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high rated
Order of Battle – World War II

Standalone installer updated: [Windows] 9.0.3 ⇒ 9.0.6.
v9.0.6 – October 07th, 2021
• Turkish missing font characters bug solved
• Solved a bug where selling a just deployed unit would create some errors
• Solved a bug where some units that didn't had moves left could trigger the "Units moves" popup at the end of a turn
• Solved some units broken fire animations
• Solved a bug where some units didn't persist their sleep status throughout multiple turns
• Solved a bug where kill specific unit triggers/objectives didn't behave as expected
• Added Allies Resurgent

v9.0.5 – September 20th, 2021
• several scenarios updated
• few text changes/fixes
• added avatars for new commanders
• added 2 new skin camo patterns
• Spitfire V, US version fixed
• US Army Rangers, map positions adjusted
• several unit stats changed

v9.0.4 – August 23, 2021
• added Allies Resurgent campaign
• added various new units, commanders etc. for Allies Resurgent
• added Free France cam flag/icon
• edited Strat Bomber shock values for more variety
• changed US A20s to tactical bomber class
• changed several other unit stats
• Red Star DLC: added RP for Viipuri objective, albeit reduced
• Red Storm DLC: changed Prokhorovka objective to require T-34 tanks
high rated
Loop Hero was updated today (Offline and GOG Galaxy). Here's the changelog:

07.10.2021 - Loop Hero v 1.105
• Added 4 languages - Italian, Dutch, Turkish and Canadian French
• Fixed the game crashing when opening the save menu window
• Fixed the game crashing after deleting the current save and then immediately starting new game in that save
• Fixed the ratwolves not spawning sometimes
• The game now cannot save when the hero is dead
• Count's Land's healing information is now displayed correctly
• Fixed the posteffects shader turning off spontaneously
• Fixed the fps drop at the first tile on the loop
• Small fixes
Also Severed Steel recieved its first patch today via GOG Galaxy (Offline follows later).

Patch 1.1
Bug fixes

• Fix kickslide kill challenge
• Fix spamming buttons on victory screen
• Fix HUD and menu display on 4:3 monitors
• Fixed museum exploit
• Fix for tor battle sometimes not completing
• Final cutscene now is skipped when auto skip cutscenes on
• Fix for sliding on stairs sometimes stopping stunting
• Fixed occasional freeze when leaving workshop level
• Added exe icon
• Halved map zoom out
• Fixed incorrect font
• Corrected some Russian localization in control settings (thanks FXCloud!)
• Renaming levels no longer makes a new workshop entry
• Fixed bug where replaying tutorial level would erase current campaign progress

Community requests

• Doubled max gamepad sensitivity
• Doubled kick it radius
• Set gamepad movement deadzone from .4 to .05
• Ultrawide support (Experimental, please confirm in forums if it works or doesn’t work)

Speedun requests

• can hold buttons during load and start moving on level start
• Speedrun Timer stops before final cutscene
• resetting level 1 also resets speedrun timer
• Speedrun HUD shows mutator count
• Victory screen shows mutator count
• Current level name now stored as static FString


• Allowed Min/Max level bounds to pass 0
• Allow lights to change color
• Fixed case where campaign volume would get 0 scale
• Added sniper to npc spawn options
• Can now use sky with time of day options
• Start work on improving voxel copy paste [experimental]
Post edited October 07, 2021 by Berzerk2k2
high rated
Endzone - A World Apart

Updated to 1.1.7950.29376 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Greetings, survivors!
The third regular patch for the release version of Endzone - A World Apart focuses on bringing once again various bug fixes, tweaks and quality of life improvements to the game.

Important Notes
Feedback: The feedback tool (F1) now tries to upload a current savegame, so we can investigate issues and bugs better.

System: Added ability for the game to handle additional content for the “Prosperity” expansion and a free DLC that is just around the corner but shh…
Main Menu: Added a dynamic news system to keep you up-to-date with current events and happenings.
Expeditions: Added “Pack Full” option to expeditions to automatically fill up the expedition inventory with excavated resources and items.
Achievements: Added 3 new achievements concerning settlement population.

Localizations: Several localizations fixes in several languages.
Buildings: Fixed a bug concerning the Decontamination Post.
Buildings: Pastures now stop production when the production limit for food is reached.
Options: Fixed an error related to On-Demand Rendering.
Statistics: Droughts that last for multiple years are now correctly recognized by statistics.
Buildings: Fixed a bug that was related to wrongfully missing repair resources for damaged buildings.
Camera: Fixed a bug with the camera, where the wrong values were used when zooming out.
UI: Fixed several wrong links to the glossary.
Options: Fixed an error caused by the options menu.
Settlers: The settler UI no longer shows settler drawbacks when the settler is in fact dead.
Research: Techpoints and research equipment amount are now reset when starting a new game.
Environment: Fixed bug where the ground humidity would use radiation as its base value.
UI: Ingame UI is no longer hidden when opening the platform overlays while in the main menu.
Settlers: Newly created moving settlers can now be selected right at the start of a new session.
Savegame: Invalid savegames now hide their play button icon.
Savegame: Invalid or incompatible save games no longer show the "Load Game" tooltip on play button.
Statistics: Fixed technology count in the game statistics screen.
Buildings: Fixed error related to efficiency boosts.
Buildings: Fixed flickering of "Missing Resources" UI for the pub.
UI: Fixed error with wrong settler avatars being displayed in settler dialogs.
Statistics: Placeholder of search field in the game statistics is now translated.
UI: Fixed line-breaking of texts in the goal window.
Buildings: Fixed flickering of "No seed selected" for fields.
Buildings: Buildings that require electricity to work no longer display the efficiency UI.
Trading: Fixed trader not leaving when demolishing trading post.
UI: Edge scrolling now only works while the HUD is open.
System: Opening and closing any backend overlay will no longer reset the games speed to default but will set to the last set speed instead.
UI: Fixed wrong avatar being shown during a settler dialog under certain circumstances
Game: Fixed a bug where world animations would stutter or stop completely for different environmental effects (e.g. rain, trees or building animations).
UI: Game Progress for unlocked buildings now only counts buildings that are actually placeable by the player.
UI: Settler Dialogs now only show a close button if the mission is a mission from the bulletin board that is not yet solved.

Research: Completely overhauled the research UI for better usability and overview. Technologies are now organized in different tabs and are now organized from left to right.
Expeditions: The inventory screen (Loot and return) of expeditions has been overhauled for better usability. It is now easier and faster to fill up the inventory with different resources by using sliders.
Buildings: The workplace radius of all related buildings can now be changed while the building is still in construction.
Buildings: Inventory Limits can now be adjusted while the building is still in construction.
Buildings: The water source UI now also displays the count of all valid sources inside the workplace radius.
Sound: Added sound effect to placing a drag/drop world task (e.g. upgrade buildings/demolish buildings etc.).
UI: “Mailto:” Links now open in the correct mail app.
Buildings: After visiting a building, settlers will no longer walk to a random position around their current location, but will walk to a random position around the building's entry.
Environment: The game now creates resource piles in the world if the internal storage of the production building is full.
Savegame: Overhauled asset loading when starting the game to be less stressful on your system.
Expeditions: Tweaked a “ruin city”, so that the diner ruin is never occluded by trees and always visible.
Savegame: Recipes unlocked by technologies now unlock corresponding technologies when loading a savegame.
Buildings: Building buttons now hide their tooltip when they were already built and are only placeable once.
Side Missions: “A Light for the Night” side mission is now only put on the bulletin board, when the player has wind generators or solar collectors already researched, making it more realistic to complete the mission.
Buildings: Recipe selection has been improved, so that recipe selection and production are done at the same spot.
UI: Scroll sensitivity of all text fields have been reduced, to avoid unwanted behavior.
UI: The goals window of the HUD now has Tabs when playing in scenarios, so that side missions and scenario goals are categorized and allow for a clear focus.
Buildings: All houses and shelters received a visual overhaul so they can be distinguished better and don’t contribute too much to the “visual noise”.
UI: Improved tooltips with more information and overall better structure and presentation.
Buildings: Changed the efficiency UI of every related building to be more clear and descriptive. It now displays if electricity boosts the building or not.
Side Missions: Changed the “overpopulation” side mission so it is less misleading (hopefully), and doesn’t require you to simply “wait”.
Buildings: Changed the behavior of technology missions on the forum. These missions were previously filling up the available missions slots, preventing some other missions from ever appearing. This has now been reduced to max. one technology mission at a time, giving more space for all other missions to appear.
System: Several Performance boosts and internal system overhauls to go lighter on CPU and GPU usage to avoid overheating issues.
Session Settings: Removed the “Legacy” option for research in the settings of a new session.
Trading: Adjusted trade values of hemp, iodine-tablets and expedition rations
Side Missions: Greatly reduced the amount of herbal huts and medical facilities needed for the “Sick Survivors” Side Mission.
Builders: Improved logic for profession “builder” for repairing buildings.

Known Issues
Localizations: Some languages didn’t receive their proofread versions for a small number of UI texts yet. This will be improved in a future patch.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 1.1.7950.28841
high rated

Updated to (Galaxy [Windows & Mac] & Offline Installer [Windows & Linux])

Changelog from Discord: (Login required)
Update version v2.6.2.23500

- Fixed game crashes during events.
- Lost information in the "profile" section should be recovered.
- Fixed several UI issues
- 'homeland’ was no longer displayed in the trade route list from the clan of the Raven, it is corrected.
- Fixed neutral faction decolonising a befriended clan’s zone.
- All the new Kröwns and Daggers features are scriptable for mods at this time. (Documentation is not yet published.)
- Negative happiness is now displayed in red when negative in ‘spy’ notifications
- Coinage was sometimes not working as intended when cumulated with other knowledge bonuses. It’s corrected.
- Eradicating a clan no longer gives military XP
- Militia no longer consumes wood or food and aren't affected by happiness.
- Lore costs for Knowledge have been readjusted.
gog2002x: Stellaris received an update flag - nothing appears to be changed though.

Windows, Mac & Linux are still 3.1.2 - no idea what was updated.
KetobaK: Correct, here is the changelog:
Gemini Rue has been updated to the latest version of the Adventure Game Studio engine! This means the game now runs in the openGL graphics driver, which means the game is now sliiightly more compatible with a greater number of modern monitor configurations.
gog2002x: Were Mac & Linux updated also? GOG versions of those appear to be quite outdated, unless they go by a different standard?
Those version weren't updated in a long time, not here and Steam either :/

EDIT: But I don't own the game on Steam, so a confirmation would be appreciated.
Post edited October 08, 2021 by KetobaK
high rated
Low Magic Age

Low Magic Age has been updated to Version: (Offline installers updated)

No Changelog
high rated
Blade of Darkness recieved two small patches today (Offline & GOG Galaxy).

v65 (Oct 8, 2021, hotfix)
• hotfix for Windows v10.0.19041
v64 (Oct 8, 2021)
• fixed game getting stuck after creating saves (e.g. Dal Gurak Tower, two golems)
• fixed various random runtime crashes
• fixed game crashes upon exiting the application
• fixed compatibility with some specific Windows version
• fixed crash when trying to start a tutorial or new game
high rated
Unmetal has been updated to ver. 1.05

Dev has posted all changelogs so far here.
Post edited October 09, 2021 by MarkoH01
high rated
Crossroads Inn Anniversary Edition

Standalone installer updated: [Windows] 4.0.3 ⇒ 4.0.5b.

Hello Friends,

Recently, we released a series of fixes and a new DLC - Booze & Liquors in the previous patch. As it happens, it resolved some issues, but added an objectionable fuss, causing some extra bugs to appear. Thanks to your quick feedback and your vigilance we prepared a special hotfix, followed by some remarks regarding the future progress of the patches.

• Fixed the issue related to servants not serving food and drinks.
• Fixed the issue regarding problems with placing objects on floor -1.

There are also known issues:
• Bug related to wells is still present in the game. For now, we recommend ordering water from a nearby town as we are still working on this.
• You can still experience bugs throughout the campaign due to fixes implemented in Act III, especially on older saves.
• At the moment only innkeeper class workers (starting worker in sandbox and Martyn in a campaign) can collect dirty mugs and dishes and they will only collect them if you have no clean ones in storage.

Due to a large number of changes in Act III and the way the game was originally designed, we can't promise that you'll be able to progress through the campaign on your existing saves. In order to fix all of the major issues regarding Act III, we had to completely redesign the way it works.
Those changes are going through extensive testing as we speak to ensure that - hopefully - no more dead ends can be found.

We do apologize for all the mess and try clean it for you. Your involvement, affection and loyalty is highly appreciated!

PATCH 4.0.5 and DLC

Salute friends!

Today is the day we are releasing the promised patch. Yesterday’s announcement prepared you for it - we mentioned some of the issues that have been faced and treated and that we are bracing ourselves for the ultimate AMA session, where you’ll have a chance to throw your questions at us, even those hidden deep down in your tavern cellars.

Here’s the list of PATCH NOTES:
- Fixed the issue regarding too many mugs breaking. Right now only a fair amount of mugs and plates are going to break over a longer period of time compared to everything disappearing after a short while.
- Fixed the issue regarding workshop items not being downloaded to the correct folder. (thanks to steam community members ‘Rejuvenation_Man’ and ‘Beata’ for bringing up this issue!)
- Addressed issues including AI priority settings for tasks.
- Fixed the issue regarding pigs in the pigsty not being fed.
- Fixed wild animals not leaving the game area.
- Garden functions work as expected.
- Rebuilt pathing to be more dynamic.
- Pets no longer parade on the main road.

We have to admit, that fixing the issues regarding ACT III was a bit tricky, and we need to really have a closer look at that one. That means, we split the current patch into two parts - the list above is being released today, and the next part is expected soon. In the meantime, some players may encounter issues within Act III - which is the result of in-progress reparation.

But today, despite all that’s been said, there’s something more, something exclusive, something which is specifically dedicated for those who want to wider their tavern immersion. According to the roadmap, we’ve shown you some time ago (in this UPDATE), together with the patch, we are releasing a BOOZE AND LIQUOR DLC.

Within the new DLC, you’ll have a chance to hire completely new characters: Moonshiners. They will focus all their efforts on making the most potent ‘shine to help keep your customers happy and spending. And along with them, there’s a new item available: Pot Still With Worm.

A new addition is available for the Season Pass 2 owners, and it is the second promised DLC after the Circus one released a month ago.

Thank you again for the love you give to Crossroads Inn and the hopes you have for it!
Special appreciation for all of you who point out bugs, those big and those small (‘Rejuvenation_Man’, ‘Beata’, and the rest of the users providing us with valuable feedback). Having the feedback, we are on a right track to make the game better and better.

Klabater Team,
high rated
Vagrus - The Riven Realms | Patch 1.005 - Temporary Fix for UI Issues - Codename: Confined

Hey Folks,

This one is mostly just a quick temporary fix, for the time being, aimed at circumventing an underlying UI bug that causes several interfaces to soft-lock or to stop responding, breaking the game for some players. We are working on a permanent fix for the issue but until then, some buttons on the UI that cause the lock are disabled:

* Companion and Deputies while on the Leader UI
* Assign Deputies on the camp UI
* Companion Stats button on the camp UI
You can reach all of these functions while not resting or not in settlement.

We have also implemented a forced UI rebuild when Loading a save file, this will help by shortening the time of getting out of a soft-lock/UI glitch.

Bear with us.

In the meantime, we've fixed a few other things, included in this hotfix. Check out the list below.

Important Note: Considering the extent of these improvements there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our [Discord server](

Now let's jump into the details:

Patch 1.005 - Temporary Fix for UI Issues - Codename: Confined

New/Updated Features
* Garrik's personal storyline's final NPC portraits were added

Bug Fixes
* The issue causing drag and drop not to work properly (or at all) for Deputies is now fixed
* For now, UI-related issues can be fixed by reloading a savegame (instead of restarting the whole game as before). NOTE that it is a temporary solution aimed at lessening the impact for you while we are investigating the underlying cause of the UI bug. Because of this, until we fix the major UI-related bugs, some buttons will be deactivated! These are: Companion and Deputies while on the Leader UI; Assign Deputies and Companion Stats buttons on the camp UI.
* A lot of Event-related small fixes based on player feedback
* The quest 'One Last Job' can now be turned in in Deven without having to unlock the Dark Elf Prince
* Fighter and Outrider consumption is now properly affected by Equipment and other effects
* Hunting extra loot (like Hides, Bones) is no longer accidentally overwritten by Supplies

Known Issues:
* The above-mentioned UI glitches still persist
* The later part of the Wealth victory path / Outpost building is not yet in
* Some performance issues (including longer initial loading time)

Coming Up Next
* The rest of the outpost building and Wealth victory path
* Faction leaders for the two crime syndicates
* Smaller user interface fixes/improvements

Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
high rated

Mac Offline Installers are also updated to

Changelog is above posted by Hustlefan.
high rated
There were several demo updates that haven't been reported here yet:

Death Trash Demo

Update to 0.7.22.

No changelog.

Vesper Demo

Update to V2.1.

No changelog.

Vagrus - The Riven Realms Prologue

Update to V0.97.


Hey Folks,

On October 5, so only a few days from now Vagrus - The Riven Realms will leave the 'Game in Development' stage, and in celebration of that, we are releasing this refreshed Prologue build.

Our recently published Devlog post has all kinds of details what the 1.0 build will bring into the game. Also, in case you have not seen it yet, here's our Release date announcement trailer picked up by IGN.

The Prolgoue now catches up with the main game, and even gets ahead for the time being, so it's now the perfect time to dive back in.

Mercenary Tasks These not only add a ton of variation and replayability but also go a long way in softening up story content and allow the running of a combat-oriented comitatus for players. Fair warning, though: just like none of the other income sources work by themselves, Mercenary Tasks do not either. Combine them with Trade Tasks, passengers, and stories, with an emphasis on whichever you prefer over the others.

Mercenary Tasks are received from factions. Each faction is unique when it comes to the ratio of Trade and Mercenary Tasks you can get from them as well as the type of mercenary contracts they hand out. Enemies in these missions can be almost any kind, from beasts to outlaws and Undead - even the mercenaries of other factions.

Targeting Overhaul Companion Combat targeting options have been added to suit different play-styles. The changes include a number of options from the main menu that allow the configuration of the way you target your foes and friendlies during the fights in Vagrus. There are also visual upgrades, like Area Targeting boxes instead of the previous visual effects on the metal bases of the characters.

Revamped User Interface Vagrus’ crew and settlement UI panes finally got some much-needed upgrades to make navigating the menu a more user-friendly experience. We previously covered some of the changes in Devlog #56, and you can even find a short video showcasing many of the changes on our YouTube Channel.

Important Note: Considering the extent of these improvements there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.

Now let's jump into the details:
Patch 0.9.70 - Codename: The One Before Full Release
New Features

Mercenary tasks and Dissonance Mode from the Conquest and Dissonance patch
Combat rule changes around push and pull effects

User interface improvements

All changes from the Target Aquired update
Complete Crew and Settlement UI revamp
Revamped and improved Perk UI

New/Updated Features

Improved performance in a number of areas (the game is huge, though, so the initial load time is still significant

Bug fixes

Scores of balancing tweaks
Hundreds of bug fixes Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team
high rated
Master of Magic Classic / Caster of Magic has been updated to version 1.02.01 (50506).

Post edited October 11, 2021 by ConsulCaesar
high rated
Warp Frontier

Updated to 1.1.2 (Galaxy & Offline Installer)

Changelog from Steam:
Skipping Ship transitions

I've had some feedback that players would like to be able to skip ship transitions in order to speed up their travels around Cetus' orbit. This was somewhat tricky because there was no plan to be able to skip transitions so it required particular care and planning to as not to break any existing scenarios, but it looks as though I've been able to come up with a stable solution and now you can click to skip ship transitions! So get ready to mash that mouse button like it's a MOBA and navigate Warp Frontier a little quicker!

I've also been discovering a few interesting bugs that can be found on some of the lesser travelled paths through the game, which are now fixed in this build!

Update Summary:

* Updated ship transition animations to be skippable on click
* Fixed timing issues on machines that occasionally drop below 15fps, resulting in occasional incorrect pathing
* Fixed bug where you could use the strange device on the pod to revive the occupant of the disc even if it didn't match the pod occupant
* Fixed issue when leaving arcade where ship would not be visible during transition
* Updated to version 1.1.2
high rated
Fantasy General

Update 1.0 20211006 (11 October 2021)

(Galaxy & Offline Installer, Windows)
- Improved track cuts and volume levels
- Slightly changed volume balance
- Limit speed so scrolling the map is okay
- Hopefully keept number of audio drops low
- Forced doubling the size in order to improve output on some chipsets
Post edited October 11, 2021 by Hustlefan