Automobilista 2 - Reiza Studios

AMS2 is now updated to V1.6.5.0; the latest release focuses on bug fixes, various improvements to existing car & track content along with some fresh Quality-of-Life developments before the introduction of new content over the next few weeks. 

Some highlights of the update include support for launching AMS2 straight to the MP lobby via web browser;  To launch into a dedicated server from a web browser combine the  'Steam Browser Protocol' with the new '-connect' cli switch to create a url like the example below, substituting items in angled brackest as appropriate:

\

steam://launch/1066890/dialog//-connect <ip>:<gameport> -password <password>\

AMS2 V1.6.5 also brings some further tire physics delelopments these are mostly subtle in effect but might be more perceptible for certain classes  

This build also brings some minor visual improvements as listed in the changelog below.

V1.6.4.3->V1.6.5.0 CHANGELOG
GENERAL

  • Implemented level-of-detail crossfades in the renderer for foliage and grass shaders

  • Fixed multiplayer issue where wrong race results could occur if one of the participants crossed the line before green flag after a jump start

  • Fixed multiplayer issue that could happen in short tracks (1,5km or less) with formation lap enabled resulting in wrong race positions

  • Fixed some issues in the second race of a 2-heat championship event related to racing flags, rules and settings

  • Disabled tire pressure changes in pitstops that don't contain tire changes (this also prevents triggering a bug where the pitstop would fail to refuel the player vehicle if there wasn't a tire change in vehicles that can do refuel and tire changes in parallel)

  • Added cli switch to directly join a multiplayer server on launch (-connect ip\[:<port>] \[-password <pw>])

  • Reduced the track visual micropuddles´ intensity in overcast weather

  • Added subtle racing line rough reflection brightening when the track is slightly damp such as in humid conditions or at the beginning of a rainy spell

  • Significantly reduced Z-Fighting on painted road lines that occurs on large tracks

  • Reduced vehicle extra dirt brightness on darker liveries

  • Fixed shared memory showing launch control as installed for all vehicles

  • Fixed some objects appearing invisible when loading into a track

  • Fixed shared memory mLastOpponentCollisionIndex not correctly mapping into participants array

UI & HUD

  • Fixed class position not showing in HUD position widget for championships with class scoring enabled

  • Added track name string to Quick Setup screen

  • Placement of HUD widgets in the editor overlapping the edge of the screen is now allowed

PHYSICS

  • Minor adjustments to tread friction fade with velocity for all compounds in the following classes: GT1, GTE, GT3 (both gens), GT4, G55 Supercup, Lancer Cup, Mini JCW, Group C, Stock Opala 1986, Stock Omega 1999, LMDh/GTP, LMP2, DPi, P1 (both gens), P2, P3, P4, F-USA (all gens), F-Trainers, F-Inter, F-3, F-Retro (all gens), F-Classic (all gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate (both gens)

  • Further adjustment to slick wetnees effects

  • Minor carcass sidewall adjustments for LMDh / GTP, LMP2, P1 (both gens), P2, P3, P4, GT1, GTE, GT3 (both gens), GT4, G55 supercup, Porsche Cup, GT Open

  • Minor adjustments to auto upshift / downshift thresholds in all classes

  • Cadillac_V-Series.R: Minor default setup adjustments to low downforce variant

  • Porsche 911 RSR GTE: Fixed asymmetry in front left fast bump damper setting (setup reset recommended)

AI

  • Adjusted AI drag effect scalars

  • Further adjustments to AI fuel ranges to avoid chances of late-race pitstops for fuel

  • Monza 1971: Fixed issue where some AI vehicles would over shoot T1 when leaving the pits

  • Virginia South: Fixed issue where some car types would spawn on the pit wall.

AUDIO

  • Fixed bonnet/bumper camera engine sound being out of center for BMW M4 GT4, M6 GT3, M8 GTE; Chevrolet Camaro SS and Camaro GT4; Stock Car Brasil (all models)

  • Fixed external chase cam engine sound pitch mismatch to onboard camera for Stock Cruze, Metalmoro AJR Chevy, Metalmoro AJR Gen2 Chevy, Ginetta G58 and Sigma P1

  • Adjusted Traction Control sound for BMW M4 GT3, Porsche 963, Chevrolet Corvette C8 Z07 Upgrade and Corvette Z06 GT3

  • Adjusted engine sound position for Chevrolet Camaro SS and Camaro GT4

  • Adjusted gearshift and high-rpm engine sound for Ginetta G40 and G40 Cup, fixed missing rev-limiter sound for G40 Cup

  • Nissan R89C: Adjusted turbo sound; fixed inaudible cockpit engine sound in replay

  • McLaren MP4/4: Fixed engine shutdown abrupt sound cutoff

  • McLaren MP4/5B: Fixed abrupt transition to idle sound

  • Chevrolet Camaro GT4: Fixed engine sound moving whilst steering

  • Brabham BT52: Fixed external camera engine sound pitch

  • Metalmoro AJR Judd V10: adjusted rev-limiter sound

  • McLaren F1 LM: fixed onboard engine sound pitch inconsistency

TRACKS

  • Kansai: Smoothed pit apron surface near the last garage exit; Added missing pit-in light for West layout

  • Watkins Glen: LOD adjustments to static tents and infield RV objects; Expanded track cut limit for the runoff and landing area at the inner loop in STT layout

  • Road America: Minor z-fight fixes visible on the run down to T5; Adjusted AI corridors

  • LongBeach: Fixed a problem with palm tree LOD poping in VR

  • Interlagos: Fixed the tire and cement barrier harsh collisions in some areas

  • Interlagos 1991-93: Fixed LOD settings issue with several static object types; Added cheat block to 3rd sector infield

  • Mosport: Fixed flickering track side advert billboards

  • Sebring: Adjusted the lodA range on the camera gantry static objects

  • Laguna Seca: Redprofiled T4 and T10 runoff strip terrain

VEHICLES

  • Added new custom Safety vehicle options for Hot Cars, Opala Stock Cars 1979, 1986, Stock Car Omega 1999, Copa Uno, Super Trophy Truck

  • Porsche 992 GT3R: Added yellow headlights for GTD liveries, added blurred rims inner spokes; Updated dashboard LEDs material and textures for more emissivity, flashing LEDs

  • BMW M4 GT3: Added new yellow headlights for GTD liveries, added carbon orange peel, added blurred rims inner spokes; added flashing motec LEDs for pit limiter

  • Corvette Z06 GT3R: New yellow headlights for GTD liveries, added carbon orange peel for base paint material, added blurred rims inner spokes, updated disk glow texture

  • Mclaren 720S GT3 EVO: new yellow headlights for Inception livery, added carbon paint orange peel, added blurred rims inner spokes, updated disk glow texture; Added flashing MOTEC LEDs;  Removed unused MEBs and materials

  • Lamborghini Huracan GT3 EVO2: Added new white headlights for GTD Pro liveries, added carbon orange peel for base paint material, added blurred rims inner spokes; Added flashing Motec Pit limiter LEDs

  • Mercedes AMG GT3 Evo: Added new yellow headlights for GTD liveries, added carbon bodywork with new orange peel, added blurred rims inner spokes; added flashing motec LEDs for pit limiter and rev lights

  • Audi R8 LMS GT3 Evo2: Fixed side mirrors paint mapping in cockpit view

  • McLaren 570S GT4: Added higher res windscreen banner for both views, tyre branding, orange peel and extra dirt parameters for paint material; Fixed livery overrides for internal banners

  • Alpine A424: Fixed cockpit parts which not cast and receive shadows

  • BMW M Hybrid V8: fixed non casting shadows cockpit, added orange peel to bodywork Added flashing Pit limiter LEDs; Reworked rear and front lightglows object; updated purple front DRL textures

  • Added flashing Pit limiter LEDs for Caddilac V-Series R, Porsche 963, Ligier JSP320, Ligier JSP217, Oreca 07

  • Stock Omega: Redone collision mesh with increased detail around bumpers and fenders

  • Added blue / green metallic livery override options for F-V10 (both gens), F-Reiza, F-Ultimate (both gens)

  • Metalmoro MRX (all versions): Adjusted rear facing cameras

  • Porsche 911 GTE: Reworked headlights, added colored pitlights; added orange peel

Having a HARD Time - quadrupleq

Hi guys,

I've been working hard on the update! Right now, we’re at 1900+ renders and 113 animations, and I’m still rendering new scenes as we speak. I’m really happy with how the episode is shaping up, and I’m confident that by the time it’s fully done, it’ll be more than worth the wait.

I’m aiming for a release in August, but we’ll see how things go. I hope to have a firm release date for you all by the next update. For now… the grind continues!

🔹 Quick reminder: if you haven’t picked up Having a HARD Time yet, now’s a great opportunity — the Steam Summer Sale is live, and the game is currently 30% off.

Oh, and this little cutie wanted to say hi:

Thanks again for all your support, it means a lot.

All the best,

Quadruple-Q

Wild Planet - sawcisson

Hey explorers!
We're back with a major update focused on polishing the starting experience, introducing new features step by step, and laying the groundwork for future expansions of the world of Wild Planet.

This patch brings a general overhaul of the starting area, including improved flow, new threats, first passes at localization, and… our very first NPC Outpost! Buckle up

here's everything new in 1.3.5.0 👇


🚧 World & Exploration
  • A road system now connects biomes from south to north, improving exploration and navigation.

  • Reworked the Abandoned Scientific Outpost:

    • New buildings

    • New enemies

    • New loot

  • Added new alien monolith towers — mysterious structures requiring puzzles or platforming to reach. These will evolve into something bigger in future updates

  • Introduced a Survivor Outpost in the forest (Work in Progress):

    • First pass of NPCs and environmental storytelling

    • Will be expanded further in Patch 1.4 with deeper systems and level design.


🤖 New NPCs & Enemies

  • Introduced our first Mecha NPC Camps with 3 new robots: Camp Bots

  • Added 3 new forest-dwelling creatures: Oculoras, each with three evolution stages

  • Added a talkative NPC to the Mining Camp — find him and hear his story

  • Removed Pippo from the forest — RIP little guy (for now 👀)


⚔️ Weapons & Combat
  • New melee weapon: Warhammer

    • Deals AOE damage and stuns nearby enemies

  • Adjusted weapon animations:

    • Changed Rifle & SMG animations

    • Updated weapon feedback and bullet FX

  • New enemy hit reactions and screenshake for added impact

  • Buffed stamina regeneration while inside your base


🎮 UI, Feedback & QOL
  • First localization pass is live! The game now supports:

    • 🇫🇷 French

    • 🇷🇺 Russian

    • 🇯🇵 Japanese

  • Improved general UI and added better building placement feedback

  • Updated multiple VFX/SFX across the board for a more immersive feel

  • Added subtle FX to trees and resource nodes for better visual clarity

  • Changed respawn timing and reduced spawn rates for certain enemies and nodes in the field biome


🛠️ Balance & Tweaks
  • Removed some Garoo and Mecha spawns in the field area to reduce early overwhelm

  • Removed Scalamar from the canyon side of the field

  • Added unique food items and rare loot to underground bunker crates


This update marks a big step toward deeper narrative, exploration, and survival mechanics. Expect more exciting additions soon—including NPC questlines, dynamic events, and more biome expansions.

As always, your feedback is essential — hit us up on Discord or leave a review on Steam. Thank you for supporting Wild Planet!

— Vlad & Yilmaz


Infinity: Battlescape - INovaeFlavien

\

Patch 0.10.5.4 ( 26th of June 2025 )\

Hello everyone. In this patch we are introducing a new tutorial (Warp & Navigation) and revamped two major features. One major flaw of the game was that battles often became stale passed a certain point, when reinforcements dried out. In this patch, we've modified the reinforcements mechanics so that ships never fully run out. The 'final wave' now repeats every 3 minutes and guarantees that a minimum amount of small ships (interceptors, bombers and corvettes) regularly join the battle.

This makes it easier for the AI to finish battles on its own, and provides more targets or assistance to the players. As a result, this change has modified the delicate balance between attackers and defenders, so we might need to do further adjustments at a later stage. Let us know in the comments if you feel this is a step in the right direction and if the battles are indeed more interesting in their later stage.

Another major change was the addition of a new atmospheric flight model. Keep in mind that our ships have no wings (by conscious design) therefore flying in an atmosphere is mostly driven by drag and friction. The idea here is that you'll more easily take damage at higher speeds, potentially lose control if you fly and try to turn too fast, and burn your shield. It'll be very difficult to rotate your ship around (especially in the horizontal direction, aka. yaw, but easier if you roll & pitch). However, one advantage you'll get is that friction will slow down your ship much more rapidly, allowing some sharper corners to change course at a much faster rate than before. Overall, our goal here is to provide more differences between space and atmospheric flight. Note that the AI hasn't fully adapted to these changes, and may struggle to turn in atmospheres in some cases.

We've added a new re-entry effect (when your ship causes friction with the atmosphere), fixed various assets and bugs as usual. In our next patch we'll continue the polish pass and iterate on the AI commander and bots behaviors and balance.

-Flavien Brebion

\

Tutorials\

\

    [/p]

    \

  • New Warp & Navigation tutorial is now available. It will teach the player how to deploy a ship, navigate and warp around a planetary system. It ends with a little bit of gameplay challenge with the instructor and the player responding to a strange distress call...

\

  • All tutorials are now unlocked and available to play in any order
  • [/p]

    \

  • Tweaks to existing tutorials: fixed incorrect hangar hologram color during Basic Flight take-off cinematic, switched team to Scoria to reflect the lore, changed instructor's portrait..
  • [/p]

    \

  • Note: we're not happy with the quality of the instructor's voice over. We'll probably update it to a newer one when we're closer to the 1.0 release
  • [/p]

    \[/list]

    \

    Battle Reinforcements & AI\

    \

      [/p]

      \

    • Reinforcement waves never run out. A minimum final wave of about 4000 SP's worth of small ships (~15-20 ships) gets deployed every 3 minutes. Capital ships are excluded. This prevents battles from becoming stale and taking forever to end, and provides more targets to players towards the end of a battle.

    \

  • Changed attack fleet momentum win/lose condition: 'momentum' was a concept too complex for players to really understand, and took too many variables into account. This has been simplified to the attacking fleet capital's power. It now only counts destroyers, cruisers and carriers. Wiping out the attacker's capital's fleet is now the objective of the defenders to win the battle, which is clearer. Attacker's objectives are unchanged (they still need to destroy the station's reactor or land base's power plants). Players are only taken into account in the attacker's fleet objective within 5 minutes of the battle start (if they join later, they can still play, but won't affect the objective bar)
  • [/p]

    \

  • Tweaks to the AI commander's tactics and reinforcement ship's ratios
  • [/p]

    \

  • Added a minimum cooldown timer to AI commander's switching tactics. Previously, an AI commander could switch back & forth almost instantly between tactics, which resulted in confusion for the bots..
  • [/p]

    \

  • AI bombers can now spawn kinetic and energy torpedo loadouts
  • [/p]

    \[/list]

    \

    Atmospheric Flight Model\

    \

      [/p]

      \

    • Revamped atmospheric flight model: drag now more significantly affects ships, and prevents them from turning horizontally (yaw) at higher speeds. They also receive more damage (shield first) due to friction at high speeds. Drag increases by 2x when shields are down, and decreases by -50% in warp. Aerodynamic profile (angle to the wind flow, causing more or less area exposure) is taken into account in the friction calculations. Also keep in mind that air density varies on different planets, and is much stronger at lower altitudes (<5 Km) than at higher altitudes (>20 Km)

    \

  • Added atmospheric Re-entry effect to all ships
  • [/p]

    \

  • Added a Planetary Free Flight script to the Workshop (players can directly deploy any ship in an atmosphere to fly around)
  • [/p]

    \

  • Friction damage on the bubble carrier now affects shields before hull
  • [/p]

    \

  • Added Aerodynamic Coating upgrade (reduces drag in atmospheres by -30%, available on small ships)
  • [/p]

    \[/list]

    \

    UI/Menus Fixes\

    \

      [/p]

      \

    • Fixed match countdown popup staying opened on the main menu screen after a match has ended

    \

  • Fixed battle report not showing after the final battle of a match, before the match ends
  • [/p]

    \

  • Fixed FPS & Stats on top-left corner sometimes showing as white boxes instead of text
  • [/p]

    \

  • Increased max navigation and combat HUD target indicators from 200 to 500 (in the options menu -> Gameplay -> HUD tab settings)
  • [/p]

    \[/list]

    \

    Generic Bug Fixes\

    \

      [/p]

      \

    • Fixed server freeze due to certain parameters in battlescape generation being too much constrained

    \

  • Fixed a bug that caused the set heading to be retained after dying & respawning with the capital ship control scheme
  • [/p]

    \

  • Fixed a bug with respawning in a hangar on a planet that caused the ship to randomly move instead of staying properly aligned with the pad
  • [/p]

    \[/list]

    \

    Misc\

    \

      [/p]

      \

    • Updated Interceptor asset missing skin on lower LOD levels (resulted in popping between LOD levels with different skins)

    \

  • Reduced warp charge effect's brightness to avoid darkening the rest of the screen
  • [/p]

    \[/list]

    Within the Cosmos - debdev

    Hi everyone!

    It has been quite a journey. After 9 years of development, the game finally launched and received a tremendous amount of feedback. I have done my best to address as many of your concerns as possible. Now, 3 months after release, it feels like the game is in a state where I can truly begin adding new content.

    I am excited to share Update 2.0, a major update that includes new content, gameplay improvements, and important bug fixes to enhance your experience. This update brings the game much closer to the original vision I had from the start.

    You can find the Update 2.0 changelog below, highlighting the most important changes and fixes.


    New Content
    • Added 2 new weapons.

    • Added 2 new augments: Recon Optics and Kinetic Boost.

    • Added more items to discover.

    • Added the ability to craft medical items using plants.

    • Increased the level cap by 5.

    • Added the ability to talk to every NPC in the game.

    • More books are now available for purchase, offering additional world lore.

    UI and Quality of Life
    • Added a minimap to help players navigate the world more easily.

    • Added new map screens for all 3 celestial bodies.

    • Weapon skins now correctly display on the player character in the inventory.

    • Added conversation history for NPC dialogues.

    • Players can customise ship flags.

    • Players can change their armour colour at designated terminals located in Armis Tech and aboard their ship.

    • Added more hats to wear.

    • Added “Context Clues” notifications to assist gameplay and give players more feedback.

    • Added more 'barks' to characters.

    Gameplay Improvements
    • Implemented tiered enemies to make Alios and Vesta more challenging.

    • Added 5 brand-new perks to expand your skill options.

    • Introduced takedown mechanics.

    • Added stealing mechanics.

    • Added pickpocketing mechanics.

    • Added a respec system, allowing players to reallocate skill points.

    • Added hacking cooldowns for hacked devices, which deactivate and reactivate over time.

    Bug Fixes and Polish
    • Reduced the view distance of various foliage meshes to improve performance.

    • Removed various unused meshes in Chronos.

    • Edited 'Vesta' level to accurately reflect the players faction choice.

    • Updated UI icons for weapon skins.

    • Fixed multiple visual issues with the Divinity DMR weapon.

    • Fixed the ‘Executioners Rush’ skill text error.

    • Fixed the 'Beast of Burden' perk unlocking issue.

    • Fixed a bug allowing turrets and some cameras to be hijacked without enough biocell energy.

    • Fixed waypoint tracking bugs.

    • Fixed mission tracking bugs.

    • Fixed an issue where the cursor didn’t work during initial dialogues if using a gamepad.

    • Fixed a collision issue preventing players from uncrouching near tripwires.

    • Fixed the skill book achievement unlocking problem.

    • Improved death ragdolls and animations.

    • Fixed weapon modding UI to accurately display weapon stats.

    • Fixed visual inconsistencies with the Divinity DMR in inventory.

    • Added physical barriers to certain locations to demonstrate the players inability to access them.

    • Removed grass meshes that were clipping through meshes inside of buildings.

    • Made balance changes for across all difficulties.

    • Fixed issue with some weapons not firing after interacting with 'News' items.

    • Many other minor fixes.

    Thank you all so much for sticking with me over these last 3 months as I’ve continued improving the game and adding new content for you to enjoy. I’m really looking forward to hearing your thoughts on this update so we can keep making the game better together. Update 2.0 is just the beginning. ❤️

    • debdev

    Click here to join the Within the Cosmos Discord server!

    WORMHOLE - ThanaThan

    Worm fact: Worms LOVE a nice hot day with an ice cream in hand, chilling by the pool with their fun, quirky little friends.

    Celebrate summer with some WORMHOLE at 30% off!

    And stay tuned for some fresh WORM CONTENT UPDATES coming soon.... 👀
    Microsoft Flight Simulator (2020) 40th Anniversary Edition - Jayneivana


    Enjoy discounted pricing during our Microsoft Flight Simulator Summer Sale!

    For 14 Days starting on June 26th, save up to 88% on more than 3300 items.          

    To purchase these discounted items, visit the Microsoft Flight Simulator Marketplace, scroll down to ‘Special Offers’, then select ‘See All’ and look for the savings.

    VAIL VR - AEX-Panda
    GENERAL CHANGES
    • Brought back night variants for Artifact maps

    • Swapped out all item spawners to a new optimized version in preparation for Extraction

    • TG-DayOff - Made pool deeper, fixed players bouncing up and down on tiles, increased weapon crate activation distance slightly

    • Fixed Popcorn sometimes being ungrabbable

    • Fixed misc. LOD popping

    • Possible fix for ORE Smelter deleting ORE if you try to collect ORE too quickly after adding ORE

    KNOWN ISSUES
    • Can occasionally see weapons pop in with weapon crates

    • Grenade spawners can sometimes swap to a different grenade when grabbing them

    • Bullet impact effects can appear to hit a collider above weapon crates when they’re closed, but this is purely visual and does not actually block bullets

    AEXLAB

    AI2U: With You 'Til The End - AlterStaff

    Welcome to try out our game!!

    Bladesong Playtest - Daerst
    1. Bring back white leather and cord wrap materials
    2. Fix display of Pigment – White in Story Mode
    ...

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