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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/829c1b7b/ghost_of_yotei_1.jpg" width="800" height="450" alt="Ghost of Yotei Sucker Punch Productions PlayStation 5 State of Play July " typeof="foaf:Image" class="image-style-body-default" /></p> <p>PlayStation has announced that it will hold a Ghost of Yōtei gameplay deep dive State of Play next month. It did so at the end of a quick cinematic trailer for the game shown during <em>today's</em> State of Play showcase. </p><p>During the cinematic trailer, we see protagonist Atsu overlooking a village, talking to someone. A few seconds later, she asks that person if they're ready, and we learn she was talking to a fearsome wolf. It seems this wolf will be Atsu's companion throughout her journey in Ghost of Yōtei. </p><p>You can check out the teaser below: </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/qRiTEkU3Utg" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>While waiting for July's Ghost of Yōtei State of Play showcase, read up on the <a href="https://www.gameinformer.com/2025/04/23/ghost-of-yotei-release-date-set-for-october-collectors-edition-revealed">Ghost of Yōtei preorder details.</a></p><p><a href="https://www.gameinformer.com/product/ghost-of-yotei"> Ghost of Yōtei</a> launches exclusively on PlayStation 5 on October 2. </p><p><em>What do you hope to see in next month's State of Play? Let us know in the comments below!</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/62d6089d/marvel4.jpg" width="800" height="450" alt="Marvel Tōkon: Fighting Souls" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Arc Systems Works is teaming with Marvel for its next fighting game. Dubbed Marvel Tōkon: Fighting Souls, players can throw down as their favorite Marvel heroes and villains next year.</p><p>Marvel Tōkon: Fighting Souls raises the tag team stakes by pitting two teams of four characters against each other, who can be tagged in and out of combat on the fly. That makes for a whopping eight characters flying in and out of action each round. Fighting Souls features fast-paced action in titles such as Dragon Ball: FighterZ and BlazBlue, including flashy special attacks and cinematic finishing moves. Aesthetically, Marvel’s most popular characters are reimagined in Arc’s signature cel-shaded style and have distinctly Japanese flair, such as Iron Man’s more mecha-inspired suit.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/6fbfrV5qqnU" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The trailer confirmed the following characters: </p><ul><li>Spider-Man</li><li>Captain America</li><li>Thor</li><li>Storm</li><li>Dr. Doom</li><li>Star-Lord</li><li>Ms. Marvel</li><li>Ghost Rider (Robbie Reyes)</li></ul><p>Marvel Tōkon: Fighting Souls is coming to PlayStation 5 and PC in 2026. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/17723102/bond5.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>We now have a closer look at the new Bond Game, which appears to take us back to the earliest days of the world’s most famous spy. </p><p>Today’s State of Play finally gave us a close-up look at 007: First Light, the upcoming James Bond game coming to us from iO Interactive. </p><p>At the risk of veering into hyperbole, it looks pretty amazing. </p><p>Many longtime Hitman players have highlighted how well-suited the developer might be for tackling the James Bond mythology, and today’s trailer certainly backed up that suspicion. The third-person action title seems to borrow liberally from what we’ve seen in the Hitman games, but definitely has an active and fast-moving pace that establishes a unique identity. </p><p class="inline-rich-content-placeholder"> </p><p>From a storytelling perspective, this new installment takes us back to Bond’s earliest days in the spy service, and the tagline “Earn the number” suggests he won’t even have that familiar 007 designation as the game begins. We see a handsome younger version of Bond offering up plenty of swagger and confidence with the ladies, but the trailer also shows off some high-octane action sequences. </p><p>We also learned that 007: First Light is on track for a release in 2026. We don’t have full details yet on platforms, but its prior announcement appearance confirmed the game for Switch 2, and today’s appearance during State of Play confirms we’ll also see the game on PS5. We’d be surprised if the game didn’t also make an appearance on Xbox and PC, but that remains to be confirmed.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/J4qY9DYE184" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/1fca295f/bond4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/e107914f/bond2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/96f6a903/bond1.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/ca67afd7/bond3.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/cfbad885/nioh1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">Nioh, the intense action RPG from Team Ninja and Koei Tecmo, is getting a third entry. Unlike the last two games, this one includes a split combat style, allowing you to swap between samurai and ninja styles. You can get a look for yourself with the trailer below.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/KXGm-JaxY54" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">The ninja style looks to be more fluid and acrobatic than the game's standard style, and in one shot, we can even see the player swap mid-battle. Stages have also expanded into open fields, which general producer Fumihiko Yasuda says will significantly increase player freedom and exploration in the game.</p><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">The trailer shows off lots of what we've come to expect from the series, including flashy attacks, elaborate boss designs, and a whole lot of swords. If it looks interesting, you're in luck – there's a demo for the game's alpha out today on the PlayStation store, complete with a character creator, but it will only be available until June 18, <a href="https://blog.playstation.com/2025/06/04/nioh-3-announced-for-ps5-limited-time-demo-available-today/">according to the PS Blog</a>. Otherwise, you can play the game when it comes out early next year.</p><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">For more from today's State of Play, you can check out <a href="https://www.gameinformer.com/state-of-play/2025/06/04/lumines-arise-gives-the-popular-puzzler-the-tetris-effect-this-fall">the reveal of the new Lumines game from the Tetris Effect developers</a> or <a href="https://www.gameinformer.com/state-of-play/2025/06/04/pragmata-capcoms-new-sci-fi-action-game-launches-next-year">our first look at gameplay of Pragmata</a>, Capcom's new IP.</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/2f424a77/fftactics.jpg" width="800" height="450" alt="Final Fantasy Tactics – The Ivalice Chronicles" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Square Enix has revealed Final Fantasy Tactics – The Ivalice Chronicles, a remaster package that includes a new and enhanced version of the original Final Fantasy Tactics and the classic version with the War of the Lions translation. It launches on September 30. </p><p>The enhanced version features fully voiced dialogue, an optimized and updated UI, graphical improvements, and a number of other quality-of-life features. The classic version unites the gameplay and visuals of the original Final Fantasy Tactics with the War of the Lions translation alongside convenient features like auto-save and more. </p><p>You can check out the Final Fantasy Tactics – The Ivalice Chronicles reveal trailer for yourself below: </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/sSC0eQdzM20" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p><em>Do you like the new look of Final Fantasy Tactics in this remaster? Let us know in the comments below!</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/45382e03/silenthill1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>We finally got a closer look at what to expect from the next installment of the horror series. </p><p>Today’s PlayStation Sate of Play gave us a deeper look at Silent Hill f, the new mainline entry for the long-running horror franchise. Silent Hill f returns players to the same style of creepy vibes they’ve come to expect, but centers the action and terror in a significantly more Japanese-inspired setting and tone. </p><p>The game follows protagonist Hinako Shimizu, a high schooler who is exploring the town of Ebisugaoka, Japan, which has been consumed by fog, and dealing with horrific monsters and puzzles in equal measure. We saw her having to navigate through an array of frightening monsters, including mannequins wielding blades. </p><p>Alongside the new glimpse of gameplay, we also finally got a release date for the game. Silent Hill f is set to arrive on September 25 for PlayStation 5, Xbox Series X/S, and PC. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/l38Q1XJ2HO8" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/e021a3bf/bloodstained1.jpg" width="800" height="450" alt="Bloodstained: The Scarlet Engagement Trailer" typeof="foaf:Image" class="image-style-body-default" /></p> <p>2019’s Bloodstained: Ritual of the Night was a well-received spiritual successor to Castlevania: Symphony of the Night by that game's mastermind, Koji Igarashi. It’s been five years since that game launched, but we’re finally getting a true follow-up with the reveal of Bloodstained: The Scarlet Engagement.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/-de45inSnWg" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>This prequel to Ritual of the Night retains the 2D Castlevania-inspired action of its predecessor. In terms of story, the game's synopsis states, "Leo and the fearless Black Wolves as they prepare to storm the cursed Ethereal Castle and confront the rising darkness. Under the command of Lord Theodore, the warriors face horrific beasts and the malevolent Demon Lord Elias in a brutal battle for humanity’s survival." The trailer also shows two characters working together to battle supernatural threats, but it’s unclear at the moment if the game features co-op.</p><p>Bloodstained: The Scarlet Engagement is coming to PlayStation 5 in 2026. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/099b905e/pragmata2.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">After <a href="https://www.gameinformer.com/capcom-showcase/2023/06/12/new-pragmata-teaser-reveals-its-been-delayed-again">an anti-trailer a few summers ago</a>, today's State of Play gave us our first real look at Pragmata, a new science fiction IP from Capcom. The trailer mainly showcases the relationship between the protagonist and a mysterious girl with technological powers who rides on his back, but it opens with a mysterious trailer for a fictional tech company called Delphi. You can watch it for yourself below.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/PdDVyBtYrUI" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">The game appears to be a third-person action game, and in the footage shown today, we see that you play as a man in a futuristic astronaut suit – think NASA body with an Iron Man mask. In a mostly-isolated space station on what appears to be Earth's moon, this protagonist has to battle a legion of robots using a pistol and handy gadgets built into his suit, like an attachment that lets him ride up walls, or jets on his waist that allow him to dodge and hover.</p><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">The star of the trailer, however, is D-I-03367, better known as Diana, who calls herself a "state-of-the-art Pragmata," which seems to be another word for a human-like android, capable of hacking and harnessing technology by pointing at it. In the trailer, we see her stun enemies and override doors, which is likely just the tip of the iceberg for her capabilities in the main game.</p><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">The trailer ends with what seems like an apology for the last time we saw the game – the note Diana wrote delaying its release is erased and replaced by a new launch window: 2026. Hopefully, that date sticks this time. For more State of Play, <a href="https://gameinformer.com/state-of-play/2025/06/04/lumines-arise-gives-the-popular-puzzler-the-tetris-effect-this-fall">check out the reveal for Lumines Arise</a>, the new title from Tetris Effect developer Enhance.</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/3c3262ac/Lumines%20Arise%20-%201.jpg" width="800" height="450" alt="Lumines Arise Trailer" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Lumines is getting the Tetris Effect treatment in the form of Lumines Arise. The upcoming puzzler enhances and reimagines the beloved series as a synesthesia-fueled experience. </p><p>From the creators of Tetris Effect: Connected, Lumines tasks players with matching ever-changing tiles to create score-multiplying combos to an eclectic soundtrack. Sporting dream-like visuals and impressive particle effects, the game looks as pleasing to the senses as its Tetris counterpart. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/SwuqiVNs058" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>A free demo will be available this summer and features single and multiplayer play. Look for Lumines Arise on PlayStation 5 and PlayStation VR2 this fall. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/06636392/deadman2.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Grasshopper Manufacture, led by Suda 51 and Ren Yamazaki, has revealed its next game after a long hiatus. It's called Romeo is a Dead Man and is due out sometime in 2026. Suda 51 describes it as an "ultra-violent science fiction" action game in which you play as Romeo Stargazer, an FBI investigator who tracks down wanted criminals across spacetime. </p><p>Revealed during today's PlayStation State of Play, it's a gore-filled, bloody action game with lots of swords, guns, and heads to explode, with some wild-looking enemies to boot. Romeo, himself, is a mysterious protagonist, but Suda 51 says there will be more to share in the future. </p><p><strong>Check it out in the Romeo is a Dead Man reveal trailer below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/nW1cE6sj6h8" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Romeo is a Dead Man is set to launch in 2026, though the trailer teases that 2026 is a "maybe." </p><p><em>Are you excited for Romeo is a Dead Man? Let us know in the comments below!</em></p>
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed some players not being able to start Friends Only servers
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Re-enabled all players to be able to use voice commands and party chatAdded more detailed options for server visibility and privacy when creating a serverThe "Use Steam Networking" checkbox has been replaced with a dropdown, allowing the creation of Local, Friends Only, Unlisted and Listed servers -- defaulting to UnlistedUsing map command by default will no longer create a join-able gameFixed a crash on exit under Linux
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed HUD scope animation exploit (GitHub fix from mastercoms)Fixed case where the door model for Match Status HUD wasn't initialized before setting the submodel (GitHub fix from rabscootle)Fixed money not automatically being collected in Mann vs. Machine respawn rooms (GitHub fix from mastercoms)Fixed stuck Mann vs. Machine bots sometimes causing spawn softlocks (GitHub fix from Mentrillum)Fixed Mann vs. Machine ammo canteens not affecting energy weapons (GitHub fix from Mentrillum)Fixed 'Shell Extension' achiemevent not working for energy weapons (GitHub fix from Mentrillum)Fixed not being able to deploy parachute after landing and becoming airborne without jump button (GitHub fix from FlaminSarge)Fixed some heap allocated KeyValues leaks (GitHub fix from Dmitry Tsarevich)Relaxed in-game chat restrictions for certain accounts
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing string for the PNG filter when using the Decal ToolAdded missing newline to the 'Unable to initialize sound capture' console messageAdded IsNextBot() method (GitHub fix from Bitl)Added support for custom mission briefings in vsh and zi game modes (GitHub fix from Gamer_X)Added convar to control max Mann vs. Machine robots (GitHub fix from ficool2)Added prediction for Thermal Thruster + self-stun (GitHub fix from wgetJane)Fixed crash with game_round_win in KOTH (GitHub fix from doclic)Fixed Mann vs. Machine status HUD not using the mini boss background for enemies in the Support groupFixed Medi Mode Auto-RP not matching lowercase input unless it begins with an 'a'Fixed backpack page buttons putting the 'New' label behind the buttonFixed character info panel not being positioned correctlyFixed The Front Runner using the wrong team color for the headset on the Stylin' styleFixed Announcer VO with static at the end of the sound (community fix from Lindon)Fixed missing lightwarp setting for the Conniver's Kunai and The Half-Zatoichi (community fix from Lindon)Fixed The Bazaar Bargain's scope being painted when using the Elfin Enamel war paintFixed commentary text not displayingFixed TFBot VScript methods SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetMission, SetPrevMission, GetMission, GetPrevMission, and HasMission using 'unsigned int' by mistakeFixed overlapping internal font names causing one font to overwrite the other for Linux clients (GitHub fix from RoseyLemonz)Fixed Casual late-joiners seeing Competitive logo on Match Status HUD doors (GitHub fix from rabscootle)Fixed Spy bots using human voice lines in Mann vs. Machine (GitHub fix from John Kvalevog)Fixed crash on VGUI menu bar button cursor entrance (GitHub fix from RGBACatlord)Fixed Mann vs. Machine bomb carrier voice line playing during normal CTF with bots (GitHub fix from mastercoms)Fixed organ props spawning from non-Vita-Saw damage (GitHub fix from Thomas Kain)Fixed uninitialized field use in CParticleEffectBinding (GitHub fix from Thomas Kain)Fixed type cast warning caused by pointer size mismatch (GitHub fix from SanyaSho)Fixed typo in Mann vs. Machine score calculation (GitHub fix from HalfMatt)Fixed missed break in logging character field save data causing incorrect logging (GitHub fix from Dmitry Tsarevich)Fixed Engineer bots soft locking on CTF maps (GitHub fix from AwfulRanger)Fixed middle mouse kicking you in PASS Time (GitHub fix from ficool2)Fixed radial fog not being enabled in 3D sky on official maps (GitHub fix from ficool2)Fixed PLAYER_FLAG_BITS truncating m_fFlags sent to clients (GitHub fix from copperpixel)Fixed prediction for jumping when The Huntsman is charged/released (GitHub fix from wgetJane)Fixed prediction for Force-A-Nature jumps (GitHub fix from wgetJane)Increased PLAYER_FLAG_BITS to 32Removed temporary player jingle files if tf_delete_temp_files (GitHub fix from AndrewBetson)Removed MFC dependency in the launcher exe (GitHub fix from Slartibarty)Updated the ConTracker 'Back' button to accommodate longer localization stringsUpdated plr_hacksaw_eventFixed erroneous and asymmetric clipping across the mapFixed pumpkin bomb quota being too low
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments
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