Hey, Luke here.Got an update regarding the unstable branch. Which you can access via:Right Click ATS > Properties > Versions > UnstableWhat's up?Over the last two months we've been working on a heavy overhaul of ships movement. You know how sometimes your Tollies will charge right at a hostile battleship, then as it starts to retreat they get a little timid and scared about chasing after? Every seen a drone kind of just not get in range of a target that's fleeing? Or just rocket out into a weird orbit that doesn't help it? Ever seen a Partell just refuse to continue along this mortal coil and freezer perfectly in place? Well that's a rather large and annoying issue, and it's been my job to handle movement code for the last eternity of years that we've been working on this game. So let me tell you it's not a trivial problem. There are a lot of unique units in this game that all want to do different things with the same movement code.Better Ship/Drone Movement.I breathed a sigh of spancial relief when I finally saw a Sparrow drone perfectly chase and orbit a fleeting target. When I watched an Otorell bear-charge a Harrier and blast it to pieces. When I giggled with glee as Tollies chased and absolutely bullied a set of retreating Cormorants. Something they had always been able to do, but never actually done correctly.Missile Flight Improvements.And not only that, but I've given Missiles and rammers a bit of cheaty movement. Missiles can now opt into using "fin force" (I'm sure there's enough dust in the spance) which lets them redirect their velocity towards their target to help them hit rapidly moving and dodging ships (as well as missiles). Tractor Ships ImprovementsTractors now have a dedicated TRACTOR weapon that intelligently modulates it's pull/push force to keep a target at it's new holdDistance. As well as being smart enough to stop pulling, and not throw themselves into harms way as much.Tractor ships were meant to be the active and direct counter to long ran...
Hello everyone,FTS: Frontline Tank Survivor has launched in Early Access.It is a meaningful moment for me to finally release my first commercial title. At the same time, I see this as the real beginning. This Early Access version is focused on delivering the game's core combat and progression first, and from here on I plan to keep refining and expanding the foundation of the game based on player feedback.In the current version, you can experience the core gameplay centered on top-down tank combat, run-based progression, skill selection and build crafting, and the combinations between different tanks and crew members. There are still many areas that need improvement, and there are clearly parts of the game that require more work overall. I am fully aware of that, and I also have a clear sense of what needs to come first during the Early Access period.The top priorities right now are as follows.1. Stability and bug fixingI will prioritize fixing bugs that interfere with play, systems that do not behave as intended, and issues that break the flow of a run.2. Performance and combat feel improvementsI will continue improving the parts players feel most directly during play, including framerate issues, excessive processing load, controls, hit feedback, weapon feel, and enemy reactions.3. Balance and progression cleanupMany numbers and reward flows are still provisional in nature. I will review tanks, skills, crew, enemy composition, rewards, and unlock flow as a whole, and keep adjusting them in a way that feels easier to read and easier to understand.4. Readability and quality-of-life improvementsUI, information delivery, control guidance, combat readability, and the clarity of progression results are also important priorities, so that players can learn and judge the game more naturally.The current goal is to bring FTS from Early Access to version 1.0 between late 2026 and early 2027.Along the way, separate from the regular updates focused on improving the foundation of ...
Checkout this Sneak Peek of the upcoming event familiar, Svilluminati, from Neflarian!
After initial 0.1.1, 0.1.2 and 0.1.3 updates focused on bugfixes and performance improvements (check precise changelogs in previous posts) I am back with the actual 0.2 content update! Each major version (0.x) will focus on updating game with improved gameplay functionalities and actual features rather than fixing or improving existing ones. This update focused on overhauling Idler part of the game - although there are more improvements to come at short notice. In actual functional changes to gameplay: hospitalization system is a major shift in the gameplay - as this means, permadeath has been effectively removed from the game, to favor more incremental gameplay where player can build strong squad without any sudden unexpected consequences. Although actual changelog seems large, I think the best description of this update is... foundation for even larger updates that will meaningfully add replayability and content, as well as challenge to the game. Features Changelog:New main menu save flow Continue now loads the latest run, Load Game lets you choose a specific slot, and New Game uses the same 3-slot picker with overwrite confirmation. Squad defeat now leads to hospital recovery instead of ending the run Downed crew stay on the roster, lose equipped gear, cost money to patch up, and recover over time instead of being permanently wiped. Hospitalization is now fully tied into safehouse play Squad readiness, deployment, city exit, and recovery upgrades now properly respect who is available and who is still recovering. Intel now includes Steam-backed Global comparisons You can compare your best and lifetime stats against wider player data directly in-game. The safehouse command board got a major upgrade Squad members now read much more clearly through portraits, better card layouts, clearer status states, progress bars, activity feed updates, and stronger reward feedback. Safehouse and Intel UI got a broad quality pass Management screens are now more stable, more readab...
Bugs Fixes: The Auto-save no longer erases the user save. Changing screen resolution no longer changes the graphic quality Improved tutorial, now includes more steps Fixed Quick acess menu Fixed Milkshake prices Fixed Attachment Slots for Angled Kitchen Bar (Type A) Visual indicator when moving using mouse Counter as tables are improved. Door no longer obstructs pathfinding. New Features: Added Tooltip system New tip and level-up sound added New hairs
The Irregular MilitiaThe Irregular Militia Forces have always held a special place in the heart of Squad. As one of our original asymmetric factions, they were designed to be an East Bloc style wildcard faction, a force that specializes in adaptable warfare in the face of standard militaries, especially in unique scenarios and game modes like Invasion. A Look BackThe Success of v4.3During the development of v4.3 our goal was to pull the IMF away from the shadow of the Middle Eastern Insurgents and give them an update that felt uniquely scrappy yet capable. We introduced several fan-favourite features that defined the IMF’s tactical soul at this time:Defensive Ingenuity: The introduction of the ZiS3 Field Gun, tank traps, hull-down positions for vehicles, various camo netting deployables, and dirt filled ammo boxes. The Arsenal: We expanded role variants especially for Squad Leaders and Riflemen with the FN FAL (and its rifle grenades), new AK variants and updates to the AK iron sight picture. We also returned the iconic RKG-3 AT grenade (more on this later). Heavy Support: The BM-21 Grad replaced older UB32 technicals, providing a massive leap in long-range fire support, while up-armored technicals and BMP-1 updates and variants rounded out the motor pool. The feedback we received from the community was overwhelmingly positive, and the IMF became one of the most popular factions, especially in Invasion map layers. The v9.0 PivotStarting with v9.0, we began a staged rollout intended to represent the IMF as a Russian-proxy militia. This shifted the focus toward modern Eastern weaponry, introducing the AK-12, AS-VAL, SV-98M, and the T72A tank.However, this transition came at a cost. The faction lost its Western-surplus flavor (M16A2s, M4s, and FN FALs), and the transition to Unreal Engine 5 unfortunately crippled the RKG-3 grenade, rendering it ineffective against vehicles. We recognized that the “Russian-proxy” shift didn’t resonate with the spirit of the IMF or the C...
Added an option to Precraft and quick add to Queue from the context menu:
- Fixed various minor bugs - Some progression balancing tweaks
🦹💥 Professor O. No Has Entered the Game!A new mastermind rises in Humphreydale… And he’s not here to play nice.⚡ Professor O. No has opened his Supervillain Lair ⚔️ Packed with danger, chaos — and serious rewards📅 April 22 – April 28💥 Take him down if you dare 🏆 Claim powerful loot 🔥 Prove once again: heroes ALWAYS winThe city is watching… Will you answer the call?#HeroZero #SupervillainLair #ProfessorONo #HeroicBattle #DefeatTheVillain #Humphreydale
WASTED Bloodline – Early Access v. 0.2.1 – "No Mercy!" FIX: Corrected shotgun hit registration.FIX: Fixed RX15 magazine positioning.FIX: Resolved issues affecting projectile shell textures.UI: Fixed delayed file loading in the Challenges screen.GAMEPLAY: Optimized the loot dropped by the Supply Crate in Zombie Mode.GAMEPLAY: Improved overall EXP management across all game modes.AUDIO: Adjusted weapon fire sound attenuation.CAMERA: Revised Death Mode camera handling.OPTIMIZATION: Started general system load optimization.
Hotfix #4 - See Discussion / Community Shortly for more info vs 1.7.9 for full details shortly ...
It is.notessaves are compatible with the full game
featuressmall UI/UX improvements (e.g. Shop, new cut effect), but mostly it's for compatibility with the new upcoming demo
Hey everyone!We’ve got the first look at our upcoming incremental clicker game, Confettied!The gnomes are at it again and now you can see where all of those trees you harvested have gone as you clean up 100,000 pieces of confetti with some…unconventional tools.This is an early look and we’re in the final polishing mode now! I’ll be sure to bring closer looks at the various gameplay aspects: Cleaning, recycling, and upgrading, as well as the various side-elements like popping balloons and the mini-games as we move forward.If you love torturing yourself with the satisfyingly mundane, I do believe we have you covered here.
Thank you to all the English-speaking players for your feedback. We have checked and corrected the store settings for the English package, and now it should be possible to download the English package normally!Now the little fairy can speak English about machine translation. (This English content is translated by a machine, and the wordings might not be entirely accurate. )
Fixed:PU21 and M249 machine guns have increased the required amount of experience to level up (white 150, blue 200, purple 250, gold 300/350)The Barrett and R700 rifles have the required amount of experience lowered to level up (white 40, blue 60, purple 80, gold 100 (for r700 each minus 5))The SPARK BULLET has a reduced chance of dropout (4%)M4A1 "HOUSE KEEPER" increased in rarity to red (1%)M4A1 "2009" reduced in rarity to gold (3%)All colors of the M249 received +1 damageSome modules have been removed from the display because they cannot dropout of the lootboxNow, when changing the handguard for which the mounting is changing, the modules are removed (there were RIS, and the new handguard contains MLOCK)The white squares are fixed when the sight is mounted on the M4A1 "2009" handguardToyota Armor display Fix (boss battle)Reward multipliers exp weapons and exp pawns raised twiceFrom now on, the boss battle replay lock is activated only after victory or escape. Defeats no longer block replayThere are no more rewards in the form of weapon experience or pawn experience when defeating/escaping in a boss battle.Editing the transparency and position of the flag in the inventoryReduced boss armor and its recovery rate (for Totoya Hulix x2)Fixing the position of the muzzle devices at the TKBTKB received attachment "the RIS mounting module" for the sightsThe gold handguard of the Qbz191 has been modified to have a range of +1 and a rate of fire of +4.The Valdai sight is inverted on the X-axisM4A1 2009 Silencer reduced in damage from 2 to 1 and lowered from red to goldAll blue pawns have had their "Radiopoints" levels reduced (at least by half)All AT4 received +100 damageNow, a random boss from a list of three bosses will be assigned every day.The basicloot box with all items has been reduced in price (x1 = 130, x10 = 950)In the locator lootbox, the USMC white pawns are replaced by Delta
Hey everyone,Quick warning: this one is a big one. Not in "new content" size, but in "stuff that was quietly broken and is now fixed" size. I spent a few weeks rewriting the parts of the code I'd been avoiding, and a few of the bugs I found along the way made me laugh out loud.The big one: for as long as DriveWave has existed, car colors have been applied wrong. You'd pick a red paint, the save would store red, the UI would say red, and the car would spawn... the first color in the list. Every single time. Turns out there was a = 0 sitting right on top of the saved index, overwriting it before it could do anything. Your saved colors have been sitting there this whole time. They finally come out now.🎨 Paint & wheelsCar color and vinyl finally respect the saved index. Your previously-picked paint is already there, it just couldn't come out to play.Rim and wheel customization now applies in driving mode (it was being destroyed on spawn and never rebuilt).Rims and wheels also sync to cars parked in car lots, so the ones around the map match what you own.Garage UI re-syncs when another context changes a color/vinyl, no more stale "5/10" text.🏁 Driving feelNew Initial D / Underground 2 style chase camera. Smoother peek on turns, no more discrete snap when the yaw crosses a threshold.Visual weight transfer. Cars dive under braking and squat under throttle, scaled to how fast the car actually is.Launch grace for slow cars. Weaker cars (0-60 around 25s) get a small boost off the line so they feel responsive instead of glued.4th-gear jerk at ~160 km/h is gone. The sim was briefly telling the car it was going backwards when yaw wobbled, and the brake pedal would slam full for a single frame. Fixed.Shift "throttle cut" feel smoothed. The engine was dipping on every upshift because releaseGasPedalAtShifting was on. Now it's a soft dip at 0.08s, your brain reads it as a shift instead of a lift.🔊 AudioCar audio slider is actually unified now. Electric cars had their wind hardcoded...
fixed a few things
This update focuses on making the terminal feel like a real shell and opening the game up to players who want a gentler (or harsher) challenge. All changes are save-compatible — load your existing save and everything just works. ✨ New Features Tab-completion for hosts — Typing ssh, ping, nmap, exploit, trace, nc, arpspoof or ftp followed by Tab now completes from IPs you've discovered. No spoilers — you only see hosts you've actually pinged, scanned, or owned. Works with user@ prefix for SSH. Ctrl+R reverse history search — Classic bash-style incremental search. Type to filter, Ctrl+R again to cycle older matches, Enter executes, Esc cancels. alias / unalias commands — Define shortcuts like alias brute='hydra -l root -P /usr/share/wordlist.txt ssh://'. Persists across saves. Use alias with no args to list, unalias to remove. Difficulty setting — New slider in Settings: Easy (+50% time on timed tasks, +2 stealth noise budget), Normal (unchanged), Hard (-25% time, -1 noise budget). Stacks with NG+. Autosave — New Settings option: Off / 5 min / 10 min (default 5 min). Won't interrupt timed or stealth tasks. Small "AUTOSAVED" toast when it fires. Quicksave / Quickload — F5 and F9 are finally wired up (they were listed in the help popup but did nothing — sorry!). 🔧 Fixes & Polish F1 shortcuts popup: corrected the Esc entry (it pauses, it doesn't close the window) and added Ctrl+R, Ctrl+Shift+C (cascade windows). Removed the broken dev-only Pause-key entry from the shortcuts popup. Tab-completion now sees user-defined aliases. 💾 Save Compatibility Fully backwards-compatible. Existing saves load cleanly — new settings default to Normal difficulty and 5-minute autosave. No replay required.
Patch Notes v0.82We’ve been gathering your feedback smart taverners! This update focuses on economy balancing, much-needed UI improvements, and some "stork-sized" surprises.The Stork Delivery System (New!)The Stork now flies by every 90 seconds with a dynamic reward system that scales with your tavern’s growth:Pre-Kitchen: 1 Ruby, 100-150 Coins, or 1-2 StonesPost-Kitchen Upgrade: 1 Ruby, 300-500 Coins, or 2-3 StonesPost-Warehouse Upgrade: 1 Ruby, 1000-1500 Coins, 3-4 Stones, or 1 Tiger's EyePost-Cellar Upgrade: 1-2 Rubies, 1500-3000 Coins, 3-4 Stones, or 1-2 Tiger's EyesAdded a new "Item Catch" sound effect when you successfully grab a delivery. It’s looking more majestic than ever.Gameplay & BalancingTalent Adjustments:Profitable Nights: Price increased to 75.Rock Breaker 2: Price set to 55. Even we changed prices, thanks to the stork, your talent unlocking pace should be much faster.Talent Tree Reset: You can now reset your talent tree, reclaim your Tiger's Eyes, and redistribute them.Service Bell: The first ring of the bell is now free to help new players understand the mechanic. Coin Capacity: We’ve fixed missing talent info, players can hoard over 500,000 coins when talent unlocked.UI & Quality of Life (QoL)Build Requirements: Hovering over the Stable, Well, or Blacksmith will now clearly display if you need to build another structure first (e.g., "Build Well First").Merchant Improvements: * Added a "MAX" button to Merchant William’s shop to quickly fill your stock.Rare Merchant: Added a 15-minute countdown timer to the trade window. Once the time is up, the merchant packs up and leaves, whether you've finished shopping or not.Visual Fixes:The Skofnung (Rare Merchant item) has been resized so it can actually fit on your walls.Updated placement logic for Medallion Rugs.Fixed a typo in the Warehouse NPC hover info (it now correctly says "Bread" instead of "Apple").Menu & Layout: * Added a "Reset UI" button at the top of the Settings menu for players who accidenta...
This patch is a result of the great feedback from: https://steamcommunity.com/app/3385960/discussions/0/806848332664384403/ These changes should help improve the holomap interactions and provide additional information on the holomap view: - Added ship class icons to the holomap to replace generic triangles - Added additional flagship lock HoloMap setting: rotate map while remaining locked to flagship - Revamped right-side roster: create battlegroups and transfer units between them - Updated roster controls: trigger to select on holomap, A/X to toggle multi-select - Added Command Mode while in remote view to order your fleet while in 3rd person space view. Toggled via the top menu/time bar when in remote view. - Added additional information when hovering over a holomap blip. - Added ship status (idle, moving, engaged, etc) to hover info and right ship roster - Enemy ship names replaced with ship class on holo blip - Displayed ship cost values in roster and ship details - Navpoints can now be repositioned after placement (trigger hold); X/A deletes navpoint - Duplicate ship status notifications (launching fighters) are now compacted (e.g. "x2") - Added filters for ships, equipment, and item lists - Added button to upgrade all equipment to max level for custom fleets
Hello everyone! Gameplay AdjustmentsCollectable magazine range increased.Switch to the last firearm held and auto-equip it on revive. Same for out of grenades and stimpacks.Adrenaline status duration (temporary buff when you revive) increased 3s -> 4s. Pistol damages increased.Bug FixesFixed some interaction lines staying visible after being interacted.Fixed getting pulled by the creature when you are down. This caused players to get stuck.Sight attachment clippings fixed.
New ContentGerman localization. The amount this will matter to people who read my English patch notes is questionable. But go tell your German friends!New StructuresUCFRepair Bay: The mission specific Repair Bay is now part of the UCF roster.Sonic Projector: This turret fires sound beams that disorientsChromatechZombcycler: This support structure sends out birds to collect zombie corpses, which will turn into extra stock over time. No parts wasted in Zombonomics!Ball Launcher: This turret fires Rotballs, which gain in mass as they roll over enemy infantry and friendly zombies.InvadersSkitterpod: A new tripod that hatches skitterlings and moves rapidly to capture territory.Thumper: This calls the mighty Grunt Trap worm to devour foes.New MapsWe've been adding a bunch of new skirmish maps to flesh out the roster, and also because they're used for the global domination mode we've been building. Thanks to the DIscord community for the suggestions, all names and most of the concepts were provided by them!New maps are:No Zombies Land: Zombies constantly attack as you fight over their landBack to Back: you start right next to each other's HQs and have to go the long way aroundUltravioletence: enemy growths disrupt the flow of battleKaleidoscope: a chaotic mix of map elements, inspired by the final mission's map, with a Chroma Facility King of the Hill modeWasteland: a muddy map with many chokepointsPrism Valley: crossroads provide long firelanes while the sides of the map provide tight corridors for ambushesSpiral Road: Another Chroma Facility KoTH mode, an asymmetric map designed around a spiral road.New Upgrades + PassivesWe have a few new ones for you Escalation/Wave Defence players:Go Time: a structure upgrade that buffs a turrets stats on Command Power usage.Coordination: A UCF specific passive that causes adjacent structures to buff each otherRubble Regen: A passive that on death causes a heal burst to nearby friendliesCorpse Factories: A Chromatech passive that caus...
Fixed the global counter not updating properly.
Hey Farmers! 👋Your Big, Cute Monster Farm has just hit its historic low price! If you’ve been on the fence about getting the game, there is absolutely no better time to jump in!We’ve been closely reading all your reviews and feedback, and this update brings several much-needed optimizations. The most highly requested change? We’ve boosted the drop rate for Monster skills! We hope this tweak makes your farming journey much smoother and more enjoyable.A huge thank you for your continued support and patience! If you run into any bugs, have suggestions, or just want to hang out, come join our community! You can chat directly with us and meet fellow farmers to share the fun. 🔥Biggest Sale Ever is LIVE—Grab your copy today!