself — and be pushed to your limits.


The Enhancement Shop

Before every battle during a run, you’ll visit the Enhancement Shop — a crucial stop where strategy takes center stage.
Each character in your party has Enhancement Slots; you’ll start with one by default, but more can be unlocked by purchasing an Enhancer’s Codex from the Guild Shop.

Every encounter pits your party not only against a group of enemies but also against Battle Conditions that bolster enemies and hinder your team in various ways. The Enhancement Shop serves as your great equalizer.

  • Facing a group of Elementals? Equip an Absorb Element enhancement to heal from their magic attacks.

  • About to fight under a condition that drains all MP at the start? Try the Conserve MP enhancement to nullify the effect and halve ability costs.

Enhancements aren’t free — they cost Enhancement Points (EP). Your starting EP balance varies depending on the difficulty of your run. Removing an enhancement fully refunds its cost, so you’re encouraged to experiment freely. You’ll also earn additional EP after each battle.

Certain Guild Shop items can even increase EP gains or reduce enhancement costs, giving you more flexibility as your run progresses.


The Guild Shop

So what exactly is the Guild Shop? It’s where you spend your hard-earned Guild Points (GP), which are earned after every battle. Bosses reward large amounts of GP, and completing a run grants a hefty bonus.

The Guild Shop offers rare items with special effects (like the ones mentioned above), valuable consumables useful in battle, and even ultimate weapons and armor for your party members. It also serves as your hub for recruiting new adventurers.

After you select your starting party, the cost to recruit each remaining adventurer varies based on their abilities. Each has unique strengths, weaknesses, and roles to fill — choosing the right combination is key to success.


Wrapping Up

I hope this gives you some insight into what Guild Encounters is and what you can expect when playing. I want to be transparent about the experience — it’s a game that focuses primarily on battles, refined mechanics, and strategic encounters.

There’s more to come! Future dev blogs will introduce the battle system, and explore status ailments, buffs, and debuffs in detail.

Signing off for now,

Gyudon

A Normal Lost Phone - Sylvaë - Dear Villagers

Dear reader,

 

A Normal Lost Phone is part of the Games Under 5 Hours event (Octber 13-27), and we wanted to share something with you.

 

You know that feeling when you find something personal that doesn't belong to you? That mix of curiosity and guilt?

 

This game captures that perfectly. You've found Sam's phone, and through their texts, photos, and apps, you start to understand their life. Their friendships. Their family. The struggles they faced. And the night they disappeared.

 

It's initmate. It's emotional. It's a story about identity, self-discovery, and finding the courage to be yourself.

 

What makes it special:

  • You explore through a realistic phone interface

  • A heartfelt LGBTQ+ narrative that many have found deeply relatable

  • Piece the story together at your own pace

  • Solve puzzles by figuring out passwords from clues

  • A complete, meaningful experience you can finish in one sitting

 

🎁 We're giving away 2 Steam keys!

 

Want to play?
  1. Follow Dear Villagers on Steam

  2. Retweet this post on X (Twitter)

We'll randomly pick winners on October 27th.

 

Someone's story is waiting. Will you listen?

 

Check out 400+ more games in the Games Under 5 Hours collection 💙

Football Manager 2024 - Kyle Brown

Elevating authenticity to truly global heights, we’re delighted to have signed our first partnership with FIFA, football’s world governing body.

The multi-year deal brings official licences for FIFA’s biggest competitions to the Football Manager series, including the FIFA World Cup 26™ held in Canada, Mexico and USA.

The inclusion of officially branded and titled FIFA competitions will begin in FM26 with the FIFA World Cup™, FIFA Women’s World Cup™ and FIFA Club World Cup™. 

Announcing this partnership unlocks our ability to answer your questions – this licence coincides with the inclusion of a playable, revamped International Management module in FM26, FM26 Console and FM26 Touch* in a Content Update next year in advance of the World Cup.

Full feature details will follow once we're in a position to confirm every element but we can reveal that for the FIFA World Cup 26 - the 23rd and largest edition in tournament history - the official kits of all 48 teams will be included in FM26 when they’re available alongside broadcast graphics and tournament branding.

*The International Management module will be available in FM26 Mobile (Netflix) from launch.

https://store.steampowered.com/app/3551340/Football_Manager_26/

War Thunder - Blitzkrieg Wulf

Check out Battle Pass Season 21, Brave Archer! This season, you can get the premium Re.2005 (VDM), which is a variant of one of Italy’s most distinguished Second World War fighters, plus the RN Luigi Cadorna, named after the famous Italian marshal. And as always, there’s warbonds, decals, boosters, Silver Lions, Premium Account time, wagers and more!

Check out this season’s Warbonds shop! We’ve added a trophy featuring Warbond decals from previous years, as well as a new “Sangoma” decal. Full details below!

Beginning on: October 23rd (12:00 GMT)

Ending on: January 21st (12:00 GMT)

What is the Battle Pass?
The Battle Pass is an event that lasts for 90 days where players can earn rewards for completing challenges and earning progress points. Rewards range from Silver Lions and boosters to season-exclusive decals, decorations, vehicles and more. Completing the Battle Pass is simple: you earn progress points that unlock levels, earning valuable things along the way!

Leveling up the Battle Pass & Challenges Leveling up is simple! Gather progress points to unlock more levels. One level is 10 progress points. Points can be obtained through logging into the game, completing Daily Tasks and completing specific Challenges. New Battle Pass Challenges unlock once a week and another three can be obtained through reaching specific levels.

  • Login to the game! Get 1 to 5 progress points for doing this.

  • Complete Daily Tasks! Get 2 to 5 progress points for each of these.

  • Complete Battle Pass Challenges! Get 30 points for each of these.

Click here for all of the Challenges

Rewards in Season 21

Purchasing the Battle Pass for 2,000 Golden Eagles will allow you to access every level. Purchasing the improved version for 2,500 Golden Eagles comes with an extra 150 progress points (15 levels from the get go).

 

Not got enough time to complete the Battle Pass? You can purchase progress points for Golden Eagles 28 days after the season begins.

The Battle Pass can be accessed on the right side of the screen while in the hangar.

Click here for all of the Rewards

Check out all of the rewards in the season below.

Decals, Decorations and a Profile Icon

 

“Emblem of the 7th Squadron” decal

“Emblem of the 8th Squadron” decal

“Emblem of the 32nd Squadron” decal

“Emblem of the 50th Squadron” decal

 

“Breda 30” decoration

“Brixia Model 35” decoration

“L3/33 CC” decoration

“Italian Fighter Pilot”profile icon

 

New vehicles this season

RN Luigi Cadorna (Italy)

A Premium Light Cruiser for Italy at Rank III

Laid down in 1930, the light cruiser Luigi Cadorna was designed as one of the ships of the second series of Interbellum light cruisers. During the Second World War, Luigi Cadorna served primarily in auxiliary roles, participating in convoy operations, covering shipping between Italy and North Africa, and providing air defense for ports. After the Armistice of 1943, RN Luigi Cadorna defected to the Allies and was used as a training vessel. Postwar, this ship remained in the Italian Navy until 1951, when it was struck off and scrapped.

 

In War Thunder, RN Luigi Cadorna relies on two key advantages of its design: incredible speed and excellent armament. This new light cruiser will arguably be the fastest of its class in the game, boasting a top speed of over 38 knots (over 72 km/h)! Despite its agility, this light cruiser carries a robust armament of eight 152 mm main guns and six 100 mm secondary guns. Lightly armored, RN Luigi Cadorna excels when quickly capturing objectives, destroying enemy destroyers, and group-hunting enemy light cruisers.

RE 2005 (VDM) (Italy)

A Premium Fighter for Italy at Rank IV

The Reggiane Re.2005 Sagittario was one of the most advanced Italian fighters during the Second World War, developed as part of the “Serie 5” program alongside the Fiat G.55 and Macchi C.205. The designers of this aircraft used the German DB 605 series aircraft engine, and the second production prototype also tested the German VDM propeller. The prototypes demonstrated excellent performance, however the aircraft never entered large production. Only about 30 Re.2005s were built, primarily for air defense missions in the defense of Naples and Rome.

The star of Battle Pass Season 21 is the Re.2005 (VDM) Saggitario (Italian for “Shooter”), an improved version of one of the game’s best piston-engine fighters, the Re.2005 Series 0. This variant features a new propeller and a slightly reshaped nose, improving all key performance characteristics. The Re.2005 (VDM) is a fast, maneuverable fighter that excels in air combat at medium and high altitudes. With the ability to carry 630, 500, 250, 160, 100, and 50 kg bombs, the aircraft also excels in Ground and Naval Battles at the mid ranks.

Battle Trophy with Past Vehicles

Missed out on previous Battle Pass vehicles? The Battle Trophy has you covered, featuring four vehicles from past Battle Passes or events. Opening this trophy will give you one vehicle from the list. If you have them all, you’ll instead receive Silver Lions and the special “Golden Battles Wager”, allowing you to earn up to 1,000 Golden Eagles.

T55E1

Toldi IIA

Sd.Kfz.251/22

Ikv 73

Get Silver Lions, Consumables, Premium Account Time and More in the Battle Pass!

The Battle Pass doesn’t just feature decals, decorations and vehicles, it also contains a lot of other useful items. This includes a large amount of Silver Lions, Warbonds to spend in the Warbond shop, Orders, Wagers and Backups for use in battles, a Test Drive for one of the new vehicles before you get it, 10 days of Premium Account time, unique camouflages for the two new vehicles and a title and loading screen to remember your accomplishments.

 

Get the next Battle Pass for free with Upgrade Coupons!

Two “Upgrade Coupons” are at levels 105 and 125 in the Battle Pass and are both needed to get the next Battle Pass for free. They also make the two new vehicles tradable on the Gaijin Market if you prefer.

To purchase a Battle Pass using the “Upgrade Coupon”, you need to wait until the current season ends and the new season begins. You’ll then be able to exchange two Upgrade Coupons in the Battle Pass purchase window. Upgrade Coupons must be available in your inventory to do this.

The Warbond Shop in Season 21!

Check out some of the main Warbond shop items in Season 21! You can view the full list of items available as well as the conditions for receiving them in-game.

The Warbond shop can be accessed by clicking on Shop > Warbond Shop from the hangar or from the Battle Pass window by clicking “Shop”

What is the Warbond Shop?
The Warbond shop is connected with and runs in tandem with the Battle Pass. Items in the Warbond shop can be purchased with a currency called Warbonds that are earned in the Battle Pass. There are a total of 6 shop levels and each one can be unlocked by reaching specific levels in the Battle Pass. In addition to purchasing with Warbonds, each item from shop level 3 requires a certain number of medals to purchase. Medals can be obtained through completing Special Tasks.

Vehicles

Smelyi (USSR)

IL-2 (1942) (Germany)

Crusader “The Saint” (Great Britain)

MS 444 (Italy) — first time in the shop!

XP-50 (USA)

Chi-Nu II (Japan) — first time in the shop!

More about the new rewards:

MS 444 (Italy) — first time in the shop!

The American Higgins torpedo boat, originally built for Lend-Lease to the USSR, ended up in service with the Italian Navy after the war. The MS 444 is very fast and agile when moving, and in addition to its torpedoes, it features an excellent armament of 40 mm and 20 mm autocannons. For the most effective salvo, position this boat broadside to the enemy.

Chi-Nu II (Japan) — first time in the shop!

The Japanese Chi-Nu II medium tank was a transitional design from the Chi-Nu to the “Sherman killer”, the Chi-To. The tank’s main advantage is its excellent 75 mm gun for its rank, as it fires accurately and quickly and has effective APHE rounds. The tank excels as a long-range sniper or as a support tank in urban combat.

Decals

Season 21 brings back the 2021-2022 Warbond decals in a special trophy, and also introduces a new “Sangoma” decal to continue the themed series!


“Sangoma” pinup decal

Trophies

Like decorating your ground vehicles? Then check out the Camouflages trophy, featuring several camouflages for your vehicles! Prefer making your player profile unique? Open the profile icon trophy to get yourself a German tanker! 

Consumables

Alongside trophies, vehicles and decals are a bunch of useful consumable items, including boosters, universal backups, wagers & orders, premium vehicle rentals and talismans — all perfect for helping you through the game.

Get out there and get yourself some goodies!

...

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