News

SCS On The Road follows Euro Truck Simulator 2's Isle of Ireland research trip

SCS Software has released an SCS On The Road episode documenting the Irish research trip behind Euro Truck Simulator 2's upcoming Isle of Ireland DLC. The video follows community manager Alex alongside members of the map team, QA team, and the studio's road specialist as they travel across Ireland, visiting locations featured in their reference-gathering work.

The trip was first detailed in an earlier SCS blog post. The episode offers a closer look at how the team collects photos, road information, and other on-site material for the expansion.

Players eager for the DLC can add it to their Steam wishlist via the Isle of Ireland store page.

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Saleblazers adds cooking, fishing, and Legacy combat in Hook, Line, and Sizzle!

Fishing and cooking are fully fledged in Saleblazers. The Hook, Line, and Sizzle! update restores much of the faster Legacy combat feel, overhauls shopkeeping and survival, ships a Unity 6.3 engine upgrade, and adds Chef, Fisherman, and Shopkeeper starter classes. It's also the final sandbox-style update; future major updates are planned as story updates.

Cooking and the Chef

  • Throwing food at someone with G force-feeds them, opening up buffs for allies and debuffs for enemies.
  • To cook: add fuel to a campfire or stove, choose a vessel (higher-quality bowls extend recipe duration; no vessel means a skewer), then add ingredients. Everything is physics-based—ingredients can spill, so watch and listen for doneness. Perfectly cooked dishes get bigger bonuses, and some signature recipes require under- or overcooking; one overcooked dish is rumored to deafen eaters.
  • Ingredients such as corn, mushrooms, and apples carry 50+ unique cooked attributes. Food can heal you, set you on fire, freeze you into an ice cube, poison you, or boost fishing.
  • A bowl can be filled with water (hold E in water) to make soup. Researchable ovens cook hands-off with a completion sound.
  • Mixing ingredients can unlock 100+ signature recipes. The new Cooking skill adds bonuses and lets you add more ingredients.
  • The right-click inventory menu lets you eat food directly, equip items, set food as bait, mark items as important so employees won't sell them or crafting won't use them, and reserve "Manual" slots that auto-loot won't fill.

Fishing and the Fisherman

  • Fish are now visible in the water, and availability shifts by zone, weather, and time, with new types, lengths, and rarities.
  • Hold a rod and right-click any food to set it as bait; higher-quality bait attracts fish more easily.
  • The physics-based bobber can be moved with WASD, but splashing can scare fish. Mystery bubbles occasionally mark something special.
  • Reeling is a minigame: hold S periodically to tire the fish without breaking your line. Longer and rarer catches bring stronger bonuses.
  • New researchable rods extend line strength and length. Caught fish can be cooked, sold, displayed in aquarium items, or used as weapons, with bonuses based on type, rarity, length, and Fishing skill.
  • The Fishing skill now gives bonuses every few levels, including the ability to scare away fish you've already caught.

Combat and the Legacy feel

  • Invulnerability-frame dashing and parrying are available at level 0. Dexterity perks upgrade them: at 10, parries build your combo meter; at 12, parried bullets deal +100% damage; at 60, dash i-frames gain +0.5s and can survive falls.
  • Enemies use stamina to block, sprint, and dodge, and stagger more when exhausted. Armor resists stagger: blunt damages armor and is non-lethal, piercing partially bypasses it, and slashing excels against unarmored targets. Tooltips explain the damage types.
  • A Combo Heat Streak speeds up attacks, reloads, damage, and movement while you avoid taking hits. Melee lunge, knockdowns, and getting up from ragdolls are all improved.
  • Spells home in on nearby targets and can be charged into heavy attacks; high Intelligence extends charge time.
  • 70+ item attributes are added, such as critical hits that ignite enemies or bonus damage while hungry or wet.
  • Legacy touches return: faster movement and teleports, default 90 FoV with a farther camera, original female-body animations, old dodge and sprint-stop animations, visible HP, colored damage numbers, and damage/heal flashes.

Shopkeeping, survival, QoL, and performance

  • Shops simulate daily operations while away, with better performance, more patient customers, and fairer reviews—customers leaving without buying no longer leave negative marks. Legacy review feedback, shop music, and customer types return, including elderly gun buyers.
  • Pop Pop's starting shop is now more of a fixer-upper; the original "Full" shop remains a world-lobby option.
  • Food and drink now grant extra max HP when you're nourished, full hunger passively regenerates health, and last-eaten/drank icons appear under the HP bar. Players using the survival option still take lethal starvation and dehydration damage.
  • Other QoL: hold E to quick-use world items, inspect items in chat, red warnings in over-leveled zones, stronger dashes with cooldown starting immediately, and less tripping on ragdolls.
  • Unity 6.3 reduces hitching via asynchronous spawning, lowers baseline memory (reported drops from 12 GB to 5 GB on some systems), improves terrain rendering at distance, and streams quests/dialogue from JSON—which also makes them moddable. Tests showed roughly +50% on Steam Deck, +47% on a decent Windows PC, and +71.5% in a large player shop.
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Cerberax arrives in ARK: Survival Ascended with UE5.8 on September 30

Cerberax, the three-headed canid coming to ARK: Survival Ascended, won't be a simple knockout-and-feed tame. Taming it means winning over every head, and getting its full combat power means riding it with a team of three. It arrives September 30 alongside the Unreal Engine 5.8 upgrade, the Therizinosaurus TLC, and ARK: Dragontopia’s Gargantar.

Cerberax fights as a team, and so do its riders

Cerberax tricipitis is a huge, aggressive carnivore that can take on even a Rex or Ossidon in a fair fight. Anything short of a Giga or Carcha should expect trouble. Its size lets it absorb punishment, so make it bleed if you plan to fight one.

The three heads use different tactics:

  • The right head applies fire to subdue prey and consumes venom to cripple it.
  • The left head applies venom to weaken prey and consumes fire to heal.
  • The central head coordinates the other two, increasing the side heads’ damage and spreading their venom and flames to nearby targets.

Taming is where Cerberax gets strange. When narcotics subdue it, all of its adrenaline surges to a single head. Mount that head quickly and placate it until its energy runs out; another head wakes, so repeat that process until all three collapse and you can feed it. Convincing all three heads to follow you can be as dangerous as fighting the beast.

Once tamed, Cerberax is best ridden by three Survivors: one controls the body and main head, while the other two control the left and right heads.

Expire servers and bonus rates

Temporary Expire servers are available until 10am PST / 1pm EST on September 18. Search “Expire” in the session filter to find them. Only your character can be downloaded onto these servers, but anything you take off them can leave freely. Items, creatures, and characters left on Expire servers after that deadline will not be saved.

Official Network bonus rates are active until Tuesday, September 8:

  • PvP/PvE: 2x Harvesting, Taming, Experience, and Breeding
  • Small Tribes: 4.5x Harvesting, Taming, and Experience, plus 4x Breeding
  • ARKpocalypse: 5x Harvesting, Taming, Experience, and Breeding

Conquest Season 8 is open

Conquest Season 8 is available on PC, Xbox, and PlayStation. It runs across 18 Genesis Part 1 maps: Cluster A is 12 servers that had transfers enabled with Classic before those servers shut down, and Cluster B is 6 servers with transfers restricted to those six for two weeks. Transfers between Cluster A and Cluster B open on July 17 at 10am PT. Rates are 5x.

Tek is enabled except for the Tek Grenade, Tapejara/Megalodon/Rock Drake/Mosasaurus Tek Saddles, and the Tek Railgun. Season support is available through the Conquest Enforcement Discord.

Cross-platform mod highlights

Survivors can browse cross-platform player-made maps, creatures, items, and game modes through the dedicated in-game mod browser. Featured mods:

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s&box Game Jam III: ÂŁ50k prize fund, ONE MORE ROUND theme

The third s&box Game Jam has been announced with the theme ONE MORE ROUND and a ÂŁ50,000 total prize fund. On 4 September, submissions open and users can nominate games; full rules and entry details are at https://sbox.game/jam/three.

The jam uses a changed format this time.

Schedule and final format

  • 4 September — theme announced, submissions accepted, and users can nominate games.
  • 28 September — the five games with the most nominations advance to the finals.
  • During the finals, the game with the fewest votes is eliminated each day until two remain.
  • The final two go head-to-head in the grand final, everyone votes, and the jam winner is crowned.

Prizes and rules

The total prize fund is ÂŁ50,000, with prizes of:

  • ÂŁ20,000
  • ÂŁ10,000
  • ÂŁ8,000
  • ÂŁ7,000
  • ÂŁ5,000

The best game of the jam is decided by everyone who plays it.

  • One submission per person.
  • Team entries are fine, but only one person can submit.
  • You must have the right to use all content in your entry.
  • Facepunch's workshop content is allowed.
  • The entry must be a new creation, not something you have already created.
  • If generative AI is used for art or audio, entrants must say so on their entry.
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Plains of Pain hotfix v0.8.20.28.5 fixes UI-related FPS drops

Hotfix v0.8.20.28.5 is now live for Plains of Pain. The update addresses a UI-related issue that could negatively affect frame rate in certain situations, with the fix now in place.

Developer Plains of Pain Dev Team thanked players for reporting problems, adding that the patch arrives in time for survivors to spend the weekend in the wasteland.

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nanos world August blog: Halloween playtest, game jam, network sync

The August 2026 news blog for nanos world is now live, headlined by the announced Halloween Playtest and Game Jam, a new Network Based Sync & Packets Bundle, and a round of Scripting improvements.

Highlights:

  • Halloween Playtest & Game Jam announced
  • Network Based Sync & Packets Bundle featured
  • New Buoyancy customization
  • New website Badges and functionalities
  • Lots of Scripting improvements
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FOUNDRY blueprint ghosts get built by helper drones

FOUNDRY's Foundry Fridays DevBlog #111 details the first iteration of the upcoming blueprint system. Placing a blueprint now creates a "blueprint ghost" instead of instantly spawning buildings. Personal mining drones were modified into personal "helper drones" (final name pending) that automatically build ghosts near you if you have the required item in your inventory. The change follows feedback from an earlier blueprint preview that was "almost unanimous" in wanting more than simple building copy-paste.

For now, all focus is on those personal drones, which also opens up character upgrade content for improving them. Ghosts can be cancelled with demolition mode, and a toggle will let players disable the drones. Construction industry buildings are planned to take over ghost building later, but that step needs game design work first because they currently consume only construction material.

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Mesorift Survival Patch 0.4.7 introduces weapon durability and repair kits

Mesorift Survival's Patch 0.4.7 is out now, dated September 4, 2026. The headline change: weapons can now lose durability through use, and a new loot item, the Weapon Repair Kit, has been added for repairing damaged weapons. The update also improves trader reactions, lets fish be fried, and bundles numerous AI, sound, and map fixes.

New systems and loot

  • Weapons now degrade with use.
  • Weapon Repair Kits are available as a new loot item.
  • Fish can now be fried.
  • Traders react better to players, and their interaction prompt has changed from Open to Trade.
  • Added new suppressor sounds for pistols and a new search sound for searching items and containers.

General fixes

  • Several AI adjustments, including a fix for “Follow Actor” not attacking its assigned target.
  • Fixed camera switching problems in vehicles and while inside an airplane.
  • Slightly increased punch animation speed.
  • Fixed the blue-and-white striped shirt clipping through the character.
  • Adjusted mission loot crates and made several small fishing system adjustments.
  • Removed the incorrect Search option on shoes.
  • Further translation improvements.

Map fixes

  • Additional minor map fixes, including pipe collision in the industrial area, containers clipping through a fence in the city, a ground texture issue at the large airfield, missing footstep sounds on the lake’s wooden pier, and motel truck doors opening inward.

Server admins

No wipe is required. The recommended setup is updating both servers and clients to version 0.4.7.

Feedback can be shared on Discord: https://discord.com/invite/6UgzrEkpP7

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Hell Let Loose Update 21 experimental branch is live on Steam

The U21 Experimental Branch playtest for Hell Let Loose is live on Steam now. It includes the Conquest game mode, five new weapons, rifle grenades, fire-mode selectors, loadout changes and armour/anti-tank changes. In this test, all new weapons are unlocked by default.

Join the playtest

Switch to the branch in Steam via Hell Let Loose > Properties > Betas, then select Exp_Branch.

Share feedback in the U21 Feedback Form, report bugs through the U21 Bugs Form, and see the Dev Brief #220 post for the full breakdown of what's coming in Update 21.

New weapons and rifle grenades

The experimental build introduces:

  • M1903A3 Springfield (US)
  • ROKS 2 flamethrower (Soviets)
  • M7 grenade launcher for the M1 Garand (US)
  • Schiessbecher grenade launcher for the Karabiner 98k (Germany)
  • No.1 MK I cup discharger grenade launcher for the SMLE No.1 MK III EY (Britain and Canada)

At release these will be locked behind their respective loadout levels, but they are fully unlocked for testing on the branch.

Rifle grenades are a new hybrid weapon type: players can use the weapon normally or fire grenades from it. Hold Caps Lock on keyboard or right d-pad on controller to open the radial wheel of available grenade types, or tap the button to quick-swap to the most recently selected grenade. Swapping takes time and depends on whether the weapon has been fired.

Available rifle grenades include frag grenades with an explosion radius similar to thrown frags, smoke grenades, and AT grenades with a smaller radius but light armour penetration — enough to handle lighter tanks from the rear, structures (but not garrisons), and the tracks of medium and heavy tanks. Although some historical rifle grenades used timed fuses, all of them act as impact grenades here.

Fire-mode selector

The following weapons can now toggle between their historical fire modes:

  • MG34
  • FG42
  • STG 44
  • BAR (fast and slow auto)
  • Thompson M1
  • Thompson M1928a1
  • Bren Gun
  • Sten Gun Mk2
  • Sten Gun Mk2 (Canadian)
  • Sten Gun Mk5
  • PPSH 41

Fire modes are currently toggled by pressing Caps Lock.

Loadout changes

Factions with rifle grenades receive new loadouts:

  • Rifleman — level 8, with a rifle grenade carrying 4 frag and 2 smoke grenades
  • Medic — level 6, with a rifle grenade carrying 6 smoke grenades
  • Engineer — level 8, with a rifle grenade carrying 3 AT, 2 frag and 1 smoke grenade

Other loadout changes:

  • US Rifleman gains a new level 6 “Marksman” loadout with the M1903A3 Springfield and an explosive ammo box.
  • US Tank Commander’s default weapon switches from the Thompson to the M3 Grease Gun.
  • The blowtorch is now available on all default Crewman loadouts.
  • The Technician wrench can now build nodes.
  • Default US Anti-tank primary changes from the M1 Garand to the M1 Carbine; the level 3 loadout keeps the Garand.
  • US Operator’s default primary becomes the Springfield M1903A3.

Armour changes

SPA gunner seats now have one additional zoom level. The default SPA in each team’s HQ will also auto-respawn after being destroyed, on a 7 minute 30 second timer, similar to most non-heavy tanks.

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Alien Deathstorm's Gamescom trailer showcases the Reactor mission

Rebellion has released a new gameplay trailer for its action-horror first-person shooter Alien Deathstorm, timed to Gamescom, where the game was playable for the first time. The footage focuses on the Reactor mission, and Alien Deathstorm launches in Spring 2027.

Alien Deathstorm casts you as an isolated Engineer, dropped into a decimated human colony ravaged by a cataclysmic mega-storm and overrun by dangerous aliens. What looks like a rescue mission quickly turns into a furious fight for survival: the storm is an ever-present, escalating threat, and the alien swarm is seemingly endless.

Gamescom players got their first taste of the Reactor mission. To recover the Fission Initiator, the Engineer must survive horrific conditions and a relentless alien onslaught while fighting inside a malfunctioning fission reactor.

Rebellion will reveal more before launch. Follow updates on AlienDeathstorm.com, Steam, X, Facebook, Instagram, YouTube, and Discord.

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PixARK 1.233 patch targets Terracrypt crashes

PixARK: Terracrypt will enter server maintenance on September 4 for an expected 45 minutes as update 1.233 rolls out. The patch targets crash and loading problems reported since Terracrypt launched and is intended to reduce the frequency of those issues.

Known major issues

Some players may still encounter loading errors, pop-up warnings, or crashes when entering the game or loading Terracrypt-related content. The team says certain issues still need more investigation and verification, and asks players to submit reports through official channels if problems persist after installing 1.233.

PixArk / Skypiea fixes

  • Fixed a server crash that could occur when killing Fire Wyverns, Lightning Wyverns, or Poison Wyverns in Skypiea.
  • Fixed the matching single-player client crash in PixArk / Skypiea.
  • Fixed a server crash when downloading uploaded creatures through the cross-server download interface.

Terracrypt fixes

  • Tentatively fixed client crashes that could occur while loading the game after launch.
  • Fixed Dragon Cubes and their corresponding saddles being lost after respawning from death.
  • Fixed moving a quick-mount saddle into inventory creating duplicate icons and occupying extra slots.
  • Fixed melee hit-registration issues against certain creatures for the Fusible Crystal Spear, Shattered Crystal Sword, Shattered Crystal Spear, Fission Mica Sword, and Fission Mica Spear.
  • Fixed creature trophies not selling at the Terracrypt Goblin Trading Post.
  • Fixed incorrect text translations for sell-tier options in the Terracrypt Goblin Trading Post.
  • Fixed incorrect health values for certain Fluorite Structures and Bio-Lab buildings.

These are the only changes in the update, with further frequent patches promised while remaining Terracrypt issues are investigated.

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Banana Shooter pulls Workshop after RCE vulnerability found

Banana Shooter's Workshop is temporarily offline after people found a way to perform Remote Code Execution through custom workshop maps. Developer Daniel announced the issue on September 4, 2026, citing a lack of internal knowledge about the Unity engine the game runs on.

A fix is currently in development, but the entire Workshop has been disabled before that fix ships. Daniel apologized to players, especially those affected by the vulnerability.

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Space Engineers August 2026 Spotlight: Terraforming, Lasers and New Worlds

The August 2026 Space Engineers Community Spotlight covers Workshop picks for planet-scale terraforming, seeded solar systems, laser combat, mech and train builders, automation, and Timer Block computers.

Worlds and exploration

  • Terraforming Mod and Arthur's Procedural Cubemap API: terraforming blocks alter a planet's atmosphere, sea level, and biomass, with atmosphere, heat, weather, water, and voxel systems.
  • Procedural Systems: generates a full solar system from the world seed on first load.
  • Planet Shino: fractured, geologically active alien world full of volcanoes, fumaroles, basalt pillars, and islands.
  • Sigma Draconis Expanse 2: official creative building world for the Draconis Expanse 2 server.
  • Expanded Systems: adds three planetary systems and three new planets, revealed via SOS signals after every 10 hours of playtime.
  • Deep Wild Space Content: hardcore pre-made world with new ore maps for all planets and moons.
  • Exploration Fortification: every planet gets new ores and its own dangers, creating natural tech tiers and progression.
  • Celestial Cartographer: planetary data such as gravity, weather, wildlife, and minerals must be surveyed and documented before it is revealed.
  • System Manager: interactive system map for existing worlds; recognizes vanilla, scenario, modded, and Real Solar Systems bodies, with admin construction tools.
  • SEpedia: in-game encyclopedia that catalogs content from the current world, including enabled mods.
  • Hopeless Encounters: 75 encounter rules covering convoys, patrols, derelicts, colonies, pirate camps, and warden fleet actions; 36 are linked by story flags.

Combat, vehicles, and mobility

  • Laser Weapons Pack: directed-energy combat with five turrets and one static weapon; more planned.
  • Missile Guidance Block: fixed and expanded version of Alysius's block, which the Automation Update had broken.
  • Quick Booster and QuickBoost Double-Tap Controller: Armored Core-inspired burst thrusters plus directional double-tap controls.
  • Mech Legs and Mech Control Script: plug-and-play, script-free mech legs plus an easy-to-use mech control script.
  • Railroad Engineers: Train Builder and Railroad Builder: tools for building large functional trains and rail networks.
  • Splitstream Framework: a fleet can jump together using one carrier ship's jump drive.
  • LODESTAR: all-in-one mining, cargo, and flight autopilot script.
  • Haka's Automated Rovers: automated rover paths similar to the recorder AI block.
  • TTC Tactical Holographic Projector: live ship hologram showing contacts, velocity, damage, and proximity warnings.
  • ZERO's Ownership Console: dedicated block for capturing large ships and bases.
  • Ground Truth - Environmental Instrumentation: sensors for radiation, weather, atmosphere, and life; no research or unlocks.
  • Water World Salvage: mostly aquatic wrecks for a salvage-focused playstyle.
  • Plushie Heist - Escape Room: retrieve the Engineer Plushie and escape.

Scripts, automation, and build tools

  • Wrenchie: platform by a Space Engineers programmer that helps non-programmers write in-game scripts and share best practices.
  • Survival Symmetry: mirrored placement, painting, welding, and grinding while keeping normal Survival costs.
  • NeonSpark: configurable three-tier fabrication network for building, repairing, supplying, and completing projected ships.
  • iQueue: production and inventory automation using vanilla blocks only; no Programmable Blocks or plugins.
  • Logic Breadboard: visual, block-based logic layer inspired by From the Depths; no C# required.
  • Projector+ API: gives Programmable Blocks access to Projector and Console Block functions.
  • Work From Home - Remote Bodies: cryo chambers become a remote-avatar network with inventory stored in a Control Pod.
  • Grid Info - App Suite: display grid information through a suite of apps.
  • AQD - LCD Color Profiles: save and load color profiles across LCD blocks.
  • JSBotSpawner: one configurable block spawns NPC bots from seven factions, including weld and grind assistants.
  • Bio Security Pad: saves biological stats on death; recovery from the death backpack restores DNA.
  • The 'Computer': Timer Block machine with keypad input, base-10 display, and binary conversion.
  • 1-Tick Binary Adder: 8-bit binary adder built only from Timer Blocks that calculates in one tick.

Also featured are Creator Spotlights on Kev (Skyblock Scenario, VTS Voxel Teleport System, Power Cell Discharger) and CHKNFRYRMN (CCWC 2.0 rover script, Monza Race Track, Cyberpunk City).

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Soulmask 1.0 Patch #18 caps Collection Yards and fixes server lag

Soulmask 1.0 Patch #18 is now a required client update, so players need to install it before continuing to play normally. The patch introduces new structure limits and fixes server lag caused by production-yards, along with a range of combat, building, and UI corrections.

Yard limits and lag fix

New per-player and per-Tribe limits apply to Collection Yards, Logging Yards, and Excavation Pits, with a maximum of 20 of each type. The update also fixes server lag caused by hibernation calculations for those same buildings.

Combat and animation fixes

  • Hammer basic attack combos now execute properly at very high Attack Speed.
  • Mounted whip acceleration now plays its animation.
  • Spear – Heavy Strike and Hammer – Light Strike demonstration animations on the Weapon Info screen have been updated.

Building and construction fixes

  • Floating Foundations will now decay when outside Bonfire range.
  • Sandstone Stair Corners can now snap to the sides of stairs.
  • Pillar-type buildings no longer snap to the center of Mechanical Hatch (Horizontal).
  • The Pre-built Construction series is no longer missing from Infinite Construction Mode.

UI and miscellaneous fixes

  • The Tribesman list can now be scrolled on the Mysterious Stone Table registration screen.
  • The material selection control no longer overlaps the Hosting button on the Power Ropeway Supply screen.
  • Exploration Point descriptions in Burning Highland have been corrected.
  • Nature Enlightenment’s Nature’s Heart effect has been fixed under certain conditions.
  • The Unified Dye Ball item category has been corrected to Others.
  • Fixed ownership issues that could occur when a player without a Tribe joined one across servers.
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The Front server maintenance set for Sept. 4, 7–8 UTC

The Front will undergo scheduled server maintenance on Sept. 4 from 7:00 to 8:00 UTC. Servers will go live again once maintenance is complete.

The maintenance window could be postponed if unexpected technical issues arise. The notice also says unresolved issues and bugs will be fixed in order of priority as soon as possible.

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Myth of Empires maintenance hits September 4 at 6:00 UTC

Myth of Empires will be offline for temporary maintenance on September 4, 2026, from 6:00 to 7:00 UTC, lasting about one hour. The exact time servers reopen will depend on maintenance progress, so plan your gameplay around the downtime to avoid unnecessary losses.

Players who run into issues downloading, installing, or entering the game afterward should contact customer service.

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Squad hotfix 10.5.4 patches server-crash and infinite-queue exploits

Squad has released hotfix 10.5.4 to address vulnerabilities being used to crash servers and disrupt player queues.

The patch fixes several exploits that could:

  • trigger server crashes and disruptions;
  • create infinite queue times for players attempting to join servers.

The team says it will continue monitoring servers and working with hosts and community partners to counteract malicious behavior. Players who still experience disruptions are encouraged to contact their server leaders.

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Icarus Week 248 sends Scoria Deep Ore Veins to every map

The Week 248 patch for Icarus — changelog 3.0.26.156677-rel-DangerousHorizons — makes Scoria Deep Ore Veins available on all maps instead of keeping them exclusive to Prometheus. New worlds spawn the veins naturally across prospects and outposts, while existing prospects can use the Deep Cycler to generate them and gain access to the associated technology.

Ghost Fires cleaned up on the client

The update also takes aim at a long-standing issue the team calls “Ghost Fires”: a fire could look like it was still burning on a client after the server had already extinguished it. Icarus simulates fire through heat transfer and thermodynamics rather than plain visuals, running the simulation on both server and client. When the replication system skipped an intermediate object state, clients could get stuck showing active flames.

This patch applies a cosmetic-only fix that cleans up lingering fire particles on clients. The developers say a full fix for the underlying desynchronisation is planned for the coming weeks.

Next week: Workshop Power Banks

Next week’s update adds a purchasable Power Bank to the orbital workshop. Like the workshop’s hydrazine and oil canisters, it arrives pre-charged for recharging tools on the go.

Other fixes in 3.0.26.156677

Forest Wolves now keep their textures and fur correctly after being skinned, Gold and Sulfur icons are back to their originals because they were easier to tell apart, and using a taxidermy knife on a Piglet now rewards the Piglet Head instead of the Piglet Trophy. Sun and Moon position updates also run every 50ms instead of 200ms for smoother shadow movement at sunrise and sunset, alongside a cosmetic radiation-bar fix and a pass of quest and loot corrections.

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Unturned 3.26.3.11 patch fixes security exploit in Workshop file

Unturned’s newest patch, version 3.26.3.11, is a security fix for a reported exploit. The team has banned the Workshop file that contained it, which had just 1 active subscriber, and says it is not aware of any confirmed cases of players being affected. Thanks to Jackzebra for the report.

Players are reminded to be cautious about unexpected server invites and joining servers from people they don’t trust, as reports of malicious Workshop content have recently increased.

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Rust's Breach and Clear update brings group upkeep tax and weaker Attack Heli

Facepunch's Breach and Clear September Rust update adds Tool Cupboard upkeep tax scaling with group size, staged armour loss for the Attack Helicopter and armoured HABs, monument blockers, HQM spawns, plus vehicle, healing, and performance changes.

Group upkeep tax

Tool Cupboards count anyone authed or deauthed in the last 24 hours on the TC, plus anyone authed or deauthed in the last 24 hours on a base code lock, including guest access.

  • First 4 players: no tax
  • Next 6 players: 2% tax each
  • Additional players: 4% tax each

The tax is capped at 300%. Six authed players means +4% upkeep; 12 means +20%. Hovering the upkeep cost while the TC is open shows the current rate. Server owners can adjust or disable it via ConVars in the Decay class.

Attack Heli and armoured HAB weak spots

Attack Helicopter cockpit armour now falls off in stages as it takes damage, exposing the pilot and gunner:

  • Left: 80% (680 HP); Right: 70% (595 HP); Front: 60% (510 HP)

Armoured HABs also get conditional armour:

  • Left: 90% (2250 HP); Right: 80% (2000 HP); Back: 70% (1750 HP); Front: 60% (1500 HP)

Monuments, loot, and marketplace

Monuments with red keycard puzzle rooms now have monument blockers to slow early loot access. Most need heavy damage and don't respawn; weaker versions can be melee'd. Blockers start decaying after 24 hours if not destroyed.

High Quality Metal (HQM) ore nodes and collectables can now spawn rarely across the island, with better odds in the Jungle.

The Drone marketplace now depends on the Power Plant. Its battery charges while 4+ fuses are active, purchases unlock at 50%, and the charge holds while at least one fuse remains. Below 50%, the marketplace deactivates. Charge level is visible on the marketplace map screen.

The Medical Honey Bandage is a new Workbench Level 1 heal between Bandage and Medical Syringe, giving surplus honey a use.

Cars, combat, and balance changes

Modular car steering, turning, and suspension are improved, including for high-latency players. CTRL is now a handbrake for hairpins, tighter cornering, and drifts.

Radwater Sprinklers now seep through more armour types, irradiating full kits and low-rad protection; Hazmat still counters it.

SAM sites are stronger against drones, with faster missiles and a larger detonation fuse area.

  • Heavy Plate Helmet suppresses noise and costs more to craft; Heavy Plate Jacket/Pants make wearers audible.
  • Swamp trees now yield significantly more wood.
  • Semi-Pistol has stronger damage falloff at range and a higher crafting cost.
  • Pie durations and recipes adjusted; Hunter's Pie bleed reduction increased.
  • Grenade stack sizes reduced for F1, Bee Grenade, Molotov, Flashbang, and Beancan.
  • Homing Launcher lock-on time reduced; SMG bodies slightly more common, rifle bodies slightly less.
  • Large Medkit now removes radiation; Composter shows fertiliser timing; painting UI can project the brush onto the painted object.

Visuals, workshop, and DLC

The flashlight gets a new model, textures, animations, right-click toggle, and different admire animations depending on whether it's on. Wooden Arrow and Salvaged Hammer also got refreshes, and 70+ world models replace the burlap sack for dropped items.

This month's workshop skinnable is all four Wood Armor pieces. The Crystal Assault Rifle DLC is available in five color variations, with the magazine and internals visible while firing.

QoL, performance, and server changes

A new "random" skin option at the start of the skin list applies a random unlocked skin to each craft and is remembered per item.

Server event saving now covers oil rigs, cargo ship, patrol helicopter, Bradley, and satellite crash sites through restarts, preventing event loot from being lost.

Water Treatment Plant rework: each fully turned gearbox provides 3 hours of water flow; both provide 6 hours. Pipe output scales with tank pressure, and pipes lose water when pressure runs out. IO output is buffed so one pipe is roughly equal to two pumps.

Facepunch is enabling the new Navmesh on some servers. Animals may wander into bases, server boots can be faster, and NPC navigation uses more background threads.

Performance work includes a new PhysX broadphase mode using a BVH structure, vehicle pooling to cut 20–30ms stutters, roughly 0.5GB memory savings, ~300 entities moved to closer network range, and parallelised server occlusion generation.

The demo tool's new UI remains opt-in with demo.newui 1, adding parenting, a curve editor, dolly preview, and undo fixes.

Facepunch is retiring EU Primitive 2, CAN Primitive 1, and US West Primitive 1. EU Hardcore 1 and US East Hardcore 1 map sizes drop from 4250 to 3750.

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NEBULOUS: Fleet Command 0.6.2.6 targets Alliance small-ship blobs

Patch 0.6.2.6 (build 260903-1430) for NEBULOUS: Fleet Command is out on Sept. 3, following a Public Test Branch cycle and 1.5 months of playtesting. Its main focus is Alliance (AN) small-ship blobs; its secondary focus is carrier gameplay and how anti-air and anti-ship loadouts interact.

Bomb Shell buffs

OSP's primary anti-blob Bomb Shells are stronger:

  • Fragments now retry to find the target's hull: 2x for 250mm, 3x for 600mm.
  • 250mm: blast radius 500m (was 300), component damage 16 (was 12), armor penetration 22cm (was 30), 6 fragments per target (was 8), and 50% hit probability vs craft (was 100). This makes it more frigate/corvette-focused and less effective against heavier armor.
  • 600mm: armor penetration 40cm (was 30) and damage probability vs craft/missiles 25% (was 15%), making it useful against ships up to light cruisers.
  • Random effect multiplier is down to 2% (was 10), and burst particles were simplified to reduce performance impact.

Jamming LOB memory and Strobe Correlator

Jamming LOBs now remember the last range to the jamming ship if a track was held within 30 seconds before jamming started. That lets time-fuzed shells fire on jammed LOBs until range changes. Jamming still covers advances and retreats, but is no longer blanket invulnerability.

The Strobe Correlator costs 15 points (was 25) and can now broadcast jamming LOBs to the sensor network. Multiple LOBs can be automatically crossed for a fireable fix—unless comms jamming disrupts it. EO seekers also stay jammed for 1 second after leaving a dazzler's area of effect, and all ACT(RADAR) seekers drop to 2.5s lock TTGI (was 3).

SGM-3 Flail, carrier and craft changes

OSP gets the new SGM-3 Flail missile body. The SGM-2's limited cruise range forced maneuverability and damage tradeoffs to reach distant targets; the Flail gives OSP fleets long-range cruise missiles that stay highly maneuverable in the terminal phase.

All fighters are 25% faster. Loadout mass is now based on warhead type, with anti-ship warheads far heavier than fragmentation warheads. Heavy loadouts apply a -33% speed penalty instead of a turn-rate penalty. Pure anti-air loadouts get the full speed boost for interception, while strike-carrying craft fly at roughly their previous speed.

Speed updates: Tanto 112m/s (was 75), Barracuda 100m/s (was 65), Pike 130m/s (was 85). The overmass penalty now affects top speed instead of maneuverability and is decoupled from base frame mass. Formation movement uses the group's slowest speed, while independent movement uses true max speed. Barracuda base frame mass is 10 (was 11). Ceramic Tiling's skin-thickness buff is now +0.125 (was +0.05) with no turn-rate debuff.

Other balance and quality-of-life changes

  • Skirmish-specific Seven Sisters map added from the campaign; more campaign maps are planned for skirmish later.
  • Ship callsigns now show to teammates in fleet selection, lobby preview, and deployment screens.
  • Flathead gains a C1 mount on the top stern; all thrusters and main engines have 25 damage threshold (was 15).
  • Sturgeon bomber frame costs 12 points (was 15); WAKE(THERM) validator costs 3 points (was 4).
  • R-1 rockets cost 1 point per 6 (was 1 each); FBU-15 Fragmentation Bombs cost 1 point per 3 (was 1 each). Barracuda and Sturgeon R-1 pods have 0 extra swap work; Sturgeon R-1 base accuracy is 0.05 (was 0.1).
  • 35mm Nose Guns cost 0 points (was 2); Gun Pod ammo is 100 rounds (was 250); Gun Turret ammo is 300 rounds (was 1000). 35mm Flechette costs 1 per 250, has 3.3m collision radius (was 2.5), and Sturgeon 100mm Gun Pods cycle in 0.5s (was 1s).
  • T30 Cannon and T81 Plasma Cannon damage threshold is 25 (was 15). OSP Skiff advanced radar sensitivity is -39 (was -37).
  • Starter fleets updated, and tactical-view projectile particles are larger.

Bug fixes include AMMs ranging out against accelerating targets, bomb-shell fragments reporting damage to the wrong ship, WAKE seekers not seeing craft countermeasures, ML-9 Mine Launcher cost stacking, MLS launcher salvo sequencing, BSHRT continuous weapons firing off-target, tutorial objective triggers, Flathead nameplate overlap, and Solomon paint-mask issues.

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Arma 3 Creator DLC: Western Sahara update 1.1.9 adds desert AH-99 Blackfoot

The NATO (Desert) lineup in Arma 3 Creator DLC: Western Sahara can now field a sand-colored AH-99 Blackfoot (Stub Wings). The addition arrives in update 1.1.9, a roughly 3.2 GB patch that also adds FFV seats and operable left/right doors to the Orca (UP), a Dust Goggles (Bandana) facewear option, and a wounded texture for camels on death.

Fixes and tweaks in the update include:

  • Fixed missing camo4 parts on the SLR Para rifle.
  • Fixed leg shadow issues on certain uniforms.
  • Fixed building geometry that could clip characters into structures.
  • Renamed aircraft texture source classes to avoid conflicts with base-game updates.
  • Fixed the Extraction scenario intro skip becoming impossible or confusing after changing the default action key.
  • Increased the Gundrone's audible range from 50m to roughly 200m.
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Arma 3 Expeditionary Forces update 1.2.2 lands, fixes Harpy landings

Tiny Gecko Studios has shipped Update 1.2.2 for the Arma 3 Creator DLC Expeditionary Forces. The ~15.7 MB patch is available now on Steam.

The update fixes AI VTOL landings on the Harpy and improves the Load Vehicle action to check whether a vehicle can fit before loading.

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Arma Reforger 1.8.0.13 cuts rotor damage taken, fixes radio bugs

Update 1.8.0.13 for Arma Reforger is live on all platforms as of September 3, 2026. Rotors now take greatly reduced damage, and the patch also improves ping calculation, fixes an intermittent radio failure, and clears up several crash and modding issues.

Gameplay fixes

  • Helicopter rotors now take greatly reduced damage.
  • Fixed far hide outline artifacts when using MSAA.
  • Fixed possible character ragdoll deformation.
  • Deployable FIA tents no longer offer “Toggle spawning with saved loadout,” since FIA can’t save loadouts.
  • Fixed a triggered weapon equip followed by an Emote command that made the equipped weapon levitate above the character.
  • Fixed loiter animations sometimes breaking.
  • Fixed vehicles not rolling downhill when the parking brake was released while physics were paused.
  • Fixed the HQC saved-loadout supply cost not being limited by non-MSAR items.
  • Added Analytics settings to the Gameplay settings menu and improved ping calculation.

Stability and server fixes

  • Fixed a crash when using vanilla scripted commands on a modded server via RCON.
  • Client logs now record the server ID and name on successful join requests; server logging also improved for when players become commander.
  • Locked IOP.Reset to avoid multithreading issues.
  • Fixed a crash from equipment items using an empty model, plus several rare VMEs and null pointer exceptions linked to map scale, the building editor, HitZone::SetHealthScaled, and task-system errors such as SCR_CampaignBuildingTransformingEditorComponent.

Modding changes

  • Stopped thermalProfileDefault.conf log spam and enabled the SCR_AnalyticsApplication world system and related scripts.
  • Group creation now follows clearer rules: players can be joined to an existing matching group, duplicates aren’t created for a matching solo group, private group requests require auto-join, groups are deleted when the last player leaves, and privacy state can only be set or replicated when the group’s rules allow it.
  • Fixed persistence script rules not being invoked.
  • Fixed TDR crashes when generating the Shore map.

Known issues are tracked on the Known Issues page, and feedback can be submitted via the Feedback Tracker.

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PixARK 1.232 patch fixes Terracrypt bugs, trading center timers

PixARK's Terracrypt update is moving to version 1.232 on September 3, following 45 minutes of server maintenance. The patch addresses several issues seen since Terracrypt's launch, and the team says frequent hotfixes will continue until the experience is polished.

Bug fixes and adjustments

  • Fixed the creature-upload interface being covered by the inventory UI during server transfer in PixARK/Skypiea.
  • Saddles no longer disappear when removed from creatures in the creature menu after summoning via quick-mount.
  • The male Abyssal Earth Dragon's X-key skill (Seal) can no longer affect Boss enemies.
  • The Evil Eye's Ctrl-key skill (Psychic Disturbance) can no longer affect Boss enemies.
  • Corrected unreasonable default values in Single-Player-Difficulty Settings.
  • The Underfolk Goblin Trading Center now refreshes once every hour instead of using the wrong timer.
  • Fixed the star-rating display on the U-Variant Spinosaurus dossier, overlapping status text above Hyaenodon, missing Chinese localization for the Gas Jet Device and trading center UI, and the Reinforced Super-Alloy Pick icon.

Trading and creature tweaks

  • The Underfolk Goblin Trading Center now includes randomly refreshed level-45 sellable resources: Quartz, Gold Ingot, Silver Ingot, Iron Ore, and Coal.
  • Iron Spring Boots (Underfolk faction) can now be sold at the trading center.
  • Wild U-Variant Rock Golem faction behavior is now aligned with wild U-Variant Tyrannosaurus.
  • Vampire Bat creature dossier description text has been optimized.
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Euro Truck Simulator 2 1.61 open beta adds Proximity Exploration

Euro Truck Simulator 2's 1.61 update has entered open beta on Steam, and its marquee addition is Proximity Exploration, a map-discovering helper aimed at drivers chasing 100% map completion. The update also brings a full Livestock Trailer rework, the first major SchwarzmĂźller Trailer Pack refresh, and map changes that prepare the world for the upcoming Coaches DLC.

Anyone who took part in the 1.61 Experimental Beta should move to the public_beta branch to keep getting updates; saves made during the experimental build stay compatible. The Multi-Function Display and new in-game menu tested in that build have been postponed so they can be refined further.

Proximity Exploration

Proximity Exploration automatically reveals a small area around your vehicle as you drive. It removes some of the need to drive over every tiny road segment, which should help when hunting down that final percentage of the map. It can also uncover nearby accessible roads around rest stops, toll gates, border crossings, gas stations and other places where road segments often sit close together.

Hidden roads are still hidden, up to a point. Getting close will reveal the first segment of a secret road as a hint, but the rest of the route only appears when you actually drive along it.

Livestock trailer rebuilt from scratch

The Livestock Trailer has been completely rebuilt from the ground up, based on modern European trailer designs. The older belly axle variant is gone, replaced by a lowered chassis configuration with dual wheels.

If you own a Livestock trailer, there are now two chassis types to choose from — straight 3 axle or lowered 3 axle — plus an aluminium body or a fully paintable body. Accessories have been expanded, and owned-trailer paint jobs have been made more flexible, allowing different colours to be set across up to four trailer sections. Freight Market and AI traffic versions have been rebuilt around the new model, and company paint jobs have been redone for a more realistic look.

More details are in the Livestock Trailer Rework post.

SchwarzmĂźller Trailer Pack gets its first reworked trailer

The SchwarzmĂźller Trailer Pack is also starting a longer-term modernisation. First up is the low loader trailer, which has been rebuilt to match SchwarzmĂźller's latest real-world model. Its accessories have been updated too, while available cargo options remain the same. This marks the beginning of a planned rework of the whole pack.

Map changes prepare for Coaches

The base game map has been quietly updated ahead of the Coaches DLC. Nuremberg gets the biggest change, with a brand-new bus station plus several remade and newly created landmarks in the surrounding area.

Bus stations in Karlstad, Aarhus and Thessaloniki are now functional for coaches. Karlstad has a new station building, Thessaloniki has received new signage and similar updates, and Heraklion has opened a previously inaccessible street to make room for its new bus station.

Border crossings have also been adjusted for passenger transport, with vehicle-specific navigation added and previously inaccessible parts of border areas opened up. Kapıkule, on the Turkey–Bulgaria border, has been redesigned to match its real-world counterpart more closely. Smaller layout tweaks have been made to other crossings, and numerous smaller bus-stop updates have been spread across the world.

Join the open beta

As with any open beta, this is not a stable version yet, so expect bugs, instability or crashes. Feedback and bug reports can be shared in the official forum section for Euro Truck Simulator 2.

To try the beta on Steam: right-click Euro Truck Simulator 2 in your library, open Properties, go to the Betas tab and select public_beta from the Beta Participation dropdown. No password is required. You may need to restart the Steam client before the branch appears.

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American Truck Simulator's South Dakota DLC arrives September 24

The South Dakota DLC for American Truck Simulator will be released on September 24, 2026. The official trailer is out now on SCS Software's YouTube channel, offering a glimpse of the state's roads and scenery ahead of launch.

South Dakota DLC highlights

Truckers will travel from the wide-open Great Plains through the Badlands and into the rugged rock formations of the Black Hills. Landmarks along the way include Mount Rushmore National Memorial, the waterfalls of Sioux Falls, the Dignity of Earth and Sky statue overlooking the Missouri River, the Corn Palace, and Hot Springs. Routes cover busy cities and industrial areas as well as smaller settlements and scenic stretches of highway.

Players can already wishlist the South Dakota DLC on Steam; doing so will send a notification when the add-on becomes available.

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PixARK 1.231 patch fixes Terracrypt bugs and adds Dinosaur GPS

PixARK: Terracrypt is getting patch 1.231 during scheduled server maintenance on September 2, with downtime estimated at 45 minutes. The update targets several issues that remained after Terracrypt’s launch, and the team says frequent hotfixes will follow.

PixARK / Skypiea fixes

  • Tamed-creature management now shows the correct creature count.
  • “Drop All Items” while mounted no longer transfers items back into the player’s inventory.
  • Map markers (triggered by pressing P) now work on PixARK and Skypiea maps.
  • Effects from damaged armor no longer activate after respawning.
  • Fixed font rendering for the Hyaenodon healing prompt and the “Creature Command Group” text (H).

Terracrypt fixes

  • Fixed a random issue preventing creature interaction after deploying a Creature Cube.
  • The Limestone Bunker boss gate no longer appears open to other players after it closes.
  • Environmental effects now activate correctly in Limestone Cavern (Gas Exclusion Zone), Rot-Fungal Tundra, and Poison-Mist Cavern.
  • The plant-growth status bar is no longer offset too far to the right.
  • Abyss Wyrms can now mate on dedicated servers.
  • “Creature Command Group” text no longer overlaps when pressing H.
  • Added missing Chinese localization for Megabug inventory tooltips.
  • The Gas-Jet Device jet-point counter now displays correctly.
  • Fixed font rendering for the Vampire Bat skill tooltip.

Terracrypt game optimizations

  • Added engram recipes for Dinosaur gps and Dinosaur gps Ammo, unlockable at Level 50.
  • Abyss Wyrms, Vampire Bats, and U-Variant Cerberus in the Infernal Abyss are now immune to burn damage from boss abilities. The immunity is not available to other creatures for now.
  • Floating-damage text color has been changed while bosses are protected by shields.
  • The Mining Permit icon was redesigned.
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TTT Classic 2 September Patch expands map entity tools, server options

The 2 September Patch for TTT Classic is here, and its biggest changes target map makers. The entity-file system used to add TTT-specific content without recompiling maps can now copy an existing compiled brush into a new visible entity, place invisible collision-only walls via the new ttt_clip entity, and target entities to modify or remove using a compiled model name or the nearest position to a point—not just targetname or exact origin.

Servers can also push multiple Workshop addons to connecting clients at once, replacing the previous single-custom-map limit. These addons cannot replace stock mod files; they can only add additional ones.

Map maker and entity updates

  • Entity files can now render an existing compiled brush as a new entity by setting its model key to that brush’s model reference (e.g. *47). Use func_wall for a solid copy or func_illusionary for a walk-through one. This copies existing brushes only; brand-new brush shapes can’t be built this way.
  • New ttt_clip entity: an invisible collision-only volume placed via entity file, blocking players, monsters, and projectiles. It supports a custom mins/maxs bounding box, defaults to a 32-unit cube, and can be toggled via +use if given a targetname.
  • modify/remove blocks can now match a target by compiled brush model (e.g. *137) or by near, using the entity of that classname whose bounding-box center is closest to a given position. A new + prefix sets a reserved filter key as a literal keyvalue, most useful for giving a targetname to an entity that doesn’t have one.
  • New ttt_loudspeaker relays nearby players’ voice chat to scattered PA-style relay points elsewhere on the map, with configurable pickup and speaker radii.
  • New ttt_random_delay fires its target after a randomized delay between configurable Min Time and Max Time, re-rolled on every trigger. It supports Fire Once and Cyclic modes and can be canceled mid-delay without disabling the entity.
  • New ttt_blood lets a map override the wall/floor blood decal texture and in-air blood spray color players leave when hit. One setting applies per map, and monster blood is unaffected.
  • A Require Line of Sight spawnflag was added to many func doors, buttons, healthchargers, and NPC entities. It’s off by default, so enabling it forces a clear line of sight for +use.
  • Mapper-facing fixes: env_state now resets and handles blank target/sound keys correctly, multimanager entities no longer double-fire on round restart, monstermaker respects a spawn limit of exactly 1, and custom map overview images are precached automatically.

Servers and gameplay

  • New cvars: ttt_starting_equipment plus per-role variants for innocent, traitor, and detective set what players spawn with; ttt_damage_multiplier scales all damage; ttt_player_collision toggles whether players physically block each other.
  • Defusers can now disarm tripmines as well as C4.
  • The Ricochet Disc charge can be canceled with Reload.
  • The flaregun can now ignite players during post-round deathmatch.
  • The Teleporter works during Waiting for Players and the post-round period.
  • C4 positions are shown to all players during Waiting for Players, and to dead players who already know traitor info.

Visuals, UI, and bug fixes

  • New Viewmodel FOV and Viewmodel Vertical Position sliders under Settings > Video. Viewmodel FOV also stays consistent regardless of default_fov.
  • Achievement notifications show details on hover; Steam Avatars now appear throughout the UI in LAN mode; disguise/radar HUD info no longer shows while spectating.
  • Steam ID and avatar handling is more consistent across the scoreboard, corpse icons, and voice chat.
  • Fixes include detective body-search results now merging instead of being overwritten, “Free Falling” going to the killer rather than the victim, trigger_push no longer moving attached C4/radios/tripmines/decoys, a weapon-switching bug, invalid corpse bone data, and tripmines now using their own player animations instead of C4’s.

Map updates and docs

  • Updated ttt_747: added a ladder to the vent, added a flashlight, removed some seat and doorway props, fixed brushes, and lengthened the lights-out trap.
  • TTT entity overrides were updated for as_oilrig and rock2, and community translations were refreshed.
  • The updated guides are here: Mapping guide and Entity Editing guide.
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