News

Arma 3 Community Radar #62 rounds up summer community content

The all-new Community Radar #62 has dropped on the LZ, rounding up some great Arma 3 community content from this past summer.

Published September 17, 2026, at 15:15:14 UTC. Full COMRAD is available.

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Farming Simulator 25: Beans & Alpacas adds coffee, alpacas and dinosaur bones

Farming Simulator 25's Beans & Alpacas expansion brings a connected production economy to Catuaí. It adds coffee and banana goods, alpaca products, material-based items, and Fungicide for wider crop care. Some recipes support optional ingredients, adding flexibility to selected production chains. New constructions on Catuaí require you to deliver resources, so you can build a business network around roasted beans, fruit and more. Beans & Alpacas DLC details

Coffee runs from cherries to tiramisu

Coffee starts with harvested Coffee Cherries and moves through the Coffee Processing Plant. It expands into Coffee Bags, Packed Coffee, Roasted Coffee, Coffee Capsules and Coffee Beverage. The chain also connects to Coffee Yogurt and Tiramisu, with the Roastery, Coffee Shop, Dairy and Bakery involved.

Bananas and alpacas add food, textiles and furniture

Bananas move through the Banana Washing Station and are collected in Banana Boxes before becoming Banana Snacks, Banana Milk, Fried Banana, Banana Jam, Banana Cake and Banana Chips. The Canning Factory, Banana Drying Station, Dairy and Bakery connect to the branch.

Alpaca Fleece goes through the Spinnery to create Alpaca Wool. The Tailor Shop turns alpaca materials into Alpaca Plush, Alpaca Pillow and Alpaca Socks, while Carpentry adds Alpaca Chair and Alpaca Stool. Alpacas are introduced as a new animal type; a separate animal preview covers them.

Paint, the Research Station and dinosaur bones

Copper Ore, Resin and Pigments lead into Paint Production, creating Paint Buckets. The Sawmill provides Resin, the Pigment Factory produces Pigments, and the paint can be delivered to select houses in need of a repaint, helping to repaint the town. This adds another practical use for establishing production chains on Catuaí.

The Research Station is a new construction project at the edge of the map, away from the main road and surrounded by lush rainforest. When completed, it adds a traditional regional architectural style with wooden construction and a thatched roof to Catuaí. Once finished, you can enter and learn more about the region; inside, informational posters cover trees and bushes, sugarcane, coffee, alpacas, traditional instruments and other regional characteristics.

Multiple dinosaur bones are hidden in the soil all over Catuaí and can be uncovered by working the fields. Collected bones go to a skeleton display at the local museum. Completing the skeleton earns a special wearable reward that is fluffy, though you have to find out the rest yourself.

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Plains of Pain v0.8.20.29.0 fixes server memory leak, rebalances survival

Plains of Pain's regular v0.8.20.29.0 update is live as of September 17, 2026. It fixes a server memory leak that could affect longer running sessions and rebalances survival around scarcer Biodiesel, production changes, and trading adjustments. The team says it has been watching the systems introduced around v0.8.20 in real gameplay and adjusting where needed.

Biodiesel barrels get harder to rely on

  • Yellow Biodiesel barrels are now less common across the wasteland.
  • Each barrel contains roughly 1 to 4 L (0.26 to 1.06 US gal) of Biodiesel.
  • The devs say the old abundance gave players little reason to invest in their own Biodiesel production, and vehicles could run almost entirely on barrels found while traveling.
  • The goal is for fuel management to become a more meaningful part of survival, making a player-built refinery or other reliable Biodiesel sources matter.

Production rebalance: more Iron Sheets, fewer Scrap workers

  • Iron Sheet Production: output increased from 1 to 4 Iron Sheets per cycle; input requirement increased from 10 to 20 Iron Scraps.
  • Metal Production Shack: Iron Pipe output increased from 1 to 4 per production cycle.
  • Scrap Production: required workers reduced from 3 to 1; produced materials per cycle reduced by about 60 percent. This lets players run more production buildings with a smaller Grandshack population while keeping overall material output under control.
  • Bio-Diesel Makeshift Refinery: increased production performance and increased output capacity.

Trading: ammo discounts and crop reputation gains

  • Ammo prices decreased by 20 to 50 percent depending on rarity.
  • Vehicle parts are now more commonly accepted for sale by traders.
  • Potato, Tomato, and Garlic can no longer be purchased from traders. Their buyout prices have been increased, and selling these crops will now always provide positive reputation gain.

Fixes: storage, Grandshack, and server memory leak

  • Storage Interaction: fixed an issue where players could interrupt the storage opening interaction in a way that allowed access to that storage from anywhere.
  • Grandshack: fixed an issue where resources stored inside could incorrectly drop after leaving and returning to the game. In affected cases, resources could be reduced to approximately 1 L / 0.26 US gal of Water or 300 kg / 661 lb of Food.
  • Networking: fixed a memory allocation leak that could affect servers during longer running sessions. The devs credit Haikyatto, who contacted them through Discord after noticing suspicious memory behavior while running his own Plains of Pain server. The investigation eventually identified the source in a different part of the system and fixed it. Servers should now run more smoothly during longer sessions.

The devs thanked Haikyatto and sent greetings from the Czech Republic to the Chicago zone.

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Conan Exiles September hotfix fixes 2.2.0 crashes and password bug

The September hotfix for Conan Exiles addresses crashing issues that appeared with the 2.2.0 patch, official servers requiring a password, and several other problems. It also adds stat modifiers to multiple Giant-king and Vendhyan armor sets.

Armor stat modifiers

  • Vendhyan Mystic set (Light): 1 warm insulation, 1 cold insulation, 3 agility weapon damage.
  • Vendhyan Courtley Exile set (Medium): 2 warm insulation, 2 cold insulation, 5 bonus follower damage.
  • Vendhyan Caravan Trader set (Heavy): 3 warm insulation, 3 cold insulation, 3 strength weapon damage.
  • Giant-king Scout set (Medium): 2 warm insulation, 2 cold insulation, 2 bonus follower damage, 2 agility weapon damage.
  • Giant-king Sentinel set (Heavy): 3 warm insulation, 3 cold insulation, 2 bonus follower damage, 2 strength weapon damage.

Other fixes and notes

  • Fixed several server crash issues.
  • Fixed a password prompt when joining servers if you previously created a co-op game with a password.
  • Fixed base-game asset overrides failing to load properly from cooked mods.
  • Metal parts from the Giant-king Vassal Sentinel set do not change color in the crafting bench preview when dyeing.
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Valheim Patch 1.0.14 rolls out slowly, fixes keybinds and saves

Valheim’s Patch 1.0.14 is rolling out, but internal restrictions mean it will take a few days to upload to all platforms. Crossplay remains functional, so you can keep playing with friends regardless of platform.

Keybinds, accessibility, and controls

  • Keyboard keybind options expand with an alternate dodge key, hotbar rebinding beyond 1–8, radial wheel rebinding, and support for removing keybinds.
  • A new accessibility setting lets players toggle blocking.
  • A Gameplay settings toggle skips the intro cinematic on startup.
  • With “attack towards look direction” enabled, attacks now snap the player’s rotation toward the intended direction, matching behavior when the option is disabled.
  • Gamepad Motion Sensor and Sheath keybinds are swapped: Sheath returns to its original keybind, while Motion Sensor uses alt-key + Sheath.

Performance and platform fixes

  • GPU performance improves when tessellation is disabled by removing unnecessary GPU overhead.
  • Heightmap shadows are calculated more accurately and at a lower performance cost.
  • Main-menu particle systems are optimized to reduce overdraw.
  • Switch 2 gets multiple GPU performance improvements.
  • Switch 2: TV output no longer drops from 120 Hz to 60 Hz when the virtual keyboard or home menu opens during online multiplayer with the balanced preset, which previously caused a black screen.
  • PS5: TV output no longer drops from 120 Hz to 60 Hz in the home menu with the balanced preset, fixing black screens when entering and leaving.
  • PS5’s “Stronger Together” achievement is now achievable.
  • Steam Cloud can no longer get stuck in an invalid state if the game crashes while saving.

Bugs, saves, and world fixes

  • Stick input preprocessing is fixed: movement was heavily weighted toward axis-aligned directions and was 30% too slow diagonally.
  • Manual Save now saves characters correctly on servers hosted by someone else.
  • Biomedata caching is disabled after an invalid cache could make remote servers impossible to join.
  • Terrain modifications by players or monsters no longer cause multiplayer performance or portal issues, terrain seams, or undone edits.
  • Characters mistaken for temporary cheaters are fixed, and items dropped by monsters they kill are no longer incorrectly marked as cheated origin.
  • Cheated stackable items no longer stack with regular items, preventing uncheated stacks from being corrupted into a cheated state.
  • The Persistent Events devcommand (“pevents”) is now behind the devcommands toggle and unavailable in the console by default.
  • Placeable boulders now persist, can only be placed on the ground, break if their ground disappears, and give ground-level support.
  • Deep North battleaxes now have the correct tool tier and can cut all trees.
  • Ballista accepts all new trophies: all Deep North enemies plus Bjorn and Vile.
  • Timberwood build pieces no longer incorrectly appear in earlier biome locations.
  • Helmet of the Protector is no longer craftable directly via the Black Forge.
  • Jotun puffs and Magecaps no longer respawn.
  • PlayerBase effect on some build pieces is increased to block enemies more.
  • Errors with the grappling hook’s secondary attack on creatures are fixed.
  • Ashlands water issues are fixed, including VFX and water damage not stopping.
  • Deep North and Winding Tunnels music is rebalanced with fewer loop clicks; Mörkhalla now plays the correct music, and Deep North location music mixing is improved.
  • Seal and Baby Seal colliders better match their bodies.
  • “No time for snoozing” can now unlock in multiplayer; The Homesteader and The Architect no longer unlock repeatedly.
  • Various rare crashes and errors are fixed.
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Space Engineers Warfare 3 reveals artillery turret, jump seat, guided weapons

Space Engineers' free game update adds guided missiles, torpedoes, ammo switching, and subsystem targeting. The Warfare 3 Pack is wishlistable on Steam now. The Warfare 3 reveal also includes the Artillery Turret Type II and Jump Seat.

Missiles vs. torpedoes

Missiles are a more expensive variant of traditional dumb-fire rockets. They use active guidance to pursue locked targets with speed and precision, and their high maneuverability makes them especially effective against fast-moving, evasive targets.

Torpedoes are slow and heavy but hit hard. The standard torpedo is a jack-of-all-trades with decent firepower and maneuverability without excelling in any one area. Other variants include slower high-damage torpedoes, fast-seeking torpedoes with lighter payloads, and heavy anti-armor torpedoes that punch through enemy armor before exploding. The right ammunition may depend on the target.

Torpedo launchers and ammo switching

Torpedoes require Torpedo Launcher blocks. They are available for large and small grids, but they are bulky and take up significant space, so fitting them into a ship requires planning around the grid's layout and infrastructure. Small-grid launchers do not have conveyor access and must be loaded manually; large-grid variants can connect to the conveyor system. Because torpedoes can seek locked targets after launch, the launcher does not always need to point directly at the enemy, making placement more flexible than other weapon types.

Weapons that support multiple ammunition types now let players choose what is loaded. An ammo type can be selected from the weapon's control panel, cycled through from the toolbar, or left on Any so the weapon pulls from whatever compatible ammunition is available. Changing the selected ammo type does not immediately replace ammunition already loaded: the weapon keeps using its current ammo until it is fired or reloaded. New actions let players forcibly unload it and begin loading the newly selected type. This makes switching specialized ammunition easier on the fly, especially for torpedo launchers, where different ammo types may suit different targets.

Guided weapons and subsystem targeting

Self-guided missiles and torpedoes require a target lock before they can be fired, and the current target is passed directly to the projectile's guidance system. Each launcher can also be set to target a specific subsystem. By default, guided weapons seek any applicable subsystem, but players can narrow their focus to things like weapons, propulsion, or power.

Artillery Turret Type II and Jump Seat

The Artillery Turret Type II (1x L) is built for heavy engagements and distant targets, giving a warship serious presence. Fold it down and strap in: the Jump Seat (3xL, 1xS) is a compact passenger seat perfect for dropships, tight interiors, and utility craft.

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The Front goes offline for September 18 server maintenance

The Front will go offline for server maintenance on September 18 from 7:00–8:00 UTC. Servers will return when maintenance is complete.

The downtime may be postponed if unexpected technical issues arise. Unsolved issues and bugs will be fixed in order of priority as soon as possible.

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Euro Truck Simulator 2 1.61 update out now, adds Proximity Exploration

Euro Truck Simulator 2's 1.61 update is available now on Steam. It adds Proximity Exploration, the Volvo FH Series 6 100 Year Edition, an Improved Material System for several Volvo trucks, a rebuilt Livestock Trailer, the first part of the Schwarzmüller Trailer Pack DLC rework, and map prep for the upcoming Coaches DLC. The Multi-Function Display (MFD) and In-Game Menu tested in the Experimental Beta are not in this update and will arrive in a future update.

Proximity Exploration

When enabled, Proximity Exploration automatically reveals a small area around your vehicle as you travel. You no longer have to drive over every tiny road section to mark it explored, which should help players chasing 100% map discovery. It can also reveal nearby accessible roads around rest stops, toll gates, border crossings, gas stations, and other places where road segments sit close together.

Secret roads remain partly hidden. Proximity Exploration can reveal the first segment when you get close, but the rest must be driven. The feature is optional.

Volvo FH Series 6 100 Year Edition

Volvo Trucks' 100th anniversary is marked with the Volvo FH Series 6 100 Year Edition. New base-game accessories and paint jobs are available for the Aero XL cabin.

Exterior options include the 100 Year Edition – Night and 100 Year Edition – Day paint jobs, with dark or light striping and two additional Centennial logos on either side. Two light boxes are available: one with the 100 Year logo and one with the FH16 logo.

The interior adds black leather door panels with unique stitching, carpets, a rear wall decoration with the 100 Year Edition logo, and decorative dashboard ambient LED lighting in red or blue. Exclusive accessories include a black leather steering wheel and two-tone seats with a black leather base, grey textile upper section, and the 100 Year logo.

Improved Material System

The Improved Material System improves lighting and visual quality in selected truck interiors, focusing on how materials react to light. Redesigned materials make leather, fabric, plastic, and metal more distinct, even in low-light conditions. Multiple dynamic cubemap variants let materials reflect their surroundings and respond to ambient light more naturally.

In 1.61, the system comes to the Volvo FH Series 6, Volvo FH Series 5, and Volvo FH Series 4, joining the already updated DAF NGD and MAN TG3 TGX. It was designed for truck interiors in both games, so base games and existing fleets will gradually benefit. More trucks will follow in future updates.

Livestock Trailer Rework

The Livestock Trailer has been rebuilt from scratch, inspired by modern European livestock trailers. The older belly axle variant is gone, replaced by a lowered chassis configuration with dual wheels.

Owned trailers offer two chassis variants—Straight 3 Axle and Lowered 3 Axle—plus an aluminium body or a fully paintable body and a wide range of accessories. Newly configurable paint jobs allow up to four colour sections on specific parts of the trailer. Freight Market and AI traffic variants have also been reworked from the new model, with company paint jobs completely reworked.

Schwarzmüller and Coaches map changes

The Schwarzmüller Trailer Pack DLC update starts with a complete rework of one low loader trailer and its accessories, rebuilt to closely match Schwarzmüller's latest real-world model. Cargo options remain the same. More of the pack will be reworked later.

For the upcoming Coaches DLC, Nuremberg gets a new bus station and several remade or newly created landmarks nearby. Bus stations in Karlstad, Aarhus, and Thessaloniki are now functional with the DLC. Karlstad has a new station building, Thessaloniki has new signage and updates, and Heraklion has a previously inaccessible street opened for the new bus station. Other changes cover navigation, access, and layouts.

Border crossings have received vehicle-specific navigation, previously inaccessible areas have been opened, and layouts have been adjusted so coaches follow correct routes while navigation keeps working as expected. Bus stops and their surroundings across the map also received smaller tweaks.

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Soulmask 1.0 patch #20 fixes Desert Overlord, drops, portals

Soulmask's 1.0 Patch #20 is a client update, so players must update their game client to continue playing normally. The patch notes were published September 17, 2026.

Combat, creatures, and Central Core

  • Barbarian invaders and monster drops no longer fall underground.
  • The Desert Overlord can use basic attacks after breaking free from crowd control.
  • Central Core no longer causes abnormal combat behavior when an invalid AI level is set.
  • Combat can continue when Central Core summons fall to the bottom of an area.
  • Barbarians can no longer have duplicate Talents or multiple Talents at the same level.

Building, portals, and transport

  • Life Sense now scans special ores.
  • Zipline supports can be repaired.
  • Ship engines no longer count toward the portal limit.
  • Pillar placement requirements have been optimized.
  • Wall torches and wall-mounted oil lamps have optimized lighting parameters.
  • Portals can be used in situations where they previously could not.

Talents, skills, and PvP

  • Dye Balls are no longer affected by the Talent 「Multiple Throw」.
  • Clicking Profession Skill icons in the Specialization Skill interface no longer displays incorrectly.
  • Enforcer - Escape Mode now has a cooldown when repeatedly used on PVP servers.
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PixARK 1.238 emergency patch fixes server connection bug

PixARK’s 1.238 update is deploying alongside server maintenance on September 17. The maintenance is estimated to take 45 minutes, and the patch is an emergency fix for server problems that followed the September 16 update.

After that update, some explorers hit stuttering and failed connections when joining official game servers. The team traced the issue to the September 16 patch’s fix for creatures and baby creatures sometimes not eating food on servers: that fix triggered the server abnormalities.

PixARK 1.238 is intended to correct the confirmed issue, reducing the chance of similar anomalies and mitigating the impact on gameplay. The developers say problems have affected play since Terracrypt launched and that frequent updates will continue in the near future. Players who run into issues are asked to submit feedback through official channels.

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Mod support coming to Abiotic Factor as Entropic Break slips to Q1 2027

Deep Field has delayed Abiotic Factor's Entropic Break expansion to Q1 2027. The studio says the expansion needed more time to hit its quality bar, deliver on everything promised, and be something the team can be proud of without cutting corners. The delay has also let Deep Field bring Community Update #5: The Modding Update forward sooner than planned. Official mod support, integrated through mod.io, will activate on or around the update's release.

Entropic Break moves to Q1 2027

As the team continued building Entropic Break, Deep Field says it found itself putting one too many limits on its ambitions. The expansion will now arrive in Q1 2027. The Entropic Break team continues full steam ahead, while mod support is being handled by different team members and some external parties. Community Update #5's other content is intentionally light so it doesn't siphon resources from the expansion.

Community Update #5 adds official mod support

Community Update #5: The Modding Update is both an update and a new chapter for Abiotic Factor. When it drops, the main menu will include an in-game mod browser linked to mod.io for searching and subscribing. Downloads and installation are handled automatically. Mods will be available on PC, Xbox, and PS5, and everyone will have access to them. Mod collections are supported on day one. Joining a modded server will automatically download and enable the necessary mods on your client so you're synced up with everyone else.

The Abiotic Factor Mod Editor will be a separate free download on Windows, released alongside the modding update. You do not need to own Abiotic Factor to access the mod editor.

What mods can do at launch

Modders will be able to:

  • Add new items, including gear, food, plants, weapons, and gadgets.
  • Add new deployables, from decorations to crafting benches.
  • Add new crafting recipes.
  • Override existing loot tables from containers or enemies.
  • Add new enemies and pets.
  • Add new types of weird entities.
  • Add new buffs and debuffs.
  • Add new custom animations for items, enemies, and scientists.
  • Add new customization options.
  • Add new traders.
  • Add new or override existing skill perks.
  • Add new starting traits and PhDs/jobs.
  • Add new chemistry items and recipes.
  • Add new weather events.
  • Add new emotes.

What mods can't do yet

Mods will not be able to add new levels to the GATE Cascade Research Facility or additional portal worlds, nor directly edit existing levels. They can modify data, such as what enemies spawn at existing spawn points. Mods also cannot add entirely new sandbox settings, add new gameplay settings or keybindings, and mod localization is currently not supported.

Deep Field says it would love to see new levels or sectors eventually and is investigating if and when that's possible, but calls it a very complicated process that would require enormous work to reach the quality and usability it wants. The studio will share any headway.

Existing mods, saves, and external tools

Existing mods are likely to be completely broken when the update launches because of under-the-hood changes. Deep Field says to uninstall your mods when the update rolls around and encourages modders to get familiar with the new tooling. Mods are by default compatible with any existing Abiotic Factor save, but depending on the mod you may want a fresh playthrough. Some mods are not guaranteed to be fully compatible with existing saves, and using caution is the user's responsibility. More information on safeguarding saves will come when the modding update releases.

Deep Field has no plans to limit external mods or stop people from doing hacky science stuff, though it hopes most work can be done with the official tools. It acknowledges advanced modders may want to work around limitations in those tools, and that's fine.

More details and roadmap coming

A more advanced modding FAQ and guide will arrive when the update releases. An upcoming Status Report will share further Community Update #5 details, and a new updated roadmap is in the works reflecting these changes and more. Deep Field also shared a look at internal experiments using the mod tools: YouTube.

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Squad 10.5.6 hotfix targets crashes and lobby password handling

Squad’s 10.5.6 hotfix is now available to download. The update aims to strengthen client stability by addressing crashes and vulnerabilities. Players should relaunch the game to get the latest build and sync with the updated servers.

The patch fixes a crash that could occur when generating a replay file, including through the “Enable Auto Record Multiplayer Games” setting, after a match, or by console command. It also improves how custom lobby passwords are handled and communicated behind the scenes, along with various improvements designed to protect against game crashes.

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Empyrion - Galactic Survival v1.19.5 experimental adds Trading Lines, 100+ POIs

Empyrion - Galactic Survival’s v1.19.5 experimental phase is live as Build 5182, an interim update that adds bug fixes and new content in the Testing Grounds scenario. To test the changes, start a NEW game and select the “Testing Grounds” scenario; the starting location doesn’t matter. The update’s tip is to find a way to the “Arkenia” star system to get started.

Feedback can be posted in the Experimental Features Discussion and Bugs forum sections.

Arkenian Republic gets 100+ new POIs

  • A new set of POIs has been added for Arkenian, ARC, Polaris, and Helios, replacing the “old” POIs in the Arkenian Republic’s home star system and its galactic territory. Thanks to Stellar_Titan.
  • The Arkenians’ home star system has been updated with new celestial bodies — Sulus, Dacor, and Hecken — plus a new arrangement of planetary surfaces and orbital sectors.
  • The moon of the Hekaton race in the Arkenian Republic’s home system has been moved into the orbit of the system’s gas giant.
  • All old Arkenian POIs (Ark, ARC, Helios, Polaris, ARC) are still available. The new set and layout uses new blueprint groups.

Trading Lines make trade predictable

The first iteration of the new Trading Lines is being introduced in this version. In this initial rollout, every structure buys and sells goods that match its theme. Structures are also placed on the planets and orbits that correspond to their themes. Neither factor is random anymore — trade is now “predictable,” including whether trade between two stations is worthwhile.

New traders have been added to establish trade routes, allowing profitable buying and selling at specific, non-random locations along a logical route. For example: buy goods at a pentaxide mine or a solar farm in orbit or on a planet, sell them at a refinery, then pick up goods from the refinery and sell them at a trading station or in a settlement.

All major Arkenian POIs have ONE trader specifically tailored to that POI’s theme. A refinery, for example, buys and sells goods matching its theme rather than using random traders in random locations.

This is an initial implementation: the current version lays the groundwork by introducing the new set of Arkenian POIs into each faction’s territory for testing. Prices are subject to change.

Randomized galactic playfields

  • Switched to the new Arkenian POI set (Ark, Pol, ARC) for most planets and all moons in their faction space.
  • “Old” Polaris POI may still appear in lawless space regions.
  • Added playfield copies of moons as gas giant moon variants. These may spawn different POI (only for Arkenian space for now).
  • Prepared dedicated orbits for more planets. They still have the usual POIs for now.
  • Added pirate treasures to more playfields: TemperatePlateau, MoonLava / MoonLava_GG, MoonIceDusted.
  • NitrogenIce, MoonLava, and MoonLava2 have more POI.
  • Several smaller tweaks to playfields: POI placement, terrain textures, creature placements, and troop transport creatures.

Fixes and smaller changes

  • Improved System Map icons for Gas Giants.
  • Localisation: added and updated the Energy Cell tooltip description on how to unlock it, and mentioned the texture copy function in TextureColorTool.
  • Localisation of device names: fixed typos in structure type shorthand and non-uniform layout.
  • Ranged humanoid AI can walk with firing animation (floating) if firing is canceled during initial animation blending.
  • MoonIceDusted had no dust zone.
  • MoonDesertCanyon: fixed factions appearing in TheLegacy territory; fixed Pirates dronebase appearing in unclaimed / VOID space.
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Day of Defeat: Source update fixes missing achievement badges

The update is live and will apply automatically the next time you restart Day of Defeat: Source.

It fixes badges from earning achievements not showing up.

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Counter-Strike: Source update fixes Create Server UI, clan tags

A Counter-Strike: Source update is live as of September 16, 2026. It applies automatically when you restart the game.

  • Fixed overlapping UI elements in the Create Server dialog.
  • Fixed clan tags and achievement announcements not being displayed properly.
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Euro Truck Simulator 2 Iceland DLC trip teases Þingvellir hidden road

SCS Software has released a new SCS On The Road episode from its Iceland research trip for the upcoming Euro Truck Simulator 2 Iceland DLC. The video, published September 16, 2026, follows the map designers as they document locations they are recreating for the expansion, with landscape footage and comparisons to the in-game map.

What the trip reveals

The team gathered visual references to recreate Iceland’s landscapes and landmarks as accurately and faithfully as possible. The episode also shares insights into the map creation process and teases an upcoming hidden road that crosses a narrow bridge on its way to Þingvellir National Park.

Volvo FH16 XXL ride and a second video tease

SCS thanks Volvo Trucks and Skúli, a real truck driver from Iceland, for making it possible for the map designers to ride in a 780-horsepower Volvo FH16 XXL and experience Iceland from a truck cabin. SCS also shot a separate video with Volvo during the trip; it cannot reveal what it was about yet, but a behind-the-scenes SCS On The Road episode is planned.

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Garry's Mod's September 2026 update adds 64-bit Windows binaries

The September 2026 Update is now live as of September 16, 2026. Its headline addition is 64-bit binaries for the Windows game client, dedicated servers, and most developer tools, including Hammer, for every version of the game. The 64-bit client can be selected from Steam launch options. This lowers the risk of running out of 32-bit memory address space and crashing on heavy servers or with many addons installed.

Spawnmenu and Sandbox changes

A new NPC variation has been added to the spawnmenu: Hacked Manhacks. The Dropship NPC can now take damage and is no longer invulnerable when spawned in Sandbox.

Spawnmenu content tabs can now have subcategories, which should help players find what they are looking for faster. The system is open for addons to take advantage of.

Player model selector overhaul

The player model selector menu has been overhauled with categories, increased size, and improved model rendering that better represents how the player model would actually appear in the game world.

Insurgency (2014) is now mountable

The update adds a new mountable game: standalone Insurgency (2014).

More fixes and the full changelog

As usual, the update also brings a huge amount of smaller fixes, optimizations, and other improvements to both the game client and the developer tools. The full change list is available in the blog post:

Artwork showcase: “Just one more thing!”

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PixARK 1.237 patch fixes Terracrypt crashes and damage rolls

PixARK’s 1.237 patch targets early Terracrypt problems, with fixes spanning PixARK, Skypiea, and Terracrypt. Servers will undergo maintenance on September 16, with an estimated 45-minute downtime.

Weapon damage rolls improve in Terracrypt

Underfolk Pistol, Underfolk Shotgun, Underfolk Long Rifle, Underfolk Assault Rifle, and Underfolk Pump-Action Shotgun now have a moderately increased chance to roll higher damage values for their quality. Underfolk Bow, Underfolk Crossbow, Basic Handheld Minigun, and Advanced Handheld Minigun receive a greatly increased chance.

Crashes, bosses, and quest fixes

  • Harvesting the Abyssal Wyrm creature block under special conditions no longer crashes the server.
  • Using whistles to command creatures to attack bosses during boss fights no longer risks client crashes.
  • Evil Eye’s Fear skill no longer applies to already stunned targets.
  • Quest completion no longer triggers abnormally under specific circumstances after defeating Mad Doctor, Poison Wyrm, and Cobalt Star Eye.
  • Incorrect recommended level markers in quest guides such as Mad Doctor have been corrected.

Terracrypt and item fixes

  • Placed functional crafting stations in Terracrypt can now be picked up.
  • Player avatars display correctly when scanned in Terracrypt.
  • Creatures and baby creatures on servers no longer occasionally refuse to eat food.
  • Basic and Advanced Handheld Minigun item panels now show correct damage values.
  • Griffin Eggs’ item icon and model now match.

The team says frequent updates will continue, and players who run into problems are asked to submit feedback through official channels.

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DayZ 1.30 Experimental brings motorbikes and Badlands testing

Update 1.30 is now in the Experimental phase on Steam, marking the start of the DayZ Badlands release. Normally, all expansion assets would be included in Experimental, but some are being held until release. Motorbikes are a key exception because they need rigorous testing; the full change log is in the patch notes. DayZ Badlands is coming out in four weeks on October 15.

Motorbikes: moped and enduro, with leaning and crash ragdolls

The biggest additions are motorbikes and their physics. Experimental introduces two motorbikes: the moped and the enduro, plus color variants. The moped comes in three fixed colors—blue, red, and yellow. The enduro comes in four base colors, with additional swappable plates in those colors that can be mixed and matched. Both use a new two-wheeled simulation with leaning characteristics not previously available in DayZ, plus ragdoll physics for crashes. You won’t see the ragdoll from your own point of view if you crash because you fall unconscious, but all clients see the character in the same position.

Test them on the “Many Motorbikes” servers coming to Experimental, which work like the “Many Cars” servers used to monitor game and vehicle performance in past updates. Feedback goes to the Feedback Tracker. The team has also updated animation systems and warns the modding community that animation-related mods may encounter problems. Dev Blog 7 has more on the motorbike details, and a 1.30 Experimental stream ran yesterday.

Inventory UI rework touches more than 150 icons

All inventory icons have been upgraded. More than 150 icons were revised for recognizability and consistency, following a unified capture angle, consistent outline weight, and enough contrast against the slot background for items to be recognized at a glance, even at small sizes. DayZ’s HUD style has evolved across many artists and designers, causing issues such as the same item looking different across icons (firewood) and a mix of pixel art, polygonal visuals, and realistic shading. The goal is better accessibility for newcomers and veterans while balancing familiarity and improvement with minimal compromise. Some veterans who tried DayZ Badlands this summer took a few minutes to notice the change.

Infected attacks respond to stance and terrain

Infected attack animations now better reflect the position of their target. Previously, infected consistently used downward-facing attacks regardless of the player’s stance or relative position. They can now select between upward, centered, and downward attacks based on the height of the player’s head relative to the attacking infected. Attacks should respond more naturally when standing, crouching, or prone, and when fighting across stairs, slopes, and uneven terrain. An infected chasing a player downhill may aim lower, while one attacking a target above it can direct its attack upward. Infected also have a new running heavy attack.

Firearm color variants and the Badlands Creator Program

Continuing efforts to tailor firearm aesthetics and colors to each terrain, select firearms are getting color variants that were available during the alpha days, now with upgraded visuals and textures. Some are in Experimental, and players will discover them on their own.

DayZ is again partnering with Lurkit to bring back the Creator Program for the DayZ Badlands release. Like the DayZ Frostline program, it gives DayZ creators, press, and other content creators an exclusive first look at Nasdara. The program is designed to give more creators exposure through exclusive access to DayZ Badlands while helping introduce the expansion to more players. Exact dates will be announced soon; it will run for approximately one week, compared with two weeks for Frostline. More dev blog content is planned before launch.

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Myth of Empires servers down Sept 17 for 1-hour maintenance

Myth of Empires will undergo temporary maintenance on September 17, 2026, from 6:00 to 7:00 UTC. The downtime is scheduled to last one hour.

The exact time servers reopen will depend on maintenance progress. Players should manage their gameplay time accordingly to avoid unnecessary losses.

If problems occur while downloading, installing, or entering the game, contact customer service.

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Animalia Survival 179.20 expands Savanna_D4, plans partial PC-Android split

Animalia Survival’s Update 179.20 is listed for Steam Old Version (Default) and Testpublic, with Update 138.0 on Crossplayer. The September 15, 2026 announcement also details a Savanna_D4 map overhaul, the return of TLVL2, and a planned partial separation of the PC and Android versions.

Savanna_D4 map update

The Savanna_D4 map has received general improvements:

  • Overall map size increased.
  • Map texture materials changed.
  • New areas, rocks, and lakes added.
  • Carcasses added throughout the map, including a large carcass.
  • Overall system improved, with lighting upgraded from UltraDynamicSky to a better configuration.
  • Tree LOD rendering distance fixed.

TLVL2 map returning to the new version

The TLVL2 map is coming back. The team says it is working on final details so TLVL2 can be brought to the new version of the game in the best possible way. Development continues steadily, and new images, videos, and more information are promised soon. The studio says it is excited for players to explore the new TLVL2.

PC and Android crossplay development: separate versions planned

Android development remains active, but after extensive testing and analysis, High Brazil Studio says it needs to separate the Android and PC versions in certain aspects. The decision is directly related to hardware capability and graphical performance differences between the platforms.

The goal is to maintain the PC version’s visual quality and performance while ensuring a stable, optimized Android experience. The team wants to prevent one platform’s limitations from negatively affecting the other, better using PC graphical potential while giving Android a version optimized for a wider range of devices.

Android development is not being abandoned. The mobile version will continue to receive its own level of optimization, stability, and quality while keeping pace with the game’s evolution. The change requires additional adjustments, testing, and adaptations.

More information will be shared soon on how the separation will work, along with new features and improvements coming to Crossplay PC and Android. The team thanked the community for feedback, patience, and support, and said it continues working to improve Animalia Survival’s realism, performance, and overall quality.

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Host migration keeps s&box multiplayer state alive when the host leaves

Update 26.09.15 adds host migration to s&box. When a host leaves, their snapshot state is restored on the new host, including host-only objects, snapshot state, and replicated ConVars. State that survives a late join should survive host migration. Running code does not carry over, so mid-flight behaviour needs resuming on the new host. Analyzers check whether state and behaviour are migration-safe. Details: host migration documentation.

Painter and GPU text

Painter replaces HudPainter and the panel rendering system with a shared drawing API for panels, HUDs, world panels, textures, and command lists. It renders antialiased SDF shapes, paths, fills, strokes, and clipping, including arcs, arrows, Bezier lines, capsules, circles, polygons, and stars. Strokes support inside, center, and outside placement plus solid, dashed, and dotted styles; fills can be colour, image, or radial, linear, and conic gradients. Line miters support bevel and round. Batching keeps performance high; the demo renders in one draw call. IPanelDraw is redundant; override OnDraw(Painter painter). HudPainter is deprecated for Painter.Begin, CameraComponent.BeginHud, and BeginOverlay.

GPU text rendering uses the Lengyel algorithm while keeping the current API. Curves are passed to the GPU and drawn in the shader, so no action is needed. It supports CJK, emojis, and everything the previous system supported, stays sharp up close, and is significantly faster. UI, HUD, TextRenderer, and particle text render from glyph outlines in one draw call.

Menu and editor

Hover cards show a game preview with play, rating, favourite, review, and hide actions. Game modals and toasts were reworked so reviews, favourites, and hiding games are more visible. Modals put rating, favourite, review, and hide beside Play, with a write-review prompt; the right-click menu adds like, dislike, favourite, and hide. Jam nominations work from hover cards, the game modal, and the end-of-game toast, with minimum play-time checks, and favourite, vote, and nomination buttons update immediately and reconcile with the server.

Editor quality presets switch from the viewport controls. Editor and MCP multiplayer testing tools can host sessions, spawn local instances, and migrate the host. Selected meshes can be flipped; holding Shift while dragging creates a surface-aligned block. A pivot picker sets the pivot without changing the selected mesh. Movie Maker export defaults to AV1. Shader feature values can be read by name as an integer without extra declarations. Storage settings show usage and type breakdowns, scan progress, cleanup recommendations, and removal confirmation.

Performance and platform

GameObject cloning is about 2.6x faster with roughly 38% fewer allocations in synthetic tests. Real tests show less impact because spawning models and collisions is the main bottleneck; serialization overhead was already low. Network snapshots are cheaper on the host: scene state is still captured on the main thread, but JSON, blob, and packet encoding run on workers for join, scene-load, and migration snapshots, preserving send order.

Mac and Linux fixes cover game-view input, editor DPI scaling, Finder folder opening, scene staging, code editor detection, and publish/export controls. Geometry shader support fixes Highlight crashes on Mac, plus a procedural render callback lifetime fix. Linux native builds use Steam Linux Runtime 4.0 with updated libcurl and bundled ICU, and colour emoji fallback uses Twemoji. Open-source setup adds Setup.bat and Setup.sh, download progress, Git hooks, and platform-specific artifacts.

Block Party and other fixes

Block Party is a new game using the 2D sprite system, with leaderboards and replays, a level editor with workshop support, gif exports, and more: sbox.game/facepunch/blockparty.

CSS overscroll-behavior is implemented, disabling scroll edge bounce and preventing scroll cascading to the parent panel, with per-axis controls (MDN). Scroll bounce now enforces a hard boundary.

Other fixes cover Connect Vertices validation, Asset Browser layouts, publish hotload recovery, Doo edit undo, mesh mirroring, Hammer materials, and FBX imports. Networking fixes address connection serialization, recursive targeted messages, BytePack nesting limited to 32 levels, and loopback restrictions. Navigation and physics fixes improve crowd steering, agent transforms, navmesh rebaking, and Character Controller StepHeight. Rendering and UI fixes cover collider cleanup, a refractive VRAM leak, Clutter LOD, Razor outros, stale drag state, bitmap text, colour emoji alpha, and female skin textures.

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QANGA v0.0.23a adds modules, neural wall, IC Labs intranet

QANGA's v0.0.23a update is live. It introduces modules and a new neural wall, reworks most interfaces and settings, adds an IC Labs intranet, local storage chests, three radio stations and a construction tutorial, plus combat, vehicle, performance and save fixes.

Modules, neural wall and progression

Modules are real items found in bunkers, relays, ruins, warp markets and industrial sites. They respawn slowly with a shared server state that persists through restarts; enemies, including some police units, can drop them, and dispensers sit in the awakening room and garage. Install one in a free cell in three seconds, insert phases to set level and effects, and remove it to return the item and phases. The General System sets capacity; over-capacity modules go inactive until space is freed.

Named implants include Leg Servomotors, Jump Actuators, Kinetic Dampers, Orbital Thruster, Nano-Regenerator, Shield Overlay, Sealed Container (saves backpack contents on death), Digitic Bag, Matter Compactor, Negotiator, Geologist, Drone Armor, Nano-Repairer, Pheromone Mask, Signature Jammer, Voss Countermeasures, QPD Decoder, Bounty Hunter, Machine Bane and Long-Range Antenna (radio without a portable receiver). Repair, Drone, Scanner and Jetpack arrive at phase 1 in the tutorial and remain available if you skip it. Building now requires the Construction Matrix, Assistance requires the Transit Transponder, and recruiting companions requires the Leader Protocol. The module wheel has 14 slots across two rings.

Strikes, squad calls and active modules

Hold X to designate, throw with left mouse button, release X to cancel. Strike Beacon calls an orbital barrage, Supply Drop delivers ammunition and healing for your group, and a Lavrik flies in, opens its ramp and deploys your squad. You can lock up to six targets; brief obstructions do not immediately break locks. Other modules include Wasp Nest micro-missiles, unguided Hornet Nest sticky grenades, Medical Drone, Sentry Turret and Leader Protocol, which grows your squad to three companions by level. The HUD explains refused calls and keeps markers and cooldowns visible.

Interface, intranet, settings, construction and storage

Lobby, loading screens, inventory, statistics, Social menu, customization, HUD, StarMap and settings are overhauled. Health, shield and matter get separate gauges; hold F1 for key hints; the minimap moves to 16:9. Statistics becomes a character sheet with a 3D preview and 40 attributes grouped by body part; customization splits head, torso, arm and leg colors.

Terminals and ship screens run an IC Labs intranet with over 50 pages, ic:// addresses and CIVIS search, showing credits, missions, modules, offenses, wanted level and local conditions. You can switch radio stations and track missions from a screen. Graphics, audio and gameplay settings are rebuilt with search, numeric entry and descriptions; graphics lists 59 options. Controls support multiple bindings per action, and an axes tab configures controllers, joysticks, HOTAS setups and pedals with calibration, dead zones, sensitivity, inversion and live signal display.

A new mission introduces the Builder and teaches you to construct a shelter, with Tona voice lines and localized subtitles. Storage chests show contents beside your backpack for two-way drag-and-drop. A Builder-crafted machine-gun turret engages ground hostiles and ships but does not persist between sessions. Steel joins world deposits and scanner detection, extra Stone deposits appear in some caves, and tutorial inventory, equipment, credits, XP, level, matter and modules carry into the universe.

Radio, lighting, performance and saves

Three stations arrive: HitWall (Capital Top 40, pop/dance/K-pop), Radio Sable (desert blues, afrobeat, raï) and Yellow Roots (reggae, dub, hip-hop), plus a new 33-minute Chill FM show—nearly two hours of added programming.

Natural caves are darker while bunkers and labs keep readable interior lighting; planetary ambient lighting no longer darkens the same half of the globe. Performance work moves part of terrain generation to the GPU, preloads world resources, spreads AI navigation across frames and trims UI updates. DLSS Balanced no longer silently reverts to Quality; DLSS, FSR and XeSS are respected. Saves are more reliable, and crashes around companion portraits, memory cleanup, teleportation and atmospheric materials are fixed.

99 achievements, 11 languages and next steps

All 99 achievements now track unlock conditions, backed by persistent statistics. Translations expanded across 11 languages, intranet included, and the roadmap is readable in the lobby in French, English or Spanish. The next update targets a smoother way to display landscapes. The team recommends recompiling shaders and resetting your game so you do not miss tutorial modules, and notes nights are currently a little too dark and will be fixed shortly.

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Conan Exiles 2.2.0 upgrades to UE5.8.2 and Iris networking

Update 2.2.0 has arrived for Conan Exiles Enhanced as of September 15, 2026, moving the game to Unreal Engine 5.8.2 and replacing its previous UE4 networking model with Iris, Epic's new networking replication system.

Iris targets the game's server load

Iris changes how replicated data is processed. Rather than repeatedly processing every replicated actor for each client, it sends updates only when needed, reducing the server cost of managing large numbers of players and placeables.

In testing, the move to Iris brought the biggest server performance improvement so far. It does not remove all server performance limitations, given the freedom players have to build at scale.

The update also adds new Enhanced graphics settings, plus a range of performance, stability, modding, gameplay, and visual fixes and improvements.

New Bazaar bundles rotate in starting today

New armor, weapons, and decorations are coming to the Bazaar, with new bundles arriving starting today and releasing on a rotating schedule. The announced bundles are:

  • The Living Shadow
  • Sentinel of the Triumverate
  • Breaker of Wills
  • Priestking's Sacristy
  • Spyrian Trappings

Full patch notes: September patch 2.2.0.

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VEIN 0.025 nears release with ragdolls, stronger zombies, DLSS 4.5

The September 15, 2026 update for VEIN says 0.025 is close and should arrive soon, barring major bugs; a hotfix can follow if needed. Its features are not on the main release yet and are live on the experimental Steam beta branch, opt-in through the game's Steam properties. The team discourages treating it as a regular run: it is bleeding-edge, breaks often, and shows content before internal testing, but remains accessible for transparency.

Ragdolls make vehicle ramming hazardous

8z has finished and integrated VEIN's ragdoll systems. Players could previously only be conscious, unconscious, or dead, with no in-between; now players and zombies can fall over and get back up, GTA-style. A car hitting a player or zombie is no longer an instant death sentence. Zombies slow the car, running them over damages the vehicle, and unless you are moving fast enough, the victim is likely to get back up. Exiting a car at high speed ragdolls you, crashing a motorcycle flings you out, and combat can knock zombies over based on weapon, strength, and other factors. It still needs testing and tuning.

Bugfixes target ADS, zombie AI, and multiplayer vehicles

With 0.025 close, there will be no more 0.024 hotfixes. The update includes:

  • Fixed procedural ADS and animation code, including misaligned ADS on newer weapons like the 870 and Fifty-Seven pistol, plus an infinite reload animation on the double-barrel shotgun.
  • Performance work on distant building, terrain, and foliage rendering (HLODs), and fixes for them appearing sporadically or vanishing.
  • Font rendering for signs in non-Latin alphabets such as Cyrillic and most Asian languages.
  • Networking work to speed up multiplayer load-in; it remains WIP. The fully dynamic world makes it hard, but a building proof-of-concept is holding up in testing.
  • Fixed indestructible yard decorations and salvageable yard props stuck in place.
  • Zombie fixes: they can now climb fences and guard rails when stuck, and they no longer block each other's swings while attacking you.
  • UI polish.
  • A major multiplayer vehicle hitching fix for handbrake desync. If you disengaged the handbrake and towed, it might work on your screen while the server still had it engaged, causing stuttering and the towed vehicle to rear-end you on the server and deal damage.

Zombie strength, DLSS 4.5, and admin tools

Zombies can now have strength stats. Stronger zombies deal significantly more damage to players and fortifications, can appear shirtless if male, and show musculature when strong. Those near fitness centers tend to be stronger.

DLSS is updated to 4.5 for the next update. Most furniture and containers can crumble when destroyed, pending performance testing. New decorative prop support allows raised platforms on fences and wood slats using support beams; these should work as roofs while standalone buildable buildings come later.

Yan added exit and save-confirmation prompts, admin teleportation to custom map markers, an improved Utility Cabinet flag placement system, stress reduction from custom-movie TVs, and PgUp/PgDown map zoom. Multiplayer permission zones get a "no damage (except players)" setting so admins can run fight clubs or combat arenas without risking props.

Preliminary gamepad/Steam Deck work can now operate the main menu, character creation, and other screens with just a gamepad. It is not close to the goal, but should make further support easier. Adam is continuing to remove the taped box from crafting items, with a couple of metal sheet pieces now in experimental. Skyler is continuing new character hair, hoping to preview some in 0.026; clothing and zombie art still need work, but the code side is being prepared.

0.026 buildables, map refreshes, and how to help

Zoe refreshed Redford and Saranac with extra detail, adding yard decorations, fences, and exterior touches. She will next work on new Champlain Valley areas intended for the next update.

801 finished new props for standalone buildables: houses or cabins built from fortification tiers, with finishable and paintable interiors plus stairs, hatches, ladders, and more. The target is 0.026, though it is just a goal. The team is still considering how to stop mansions being built in the middle of town roads, and says a server option or special permission zone settings should be enough for multiplayer players and admins wanting a more realistic or immersive experience.

VEIN is hiring an experienced programmer and UI/UX designer; email [email protected] with a portfolio or resume. Bilingual players who spot translation errors or want VEIN in their own language can use https://crowdin.com/project/vein. The official wiki at https://vein.wiki.gg/ also needs volunteers.

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American Truck Simulator 1.61 update out now with Proximity Exploration

The 1.61 update for American Truck Simulator is available on Steam. It adds Proximity Exploration, an Improved Material System for two International trucks, Road Trip map preparations, and new cargoes.

Proximity Exploration

Proximity Exploration is a quality-of-life option that automatically reveals a small area around your vehicle as you travel. It removes the need to drive over every tiny section of road to mark it explored, which can help with 100% map discovery. It also reveals nearby accessible roads and areas around rest stops, toll gates, border crossings, gas stations, and other places where road segments sit closely together.

Secret roads remain secret. When you get close, Proximity Exploration reveals only the first segment as a hint. The remaining route is discovered only by driving it. The feature can be enabled or left off.

Improved Material System

The Improved Material System improves lighting and visual quality in selected truck interiors by changing how materials react to light, creating a more readable, detailed, and visually pleasing cabin. Leather, fabric, plastic, and metal are more clearly differentiated, even in low light. Multiple variants of dynamic cubemaps let materials reflect their surroundings more naturally and respond to ambient light more realistically.

In 1.61, it applies to the International LT and International LoneStar. The system was designed with truck interiors in both games in mind, so other trucks and existing fleets will receive it gradually in future updates. More on the Improved Material System.

Road Trip map prep and new cargo

Map and asset work for the upcoming Road Trip project has been added, much of it behind the scenes. Inactive Tourist Boards are now in states including California, Oregon, Washington, Idaho, Montana, Wyoming, and the upcoming South Dakota DLC; they remain unavailable until Road Trip releases. New gas stations have been added across the map. They will serve truck drivers now and cars when Road Trip releases. Selected areas also received small visual improvements.

New cargoes include Seed Containers, Trailers, and Truss. The existing Rails cargo has a new model and improved textures.

Multi-Function Display and In-Game Menu delayed

The Multi-Function Display and In-Game Menu were tested in the 1.61 Experimental Beta but will arrive in a future update, allowing more time to refine and polish them. Open Beta participants reported issues and feedback that helped fine-tune the update; Experimental Beta participants shared thoughts on the Multi-Function Display and In-Game Menu.

Changelog

  • Map: Proximity Exploration, map changes for Road Trip
  • Vehicles: New cargoes
  • Visual: Improved Material System for the International LT and International LoneStar
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Exfil's Public Testing build 0438-CL2840 rewrites AI smoke grenade tactics

Exfil's Public Testing branch has moved to build 0438-CL2840. Its new feature is a rewrite of AI smoke grenade handling, alongside tweaks and fixes for helicopters, intel, hostage rescue, loadouts, and map visibility.

AI smoke grenade rewrite: sight, aim, and danger zones

  • Smoke between you and an enemy blocks their view and aim.
  • If you are inside smoke, you get a concealment bonus, making you harder to detect and hit.
  • It is not a perfect shield: AI can still shoot at you, just like a human would.
  • Enemies treat smoke as a danger zone and won't blindly walk through it unless they have no other path.
  • It is still an approximation using a spherical volume, not a pixel-perfect simulation, so expect situations where you can see them through the smoke and they can't.
  • Flashbangs apply a disoriented/suppressed effect to NPCs. There are no clear visuals or animations communicating the state, so it may still feel ineffective, but they are not useless.

Tweaks

  • You can play emotes while seated in a helicopter, so you can politely greet opposing teams.
  • The emote wheel is a bit more responsive with the addition of a rotating arrow.
  • Helicopter markers are visible only for friendly teams.
  • The intel notebook now gives a soft beep when dropped on the ground.
  • Shell casing impact sounds now play on more surface types; they were often silent.
  • Ops hostage rescue now checks safe house vicinity instead of the safe house landing zone. Just bring the hostage close to a safehouse; you don't have to bring Smith completely indoors.
  • Loadout limit arrows now have a tooltip so it's clear which team they belong to without relying on color.
  • The loadout editor in the main menu and solo play screen has been updated so equipment and appearance are more clearly on separate tabs. This is work in progress as part of the economy rework.

Fixes

  • AI visibility on chainlink fences with cloth or tarp cover has been fixed. AI was seeing through them because chainlink fences usually aren't visibility blockers. This mostly affected the Renegade Oil map, which has a lot of tarps.
  • GPS is blocked while seated in a helicopter. It was not an allowed action, but a keybind hint appeared and the ability was active.
  • Fixed the error when dropping grenades from a helicopter with no equipped weapon. You can still drop grenades—unintended, but not being fixed because it's fun—there's just no animation. Drop some smoke on your LZ for cover.
  • NPCs in the wandering NPC benchmark now wander; they were missing a navigation mesh.
  • Attachments can no longer be edited on locked or disallowed loadout items.
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Risk of Rain 2: Hallowed Concepts reveals Acolyte and Enforcer

Risk of Rain 2: Hallowed Concepts has revealed a Survivor double feature. Acolyte is a close-range glaive-wielding Survivor who can wield powerful combos, but not without cost. Enforcer is a defensive vanguard who combines powerful defense with dynamic, tactical movement. You can wishlist Hallowed Concepts now on Steam. An announcement trailer is also available.

Hallowed Concepts joins The Triple-i Initiative on October 8

The Triple-i Initiative has announced its return on October 8 at 9am PT / 6pm CEST, and Risk of Rain 2: Hallowed Concepts will be part of the show. The stream will air on YouTube, Twitch, and on Steam. More information is available at iii-initiative.com.

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ABOA v0.94.8.3 makes Riftbound - Legacy of The Surge start solo

The ABOA v0.94.8.3 client update for Riftbound - Legacy of The Surge was detailed on Sept. 14, 2026, and it changes how every match opens: every player now starts on the white team as a solo survivor.

Teams and riftstones

You can activate any riftstone and change team at any time. Riftstones now take friendly fire, so build around your team's riftstone to protect it from other players.

Wasteland map and wand changes

The Wasteland map adds five more solo POIs, plus playable area and height limits, and blocking volumes for the map. Projectile-type wand spells get a brief damage indicator. The magic wand's Healing spell now recovers health, food, drink, and energy. Its chaos/ice wall spell no longer lasts forever. The Role Selection screen has been fully reworked.

Known bug: the team window does not update after a team change.

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PixARK 1.236 patch raises Terracrypt loot and cuts Ice Demon Scorpion damage

PixARK will undergo server maintenance on September 14, expected to last 45 minutes. The 1.236 update follows launch issues with the Terracrypt expansion and includes server stability work, three bug fixes, and Terracrypt tuning.

Stability and known issues

The update includes a server performance optimization for PixARK, Skypiea, and Terracrypt intended to reduce server stuttering and improve server-mode gameplay.

The team lists occasional stuttering and failures to connect to official game servers as known major issues. Some issues still require further investigation and validation. Players who continue to encounter problems after installing the patch are asked to submit feedback through official channels.

Bug fixes

Fixed across PixARK, Skypiea, and Terracrypt:

  • Candy DLC doors could not be placed properly at times.
  • Wild Werewolves in ice form could not receive damage from other wild creatures.
  • The Gas Auto Arm, Gas Auto Miner, Advanced Gas Railcar, and Advanced Gas Locomotive were not locked by default after placement.

Terracrypt tuning

  • The Great Blackwing Bone drop chance from the Boss Cunning Blackwing Beast is greatly increased.
  • Wild U-variant Spinosaurus and U-variant Yutyrannus spawn counts are moderately increased.
  • Wild Ice Demon Scorpion projectile attack damage is reduced by 20%. Tamed Ice Demon Scorpions are unaffected.
  • Wild Ice Spino and Ice Demon Scorpion spawn counts are moderately decreased.

The team apologized again for the expansion's early launch issues and said it will continue releasing frequent updates while reviewing reports and refining PixARK.

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