News

Project Zomboid 42.20.3 stable hotfix raises MP cap to 254

The Project Zomboid 42.20.3 stable hotfix is out now. The team says the update should not break saves, and it targets a set of multiplayer and stability problems, including a higher player cap and memory leak fixes.

Multiplayer

  • Improved server player-limit handling, with support for up to 254 players.
  • Administrators can access servers even when they are full.
  • Fixed a client hang that could leave players stuck on "Loading Map" forever.

Stability and visual fixes

  • Addressed multiple causes of a memory leak that could degrade performance and cause crashes over time.
  • Applied several memory optimizations.
  • Reduced black and gray boxes appearing while traveling quickly through the world; additional causes are still being investigated for a future update.
  • Fixed errors that could occur during lighting updates.

Reporting bugs

Before reporting any issue, the developers ask that you verify it on a fresh save with no mods installed. If you still get out-of-memory errors on a new save, include your logs and a profiler video from debug in a bug report (https://theindiestone.com/forums/forum/85-bug-reports/).

Join the pinned Project Zomboid discussion thread for this update (https://steamcommunity.com/app/108600/discussions/0/84032037661541571/).

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PixARK: Terracrypt lands on Steam August 26 for $8.99

PixARK's largest expansion yet, PixARK: Terracrypt, launches on Steam on August 26, bringing an underground world filled with new places to explore, challenges to overcome, and discoveries to make.

Terracrypt will be priced at $9.99, with a 10% launch discount dropping it to $8.99 for a limited time. On the same day, the PixARK base game will hit its lowest price ever.

Explorers can wishlist the expansion on Steam now to be notified when it launches: Add PixARK: Terracrypt to your Steam wishlist.

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Nuclear Option merch store lands with handcrafted desk mats

Nuclear Option has launched an official merch store, opening with an all-new line of high-quality desk mats. The designs were commissioned from two artists in the Nuclear Option community and are fully handcrafted.

If you've been looking for a way to support continued development of the game, the store is now live. Check out all the designs at https://tr.ee/NuclearOptionShop.

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Hell Let Loose: Vietnam Hotfix 1 now live on all platforms

Hotfix 1 for Hell Let Loose: Vietnam is now live on all platforms. The update arrived August 16 and is the first post-launch patch, addressing community-reported issues from the first few days, including AMD GPU stability, server stability and availability, Server Browser behavior, and audio cutting out on PlayStation 5.

What's in Hotfix 1

  • AMD GPU stability: Further stability improvements for players using AMD GPUs.
  • Official servers: Additional Official Servers are rolling out across all regions to meet player demand.
  • Server stability: Additional server stability fixes have been implemented.
  • Server Browser: Now refreshes automatically more frequently, hides full servers from the default list (find them by adjusting filters), and prioritizes low-ping servers with 80 or fewer players to help surface available slots.
  • Server crashes: Fixed crashes that could occur when broadcasting a message via RCON or when using NVA Tunnels.
  • PlayStation 5 audio: Fixed an issue that could cause audio to cut out for a period on PS5.

What's next

The dev team says Hotfix 1 is just the first step, with more patches actively being worked on for release in the coming weeks. Follow the Dev Comms Thread & Launch Updates for ongoing details.

Players can continue to submit reports and feedback through the official support page.

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Custom Fortress - Beta won't deliver promised content, dev says

The developer of Custom Fortress - Beta says the mod will not deliver what was promised. In an Aug. 15, 2026 update titled "Things were already worse, but they will still keep getting worse..." they write that "nothing has changed since the last announcement/update," and that the project "wasn't meant to be released" — they tried to salvage it and still failed. The post puts the blame on launch-wave hate, false accusations of stolen work, and a community the developer says won't help.

What went wrong

  • Certain videos and constant Discord comments in other Sourcemod servers (TF2C, OF, PF2 and so on) accuse the mod of stealing. The developer points to a Credits menu and credits in item descriptions, and says earlier work on Offshore involved people who agreed to the collaboration. On Workshop moderation, they admit: "with a small team, you can expect lack of moderation... since we can't be everywhere, at all times."
  • The developer says they have been blocked or "straight up hated" by some Sourcemod devs/leads without ever interacting with them, and that mini-help posts around Discords drew no interest.
  • One team member left over drama the team was unaware of, and Workshop work keeps piling up — "which I do enjoy, but it's time consuming."
  • The post argues help only comes if you are a veteran/popular figure or offer cash — and that the coders the developer has met are mostly like that. "If you are none of these... you're not going anywhere." No matter what you do, they add, "people will always be negative and trashtalk."

Why coding and AI are off the table

The developer tried learning to code and made some progress, but says it would realistically take 5 years to be good enough — not out of laziness, but because by then, they argue, "it will be forgotten, and all the people will be gone." Private lessons aren't cheap, and "my brain just can't handle that much."

AI is rejected too: "I prefer trying, or having an actual human on my side to talk to, instead of a bunch of idiotic answers, and snippets," citing wasted water, inflated RAM prices, and further wasted time.

The developer contrasts this with TF2 Workshop, where people have been kind and helpful, including work on maps like Mannstreet and Pressure; they call the "TF2 Workshop Creators are Evil!" videos ironic.

The ask

"Everything has gone downhill, and will go even further," the developer writes. They are "disappointed, and tired," have "lost all the hope," and know it isn't coming back. Still, anyone willing to help can "just reach the discord"; the team mostly needs coders in C++ with Source SDK knowledge. The post ends with an apology to Mixer for the "wasted purchase."

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Stormworks hotfix V1.15.20 fixes spawning for huge creations

Stormworks: Build and Rescue has released hotfix V1.15.20, fixing an issue where very large creations couldn't spawn because of their file size. The update is available now.

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VEIN experimental beta revamps zombies, greenhouses, and vehicles

The latest VEIN development update, "Stunlocks & Speedometers," details work-in-progress changes headed to the experimental Steam beta branch rather than the main game. A final hotfix for 0.024 is expected soon, while 0.025 is still being rounded out.

Zombies, melee, and combat

  • Zombie pathfinding through buildings has improved significantly. Zombies no longer prioritize animals as much as humans, no longer collide with each other like players, and no longer stagger or stunlock each other when swinging at a target, so groups can squeeze through doors and windows more easily.
  • The .38 Special now supports round-by-round reloading instead of forcing the full reload loop.
  • Weight-variant items arrive in 0.025: items like dumbbells can be used as melee weapons, with damage and swing time varying by weight. Heavy melee items require a Strength threshold; below it, swings are twice as slow and deal half damage.
  • Machete-styled bladed melee animations are finished, and long/blunt melee animations are integrated, with remaining similar weapons still to be updated. Animation work continues on the double-barreled shotgun and Fifty-Seven pistol.

World, building, and vehicles

  • Backyard greenhouses are now functional and keep plants growing through winter as long as the glass is intact; player-built greenhouses are planned.
  • HLODs (distant whole-map stand-ins for unloaded buildings, trees, and mountains) are working on the experimental branch, reducing world loading without sacrificing visual quality — a meaningful performance gain, especially on dedicated servers and in local multiplayer.
  • Every building now has maintenance components for checking status and repairs; they may take up existing space, but furniture can be moved out of the way.
  • New loft buildables are being added as replacement options for pallets while official multi-tier base-building art is in development. The team is also reviewing save files sent through the in-game feedback reporter for base-building ideas like walls and dividers.
  • Physical stress and structural supports mean that stacking too high without support collapses the whole structure, and strong vehicle impacts can detach things from a vehicle.
  • Vehicles get a new, less grating horn; interior-muffled impact, horn, and alarm sounds; openable trunk/hood/glove box; animated gear shifting and steering wheel/speedometer/tachometer; and openable doors. The vehicle art work is heavily WIP.
  • Winter snow material now varies by region, map markers are higher contrast, and 0.025 map work continues with unique interiors, furniture, and exterior detailing such as fences, parking lots, and streetlights.

Bugfixes and community

  • Permadeath fixes include respawn UI, death screen behavior, and dead-character HUD location.
  • UI fixes include group menu issues, medical menu jitter, and item key-value wrapping.
  • Positional VOIP got buffering and quality improvements; handheld radio receive beeps are gone and radio audio quality is improved.
  • Fixed characters floating after sitting or lying down while crouched, such as in tents.
  • Players are shown on the host/admin map only when "See All" is enabled in admin settings.
  • Community translations have opened via Crowdin after complaints about incomplete or wrong translations. VEIN says it does not use AI and uses a translation agency, which missed context; one example cited is the Russian settings menu translating "No" as "Yes."
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Dystopia 1.5.6 adds 30+ languages and floating damage numbers

Dystopia 1.5.6 is out now, led by automatic localization in 30+ languages and floating damage numbers. It also adds a credits screen a month before Dystopia's 21st anniversary, plus a broad set of interface, spectating, and server fixes.

Now in your language

Dystopia now follows your Steam language automatically across the interface, menus, HUD, scoreboard, options, cyberspace hacking programs, dialogs, in-world map screens, and mission briefings. Supported languages: Arabic, Bulgarian, Chinese (Simplified & Traditional), Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Korean, Spanish (Spain & Latin America), Malay, Norwegian, Polish, Portuguese (Portugal & Brazil), Romanian, Russian, Swedish, Thai, Turkish, Ukrainian, Vietnamese, and English.

Damage numbers

Floating damage numbers join Dystopia's hitbeep system. They're on by default and can be switched off in the options menu. Each hit places a number at the impact point, slides it clear of the body, then sweeps it up to gather above the head into a total that fades when you stop dealing damage.

  • Enemy numbers match your IFF color; friendly-fire hits are flat grey so they don't look like scoring.
  • Kills fold their damage into the "+N frag" text, showing damage dealt in the seconds before the kill.
  • Numbers shrink and fade with distance, and scoped zoom is accounted for.
  • Defaults are tuned, but every part is a per-client cvar exposed in the options menu through the dys_damagenumbers* family.

Credits

A credits window on the main menu lists everyone who has worked on Dystopia: 215 people over the years. A punyhuman.com/contact link at the top of the window is there for missing or incorrect entries.

Dying, respawning, and interface fixes

  • HUD fades out on death instead of disappearing in a single frame.
  • Swapping weapons on the spawn pad no longer replays the spawn effect; changing class still does.
  • The deploy panel no longer reappears when you open the loadout menu while alive.
  • A new Interface tab replaces the old Advanced Multiplayer button; HUD and visual settings live on Interface, gameplay and input on Multiplayer.
  • Crosshair color is now a full color picker instead of three RGB sliders.
  • Corps turrets no longer stay grey when per-team IFF colors are enabled; the same 2019 color-key typo also made the corps TAC-scan blip end early, now fixed.
  • IFF overlays no longer get cut off on ultrawide monitors, and kill scores no longer clip near the right edge on widescreen.
  • Chat wraps while typing; the box is narrower and the font follows your resolution.
  • The team/class/loadout menu (M) is centered at every resolution and team-colored in-game.
  • Punk's ammo icon no longer turns corp blue while reloading; punk boltgun trails are red instead of blue.
  • While in a server, the main menu leads with RESUME GAME, with DISCONNECT below it.
  • The ammo dispenser animates properly again, mostly: spin-up, loop while dispensing, wind-down.
  • Options > Keyboard has its buttons back after 1.5.5 broke them.
  • Pickup feed redesigned: no more flat-yellow Half-Life 2 stack climbing into the radar. Pickups slide in along the bottom next to your ammo, are team-colored, and the full loadout (grenades included) flies in when you spawn.
  • Server browser is now "Browse Servers" instead of "Search Servers."

Spectating, tickrate, and stability

  • Round restarts (including map_restart) no longer freeze spectators; they carry on normally.
  • Third-person spectate no longer tilts sideways after chasing a decker out of cyberspace; it stays level while keeping the intended tilt during cyberspace flight.
  • The developer console is much cleaner.
  • A new tickrate command lets servers report the tickrate actually in effect, and players see it next to their own effective rates, so a 128-tick server no longer looks like a 64-tick one.
  • -tickrate on the command line is all a high-tick server needs: rate bounds are derived from it and reported at map load. Manual rate settings warn while that derivation is active; sv_rate_bounds_follow_tickrate 0 opts out.
  • New players start at updaterate/cmdrate 128 and rate 196608, clamped by the server, so it costs nothing on a 66-tick server and just works on high-tick ones. Existing configs keep their values, and sv_minrate remains the server-side lever for dialup-era rates.
  • Fixed two potential server crashes involving turrets taking damage from map hazards or without an attacking player.
  • Fixed the music player logging an FMOD error every time a track ended.
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Exfil 435-CL2759: manual bolting, NVG server options, blood toggle

Build 0435-CL2759 (Update 435-CL2759) is now on Exfil's main branch. The headline changes are combat-feel improvements: M24 and SRS rifles have manual bolting, blood effects are bigger and now have an on/off option, and servers can restrict NVG use.

Combat and options

  • The M24 and SRS rifles now require a click after firing to cycle the action, making hit confirmation easier when aiming down scopes.
  • Blood impacts are larger and include new FX. Headshot kills have a distinct effect, and a new option can turn blood effects off entirely.
  • New server option for NVGs: On, No Thermals, or No NVGs.

NPCs and loadouts

  • NPC weapon aim behavior was rewritten. Animation now has less impact on aim, aiming movement is less jittery, and NPCs are more accurate at higher difficulties. This had already been pushed in smaller increments to the public test branch.
  • Suppression now affects NPC accuracy. Near misses apply a suppression effect that lasts a few seconds and stacks.
  • Players can equip two LAWs at once.
  • C4 carry count is increased from 2 to 3.
  • SMG muzzle effects (which were using old FX) and pistol muzzle effects have been updated.
  • Reloading and magazine checks now run through the gameplay ability system. This is invisible to players, but the changelog notes it in case new reloading issues show up.

Fixes and known issues

  • Fixed a crash that could occur when NPCs died while using a door.
  • Fixed wrong camera alignment when using the two-handed GPS while leaning.
  • Fixed the Toggle lean option requiring two key presses if a lean was canceled for any reason.
  • Fixed NPCs firing too soon while a reload was in progress and waiting too long before starting to reload.
  • Fixed the GPS getting stuck if you started reloading or another action too quickly.
  • Fixed the HUD being recreated every time you switched between 1p and 3p view mode.
  • Optimized impact FX handling and replaced some surface impact effects that lingered too long.
  • Removed rain from the main menu so the soldier in the loadout editor no longer gets wet.

Known issue: the "Empty" utility in loadout selection is not a bug. It's part of the economy/shop work for Combat Ops and can be ignored for now.

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Hell Let Loose: Vietnam hotfix arrives this weekend

In a 24-hour post-launch update, the Hell Let Loose: Vietnam team says hundreds of thousands of players have hit the jungle since release — and that the surge has brought crashes, server strain, and a loud list of community complaints. The first response is Hotfix 1, which the devs are aiming to ship by the end of this weekend. Here's what it targets.

Hotfix 1: AMD stability, servers, PS5 audio

  • AMD GPU users: Some crashes trace back to known Windows driver issues, but the devs also found fixes and launch parameters that helped a number of affected players. Those changes are being added to the main game in the hotfix.
  • Servers: More Official Servers are rolling out across all territories, alongside server stability fixes. The server browser now refreshes more often, hides full servers by default (they're still reachable via filters), and prioritises low-ping servers with up to 80 players. The devs also fixed crashes when broadcasting via RCON or using NVA tunnels.
  • PS5 audio: A fix addresses audio dropping out for extended periods on PS5.

The team notes extra servers had to be brought online through launch night, with more added across all regions ahead of the weekend.

Aim assist: how it actually works

All gamepad players on PC and console get Aim Assist, using the same values as the original Hell Let Loose — there is no PC-versus-console difference. Options are High (default), Medium, Low, or Disabled.

Aim Assist only activates while aiming down sights. There's no snap-to on ADS and no stick-to or tracking of a moving player. Instead, it subtly reduces aiming input speed when your aim moves toward an enemy, with assistance limited at range and disabled when the enemy is occluded. Balance will keep being assessed as more people play.

Still under investigation

The hotfix doesn't cover everything. The team is still working on broader audio and VOIP problems, including EOS-related distorted voice and directional audio, visual quality and foliage issues, settings not saving, keybind problems, persistent HUD elements, and console visual quality. Tutorial bugs and wider crossplay/aim assist balance also remain on the list.

Guides for new players

Two community-made starter guides got the official nod:

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MesoRift Survival patch 0.4.5 lands with vehicle fixes, no wipe

Mesorift Survival’s August 14, 2026 update, patch 0.4.5, is here. No wipe is required, and Meik.W Interactive recommends updating both servers and clients to version 0.4.5.

Gameplay and UI

  • The Tool Box can now be bought and sold at traders.
  • Vehicles can be righted when flipped upside down.
  • New item pickup animation added.
  • Mission Info UI and Server Restart Message UI reworked.
  • Fixed item stacking for 0-weight items and the quick-access bar drag icon.

Vehicle and weapon fixes

  • Vehicles and aircraft now respawn at 100% engine condition, with several small vehicle-system adjustments.
  • Aircraft exit position reworked.
  • Fixed engines continuing to run after vehicle destruction and vehicles launching when players run into them while holding a weapon.
  • Fixed the M4L4 animation, missing reload sounds for the HM-16 and GL-40, and double reload sounds for the R7 and KA-80.

Map

  • Harbor water issues fixed, small harbor expanded, road improved.
  • Fixed a city building wall and Box Truck door issues, including extra doors at the gas station.
  • Slight performance improvement.

Singleplayer

  • Returning to the main menu while sitting in a vehicle no longer leaves the character inside it; the character spawns next to the vehicle after pressing Play again.

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

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Space Engineers reverts wheel propulsion in hotfix 1.210.014

Space Engineers' latest hotfix, version 1.210.014, is now available. It rolls back the recent Wheel Propulsion Override change after player feedback found it disrupted existing mech builds, restoring consistent behavior for constructs with or without a control block. The team says it is working on "a more robust solution" that improves the behavior without disrupting existing constructs.

The hotfix also includes three functional fixes:

  • Allowed bottles to refuel sooner, so the "Fuel low!" jetpack voice message no longer fires before refueling can happen.
  • Fixed Flat Collector side-conveyors failing to work due to incorrect dummy names.
  • Fixed stations with subgrids becoming offset when attached or after reloading a world. Affected bases won't shift further, but they need to be restored from a 209 backup or repositioned in singleplayer using Scenario Edit tools (2xF11, then translate the base). Turn off damage in Alt+F10 > Global permissions before moving the base.
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American Truck Simulator's Atlas feature gets a Road Trip trailer

American Truck Simulator's upcoming Road Trip DLCs will bring a new exploration feature called Atlas, and SCS Software has released a video trailer showing it in action.

Atlas is built around discovery: players use Tourist Boards to find, visit, and learn about selected locations across the ATS world. Doing so uncovers Points of Interest, Viewpoints, and Photo Trophies that spotlight significant regional spots, with a special postcard reward for tracking them all down.

Atlas ownership requirements

Atlas will only be unlocked for players who own any Road Trip DLC: the Ford Car Pack or the RAM & Dodge Car Pack, both available on Steam. The feature is not limited to cars, so truck drivers can use it too.

More details are in the dedicated Atlas blog post, and the packs can be wishlisted on Steam: Ford Car Pack and RAM & Dodge Car Pack.

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PixARK: Terracrypt adds revival dolls and nearby-storage crafting

Feature Preview #3 for PixARK: Terracrypt outlines two practical additions to the next update: a craftable Revival Doll for underground Ruins and Boss arenas, and crafting directly from nearby storage. PixARK: Terracrypt is now on the Steam wishlist.

Revival Doll: a second chance in underground battles

Revival Dolls are crafted at a workbench and carried for emergencies. If you die inside an underground Ruin or Boss arena, a revival prompt appears; consume one doll to stand back up where you fell.

  • Underground only: Ruins and Boss arenas in the underground world, not the overworld.
  • Keep the doll in your hotbar, as recommended, so it won't be dropped on death.
  • No cooldown between uses; another doll means another revive.
  • Your inventory still drops at the death spot, so you'll have to recover it mid-fight.
  • No invulnerability after reviving, so be ready to move.
  • Revival may fail if the death spot is blocked by a structure, creature, or other obstruction.

Crafting from nearby storage

The update adds a quality-of-life feature for everyone: crafting can now pull materials directly from nearby containers, eliminating trips between storage and workbenches.

  • The search area is 11×11, centered on your character or the workbench in use.
  • Materials from storage are consumed first, before inventory items.
  • Ingredients are consumed directly from storage; leftovers stay in their original containers.
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The Front servers go offline for maintenance on Aug. 14

The Front's servers will be offline for scheduled maintenance on Aug. 14, 2026, from 7:00 to 8:00 UTC. They will go live again once maintenance is complete, but the maintenance could be postponed if unexpected technical issues come up. Some unresolved issues and bugs will also be fixed in order of priority.

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Hell Let Loose: Vietnam launch draws nearly 3x the original's peak

Hell Let Loose: Vietnam launched today, and concurrent player counts have already reached almost three times Hell Let Loose's all-time peak. The team is adding additional official servers across all regions in response, while investigating reports of crashes, audio issues, and other launch-day problems.

Server demand and matchmaking

If you're having trouble finding a server, the team suggests joining one with 50 or fewer players — by the time you connect, it will likely have filled up. You can also enable "Hide Full Servers" in the Server Browser to find available slots faster.

Some players have reported being unable to join community servers, with an error saying the remaining spaces are reserved for VIP players. The team is investigating. In some cases, a server can reach capacity before the browser updates, and the error may incorrectly label full slots as VIP-reserved. Until that's resolved, try an official server or another community server with more room.

Tutorials

The Getting Started tutorial is optional and can be skipped by pressing Esc to jump straight into multiplayer. However, the Squad Leader and Commander tutorials must be completed before those roles can be selected.

AMD crashes and workarounds

Some AMD GPU users are experiencing crashes and stability issues. While the team investigates, these temporary Steam launch options may help:

  • -dx12 -USEALLAVAILABLECORES -malloc=system
  • -dx11 -USEALLAVAILABLECORES -malloc=system

Some affected players may also see improved stability by setting in-game graphics settings to High and disabling the in-game overlay in AMD Software: Adrenalin Edition. These are temporary workarounds, and results may vary between systems.

NVIDIA driver delay and FSR 4.1

The dedicated NVIDIA Game Ready Driver for Hell Let Loose: Vietnam has been delayed at NVIDIA's end and is now expected early next week. In the meantime, NVIDIA users should make sure they're running the latest currently available driver.

FSR 4.1 is also on the way. It's already implemented in-game and is undergoing further testing and validation, with more information to come in a future update.

Other issues under investigation

The team is also looking into:

  • Audio cutting out for some players on PlayStation 5
  • Players being unable to select certain roles
  • Individual crash reports submitted by players

Players who took part in the recent Crossplay Playtest on PC should reset their Video settings to default to ensure they're correctly recalibrated for the launch build.

The current known issues list is available on Steam. Support can be reached through the Help Centre or the @HLL Support bot on the official Hell Let Loose Discord server.

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Icarus Week 245 update adds Tusker breeding and phenotypes

Icarus' Week 245 patch, build 3.0.23.155919-rel-DangerousHorizons, expands animal husbandry with breedable Tuskers. The four-eyed frost-biome beasts are no longer just mounts: craft the Tusker Serum at the Ranching Station, administer it to two healthy adults, and you'll have more baby Tuskers than you can handle.

Tusker phenotypes

Seven distinct Tusker phenotype variations are available to discover, collect, and breed, including one legendary. The changelog lists six newly unlocked phenotypes, plus new Tusker husbandry behaviors and the Tusker Fertility Serum item.

Next week: Tier 3 Metal Weapon Rack

Next week's update adds the Tier 3 Metal Weapon Rack as another way to store and display prized gear while matching your base's design.

Other notable fixes and changes

  • Olympus scan missions (except Livewire) no longer fail if the Radar is picked up before scans are complete.
  • Accumulation quests have clearer equipment requirements, map icons, hints, location updates, and an optional Gather Charcoal subquest.
  • Styx Highrise construction now accepts both Wall and Ceiling Bunker Lights.
  • Projectile Damage and Extended Ammo attachments unlock correctly via Ranged Weapons.
  • Livewire search areas reappear after reconnect; Location 2 travel areas were expanded to prevent bypassing.
  • Open World user reports now record the current mission.
  • Launcher tuning: all weapon launch force is stat-driven, the Legendary Launcher gains 25% base explosive damage resistance, Launcher Guard C explosive resistance drops from 100% to 50%, and ballistic override no longer double-applies payloads to bouncing grenades.

Future content peeks

The Future Content section of the changelog includes a RAD_O2 mission revamp, Radboss crossbow and trophy work, Elysium achievements, a T4 Roaster locked to Elysium_GH, jungle biome sculpting, speeder bike FX improvements, and an arcade machine minigame.

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IOSoccer Patch Slightly Reduces Shot and Header Power

The IOSoccer update for 13 August 2026 (#2) is out. It slightly reduces both shot and header power, making attacking attempts a bit weaker.

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Jabroni Brawl: Episode 3 Patch 178 fixes thrown-magazine crash

Patch 178 for Jabroni Brawl: Episode 3 is live on Steam as of August 13, 2026. The update fixes a server crash caused by a thrown porn magazine from a disconnected player—a regression since patch 173.4—and bundles fixes across maps, NPCs, weapons, graphics, effects, and SDK tools.

Weapons and gameplay

  • The thrown-porn-magazine server crash is fixed (regression since patch 173.4).
  • Friction Grenade kills no longer count as environmental kills (regression since patch 177).
  • Possibly fixed jittery player movement when respawning with a speed modifier applied.

Graphics and stability

  • Fixed a significant performance drop when rendering reflective glasses (regression since patch 177).
  • Mega textures now load on Linux.
  • Fixed shadows bleeding through most thin surfaces.
  • Entities now use blob shadows on GoldSrc-themed maps.
  • Fixed a client crash on exit caused by an unintentional global keyboard input hook on Windows (regression since patch 177).

Maps, NPCs, and Hammer

  • HL2DM Overwatch: corrected the blue truck’s color.
  • Fixed HL1 Barney tolerating violent behavior toward their resized allies.
  • Hammer: fixed a crash on 64-bit Windows when attempting to edit a displacement.
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Core Keeper 2026 roadmap: Road to the Maw brings updates 1.3 to 1.5

Core Keeper's 2026 roadmap, Road to the Maw, is built around three interconnected major updates: 1.3 – Riders of the Underground arrives later this year, followed by 1.4 – Trials of the Depths and 1.5 – Beyond the Breach.

Road to the Maw was originally planned as one single, larger update, but the team split it into three releases so players wouldn't have to wait as long. The first two parts aim to expand the depth of existing features and systems with new content, improvements, and balancing, building toward the reveal in 1.5 of what lies beyond Breaker's Reach. The team notes these updates may not follow the exact "new biome, new boss, new tool tiers" format of some previous major updates.

1.3 – Riders of the Underground

Coming later this year, 1.3 brings all-new ways to traverse the underground, with travel and transport as a key focus. It follows up on hints from the team's Reddit AMA and adds a new sub-biome, weapons, enemy variety, new pets, progression rebalancing, a new legendary item, and meaningful improvements to the mage and summoner playstyles based on community feedback.

1.4 – Trials of the Depths

Described as "Experience the game, harder than ever," this update is designed to challenge veteran players and thrill seekers. It focuses on depth and mastery for players who want to push further than before.

1.5 – Beyond the Breach

"Cross into what was sealed away": this is the update the journey has been building toward, adding an all-new biome that reveals what lies beyond Breaker's Reach.

What's next after Road to the Maw

No concrete plans beyond Road to the Maw were shared. The team is committed to bug fixes, stability, and keeping Core Keeper smooth, and a minor content update is planned after 1.3 — with "plenty 'maw' to come." Work is also underway on a Steam Workshop beta test to improve mods and the modding experience.

Teasers and upcoming content will be shared on social channels: Discord, X, Bluesky, Instagram, TikTok, and Reddit.

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News

Hell Let Loose: Vietnam is out now on PC, PS5, and Xbox Series X|S

Hell Let Loose: Vietnam has officially launched across PC, PlayStation 5, and Xbox Series X|S. The launch follows the Crossplay Playtest, with the team saying it has made performance, stability, gameplay, and audio fixes since then.

Six battlefields at launch

Players can fight across six maps at launch: Thanh Hóa Bridge, Huế Outskirts, Vạn Tường, Quảng Ngãi, Đắk Tô Airfield, and Cam Ranh Port. The maps span dense jungles, remote villages, waterways, and open terrain. Read the Launch Maps blog for a closer look at each battlefield.

Four game modes

The launch lineup includes four modes: Warfare, Offensive, Conquest, and Domination. Two return from the original Hell Let Loose, while two make their debut in Vietnam. The Game Modes blog explains how each mode works and what teams need to do to win.

Roadmap and known issues

The Hell Let Loose: Vietnam roadmap will be revealed on August 19. The team adds that known issues are already being addressed as part of upcoming live service updates. For a breakdown of changes since the playtest, check the Top 5 Things To Know Before Launch blog, or grab the game on Steam.

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News

Hell Let Loose: Vietnam launches on PC, PS5, and Xbox Series X|S

Hell Let Loose: Vietnam is now officially live across PC, PlayStation 5, and Xbox Series X|S. Today's launch follows the Crossplay Playtest and includes performance, stability, gameplay, and audio improvements, plus a list of known issues the team is already working to address in upcoming live service updates.

For a rundown of what changed since the playtest, read the Top 5 Things To Know Before Launch.

Six launch maps

The game launches with six maps, spanning dense jungles, remote villages, waterways, and open terrain:

  • Thanh Hóa Bridge
  • Huế Outskirts
  • Vạn Tường
  • Quảng Ngãi
  • Đắk Tô Airfield
  • Cam Ranh Port

The full Launch Maps blog takes a closer look at all six battlefields.

Four game modes

Hell Let Loose: Vietnam launches with four game modes, with two returning from the original Hell Let Loose and two brand-new modes making their debut in Vietnam: Warfare, Offensive, Conquest, and Domination. The Game Modes blog explains how each mode works and what it takes to win.

Roadmap and future content

The live-service roadmap will be revealed on 19 August, offering a first look at what's ahead. The team has also been discussing what could come next in the recent Command Post Q&A series on YouTube, with summaries in Dev Q&A #1 | Performance, Gameplay & Maps and Dev Q&A #2 | Development Process & The Future. Community suggestions can be shared through the official community channels and socials.

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News

Stormworks: Build and Rescue v1.15.19: The Small Train Wheels Update

Stormworks: Build and Rescue's latest patch, The Small Train Wheels Update, adds one new component — the Train Wheel Assembly Small, for smaller train-line vehicles — alongside a long list of fixes aimed at multiplayer quality and AMD GPU rendering.

Features

  • Train Wheel Assembly Small — a new train wheel component for smaller train-line vehicles.

Fixes

  • Fixed handle physics forces not applying correctly in space and on the moon.
  • Fixed nuclear reactor temperature sometimes blowing out to invalid values.
  • Fixed multiplayer stale or duplicate body transform updates discarding the rest of an event batch.
  • Fixed multiplayer character positions extrapolating away when the update stream stalls.
  • Fixed corrupt multiplayer vehicle bodies not falling back to the reported world position.
  • Multiplayer network packet decompression now rejects corrupt or implausible payloads.
  • Attempted fix for spotlight and shadow map artifacts on AMD GPUs.
  • Fixed multiplayer peers not being reliably assigned to the human team in the Conquest (Weapons DLC AI) gamemode.
  • Fixed component mod Lua scripts not generating properly for mirrored components.
  • Fixed flag rendering in the vehicle editor not using the section plane.
  • Fixed wheel components not using component mod mesh overrides for tyre meshes.
  • Fixed setVehicleInvulnerable() overriding a vehicle's editable state.
  • Fixed filter matching for component tags.
  • Fixed RAM and storage stats reported by the feedback button.
  • Fixed a typo in a mission Lua script description.

Players can support the game through the Stormworks: The Complete Collection bundle on Steam.

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News

Hell Let Loose: Vietnam launches today with four game modes

Hell Let Loose: Vietnam launches today, bringing four modes—Warfare, Offensive, Conquest, and Domination—each with different objectives, timers, and capture rules. Here's what you need to know before you deploy.

Capture basics

  • Hard Cap: the circle marked on the map around a capture point within a sector.
  • Soft Cap: the four grid squares (2x2 area) surrounding the objective.
  • Sector: a 2x8 section of the map containing one of the five capture points.

Warfare

Warfare is the classic tug-of-war. Both teams start on their own half of the map with the middle sector neutral. Push through contested sectors to reach the enemy HQ sector, or control the majority of sectors when the 90-minute timer expires. That timer applies to every mode except Offensive.

Capture power is tied to positioning. A player in the Soft Cap contributes one manpower toward the capture; a player inside the Hard Cap contributes three times that. An uncontested capture takes three minutes.

Offensive

Offensive is attack versus defense. Attackers have 30 minutes to capture each active sector, starting with one active point. Defenders see all five capture points from the start and can set up defenses at later objectives.

If a sector falls, defenders fall back, the next point becomes active, and the countdown resets to 30 minutes. Lost sectors can't be recaptured. Attackers win by taking all five points, including the enemy HQ; defenders win by holding any active sector until its timer expires. Only players inside the Hard Cap contribute to captures here.

Conquest

Conquest drops the single-frontline setup. Capture points sit in a cross-shaped layout, and either team can attack them in any order. Both sides also have a finite Morale pool, spent on redeploys and drained gradually based on which team controls the majority of points.

If a team runs out of Morale while the opponent holds the majority, that opponent wins. If the majority controller runs out first, the match goes to Overtime: the team with Morale remaining must take the majority before its own Morale runs out. If it fails, the opposing team wins.

Domination

Domination starts with three central capture points that can be taken in any order, with both HQs locked. Once a team controls two of the three, the enemy HQ unlocks; capturing it wins the match instantly. If time expires first, the team holding the majority of capture points wins. Capture power works as in Warfare: one manpower per player in the Soft Cap, three times in the Hard Cap.

Creator guides

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News

Arma Reforger 1.8: Far Hide, specialist roles, Xbox Play Anywhere

Arma Reforger's 1.8 Major Update is live, and the game is now available on the Microsoft Store with Xbox Play Anywhere support—one digital purchase covers Xbox consoles and Windows PC. The update also introduces the first pass at the Far Hide concealment system, specialist role perks, new smoke and gesture options, and more punishing deaths.

Far Hide and AI vision

The biggest gameplay addition in 1.8 is the first iteration of Far Hide. It's designed to fix a long-standing spotting problem: when grass stops rendering at long distances or on lower graphics settings, a prone player in a field becomes an easy target for snipers. With Far Hide, distant characters are better concealed against grass-covered areas, so lying still at 750 meters no longer makes you stand out.

Concealment matters against AI too. Grass and camo nets can now obstruct AI vision, making vegetation and camouflage more useful for breaking line of sight and shaking off AI tracking.

Specialist roles and fortification

Your squad role now affects job-related tasks:

  • Medics can inspect and treat wounded soldiers faster and load casualties into vehicles.
  • Logistics personnel load and unload supplies faster.
  • Vehicle crews repair, rearm, and refuel vehicles faster.
  • Engineers construct structures and deployables faster.

Building also gets a quality-of-life improvement: you no longer need to drop a whole pile of sandbags before constructing something. One available sandbag is enough to start deployment, with the remaining items taken from your inventory. Players can also deploy razor wire themselves, and the PKMN can be set up on the 6T5 tripod with or without the 1P29 optic.

Smoke, gestures, and other changes

New tactical gesture and loiter animations—sitting, pushups, smoking—give you more ways to communicate without voice. The US Army adds underbarrel smoke grenades in several colors, and smoke mortar rounds have been adjusted to stay effective longer.

Other notable changes:

  • Running without boots can now damage your feet, with a small chance of stumbling and falling.
  • Dying costs 30 rank progression points. Friendly-fire deaths don't penalize the victim's rank, and dying won't turn you into a Renegade.
  • Admins can teleport their camera directly to players and promote or demote players through the Player List.
  • MOB construction is no longer blocked simply by nearby enemies.

The update also includes crash fixes, memory and pathfinding improvements, VoN updates, and other optimizations. See the full 1.8 Update changelog, and submit feedback through the Feedback Tracker.

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News

IOSoccer update trims slide front reach

The 13 August 2026 IOSoccer patch slightly reduces the slide's front reach, meaning sliding tackles now extend a bit less distance toward the ball. It's a minor tuning adjustment, so defensive timing and positioning carry a little more weight when going to ground. No other changes were listed.

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News

Eco hotfix 14.0.3 rebalances crushed rock, fixes bedrock waterwheel crash

Eco's latest patch, Hotfix 14.0.3, is live now with a wide cleanup pass: crushed-rock costs shift across several recipes, dumpster storage gets a boost, and a bonus-stacking bug that could push module and talent bonuses near or past 100% is fixed. The update also addresses a waterwheel exploit that could destroy bedrock and crash servers.

Balance

  • Asphalt and Concrete recipes now cost 10 Crushed Mixed Rock instead of 5.
  • The Bloomery recipe now costs 10 Crushed Mixed Rock instead of 20, with 10 Clay added.
  • Salvage Materials for base rock now yield 0.25 Crushed Mixed Rock instead of 1, cutting down on the large amount of stones generated.
  • Tailing reprocessing inputs are now static, and their Crushed Mixed Rock yield drops from 4 to 2.
  • Modern dumpsters now hold 24 items per stack instead of 12.
  • Aggregated module and talent bonuses now stack multiplicatively instead of additively, preventing bonuses from nearing or exceeding 100%.
  • Gather Research Paper Advanced now has the proper research tag.
  • Bloomery Salvage Materials no longer contain iron, which previously allowed creating iron out of thin air.
  • Sulfur Concrete now includes the missing Crushed Rock ingredient.
  • Crushed Mortared Stone recipes that should have been removed earlier are now gone.

Gameplay and interaction fixes

  • Appliances can no longer get stuck displaying 0 electricity supply when power is present.
  • Cancelling or deleting a blueprint-required work order now refunds the blueprint.
  • The Biowaste Sorter's occupancy is corrected, stopping roofs from clipping through its top block; its tooltip was adjusted.
  • Garbage Pickup Bounties now allow partial pickups when destination storage lacks space or weight capacity.
  • The player avatar no longer randomly gets stuck on flat ground, can climb small steep bumps more reliably, and movement speed is consistent regardless of movement direction or camera facing.
  • Rubble mined by another player no longer remains visible without collision until leaving the area or reconnecting.
  • Waterwheels can no longer be placed at bedrock, which previously destroyed the bedrock and crashed the server if water flowed through the hole.
  • Digging the dirt block under a sapling no longer leaves an invisible entity blocking interaction.

Tutorial, UI, and miscellaneous fixes

  • Tutorial progress is no longer lost or stuck when disconnecting mid-chapter.
  • Furniture placed before a tutorial room finishes or updates is now correctly recognized.
  • Some seeds now count toward the "Collect seeds" and "Plant seeds" steps of the "Start a Garden" tutorial.
  • Workbench tooltips no longer show benefits from disabled modules.
  • Minimap "Display Object" checkboxes now show the correct category names instead of "Show Objects."
  • The "Vehicles" minimap toggle now visibly hides vehicle icons when off.
  • Chinese, Korean, and Japanese text now displays correctly in missing UI areas.
  • The voice chat overlay now uses in-game player names instead of missing or wrong names.
  • Alligators, crabs, and otters no longer drown in water two blocks deep or deeper.
  • The singleplayer setting is now selectable and the default when the target player count is 1.
  • The "Cultural Phenomenon" achievement is now obtainable, and dinner party achievements no longer miscount attendance, especially for guests.
  • The recycler has its animations back, and migrated Update 13 truck flatbeds display their contents properly.
  • A server crash when migrating worlds from Update 12 or earlier to Update 13 or later is fixed.
  • Crafting tables and Currency Exchanges now let players select which bank account pays fees or conducts exchanges.
  • Empty Primitive Bins now look visually empty.
  • The "Drop or Pickup Garbage" trigger has a new selector for choosing which item was dropped or picked up.
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Forts crowns Season 42 ranked champion; Season 43 maps revealed

Forts has a new Season 42 ranked champion: Julian takes Gold, zebdww takes Silver, and 90315 takes Bronze in the 1v1 leaderboard. Eligible top-20 finishers receive a Season 42 Medal. Season 43 is already underway and runs through midnight UTC September 30.

Season 42 1v1 leaderboard

The top 20, in order:

  1. Julian
  2. zebdww
  3. 90315
  4. Александр
  5. Nils
  6. ニャミ•キメラ
  7. Helicopter
  8. I am myself
  9. 打帅币
  10. Гетан 0_0
  11. Megared
  12. 芝士小坏猫
  13. 金凌Jin_Ling
  14. Domy
  15. Ryabzyk
  16. Shorekeeper
  17. klaualles
  18. say wallahi bro
  19. Hopser
  20. pDOWN

Ranked trivia from Season 42

  • Overdrive's popularity rose to 17.9%, but its 46% winrate (12th out of 15 commanders) stayed unchanged.
  • Moonshine's winrate plunged to historic depths, tying S37 Architect at 36%.
  • Smoke usage, ubiquitous in S41, dwindled as howitzer play reasserted itself.
  • Season 42 was "the season of great big bases": the expansion-rich vertical map pool birthed many sprawling megaforts.
  • After the Firebird DLC launch, the new commander Fulminator was inadvertently made available in ranked for a brief time — "a possible taste of things to come?"

Season 43 map pool

  • Balls
  • Crevice
  • Desert Ruins
  • Ledge Grab
  • Moorings
  • Stalactites 1v1

Join the Forts Official Discord to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.

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Battle Grounds III's SV_PURE update closes 20-year-old asset hacks

Battle Grounds III has a new update that fixes a bug present since the game launched on the Source engine 20 years ago. The SV_PURE update now verifies that local game assets match the assets on servers, stopping players from swapping in modified files to gain an unfair advantage.

Previously, anyone familiar with the Source engine's asset system could edit files to make brick walls translucent, see enemy players through dense fog, remove musket smoke, or alter uniform textures to expose hitboxes. Those modified-asset tricks are now blocked on servers running the update.

HUD and VGUI assets are excluded from verification, since custom HUDs aren't considered cheating.

Servers need to update

The new feature only works when servers are updated, so server hosts need to make sure they're running the latest version.

Some players are crashing on launch

Players have reported crashes on launch after this update. Deleting the materials and user_custom folders from the game files appears to fix the issue. The reported path is:

C:\Program Files (x86)\Steam\steamapps\common\Battle Grounds III\bg3\materials

The developer says they're monitoring the situation and will consider a rollback if one turns out to be necessary.

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Half-Life: Cross Product Multiplayer v2.10.1 adds Sandbox and cheat protection

Season 10 Patch I (v2.10.1) for Half-Life: Cross Product Multiplayer is out now. The ~3.5 MB update adds a Sandbox gamemode and introduces cheat protection for achievements, alongside fixes across Firefight, Arcade, LMS, and Arena.

Cheat protection and Service Record

Achievements will now only unlock, and Service Record stats will only increment, when the game is running on an official map. The Service Record has also been expanded to track more detailed per-weapon stats, including shots and kills.

The achievements menu has been cleaned up as well: icons now display at full quality instead of looking blurry or pixelated, and the "100 Kills" achievement should no longer stay hidden after being earned.

Firefight, LMS, Arena, and other fixes

Firefight kills now appear in the kill-feed and count toward the Service Record's Kill Stat. The last three enemies in a Firefight wave are marked with waypoints, and the Healer is working again. Throwable weapons also return to the player after a kill in Arcade, Instagib, and other modes.

LMS and Arena now have a per-round time limit. The patch also fixes file-streaming issues in certain gamemodes and ensures gamerules are applied properly on servers.

Sandbox, Nivalis, and audio

A new Sandbox gamemode lets players spawn entities using the ent_create command. Nivalis has received a map overview, and weapon bind controls have been reorganized into tier categories.

Audio changes include a fix for shield regeneration sounds from other players, which should make close-quarters combat less deafening. The shield-low sound has also been changed due to internal single-player campaign developments. The patch additionally fixes a rare crash on boot.

If the game is not working, the team is asking for full PC specifications and the system language to help troubleshoot the issue.

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