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<b>Verze:</b> Windows/MacOS&nbsp;&nbsp;<br />
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<a href="https://appagg.com/developer/mechanistry/?hl=cs">Mechanistry</a>
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<b>Aktualizováno:</b>
2026-04-12 07:46:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2021-09-15 07:45:03 UTC&nbsp;&nbsp;<br />

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<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
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<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
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  <b>Popis:</b>&nbsp;<br />
  Mankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. Pick one of the beaver factions and see how long your colony can last. Beaver societies Control one of two beaver factions: the nature-friendly ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  1.0.12.3-db72a8c-gm<br /><br />Note: Update 7 saves should be compatible with Timberborn 1.0, but with all the changes we’ve made, we strongly recommend starting a fresh settlement. Here’s to the new adventure!<br />New map objects<br /><br />Timberborn 1.0 makes the post-apocalyptic wasteland much more varied, thanks to the many new objects found on the maps. Map creators can use these tools prepare more meaningful challenges, and encourage unusual strategies.<br /><br />New object: Water Seep. Like Water Sources, these 2x2 objects spill out water… but only until it reaches a height of 0.8 tiles. This might sound simple, but it allows creating new wetlands-style maps with shallow, still water bodies that enable cultivation, but dry out fast and won’t sustain too many pumps.<br /><br />New map object: Badwater Seep. Same as above, but for badwater.<br /><br />New map object: Badtide Drain. This rusty pipe can be placed on flat terrain or integrated into the side of a cliff. It discharges badwater, but only during badtides. Map creators are kindly requested not to place them directly above the starting locations.<br /><br />New object: Unstable Core. This remnant of human civilization lies dormant somewhere on the map… until it doesn’t. After it activates and the warning triggers, your beavers must hurry - they can’t disable it, they can only try to mitigate the effects. As the explosion radius is up to 5 tiles, consequences may be dire.<br /><br />New object: Geothermal Field. For a beaver, the smell of sulfur means only one thing - there’s geothermal energy ready to be tapped. All you need is…<br /><br />New building: Geothermal Engine(50x Log, 30x Plank; 160 SP). Build it down on the Field, and enjoy your renewable energy courtesy of Mother Earth.<br /><br />New object: Aquifer. What looks like a small crack in the earth can become a new source of water during temperate weather. It needs some help, though.<br /><br />New building: Aquifer Drill(40x Plank, 25x Gear, 15x Metal Block; 400 SP). This one should come in handy! Build it over an Aquifer, hook it up to the power network, and spice water will flow.<br /><br />New object: Ancient Aquifer Drill. Sometimes, an old drill will already be in place on top of an Aquifer. Some power and elbow grease, and it will work like new!<br /><br />New objects: Reserve Warehouses, Tanks, and Piles. Your generation of beavers is not the first to roam the wasteland, and let’s face it, not everyone makes it. You can now find all types of resources scattered around - and even reuse that storage if needed.<br /><br />New objects: Small, Medium, and Large Relics. Despite Ma’ Ngonel’s claims, human knowledge is not that useless. Find the relics, and enjoy some free Science Points!<br /><br />New object: Thorns. These natural - yet dangerous - obstacles are now found in the wasteland, cutting some areas off. Your beavers can demolish them, but it’s a lengthy process that results in injuries. Maybe it’s time to send the asteroid bots.<br /><br />New object: Natural Dam. Similar to regular Dams (duh), these objects block water only to half a tile, allowing some to spill over.<br />Automation<br /><br />In Timberborn 1.0, you can automate your settlements’ operations. On a basic level, you could simply open and close your floodgates based on the water level in your reservoirs and maybe set off some fireworks when the badtide ends. Take it a step further and pause your Lumber Mills when you are running low on logs. Go crazy and build a fully automated utopia run by arrays of relays, gates, and valves - just make sure you hook them up correctly. Your beavers’ lives depend on it. You can see the automation in action in last week’s surprise reveal video.<br /><br />The simplest automation setup could involve a single condition that turns a building on or off. As an example, a Depth Sensor activates when the water level rises above a chosen threshold. Then, you select a pausable building, such as a Water Pump, click “Automate”, and select that Depth Sensor. As long as the Sensor stays active, the Water Pump works. When the water level falls below the threshold, the Depth Sensor becomes inactive, and the Water Pump pauses, freeing up its worker again. And that’s the gist of it! Further buildings allow you to build increasingly elaborate setups that work in beautiful, mechanical harmony.<br /><br />New feature: Automation. Most of the new buildings are found in this new category on the toolbar.<br /><br />New building: Lever (1x Plank, 2x Gear; 50 SP). Flipped manually - either via the building panel or a pinnable UI element - this is the most basic way of sending a signal. For example, you could use a single Lever to turn on multiple Lumber Mills at once.<br /><br />Added new key bindings (unassigned by default) that you can use to activate pinned Levers.<br /><br />New building: Relay(1x Plank, 1x Gear; 80 SP). Performs simple logical operations on its input signals (NOT, OR, AND, XOR, Passthrough). This way, for example, you can make Pumps turn on only when there is sufficient water depth AND your tanks are getting empty.<br /><br />New building: Flow Sensor(6x Plank, 4x Gear; 100 SP). Checks the water flow speed below its sensor.<br /><br />New building: Depth Sensor(4x Gear, 8x Scrap Metal; 200 SP). Checks the water depth below its sensor.<br /><br />New building: Contamination Sensor(8x Gear, 8x Metal Block; 400 SP). Similar to the one above, this one checks the water contamination level below the sensor.<br /><br />New building: Chronometer(8x Plank, 6x Gear; 150 SP). Sends a signal based on the time of day. This includes a custom range as well as whether it’s work time or leisure time.<br /><br />New building: Weather Station(10x Gear, 8x Treated Plank; 300 SP). You may have it send a signal when a particular season (or seasons) is in progress.<br /><br />New building: Power Meter(10x Gear, 6x Metal Block; 600 SP). Monitors power network parameters - supply, demand, surplus energy, and the charge percentage of connected batteries.<br /><br />New building: Population Counter(FT cost: 2x Plank, 2x Gear, 1x Paper; IT cost: 2x Plank, 2x Gear, 1x Metal Part; 200 SP). Checks the district or global population of a certain type (like a number of bots, unemployed beavers, contaminated kits etc.).<br /><br />New building: Resource Counter(FT cost: 4x Plank, 4x Gear, 1x Paper; IT cost: 4x Plank, 4x Gear, 1x Metal Part; 250 SP). Checks the quantity or fill percentage of a particular good in the district it’s connected to. Meet the criteria, and the signal is sent.<br /><br />New building: Science Counter(FT cost: 6x Plank, 4x Scrap Metal, 6x Paper; IT cost: 6x Plank, 4x Scrap Metal, 6x Metal Part; 300 SP). This one is pretty self-explanatory.<br /><br />New building: Indicator(2x Scrap Metal, 1x Pine Resin; 400 SP). A large cuboid that lights up. Use it to make certain information (as in: certain input signals being active) easier to notice. In addition to being visible in the game world, you can also pin it in the UI, and even make it add journal entries or show a warning when switched on.<br /><br />New building: Speaker(4x Plank, 2x Gear, 4x Metal Block; 500 SP). You may have it play music (or anything, really - you can add custom sounds, even some that would make Gary Oldman laugh until he cries). Music will play when the input signal is active - either once or continuously. You may also make it play within the game world, around the speaker, or make it heard globally.<br /><br />New building: Firework Launcher(1x Gear, 2x Treated Plank; 700 SP). If you needed a visually pleasing reward for your automation shenanigans, here’s one! The Firework Launcher is now in the game, allowing you to shoot fireworks of customizable style and frequency.<br /><br />New building: Detonator(1x Metal Block, 1x Explosives, 1x Extract; 1400 SP). And if you are really into explosions, hook up the Detonators to your Dynamite. As soon as the input signal comes through, your beavers will start blastin’.<br /><br />New building: Timer(1x Treated Plank, 1x Metal Block; 600 SP. With the Timer, you can modify other signals, for example, by delaying them or triggering an oscillation signal instead. The Timer can be set to reset at a certain condition.<br /><br />New building: Memory(1x Metal Block, 1x Extract; 100 SP). Now we’re talking! With Memory modules, you can create the most advanced automation setups - for example, a Memory can switch on when one signal comes through and then reset after receiving another.<br /><br />New building: HTTP Lever(2x Gear, 2x Scrap Metal; 5000 SP). It's like a Lever but can be switched on and off or recolored via API. Either you or your programmer friend will find a good use for it. The high science cost is only paid once and unlocks the building for all your future settlements.<br /><br />New building: HTTP Adapter(2x Gear, 4x Scrap Metal; 7500 SP). Exposes the on and off state of in-game signals via API and makes webhook calls. Or, in hooman-speak, with a moderate amount of tinkering, it can light up your IRL light bulb when your beavers are low on water. The science cost is also paid only once for all your settlements.<br />Additional buildings and automation-related changes<br /><br />While these buildings can be helpful without automation, they’re made to make the best use of the new feature.<br /><br />New building: Gate(6x Plank, 4x Gear, 4x Scrap Metal; 200 SP). You can now cut off parts of the settlement - either at will or using automation. Is badwater about to hit our town? Oh, we'd better close that shortcut path leading through the river. Want to limit access to the attractions to after-work hours only? Sure, that will finally make the beaver bean counters happy!<br /><br />New building: Clutch(2x Gear, 6x Metal Block; 400 SP). We may not have cars in the game, but with this little thing, you can easily connect or disconnect a part of your power network. The Clutch can be engaged or disengaged manually or using an input signal from one of the automation buildings.<br /><br />New building: Fill Valve(5x Plank, 5x Metal Block; 300 SP). Automatically maintains downstream water level. The water level regulation logic replicates the old Sluice, and when plugged into a Contamination Sensor, performs all of its functions.<br /><br />New building: Throttling Valve(5x Treated Plank, 5x Metal Block; 500 SP). Limits limiting flow rate, which is something that was impossible pre-1.0 with any of the existing structures. When it’s not automated, you may simply regulate its water flow limit (where 0 means “fully closed”). When automated, you can control the allowed flow rate when the input signal is off and when it’s on, as well as how quickly it adapts to changing states.<br /><br />Removed building: Sluice.Since Fill Valve and Throttling Valve can do everything that Sluice could and much more, Sluice is no longer available in the game. Sluices already placed in existing save games remain in place to ease the transition.<br /><br />Updated building: Floodgate. Without automation, a Floodgate’s behavior doesn’t change. But automate it, and you will be able to set the desired height based on whether the input signal is on or off. This gives Floodgates some of the capabilities previously reserved for Sluices.<br /><br />Updated building: Badwater Dome. You can now automate the Badwater Dome to close and open automatically.<br /><br />The tooltip for goods now lists three counters: Storage(such as goods in warehouses), Outputs(such as produce in Farmhouses), and Inputs(such as ingredients in Bakeries). Storageand Outputsare included in the main counters in the top bar because those are the goods available for whoever needs them. Inputs can optionally be included in Resource Counter measurements in some advanced setups.<br /><br />Added the &quot;Tick once&quot; key binding, defaulting to [.], which advances the game's time by one tick. Use it to analyze complex automation setups.<br />Customizable lights<br /><br />Everyone likes making settlements their own, and automation is another step towards that, so we think this deserves a separate section.<br /><br />Automation buildings share a common element: a clearly visible light. And that light’s color can be changed. Click the paintbrush icon in the upper right corner of a building’s panel to pick from a few default colors or enter the RGB code for something entirely custom.<br /><br />Color customization is especially important in the case of Indicators - they have even more prominent lights and can be pinned in the UI.<br /><br />Light color can now also be changed for buildings whose color isn't controlled by the assigned worker type. This applies to Gates, Tubeway Stations, Control Towers, Lanterns, Decorative Clocks, Numbercrunchers, Zipline Stations, Pylons and Beams.<br />Iron Teeth: Metalsmith and metal balance<br /><br />We felt that the metal production chain on the Iron Teeth side could use an update, especially since Folktails have already had their unique good in the form of Paper.<br /><br />New building: Metalsmith(30x Plank, 10x Scrap Metal; 150 SP; Iron Teeth only). Produces 1x Metal Part from 1x Scrap Metal. Consumes Logs as fuel.<br /><br />For the Iron Teeth, the Scavenger Flag is now unlocked right from the start.<br /><br />Updated Explosives Factory’s cost from 30x Plank, 30x Gear, 30x Metal Block to 30x Plank, 30x Gear, 60x Metal Part.<br /><br />Updated Oil Press’ cost from 20x Log, 20x Plank, 20x Gear to 40x Log, 10x Metal Part.<br /><br />Updated Hydroponic Garden’s cost from 20x Plank, 10x Gear, 5x Metal Block to 20x Plank, 10x Gear, 5x Metal Part.<br /><br />Updated Numbercruncher’s cost from 30x Plank, 100x Gear, 25x Metal Block to 30x Plank, 100x Gear, 50x Metal Part.<br /><br />Updated Charging Station’s cost from 5x Plank, 15x Gear, 5x Metal Block to 5x Plank, 15x Gear, 10x Metal Part.<br /><br />Updated Steam Engine’s cost from 20x Log, 25x Gear, 20x Metal Block to 20x Log, 25x Gear, 40x Metal Part.<br /><br />Updated Exercise Plaza’s cost from 50x Log, 50x Plank, 10x Metal Block to 50x Log, 50x Plank, 20x Metal Part.<br /><br />Updated Brazier’s cost from 12x Plank 2x Metal Block to 12x Plank, 4x Scrap Metal.<br /><br />Updated Beaver Bust’s cost from 5x Metal Block to 4x Scrap Metal, 2x Metal Part.<br /><br />Updated Metal Fence’s cost from 3x Metal Block to 6x Metal Part.<br /><br />Updated Flame of Unity’s cost from 300x Plank, 50x Metal Block to 300x Plank, 100x Metal Part.<br /><br />Smelters and Metal Blocks are still used for the more advanced buildings.<br />Maps<br /><br />Some Timberborn maps, both built-in and created by our talented players, are centered around a specific challenge rather than the regular sandbox gameplay. With the newly added map objects, we expect that to become even more common. To accommodate that trend, we’ve added a new map category - the Unconventional maps - with three shining new examples. We’ve also updated the existing maps.<br /><br />Added new map category: Unconventional maps. This category includes the three new maps as well as Beaverome and Diorama.<br /><br />New map: Pressure- unlike existing maps, all water and badwater sources here flow underground. Plugging up one outlet could have consequences elsewhere. There are also multiple Unstable Cores, so you have to tackle the additional timed dangers on top of the regular droughts and badtides!<br /><br />New map: Oasis. Your beavers start in a solitary green refuge in the middle of the wasteland. Fortunately, with some clever beaver engineering, you can access the Aquifers scattered around the map and bring life back to the entire area.<br /><br />New map: Spillage. This slope is full of small, irrigated enclaves. However, dangers abound in the region - should you not be careful, those areas will become anything but hospitable.<br /><br />Revised Waterfallsto make it more beginner-friendly, modern, and on par with other built-in maps.<br /><br />Added Water Seeps to: Lakes, Craters, and Helix Mountain.<br /><br />Added Geothermal Fields to: Canyon, Mountain Range, Thousand Islands, and Beaverome.<br /><br />Added Relics to: Cliffside, Craters, Meander, Mountain Range, and Thousand Islands.<br /><br />Added Thorns to: Helix Mountain and Mountain Range.<br /><br />Added Natural Dams to: Lakes.<br /><br />Added Badtide Drains to: Oasis, Canyon, Meander, and Craters.<br /><br />Craters: Increased the upper Badwater Sources' strength.<br /><br />Craters: Made small fixes to terrain.<br /><br />Lakes: Moved Ruins closer to the starting location.<br /><br />Moved Blockages closer to the starting locations on the beginner-friendly maps.<br /><br />Following an embarrassing accident involving a speeding beaver, we removed that single living tree that somehow survived in the desert on Lakes.<br /><br />Moved the misplaced trees on the Meander map.<br /><br />Updated all map thumbnails now that we have the fancy new skyboxes in the game.<br />Map Editor<br /><br />The new objects are now available in the map editor. We’ve also made some changes to how the toolbar works, and added the feature that all map creators have been asking for.<br /><br />Added Undoand Redosupport to the map editor, accessed using buttons and your usual keyboard shortcuts. This also works with map thumbnails and descriptions. If only Ol’ Kazko was still around to see it.<br /><br />Added the ability to set up delayed activation of Water Sources and Badwater Sources (and Water Seeps).<br /><br />Grouped map editor objects into new categories.<br />Spiral Stairs<br /><br />Ah, yes, the legendary design that eluded beaver engineers for years has finally made it into the game! The Spiral Stairs make it much easier to create compact routes connecting different levels of terrain and structures.<br /><br />New building: Spiral Stairs(1x Log, 4x Treated Planks; 350 SP to unlock). It finally happened!<br /><br />Renamed Wooden Stairs to Stairs.<br />Banners<br /><br />When we made it possible to paint beavers’ tails and saw how much our players liked that feature, the banners were bound to happen next. If you enjoy customizing your settlement, you may now put up banners of two types. Pick from a few faction-specific designs or use any custom image you want. Just make it safe for work, that’s all the beavers do!<br /><br />New building: Pole Banner(4x Log, 4x Plank, 1x Extract; 700 SP). Add your unique design and decorate your settlement. Using motivational posters is encouraged.<br /><br />New building: Square Banner(2x Log, 4x Plank, 1x Extract; 700 SP). The square version can be used for even grander designs. This one is for you, pixel art fans.<br />Duplication tools<br /><br />We agree that at later stages of the game, placing multiple identical workshops or warehouses gets tedious. Lo and behold - it’s now much easier! You can copy a building’s settings - for example, the chosen recipe - onto another existing building of the same type. Or, you can order the construction of a new building that will be set up the same way right away.<br /><br />Added the Copy settingstool, found in the top left corner of the building panel. The default key binding is V - this has replaced the Save camera position key binding.<br /><br />Added the Duplicatetool, found in the top left corner of the building panel. The default key binding is B.<br /><br />Both key bindings also work when the cursor is hovering over a building.<br />Visual fidelity<br /><br />A 1.0 release can’t be complete without tweaking the graphics across the board.<br /><br />Increased the game world’s brightness and contrast.<br /><br />Updated the skyboxes. The sunny day’s sky is now indeed blue, and we now have clouds and stars in the game!<br /><br />Added water and waterfall transparency to the game, enabled on Medium, High, and Ultra quality presets. Water Quality has its own setting, too.<br /><br />Added glare to water and badwater.<br /><br />Contours of underwater objects now quiver slightly.<br /><br />Wet beavers' fur is now visibly wet.<br /><br />Tweaked water particles and water visuals in tanks.<br /><br />Tweaked the terrain’s gradient.<br /><br />Improved visuals for leaves on crops and trees.<br /><br />Revised lighting distances for all buildings.<br /><br />Wood Workshops for both factions now use fewer different materials (visually, this is not a balance change).<br /><br />Added bloom to the game - you may toggle it off and on (see below). By default, Bloom is enabled on Medium graphic preset and above.<br />Granular graphics and camera settings<br /><br />It’s not just the bloom you can toggle! You can now control the quality of various elements of the game and switch off some of the more controversial or performance-heavy effects.<br /><br />Added anti-aliasing selection to the graphics settings. By default, MSAA is used on Windows, and SMAA is used on macOS. If you choose MSAA on macOS, a warning is displayed.<br /><br />Added a brightness slider to the graphics settings.<br /><br />In the settings, you can now adjust the speed of camera rotation with a mouse.<br /><br />Increased the camera’s default zoom-out limit and added an “Unlimited” checkbox to the settings.<br /><br />Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.<br />Animations<br /><br />It only took us four years (more, actually) to add the animation to beavers’ deaths! But since we hope you won’t need to watch it too often, we’ve also expanded the idle animations’ list and more.<br /><br />Added the death animation for beavers.<br /><br />Added new idle animations for beavers - kits and adults alike.<br /><br />Added shower animations.<br /><br />Water spilling through dams and floodgates is now displayed at its actual height limit.<br /><br />Made minor tweaks to the visuals of some building particles.<br /><br />Smoke particles now properly respond to environmental lighting. Praise the sun!<br /><br />Made some minor tweaks to plants’ textures.<br />Moving plant life<br /><br />By implementing moving plant life, we also aim to enhance the game’s visuals and make the world more vibrant - but since it's a significant change, it deserves a separate section.<br /><br />Added ents to the game. /jk<br /><br />Added swaying movement to all in-game plants - from crops to hedges to trees. You may notice that on a very windy day, the swaying becomes slightly more noticeable.<br />Hot dams!<br /><br />We’re updating models for the most important buildings any beaver, in-game or not, knows.<br /><br />Updated models for Dams and Levees. They’re now less box-y and more beaver-y.<br />Tutorial<br /><br />It was high time to give the tutorial a critical look. While Timberborn is a sandbox and discovering what works and what doesn’t is a huge part of the fun, the basics could be explained better - in a less linear way, while also covering more aspects of the game.<br /><br />Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.<br /><br />Rewritten and updated existing tutorial paths.<br /><br />Added many new tutorial paths, for example to introduce the well-being system, working hours, the layer tool, Vertical architecture, and more.<br /><br />Added the tutorial checkbox to the New game screen (only for Folktails).<br />Notifications and alerts<br /><br />Notifications and alerts also received an important quality pass.<br /><br />Moved the notifications (“22-2 Rotsack was born” etc.) up on the left side of the screen and made them collapsible.<br /><br />Tweaked the visuals for the alerts (“Beaver is Injured (3)” etc.), giving them a lighter, more modern style which takes less screen space.<br /><br />Opening the well-being panel from an alert now has an extra visual effect.<br /><br />Added a small notification at the start of the game.<br />Rubble changes<br /><br />By removing the rubble that you don’t give a dam about, we’re reducing clutter on the screen and, since that rubble is no longer there, the game’s performance improves a bit. It also makes sense not to eat food that has sat at the bottom of the lake for weeks. We’re also fixing an issue that sometimes occurred in the early game.<br /><br />Unpicked Rubble now disappears after 15 days. The disintegration progress is displayed on the newly added progress bar in the Rubble’s panel.<br /><br />Rubble can now be brought by builders to District Centers and Builders' Huts, and stored there in small amounts. This solves the early game soft locks happening when there are no warehouses to store a good, and no Logs to build them.<br />Waterfall flow limitations<br /><br />…are gone! You can see the difference in this curiously shaped setup pictured above.<br /><br />Removed the waterfall flow limitations, allowing water to move more naturally and without simulation restrictions. No more odd-looking waterfalls.<br />Decorations<br /><br />It’s not much, but it’s honest work.<br /><br />Shrub is now unlocked by default.<br /><br />The Wind Gauge and the Bell now have their own needs attached.<br /><br />On the toolbar, moved the Bench and the Hammock behind decorations that fulfill needs.<br /><br />On the toolbar, moved the Bulletin Pole to the end of the decorations that fulfill needs.<br /><br />Now that we have Chronometers in the game, we’ve renamed Iron Teeth’s Clock to Decorative Clock.<br /><br />Stream Gauge is now found in Decorations.<br />In-game intro<br /><br />Watch on YouTube<br /><br />Releasing the full version of the game is not just about gameplay tweaks! To celebrate the 1.0 release, we added a cinematic intro to the game. While the in-game version doesn’t use voice-over, the one we have up on YouTube, dubbed the Lore Trailer, does! It is narrated by Shaun Dooley (Elden Ring, Netflix's Witcher series). Watch it above.<br /><br />Added intro to the game.<br />User interface<br /><br />We’ve got quite a few UI-related tweaks.<br /><br />The game now displays anticipated energy output for Water Wheels while in the preview mode. Guessing games end here.<br /><br />Injury probability is now displayed in building descriptions.<br /><br />Editable text fields in the map editor’s UI are now consistently sized and have a neat frame.<br /><br />Updated the view toggles (such as the water visibility toggle) to better communicate if a particular view is toggled on or off.<br /><br />Goods are now ordered based on when they usually appear in the game instead of alphabetically. Also, badwater now has its own category on the top toolbar.<br /><br />We standardized water sources' strength units. Don’t be surprised that a water source with strength 1 now has the same strength as a source with strength 2 used to have.<br /><br />The game now displays a warning when trying to place a building in a way that would result in a flooded entrance.<br /><br />The game now displays a warning when trying to place a partially underground building with not enough room below.<br /><br />The game now displays a warning for non-functional pumps, for example if you place dynamite underneath, limiting the pipe’s length.<br /><br />The Load/Save screens now support the long-forgotten art of double-clicking.<br /><br />Added several new keybindings.<br /><br />Added missing tooltips to in-game buttons.<br /><br />Status icons displayed in the world are now always consistently updated at the same time, reducing visual noise. As a bonus, this improved performance a bit.<br /><br />Updated icons for Forester and Gravity Battery.<br /><br />The “Prioritize by haulers” checkbox is now displayed during the construction stage. Also, we’ve moved it up a bit.<br /><br />On the wonder launch screen, the Big Numbers are now separated with spaces every three digits.<br />Audio<br /><br />Ding-dong-whoosh!<br /><br />Added the snooze button sound toggle to the Bell.<br /><br />Added some missing ambient sounds to the mechanical buildings.<br />Balance<br /><br />Terrain Block now costs (and produces) 4 Dirt, down from 6.<br /><br />Dirt unit now weighs 7, up from 5.<br /><br />Demolishing crops is now faster. Go crazy with these hammers!<br /><br />Added Water to Steam Engine’s recipe (0.3 units per hour). Now that we’ve added “Steam” to the building’s name (see below), it makes perfect sense.<br /><br />Lowered logs' usage in Steam Engines to 0.1/h.<br /><br />Increased the starting adult beaver count to 9 on all difficulty levels.<br /><br />Decontamination Pods now consume 50 HP, down from 100 HP, and heal the beavers twice as fast.<br />Performance<br /><br />Improved loading times by about 25%.<br /><br />Slightly improved performance when lots of light sources are on the screen.<br /><br />Reduced the number of micro stutters.<br /><br />Reduced memory usage by over 1 GB on 256x256 maps.<br /><br />Fixed a major memory leak that caused RAM usage to keep increasing when loading saved games multiple times in the same session.<br />Modding<br /><br />With 1.0, we’re upgrading the mod creation pipeline. It’s much easier to create mods - whether you’re a veteran modder or a newbie who wants to try their hand at modding. Mods should also be more resilient to changes in the base game and other mods. We’ll cover that across a few sections. If you’ve ever wanted to add a crazy new building or translate the game into Pig Latin, read on!<br />Mod templates<br /><br />We’ve added a new way to start your modding journey. This one is as simple as it gets… and we feel that the pastry-lovers among Folktails will be satisfied.<br /><br />Added the Create Mod button to the in-game mod manager. Choose one of the predefined templates, enter the name, and voilà - your first mod is ready to be used and tweaked further. The available templates are:<br /><br />Example building. Using Blueberry Jam as a tasty example, this template showcases adding a new building to the game together with a new food production chain.<br /><br />Translation. This helps you translate the game to the language of your choice.<br /><br />Tails and banners. Use it to add templates for images used by Detailer and Banners.<br /><br />Empty. Guess what, this one simply waits to be filled with your own ideas.<br /><br />The Mod manager layout was adjusted to fit this feature. As a result, the Upload button should be less likely to be missed.<br />Mod anything with JSON<br /><br />We’ve finished what we started in Update 7, taking steps towards unifying how specifications and prefabs are defined.<br /><br />JSON files, a.k.a. Blueprints, are now used to specify virtually every in-game object, such as buildings, characters, or natural resources. We use Blueprints internally, which means you get the same powers as our development team, with easy access to every tweakable parameter.<br /><br />They work with the regular JSON files merging process that we introduced, along with the native mod support. This means modifying a building is as simple as modifying a Blueprint. Changing basic building stats can now be done in a one-line JSON.<br /><br />You can now see the Blueprint of any in-game object by selecting it in dev mode and clicking the Show Blueprint button.<br /><br />A JSON file is considered a Blueprint only if it has the .blueprint.json extension.<br /><br />Added #delete keyword for JSON merging operations, which allows you to remove existing properties from it (for example, built-in Specs from Blueprints).<br /><br />The #append JSON keyword now ignores duplicates.<br /><br />The Blueprints directory was removed. All assets contained were moved to the Resources directory.<br />Modding tools<br /><br />Our Unity modding tools were updated to support the new Blueprint approach, along with some general improvements.<br /><br />The modding documentation was rewritten and moved to our modding tools repository Wiki: https://github.com/mechanistry/timberborn-modding/wiki<br /><br />Modding tools now import additional assets from the game’s build: all Blueprints, localizations, UI styles and views, and our Unity Editor tools.<br /><br />One of these tools is the Blueprint Editor, which is our custom inspector for editing Blueprints in Unity. As almost every prefab is now a JSON file, you can edit it using Notepad or your IDE of choice, but we strongly recommend Blueprint Editor for tweaking things like colliders and block objects, or adding new Specs to your Blueprint.<br /><br />HelloWorld and OverwritesExample samples were expanded to cover more cases.<br /><br />Timbermesh files won't pull their meshes into the AssetBundle anymore (unless you explicitly ask them to, using the checkbox in their inspector).<br /><br />Modding tools` graphic settings match the game's settings now.<br /><br />Modding tools` packages were adjusted to match the game’s packages.<br /><br />FBX Exporter is now installed by default.<br />Other changes in the modders’ world<br /><br />Added the object debugging panel, letting you inspect values stored by singletons and components of the selected entity.<br /><br />The macOS warning about Rosetta being off was no longer needed and removed, as Harmony officially started supporting Apple Silicon processors.<br /><br />BaseComponent no longer inherits from MonoBehaviour, so keep in mind that for Awake, Start, or Update methods to work, your class must now implement the appropriate interface (for example, IAwakableComponent).<br /><br />Crash screens in modded and dev mode games now display the exception stack trace.<br /><br />Mods with duplicate names now include the root folder name in the mod manager.<br /><br />The obsolete StartMod method was removed from the IModStarter interface.<br /><br />Fixed a crash occurring upon loading a save with entities missing some components added by mods.<br /><br />The game no longer crashes when clicking on an object with a collider that isn’t an entity.<br /><br />We have changed how mods' enabled state is stored. This change will reset your local settings. All installed mods will be enabled again.<br /><br />Creating mods with new game modes (difficulty presets) is now easier.<br /><br />Mods with asset bundle names that end with an OS suffix but also contain a dot are now correctly associated with that OS.<br /><br />Unity Engine was updated to version 6000.3.6f1.<br />Misc.<br /><br />It is now possible to draw L-shaped setups of Paths, Tubeways, Power Shafts, Fences, and Hedges with a single mouse drag.<br /><br />The game now shows a pop-up if any issues were detected during the loading phase - for example, if the save included buildings from missing mods or an older version of the game.<br /><br />The difficulty selection now uses a vertical design. This is particularly helpful when using custom difficulty modes, which are now easier to create as a mod (see the Modding section above).<br /><br />The game now displays multiple tips on the loading screen. Yes, it took us a while.<br /><br />Added the “Unique building action” key binding (default: U). Use it to activate the unique feature of the currently selected building - for example, to launch a Wonder.<br /><br />Saplings spawned by plants marked for demolition are now also marked as such.<br /><br />On maps where it’s not possible to place a particular building, it will not show up on the toolbar (for example, you won’t see the Geothermal Engine on a map with zero Geothermal Fields).<br /><br />Cleaned up the measurement units usage across the UI, as well as how they're written. For example, the game now uses metres (m), previously used only by Ziplines, as the measurement unit for both depth and distance. Similarly, Stream Gauge uses m³/s to measure the water flow.<br /><br />When switching between buildings in the construction mode, they are now all rotated in the same direction.<br /><br />Hydroponic Gardens no longer reset their visual state if their output has not been removed yet.<br /><br />Tubeway Station can now be connected to Tubeways in front of it.<br /><br />If you have a huge number of buttons on the toolbar, for example because of the mods you have installed, they will now wrap neatly.<br /><br />Added new beaver names, courtesy of our Golden Log Awards 2025 winners.<br /><br />When renaming a beaver, a bot, or a district, the text field is now prepopulated with the old name.<br /><br />Renamed Engine to Steam Engine now that there’s also Geothermal Engine in the mix.<br /><br />Updated and slightly re-ordered in-game credits to thank our players and partners.<br /><br />Tree stumps are now deleted immediately after marking them for demolition.<br /><br />Updated icons for the &quot;Unspecified recipe&quot; and &quot;Unspecified goods&quot; warnings.<br /><br />Large Water Wheels now allow building overhangs right above them.<br /><br />Smelter’s chimney is now shorter, making it possible to use Platforms as smoking racks.<br /><br />Dormant Dynamite has slightly lower performance overhead.<br /><br />The in-game day is now longer by 0.8 real-life seconds. While this may look cosmetic, it means that 1 in-game hour is now exactly 32 ticks, and 1 in-game day is now exactly 768 ticks, without any fractions.<br /><br />Added prettier icons for worker counters in the top bar and in building descriptions.<br /><br />Removed the colon from dropdowns and switches. *insert anatomical joke*<br /><br />Brought back the &quot;It is too far from a district and cannot be reached&quot; warning when placing a building.<br /><br />Unified the layer tool's in-game capitalization to &quot;Layer tool&quot;.<br /><br />Made some small tweaks to the Polish localization.<br />Bug fixes<br /><br />Fixed Terrain Blocks not returning goods when destroyed.<br /><br />Fixed the map description field breaking when the scroll bar appeared.<br /><br />UI click sounds are no longer played multiple times after clicking a single button.<br /><br />Fixed some rare cases of tooltip flickering.<br /><br />Fixed the Floor model occasionally disappearing when switching between layers.<br /><br />Fixed the stuttering animation of Gravity Batteries.<br /><br />Wind Gauge now correctly displays the “Flooded” status when completely submerged. Kind of makes sense.<br /><br />Fixed a bug that prevented Carousel from being built if its base would be surrounded by terrain or other buildings.<br /><br />Fixed a small visual glitch on Inventor.<br /><br />Fixed the lag occurring upon placing the Dirt Excavator.<br /><br />Fixed the incorrect toolbar spacing in the map editor.<br /><br />Fixed incorrect capitalization in building descriptions.<br /><br />Larger Suspension Bridge variants now correctly use the new flavor.<br /><br />Fixed exploded beavers sometimes being teleported to another dimension.<br /><br />Fixed a bug with sluices not opening.<br /><br />Fixed the console not scrolling.<br /><br />Removed the water “curtains” visible with the transparent mode turned on.<br /><br />The building destruction sound no longer plays when exploding terrain. If you were able to hear that, congratulations.<br /><br />Contamination now spreads across the terrain in a less blocky fashion.<br /><br />Re-aligned the asymmetrical window in the Minilodge.<br /><br />Fixed a bug with the scroll position not resetting correctly in the Save Map pop-up.<br /><br />Goods icons are now correctly aligned in the goods selection pop-up.<br /><br />Stranded beavers should no longer block unfinished Stairs, Tubeways, and Ziplines from being completed.<br /><br />Fixed Folktails' tunnel construction visuals lagging behind.<br /><br />Foresters and farmers no longer take forever to remove and replace plants.<br /><br />Covering a large area with buildings - for example, placing down a lot of dynamite - no longer automatically removes the rubble beneath.<br /><br />Underground buildings, such as the Badwater Rig, now have the same depth as the sources they cover.<br /><br />Fixed issues with terrain selection and highlighting.<br /><br />Fixed the incorrect text in the settlement deletion pop-up.<br /><br />Fixed misaligned map description for maps with single-line descriptions.<br /><br />The game no longer auto-saves when the player quits after a load with backward compatibility issues.<br /><br />Rubble no longer shows unreachable status when it is moved, but remains in range.<br /><br />Fixed rounding for distance to district.<br /><br />Fixed occasional light flickering when lots of light sources are on the screen.<br /><br />Beavers building a wonder no longer turn into ghosts after loading the game.<br /><br />Power Shafts no longer emit looping sounds when inactive.<br /><br />Beavers should no longer get stuck under stairs or inside buildings.<br /><br />When using the layer tool, lights for hidden buildings are now correctly disabled.<br /><br />Mouse dragging speed is now consistent between Windows and macOS.<br /><br />Edge scrolling now works correctly for all screen edges on macOS devices with a camera notch.<br /><br />Fixed a small gap in the Pile.<br /><br />Fixed Power Shafts not connecting - visually - to the Bot Assembler.<br /><br />Power Shaft connectors are now positioned correctly.<br /><br />On the lower graphic settings, trees no longer get white edges at the bottom.<br /><br />The game no longer gets heavily confused if you rotate the camera while placing draggable buildings, such as Paths.<br /><br />A district's range is no longer drawn over Slopes.<br /><br />Fixed a bug with tooltips not being positioned properly for one frame.<br /><br />Clicking a currently selected object on a dropdown list now collapses the list.<br /><br />The progress bar for healthy plants now looks correct in all languages.<br /><br />Fixed a multithreading bug related to the water sources’ current strength.<br /><br />Cleaned up the incorrect ordering in some buildings’ panels.<br /><br />Replaced the &quot;Default worker type for new buildings&quot; label in District Centers with a shorter one that fits in one line.<br /><br />Fixed a bug causing power consumers to report power demand after game load until unpausing, even if they did not need power.<br /><br />Fully charged batteries no longer consume surplus power, which means that the remaining batteries can now charge faster.<br /><br />Fixed a bug that resulted in batteries not working in the first tick after game load or after new buildings were added to, or removed from, the power network.<br /><br />Fixed some buildings not animating immediately after loading a game.<br /><br />Water and building animations should now smoothly adjust when you change in-game speed.<br /><br />Lumberjacks are now slightly less eager. If the tree they were about to cut becomes unmarked for cutting, they will obey that order and give up.<br /><br />Looong building names should no longer overlap with the buildings’ power requirements.<br /><br />Fixed range previews being visible when placing certain buildings (such as a Beehive) while the buildings were not.<br /><br />Network highlighting for finished mechanical buildings and shafts now excludes construction sites.<br /><br />Fixed a small visual glitch with how the district connection - the green line - is displayed at the District Center’s entrance.<br /><br />Fluid Dump's particles are no longer visible under terrain after loading a save.<br /><br />It is no longer possible to place an Impermeable Floor on one of the Campfire's tiles.<br /><br />The goggles of the Iron Teeth wonder's workers have the correct blue color and no longer emit light. Worry not, a pilot is cool as heck no matter what.<br /><br />Fixed a crash caused by entering some dangerous characters in settlement names.<br /><br />Fixed a crash upon loading caused by modded animated buildings found in the savefile (read: when loading a modded game without mods).<br /><br />Fixed a crash caused by trying to route a zipline in a way that could result in a fatal collision with the Gravity Battery’s cable.<br /><br />Fixed a crash in the map editor when you tried to update a really old map.<br /><br />The game no longer crashes if you linger too much when choosing your settlement’s name.<br /><br />Fixed a crash when using certain digits in district names.<br /><br />Fixed a crash caused by deleting a storage while some beaver was thinking about it.<br /><br />Fixed a crash caused by trying to connect two districts without a District Crossing in between.<br /><br />Fixed a crash caused by deleting cut trees that didn't have all logs picked up yet.<br />1.0.12.3-db72a8c-gw<br /><br />Note: Update 7 saves should be compatible with Timberborn 1.0, but with all the changes we’ve made, we strongly recommend starting a fresh settlement. Here’s to the new adventure!<br />New map objects<br /><br />Timberborn 1.0 makes the post-apocalyptic wasteland much more varied, thanks to the many new objects found on the maps. Map creators can use these tools prepare more meaningful challenges, and encourage unusual strategies.<br /><br />New object: Water Seep. Like Water Sources, these 2x2 objects spill out water… but only until it reaches a height of 0.8 tiles. This might sound simple, but it allows creating new wetlands-style maps with shallow, still water bodies that enable cultivation, but dry out fast and won’t sustain too many pumps.<br /><br />New map object: Badwater Seep. Same as above, but for badwater.<br /><br />New map object: Badtide Drain. This rusty pipe can be placed on flat terrain or integrated into the side of a cliff. It discharges badwater, but only during badtides. Map creators are kindly requested not to place them directly above the starting locations.<br /><br />New object: Unstable Core. This remnant of human civilization lies dormant somewhere on the map… until it doesn’t. After it activates and the warning triggers, your beavers must hurry - they can’t disable it, they can only try to mitigate the effects. As the explosion radius is up to 5 tiles, consequences may be dire.<br /><br />New object: Geothermal Field. For a beaver, the smell of sulfur means only one thing - there’s geothermal energy ready to be tapped. All you need is…<br /><br />New building: Geothermal Engine(50x Log, 30x Plank; 160 SP). Build it down on the Field, and enjoy your renewable energy courtesy of Mother Earth.<br /><br />New object: Aquifer. What looks like a small crack in the earth can become a new source of water during temperate weather. It needs some help, though.<br /><br />New building: Aquifer Drill(40x Plank, 25x Gear, 15x Metal Block; 400 SP). This one should come in handy! Build it over an Aquifer, hook it up to the power network, and spice water will flow.<br /><br />New object: Ancient Aquifer Drill. Sometimes, an old drill will already be in place on top of an Aquifer. Some power and elbow grease, and it will work like new!<br /><br />New objects: Reserve Warehouses, Tanks, and Piles. Your generation of beavers is not the first to roam the wasteland, and let’s face it, not everyone makes it. You can now find all types of resources scattered around - and even reuse that storage if needed.<br /><br />New objects: Small, Medium, and Large Relics. Despite Ma’ Ngonel’s claims, human knowledge is not that useless. Find the relics, and enjoy some free Science Points!<br /><br />New object: Thorns. These natural - yet dangerous - obstacles are now found in the wasteland, cutting some areas off. Your beavers can demolish them, but it’s a lengthy process that results in injuries. Maybe it’s time to send the asteroid bots.<br /><br />New object: Natural Dam. Similar to regular Dams (duh), these objects block water only to half a tile, allowing some to spill over.<br />Automation<br /><br />In Timberborn 1.0, you can automate your settlements’ operations. On a basic level, you could simply open and close your floodgates based on the water level in your reservoirs and maybe set off some fireworks when the badtide ends. Take it a step further and pause your Lumber Mills when you are running low on logs. Go crazy and build a fully automated utopia run by arrays of relays, gates, and valves - just make sure you hook them up correctly. Your beavers’ lives depend on it. You can see the automation in action in last week’s surprise reveal video.<br /><br />The simplest automation setup could involve a single condition that turns a building on or off. As an example, a Depth Sensor activates when the water level rises above a chosen threshold. Then, you select a pausable building, such as a Water Pump, click “Automate”, and select that Depth Sensor. As long as the Sensor stays active, the Water Pump works. When the water level falls below the threshold, the Depth Sensor becomes inactive, and the Water Pump pauses, freeing up its worker again. And that’s the gist of it! Further buildings allow you to build increasingly elaborate setups that work in beautiful, mechanical harmony.<br /><br />New feature: Automation. Most of the new buildings are found in this new category on the toolbar.<br /><br />New building: Lever (1x Plank, 2x Gear; 50 SP). Flipped manually - either via the building panel or a pinnable UI element - this is the most basic way of sending a signal. For example, you could use a single Lever to turn on multiple Lumber Mills at once.<br /><br />Added new key bindings (unassigned by default) that you can use to activate pinned Levers.<br /><br />New building: Relay(1x Plank, 1x Gear; 80 SP). Performs simple logical operations on its input signals (NOT, OR, AND, XOR, Passthrough). This way, for example, you can make Pumps turn on only when there is sufficient water depth AND your tanks are getting empty.<br /><br />New building: Flow Sensor(6x Plank, 4x Gear; 100 SP). Checks the water flow speed below its sensor.<br /><br />New building: Depth Sensor(4x Gear, 8x Scrap Metal; 200 SP). Checks the water depth below its sensor.<br /><br />New building: Contamination Sensor(8x Gear, 8x Metal Block; 400 SP). Similar to the one above, this one checks the water contamination level below the sensor.<br /><br />New building: Chronometer(8x Plank, 6x Gear; 150 SP). Sends a signal based on the time of day. This includes a custom range as well as whether it’s work time or leisure time.<br /><br />New building: Weather Station(10x Gear, 8x Treated Plank; 300 SP). You may have it send a signal when a particular season (or seasons) is in progress.<br /><br />New building: Power Meter(10x Gear, 6x Metal Block; 600 SP). Monitors power network parameters - supply, demand, surplus energy, and the charge percentage of connected batteries.<br /><br />New building: Population Counter(FT cost: 2x Plank, 2x Gear, 1x Paper; IT cost: 2x Plank, 2x Gear, 1x Metal Part; 200 SP). Checks the district or global population of a certain type (like a number of bots, unemployed beavers, contaminated kits etc.).<br /><br />New building: Resource Counter(FT cost: 4x Plank, 4x Gear, 1x Paper; IT cost: 4x Plank, 4x Gear, 1x Metal Part; 250 SP). Checks the quantity or fill percentage of a particular good in the district it’s connected to. Meet the criteria, and the signal is sent.<br /><br />New building: Science Counter(FT cost: 6x Plank, 4x Scrap Metal, 6x Paper; IT cost: 6x Plank, 4x Scrap Metal, 6x Metal Part; 300 SP). This one is pretty self-explanatory.<br /><br />New building: Indicator(2x Scrap Metal, 1x Pine Resin; 400 SP). A large cuboid that lights up. Use it to make certain information (as in: certain input signals being active) easier to notice. In addition to being visible in the game world, you can also pin it in the UI, and even make it add journal entries or show a warning when switched on.<br /><br />New building: Speaker(4x Plank, 2x Gear, 4x Metal Block; 500 SP). You may have it play music (or anything, really - you can add custom sounds, even some that would make Gary Oldman laugh until he cries). Music will play when the input signal is active - either once or continuously. You may also make it play within the game world, around the speaker, or make it heard globally.<br /><br />New building: Firework Launcher(1x Gear, 2x Treated Plank; 700 SP). If you needed a visually pleasing reward for your automation shenanigans, here’s one! The Firework Launcher is now in the game, allowing you to shoot fireworks of customizable style and frequency.<br /><br />New building: Detonator(1x Metal Block, 1x Explosives, 1x Extract; 1400 SP). And if you are really into explosions, hook up the Detonators to your Dynamite. As soon as the input signal comes through, your beavers will start blastin’.<br /><br />New building: Timer(1x Treated Plank, 1x Metal Block; 600 SP. With the Timer, you can modify other signals, for example, by delaying them or triggering an oscillation signal instead. The Timer can be set to reset at a certain condition.<br /><br />New building: Memory(1x Metal Block, 1x Extract; 100 SP). Now we’re talking! With Memory modules, you can create the most advanced automation setups - for example, a Memory can switch on when one signal comes through and then reset after receiving another.<br /><br />New building: HTTP Lever(2x Gear, 2x Scrap Metal; 5000 SP). It's like a Lever but can be switched on and off or recolored via API. Either you or your programmer friend will find a good use for it. The high science cost is only paid once and unlocks the building for all your future settlements.<br /><br />New building: HTTP Adapter(2x Gear, 4x Scrap Metal; 7500 SP). Exposes the on and off state of in-game signals via API and makes webhook calls. Or, in hooman-speak, with a moderate amount of tinkering, it can light up your IRL light bulb when your beavers are low on water. The science cost is also paid only once for all your settlements.<br />Additional buildings and automation-related changes<br /><br />While these buildings can be helpful without automation, they’re made to make the best use of the new feature.<br /><br />New building: Gate(6x Plank, 4x Gear, 4x Scrap Metal; 200 SP). You can now cut off parts of the settlement - either at will or using automation. Is badwater about to hit our town? Oh, we'd better close that shortcut path leading through the river. Want to limit access to the attractions to after-work hours only? Sure, that will finally make the beaver bean counters happy!<br /><br />New building: Clutch(2x Gear, 6x Metal Block; 400 SP). We may not have cars in the game, but with this little thing, you can easily connect or disconnect a part of your power network. The Clutch can be engaged or disengaged manually or using an input signal from one of the automation buildings.<br /><br />New building: Fill Valve(5x Plank, 5x Metal Block; 300 SP). Automatically maintains downstream water level. The water level regulation logic replicates the old Sluice, and when plugged into a Contamination Sensor, performs all of its functions.<br /><br />New building: Throttling Valve(5x Treated Plank, 5x Metal Block; 500 SP). Limits limiting flow rate, which is something that was impossible pre-1.0 with any of the existing structures. When it’s not automated, you may simply regulate its water flow limit (where 0 means “fully closed”). When automated, you can control the allowed flow rate when the input signal is off and when it’s on, as well as how quickly it adapts to changing states.<br /><br />Removed building: Sluice.Since Fill Valve and Throttling Valve can do everything that Sluice could and much more, Sluice is no longer available in the game. Sluices already placed in existing save games remain in place to ease the transition.<br /><br />Updated building: Floodgate. Without automation, a Floodgate’s behavior doesn’t change. But automate it, and you will be able to set the desired height based on whether the input signal is on or off. This gives Floodgates some of the capabilities previously reserved for Sluices.<br /><br />Updated building: Badwater Dome. You can now automate the Badwater Dome to close and open automatically.<br /><br />The tooltip for goods now lists three counters: Storage(such as goods in warehouses), Outputs(such as produce in Farmhouses), and Inputs(such as ingredients in Bakeries). Storageand Outputsare included in the main counters in the top bar because those are the goods available for whoever needs them. Inputs can optionally be included in Resource Counter measurements in some advanced setups.<br /><br />Added the &quot;Tick once&quot; key binding, defaulting to [.], which advances the game's time by one tick. Use it to analyze complex automation setups.<br />Customizable lights<br /><br />Everyone likes making settlements their own, and automation is another step towards that, so we think this deserves a separate section.<br /><br />Automation buildings share a common element: a clearly visible light. And that light’s color can be changed. Click the paintbrush icon in the upper right corner of a building’s panel to pick from a few default colors or enter the RGB code for something entirely custom.<br /><br />Color customization is especially important in the case of Indicators - they have even more prominent lights and can be pinned in the UI.<br /><br />Light color can now also be changed for buildings whose color isn't controlled by the assigned worker type. This applies to Gates, Tubeway Stations, Control Towers, Lanterns, Decorative Clocks, Numbercrunchers, Zipline Stations, Pylons and Beams.<br />Iron Teeth: Metalsmith and metal balance<br /><br />We felt that the metal production chain on the Iron Teeth side could use an update, especially since Folktails have already had their unique good in the form of Paper.<br /><br />New building: Metalsmith(30x Plank, 10x Scrap Metal; 150 SP; Iron Teeth only). Produces 1x Metal Part from 1x Scrap Metal. Consumes Logs as fuel.<br /><br />For the Iron Teeth, the Scavenger Flag is now unlocked right from the start.<br /><br />Updated Explosives Factory’s cost from 30x Plank, 30x Gear, 30x Metal Block to 30x Plank, 30x Gear, 60x Metal Part.<br /><br />Updated Oil Press’ cost from 20x Log, 20x Plank, 20x Gear to 40x Log, 10x Metal Part.<br /><br />Updated Hydroponic Garden’s cost from 20x Plank, 10x Gear, 5x Metal Block to 20x Plank, 10x Gear, 5x Metal Part.<br /><br />Updated Numbercruncher’s cost from 30x Plank, 100x Gear, 25x Metal Block to 30x Plank, 100x Gear, 50x Metal Part.<br /><br />Updated Charging Station’s cost from 5x Plank, 15x Gear, 5x Metal Block to 5x Plank, 15x Gear, 10x Metal Part.<br /><br />Updated Steam Engine’s cost from 20x Log, 25x Gear, 20x Metal Block to 20x Log, 25x Gear, 40x Metal Part.<br /><br />Updated Exercise Plaza’s cost from 50x Log, 50x Plank, 10x Metal Block to 50x Log, 50x Plank, 20x Metal Part.<br /><br />Updated Brazier’s cost from 12x Plank 2x Metal Block to 12x Plank, 4x Scrap Metal.<br /><br />Updated Beaver Bust’s cost from 5x Metal Block to 4x Scrap Metal, 2x Metal Part.<br /><br />Updated Metal Fence’s cost from 3x Metal Block to 6x Metal Part.<br /><br />Updated Flame of Unity’s cost from 300x Plank, 50x Metal Block to 300x Plank, 100x Metal Part.<br /><br />Smelters and Metal Blocks are still used for the more advanced buildings.<br />Maps<br /><br />Some Timberborn maps, both built-in and created by our talented players, are centered around a specific challenge rather than the regular sandbox gameplay. With the newly added map objects, we expect that to become even more common. To accommodate that trend, we’ve added a new map category - the Unconventional maps - with three shining new examples. We’ve also updated the existing maps.<br /><br />Added new map category: Unconventional maps. This category includes the three new maps as well as Beaverome and Diorama.<br /><br />New map: Pressure- unlike existing maps, all water and badwater sources here flow underground. Plugging up one outlet could have consequences elsewhere. There are also multiple Unstable Cores, so you have to tackle the additional timed dangers on top of the regular droughts and badtides!<br /><br />New map: Oasis. Your beavers start in a solitary green refuge in the middle of the wasteland. Fortunately, with some clever beaver engineering, you can access the Aquifers scattered around the map and bring life back to the entire area.<br /><br />New map: Spillage. This slope is full of small, irrigated enclaves. However, dangers abound in the region - should you not be careful, those areas will become anything but hospitable.<br /><br />Revised Waterfallsto make it more beginner-friendly, modern, and on par with other built-in maps.<br /><br />Added Water Seeps to: Lakes, Craters, and Helix Mountain.<br /><br />Added Geothermal Fields to: Canyon, Mountain Range, Thousand Islands, and Beaverome.<br /><br />Added Relics to: Cliffside, Craters, Meander, Mountain Range, and Thousand Islands.<br /><br />Added Thorns to: Helix Mountain and Mountain Range.<br /><br />Added Natural Dams to: Lakes.<br /><br />Added Badtide Drains to: Oasis, Canyon, Meander, and Craters.<br /><br />Craters: Increased the upper Badwater Sources' strength.<br /><br />Craters: Made small fixes to terrain.<br /><br />Lakes: Moved Ruins closer to the starting location.<br /><br />Moved Blockages closer to the starting locations on the beginner-friendly maps.<br /><br />Following an embarrassing accident involving a speeding beaver, we removed that single living tree that somehow survived in the desert on Lakes.<br /><br />Moved the misplaced trees on the Meander map.<br /><br />Updated all map thumbnails now that we have the fancy new skyboxes in the game.<br />Map Editor<br /><br />The new objects are now available in the map editor. We’ve also made some changes to how the toolbar works, and added the feature that all map creators have been asking for.<br /><br />Added Undoand Redosupport to the map editor, accessed using buttons and your usual keyboard shortcuts. This also works with map thumbnails and descriptions. If only Ol’ Kazko was still around to see it.<br /><br />Added the ability to set up delayed activation of Water Sources and Badwater Sources (and Water Seeps).<br /><br />Grouped map editor objects into new categories.<br />Spiral Stairs<br /><br />Ah, yes, the legendary design that eluded beaver engineers for years has finally made it into the game! The Spiral Stairs make it much easier to create compact routes connecting different levels of terrain and structures.<br /><br />New building: Spiral Stairs(1x Log, 4x Treated Planks; 350 SP to unlock). It finally happened!<br /><br />Renamed Wooden Stairs to Stairs.<br />Banners<br /><br />When we made it possible to paint beavers’ tails and saw how much our players liked that feature, the banners were bound to happen next. If you enjoy customizing your settlement, you may now put up banners of two types. Pick from a few faction-specific designs or use any custom image you want. Just make it safe for work, that’s all the beavers do!<br /><br />New building: Pole Banner(4x Log, 4x Plank, 1x Extract; 700 SP). Add your unique design and decorate your settlement. Using motivational posters is encouraged.<br /><br />New building: Square Banner(2x Log, 4x Plank, 1x Extract; 700 SP). The square version can be used for even grander designs. This one is for you, pixel art fans.<br />Duplication tools<br /><br />We agree that at later stages of the game, placing multiple identical workshops or warehouses gets tedious. Lo and behold - it’s now much easier! You can copy a building’s settings - for example, the chosen recipe - onto another existing building of the same type. Or, you can order the construction of a new building that will be set up the same way right away.<br /><br />Added the Copy settingstool, found in the top left corner of the building panel. The default key binding is V - this has replaced the Save camera position key binding.<br /><br />Added the Duplicatetool, found in the top left corner of the building panel. The default key binding is B.<br /><br />Both key bindings also work when the cursor is hovering over a building.<br />Visual fidelity<br /><br />A 1.0 release can’t be complete without tweaking the graphics across the board.<br /><br />Increased the game world’s brightness and contrast.<br /><br />Updated the skyboxes. The sunny day’s sky is now indeed blue, and we now have clouds and stars in the game!<br /><br />Added water and waterfall transparency to the game, enabled on Medium, High, and Ultra quality presets. Water Quality has its own setting, too.<br /><br />Added glare to water and badwater.<br /><br />Contours of underwater objects now quiver slightly.<br /><br />Wet beavers' fur is now visibly wet.<br /><br />Tweaked water particles and water visuals in tanks.<br /><br />Tweaked the terrain’s gradient.<br /><br />Improved visuals for leaves on crops and trees.<br /><br />Revised lighting distances for all buildings.<br /><br />Wood Workshops for both factions now use fewer different materials (visually, this is not a balance change).<br /><br />Added bloom to the game - you may toggle it off and on (see below). By default, Bloom is enabled on Medium graphic preset and above.<br />Granular graphics and camera settings<br /><br />It’s not just the bloom you can toggle! You can now control the quality of various elements of the game and switch off some of the more controversial or performance-heavy effects.<br /><br />Added anti-aliasing selection to the graphics settings. By default, MSAA is used on Windows, and SMAA is used on macOS. If you choose MSAA on macOS, a warning is displayed.<br /><br />Added a brightness slider to the graphics settings.<br /><br />In the settings, you can now adjust the speed of camera rotation with a mouse.<br /><br />Increased the camera’s default zoom-out limit and added an “Unlimited” checkbox to the settings.<br /><br />Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.<br />Animations<br /><br />It only took us four years (more, actually) to add the animation to beavers’ deaths! But since we hope you won’t need to watch it too often, we’ve also expanded the idle animations’ list and more.<br /><br />Added the death animation for beavers.<br /><br />Added new idle animations for beavers - kits and adults alike.<br /><br />Added shower animations.<br /><br />Water spilling through dams and floodgates is now displayed at its actual height limit.<br /><br />Made minor tweaks to the visuals of some building particles.<br /><br />Smoke particles now properly respond to environmental lighting. Praise the sun!<br /><br />Made some minor tweaks to plants’ textures.<br />Moving plant life<br /><br />By implementing moving plant life, we also aim to enhance the game’s visuals and make the world more vibrant - but since it's a significant change, it deserves a separate section.<br /><br />Added ents to the game. /jk<br /><br />Added swaying movement to all in-game plants - from crops to hedges to trees. You may notice that on a very windy day, the swaying becomes slightly more noticeable.<br />Hot dams!<br /><br />We’re updating models for the most important buildings any beaver, in-game or not, knows.<br /><br />Updated models for Dams and Levees. They’re now less box-y and more beaver-y.<br />Tutorial<br /><br />It was high time to give the tutorial a critical look. While Timberborn is a sandbox and discovering what works and what doesn’t is a huge part of the fun, the basics could be explained better - in a less linear way, while also covering more aspects of the game.<br /><br />Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.<br /><br />Rewritten and updated existing tutorial paths.<br /><br />Added many new tutorial paths, for example to introduce the well-being system, working hours, the layer tool, Vertical architecture, and more.<br /><br />Added the tutorial checkbox to the New game screen (only for Folktails).<br />Notifications and alerts<br /><br />Notifications and alerts also received an important quality pass.<br /><br />Moved the notifications (“22-2 Rotsack was born” etc.) up on the left side of the screen and made them collapsible.<br /><br />Tweaked the visuals for the alerts (“Beaver is Injured (3)” etc.), giving them a lighter, more modern style which takes less screen space.<br /><br />Opening the well-being panel from an alert now has an extra visual effect.<br /><br />Added a small notification at the start of the game.<br />Rubble changes<br /><br />By removing the rubble that you don’t give a dam about, we’re reducing clutter on the screen and, since that rubble is no longer there, the game’s performance improves a bit. It also makes sense not to eat food that has sat at the bottom of the lake for weeks. We’re also fixing an issue that sometimes occurred in the early game.<br /><br />Unpicked Rubble now disappears after 15 days. The disintegration progress is displayed on the newly added progress bar in the Rubble’s panel.<br /><br />Rubble can now be brought by builders to District Centers and Builders' Huts, and stored there in small amounts. This solves the early game soft locks happening when there are no warehouses to store a good, and no Logs to build them.<br />Waterfall flow limitations<br /><br />…are gone! You can see the difference in this curiously shaped setup pictured above.<br /><br />Removed the waterfall flow limitations, allowing water to move more naturally and without simulation restrictions. No more odd-looking waterfalls.<br />Decorations<br /><br />It’s not much, but it’s honest work.<br /><br />Shrub is now unlocked by default.<br /><br />The Wind Gauge and the Bell now have their own needs att&nbsp;<br /><br />

<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/timberborn-40497467.html?hl=cs"><b>Timberborn</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 07:46:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[The Black Within – (GOG Hry)]]></title>
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<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $6.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 8&nbsp;(3.4)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/waleedzo/?hl=cs">waleedzo</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:41:02 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2024-05-30 07:40:50 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
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<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-1.gog-statics.com/2d1f8c227a3fbd42695ddebc1f8457b1c3777b6c97deaf6d9f5c82d831e93b05_ggvgl_2x.jpg"
    alt="The Black Within - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  The Black Within is a single-player first-person psychological horror. When selling her soul for fame and fortune, Laila Rose faces the consequences of her actions. A tale of Greed, fear, and change. The year is 2007, you play as Laila Rose, ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/the-black-within-40497399.html?hl=cs"><b>The Black Within</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 07:41:02 GMT</pubDate>
</item>

<item>
<title><![CDATA[Train Valley 2: Workshop Gems - Emerald – (GOG Hry)]]></title>
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<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $5.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0&nbsp;(3.0)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/Linux/MacOS&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/meta-publishing/?hl=cs">META Publishing</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:35:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2022-11-16 07:34:52 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
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<p>
  <img
    border="0"
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    height="200"
    src="https://images-3.gog-statics.com/835efc075a0d0c7a5d094ad44f8cadcbb5c0eeafa8a6722cae65bc8b9bfd9b6e_ggvgl_2x.jpg"
    alt="Train Valley 2: Workshop Gems - Emerald - Windows/Linux/MacOS - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Train Valley 2 community is a gem! You are full of creativity and outstanding ideas that help us move forward with the game. Our railway network is growing fast, and we are close to reaching 2000 community-made levels. We have picked some of ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/train-valley-2-workshop-gems-emerald-40497305.html?hl=cs"><b>Train Valley 2: Workshop Gems - Emerald</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 07:35:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Wanderlust: Travel Stories – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/wanderlust-travel-stories-40497290.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/wanderlust-travel-stories-40497290.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $14.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 25&nbsp;(3.6)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/Linux/MacOS&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/pretty-soon/?hl=cs">Pretty Soon</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:34:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2019-09-26 07:33:52 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
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&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-3.gog-statics.com/0c596cf042f31aaeff8548da4e309cd9925e0d821d76d6f9285d6a05d02644a9_ggvgl_2x.jpg"
    alt="Wanderlust: Travel Stories - Windows/Linux/MacOS - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  In a bar, on the world's most remote island, a group of strangers share their stories. Step into their shoes and experience travel from distinct perspectives. This collection of playable novels is inspired by real events and places but the ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  Update 1.5 (5 November 2019)<br /><br />Listening to your feedback we revamped the beginning of the game and made some of the underlying mechanics more clear. We also increased general stability and fixed some minor issues.<br /><br />If you encounter any problems, we’re there to help, at support@differenttales.com&nbsp;<br /><br />

<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/wanderlust-travel-stories-40497290.html?hl=cs"><b>Wanderlust: Travel Stories</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 07:34:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Sengoku Dynasty – (GOG Hry)]]></title>
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<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $29.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 35&nbsp;(4.2)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/toplitz-productions/?hl=cs">Toplitz Productions</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:34:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2024-11-07 07:33:13 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
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<p>
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    height="200"
    src="https://images-3.gog-statics.com/d4280981fe9545600fc1c695a139f8a3a9e71970ac1de4cb28bfdbd5894ed6e4_ggvgl_2x.jpg"
    alt="Sengoku Dynasty - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Build a life, cultivate your community and start a dynasty in a region once devastated by famine and war. Play solo or in co-op multiplayer and explore a beautiful open world. Gather resources, craft, hunt and build, then automate your ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/sengoku-dynasty-40497281.html?hl=cs"><b>Sengoku Dynasty</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 07:34:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Sengoku Dynasty - Guide Edition – (GOG Hry)]]></title>
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<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $38.52






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/toplitz-productions/?hl=cs">Toplitz Productions</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:32:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2024-11-07 07:31:34 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
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&nbsp;
<p>
  <img
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    src="https://images-2.gog-statics.com/c0f7eab9ccece31fdcd1597e1feb372a50e0d0f53c7c5dcd41ed68739d2dac96_ggvgl_2x.jpg"
    alt="Sengoku Dynasty - Guide Edition - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  With the Guide Edition to Sengoku Dynasty you'll have all the means to ensure your survival in feudal Japan. This bundle contains: The Full Game (currently in Early Access) Build and manage villages in an open-world feudal Japan. Survive, ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/sengoku-dynasty-guide-edition-40497259.html?hl=cs"><b>Sengoku Dynasty - Guide Edition</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 07:32:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Sengoku Dynasty - Ultimate Edition – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/sengoku-dynasty-ultimate-edition-40497250.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/sengoku-dynasty-ultimate-edition-40497250.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $51.16






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/toplitz-productions/?hl=cs">Toplitz Productions</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:32:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2024-11-07 07:31:05 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/13f0c213ed5326f2a7d4694ae5e6e2d0bf6cea7a2dcf7298b209e8c8487f6603_ggvgl_2x.jpg"
    alt="Sengoku Dynasty - Ultimate Edition - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  This pack of digital goodies will enhance your adventure in feudal Japan. Enjoy the sounds of Sengoku Dynasty with the Original Soundtrack or dive into the background story and historical facts with the complete pack of the Scrolls of ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/sengoku-dynasty-ultimate-edition-40497250.html?hl=cs"><b>Sengoku Dynasty - Ultimate Edition</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 07:32:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Two Point Hospital: A Stitch in Time – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/two-point-hospital-a-stitch-in-time-40497228.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/two-point-hospital-a-stitch-in-time-40497228.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $8.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0&nbsp;(5.0)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/sega/?hl=cs">SEGA</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:30:02 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2021-02-23 07:29:32 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-1.gog-statics.com/d00ae5103a1b378ea4e4e8d5afeb95aaeef86ecc4936e30452e18ddbda229500_ggvgl_2x.jpg"
    alt="Two Point Hospital: A Stitch in Time - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Two Point Hospital: A Stitch in Time Hey, how you doin'? What if I told you that you could travel through space and time for a highly competitive price? Now you're saying &quot;what's the catch?&quot;, am I right, or am I right? Well, that's the best ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/two-point-hospital-a-stitch-in-time-40497228.html?hl=cs"><b>Two Point Hospital: A Stitch in Time</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 07:30:02 GMT</pubDate>
</item>

<item>
<title><![CDATA[Two Point Hospital: Bigfoot – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/two-point-hospital-bigfoot-40497137.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/two-point-hospital-bigfoot-40497137.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $8.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 1&nbsp;(4.5)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/sega/?hl=cs">SEGA</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:24:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2018-12-05 07:23:52 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-3.gog-statics.com/af8721c2bc87128577259c30e14e4be9ffae8b0c6274ae4fa57a52996e6ff1dc_ggvgl_2x.jpg"
    alt="Two Point Hospital: Bigfoot - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Explore a new wintery region, featuring three brand new hospitals, 34 new region-specific illnesses (including 9 new visual illnesses), and a whole host of new in-game items. Local celebri-yeti Bartholomew F. Yeti, the otherwise reclusive ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/two-point-hospital-bigfoot-40497137.html?hl=cs"><b>Two Point Hospital: Bigfoot</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 07:24:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Crookz - The Big Heist – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/crookz-the-big-heist-40497033.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/crookz-the-big-heist-40497033.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $9.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 18&nbsp;(3.8)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/MacOS&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/kalypso-media-digital/?hl=cs">Kalypso Media Digital</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 07:18:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2015-08-25 07:17:24 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-1.gog-statics.com/bfb4685e46e1cdde272b04922469d6c77e222a2b17352d6eb651d91d651db868_ggvgl_2x.jpg"
    alt="Crookz - The Big Heist - Windows/MacOS - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  It s the 1970 s: the era of Funk, flared jeans and disco-fueled Saturday nights. A crack team of expert thieves turn Grand Larceny into an art-form by using their many talents to break into the richest homes and steal the finest jewelry all ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  Installer update (16th December 2017) [macOS Only]<br /><br />Installer update - No game files were changed.<br />Windows Update (04th December 2017) [Windows Only]<br /><br />Installer maintenance update - No game files were changed.<br />OSX hotfix (12th January 2017) [OSX only]<br /><br />Corrects language selection issue - language will now correctly switch based on system language<br />Patch gog-4 (28 June 2016)<br /><br />Language selector fixed<br />Patch 24360 (05.10.2015)Bugs fixed <br /><br />﻿Fort Mason: Game crashes to desktop when guards are locked in<br /><br />Fort Mason Challenge 1: Not all optional treasures can be collected<br /><br />MacOS: Focus loss caused permanent mouse invisibility<br /><br />Savegames: Exit in Museum sometimes not useable after loading story_autosave<br /> Other <br /><br />Added J and K as hotkeys for camera Zoom<br /><br />Added tutorial instructions for magic mouse (mac only)<br /><br />Updated GOG API and added expanded leaderboard functionality&nbsp;<br /><br />

<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/crookz-the-big-heist-40497033.html?hl=cs"><b>Crookz - The Big Heist</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 07:18:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Two Point Hospital: Fancy Dress Pack – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/two-point-hospital-fancy-dress-pack-40496486.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/two-point-hospital-fancy-dress-pack-40496486.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $4.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0&nbsp;(5.0)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/sega/?hl=cs">SEGA</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:44:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2020-10-20 06:43:51 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-4.gog-statics.com/3c6f51e8b18ab4f6e9ae7cd5cc982fffff29ecf502509d47285c29aba3328674_ggvgl_2x.jpg"
    alt="Two Point Hospital: Fancy Dress Pack - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Fed up with your staff looking like professionals? Well, inject a bit of vim, a squeeze of vigour, and a blast of class into your hospital attire! It s time to pull back the dressing room curtain on some of the fanciest frockery in town. ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/two-point-hospital-fancy-dress-pack-40496486.html?hl=cs"><b>Two Point Hospital: Fancy Dress Pack</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:44:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[SAMUDRA - Digital Artbook – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/samudra-digital-artbook-40496458.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/samudra-digital-artbook-40496458.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $5.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/untold-tales/?hl=cs">Untold Tales</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:43:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2021-10-29 06:42:11 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/fd28dac4bab069a79d02d0f94eef8546cec577b6b6b2e8914d7cb9ee1626756c.png"
    alt="SAMUDRA - Digital Artbook - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  This Visual Log is documentation of the world of SAMUDRA - told from the perspective of a Salaryman who worked in a deep-sea factory. Containing over 50 Pages of: - Concept Art & Sketches highlighting Story Characters - Concept Art & ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/samudra-digital-artbook-40496458.html?hl=cs"><b>SAMUDRA - Digital Artbook</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:43:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Discounty – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/discounty-40496365.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/discounty-40496365.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $19.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  <a href="https://appagg.com/lists/rt40496365/?hl=cs">1</a>

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  <a href="https://appagg.com/points/rt40496365/?hl=cs">1</a>

+ 6&nbsp;(4.2)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/pqube/?hl=cs">PQube</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:37:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2025-08-21 06:36:49 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/07055fcf6c0bbd4699562a4ef1d1ca2e776931facdc3bcae8c4d40c326f67a20_ggvgl_2x.jpg"
    alt="Discounty - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Discounty is a narrative-driven management sim offering a 15-20 hour single-player campaign. Manage your own discount supermarket! Get caught up in small-town drama, organise and plan your shop's layout, and strike lucrative trade deals as ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/discounty-40496365.html?hl=cs"><b>Discounty</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:37:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[STONKS-9800: Stock Market Simulator – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/stonks-9800-stock-market-simulator-40496283.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/stonks-9800-stock-market-simulator-40496283.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $9.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 15&nbsp;(4.4)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/MacOS&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/ternox/?hl=cs">TERNOX</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:33:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2023-07-17 06:32:12 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/beae02d3b7b6217125f9f3a2cc578071fe4b36e7fa4873c1ef2a0d57bead476a_ggvgl_2x.jpg"
    alt="STONKS-9800: Stock Market Simulator - Windows/MacOS - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Simulator of an 80s Japanese stock market businessman. Chill, catch a retro vibe and watch your profits grow in the text-based game STONKS-9800. Features: Buy stocks, get dividends, monitor the prices; Your decisions affect the market and your ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  0.4.0.1 (2024-01-13)<br /><br />This update is just the beginning of a series of updates with fun and more!<br /><br />New features:<br /><br />At the end of each year, the financial publication will create a selection of the best companies of the year and the top most influential people of the year, which the player can get to: both wealth and reputation are taken into account;<br /><br />New opportunity to go to the arcade and play a Shoot'em'up game and collect gachapon toys (more games will be added later);<br /><br />A few new events in the bar;<br /><br />Your friends can invite you to go for a walk in the city, and then you can choose where you want to go;<br /><br />A map with possible places for entertainment (will be greatly expanded);<br /><br />The ability to go to the temple and park with friends;<br /><br />New very rare real estate offers with discounts with new events;<br /><br />A player can be expelled from the company's board of directors if his reputation in the company is very low;<br /><br />New possible event for the company director;<br /><br />Yakuza now require regular payments for their services;<br /><br />Yakuza now provide more services;<br /><br />Some employees with a yakuza connection can provide &quot;special services&quot; if the player also has a yakuza connection;<br /><br />You can now become an enemy of the Yakuza and they will make your life miserable;<br /><br />If a player is in a high position in a company, their actions in the market regarding this company become more influential and can cause new events and news;<br /><br />More different news;<br /><br />Companies will now issue new shares, and the player, if he owns a large stake, will give his consent to this. Without issuing new shares, companies will hit a ceiling at some point;<br /><br />New achievements.<br /><br />Amenities:<br /><br />Improved Japanese translation;<br /><br />Gamepad controls: the ability to exit various menus by pressing the [B] button, as well as to scroll through various lists using the D-pad, for example, in the list of real estate, cars, jobs, etc.<br /><br />The portfolio menu can now be found on the stock exchange, and you can now see the dividend yield of companies there;<br /><br />The portfolio now has a guide to &quot;?&quot;, as well as an explanation of each column;<br /><br />The speech mini-game has been slightly redesigned to make it easier to understand what you need to do;<br /><br />The sound of the phone ringing is now quieter;<br /><br />Pop-up notifications can now appear several at a time to make it easier to deal with them;<br /><br />Balance:<br /><br />Selling and buying large portions of your company's shares instantly affects your company's reputation and makes news;<br /><br />Penalties for market manipulation are now more severe;<br /><br />The daily growth of R&D points in a company has been reduced under certain conditions;<br /><br />Donations no longer give as much public reputation growth;<br /><br />Bug fixes:<br /><br />Fixed a bug with calculating the efficiency of the main department in your own company;<br /><br />Now you will not see the connections of a potential employee with the Yakuza if you do not have any connections with them;<br /><br />Fixed a bug that prevented the field of activity chosen by the player from being taken into account when creating a company;<br /><br />Fixed a bug that prevented clicking on company names on the second page of the portfolio;<br /><br />Fixed a bug with an incorrect message for the player as the head of the company;<br /><br />Receiving insider information now lowers ethics instead of raising it;<br /><br />Fixed a bug that sometimes miscalculated the player's wealth in terms of houses and cars.<br /><br />The game no longer crashes if you exclude all companies on the chart;<br /><br />Fixed a bug that prevented special achievements for CEO mode from being credited if the game was loaded (unfortunately, it will only work in new games);<br /><br />Fixed a bunch of other minor bugs.&nbsp;<br /><br />

<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/stonks-9800-stock-market-simulator-40496283.html?hl=cs"><b>STONKS-9800: Stock Market Simulator</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:33:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Airborne Kingdom – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/airborne-kingdom-40496220.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/airborne-kingdom-40496220.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $24.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 17&nbsp;(4.3)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/MacOS&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/indie-io/?hl=cs">indie.io</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:29:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2022-03-07 06:28:16 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/4e941b3b2780d5f732639365f3eaaa9d66aecf3759476df25ac784cdd20750be_ggvgl_2x.jpg"
    alt="Airborne Kingdom - Windows/MacOS - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Tales speak of a mythical Airborne Kingdom, a floating metropolis that united all the nations of the world under its banner. One day, it disappeared, leaving its allies alone, and isolated. Decay and decline soon followed, with each left to ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/airborne-kingdom-40496220.html?hl=cs"><b>Airborne Kingdom</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:29:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Sengoku Dynasty - Official Cookbook – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/sengoku-dynasty-official-cookbook-40496191.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/sengoku-dynasty-official-cookbook-40496191.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $6.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0&nbsp;(1.0)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/toplitz-productions/?hl=cs">Toplitz Productions</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:27:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2024-11-09 06:26:34 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-4.gog-statics.com/a8a858a1babd844c1df4ce98bf3e0c1dfd471fd001110e6c41eed86f2658519f.png"
    alt="Sengoku Dynasty - Official Cookbook - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Simple but delicious! This Japanese cookbook offers numerous authentic recipes from Japanese cuisine, including some inspired by the game, that you can easily recreate in your own kitchen! After a brief introduction to traditional Japanese ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/sengoku-dynasty-official-cookbook-40496191.html?hl=cs"><b>Sengoku Dynasty - Official Cookbook</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:27:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[SIMULACRA 2 – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/simulacra-2-40495983.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/simulacra-2-40495983.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $7.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 12&nbsp;(3.9)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/another-indie/?hl=cs">Another Indie</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:14:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2020-01-30 06:13:29 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/984e17704ae80497471d09dcabf82094b6c377d4afb15fa6e57bd62dee691d01_ggvgl_2x.jpg"
    alt="SIMULACRA 2 - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  The follow-up to the critically acclaimed SIMULACRA, SIMULACRA 2 expands on the found phone horror format with inventive new apps, a more complex narrative, a larger live-action cast, and a deeper look into the darker side of the internet. A ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/simulacra-2-40495983.html?hl=cs"><b>SIMULACRA 2</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:14:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[ORDER 13 – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/order-13-40495970.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/order-13-40495970.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $8.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 8&nbsp;(3.5)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/oro-interactive/?hl=cs">Oro Interactive</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 06:13:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2025-03-10 06:12:42 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-1.gog-statics.com/bf8a89a7c4985752a5cedd20e446de1c66e22bdf62ba73f8c819e183197d50c7_ggvgl_2x.jpg"
    alt="ORDER 13 - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Collect orders, pack them, and ship them out. Easy, right? You re all alone working at a remote fulfillment center. Your only companion is your loyal cat a comforting presence in the vast, dark warehouse you are stationed in. Start each shift ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/order-13-40495970.html?hl=cs"><b>ORDER 13</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 06:13:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Bee Simulator: The Hive – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/bee-simulator-the-hive-40495564.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/bee-simulator-the-hive-40495564.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $24.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 0&nbsp;(5.0)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/untold-tales/?hl=cs">Untold Tales</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:47:03 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2025-08-04 05:46:56 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-3.gog-statics.com/06c8925b835760a0cfa360b55dd6732c2602f630f21d9965fb379a9c47474d84_ggvgl_2x.jpg"
    alt="Bee Simulator: The Hive - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  Owners of Bee Simulator can enjoy 68% loyalty discount on Bee Simulator: The Hive. See the world through the eyes of a bee! Explore a world inspired by Central Park as you gather pollen, evade threats, and build your own thriving beehive. ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/bee-simulator-the-hive-40495564.html?hl=cs"><b>Bee Simulator: The Hive</b></a>&nbsp;]
<br /><br />
<a href="https://www.youtube.com/@AppsAgg?sub_confirmation=1" target="_blank">❤️ Support AppAgg →</a><br />

]]></description>
<pubDate>Sun, 12 Apr 2026 05:47:03 GMT</pubDate>
</item>

<item>
<title><![CDATA[Railway Empire – (GOG Hry)]]></title>
<guid isPermaLink="true">https://appagg.com/gog/simulation/railway-empire-40495162.html?hl=cs</guid>
<link><![CDATA[https://appagg.com/gog/simulation/railway-empire-40495162.html?hl=cs]]></link>
<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $29.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

+ 0
&nbsp;&nbsp;<br />
<b>Body:</b>

  0

+ 117&nbsp;(3.6)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/Linux&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/kalypso-media-digital/?hl=cs">Kalypso Media Digital</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:23:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2018-01-26 05:22:29 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
&rsaquo;
<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
&nbsp;
<p>
  <img
    border="0"
    align="center"
    height="200"
    src="https://images-2.gog-statics.com/05066405e0e2658c76df17e8f4ea31aea47ff64275641af21346a74d2cbe491c_ggvgl_2x.jpg"
    alt="Railway Empire - Windows/Linux - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  United States, 1830: The New World is in its ascendancy. Industry is booming, and the race is on to establish the most dominant and powerful rail empire in all of North America. It s time to outthink and outmaneuver your competitors as you ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  Update 1.12Changes / Alterations: <br /><br />Added reimbursement as new gameplay option<br /><br />Toggled OFF – trade-in value for locomotives only accounts for 50% at most<br /><br />Toggled ON –Balancing / Adjustment of price drops ( drops linearly down to 20% at most)<br /><br />Added the date until when the Journalist and & market crier remains active<br /> Bug Fixes:<br /><br />-Deleting a track rarely resulted in the creation of a track circuit<br /><br />Adjusted several achievements requests to the descriptives texts<br /><br />Fixed Crash issues caused by farms on the map “Northern Europe 1910”<br /><br />Dialogue window Town / Express Gowaods / Diagram: Colours are now correctly assigned to mail and passengers<br />Update 1.11.1 (18 December 2019)Fixes: <br /><br />The wrong display of signals is fixed.<br /><br />A crash related to campaign mission 4 has been removed.<br /><br />The French version of the “Northern Europe”-DLC now correctly plays French voice overs instead of Spanish voice overs.<br />Update 1.11 (13 December 2019)<br /><br />Today sees the release of the Christmas Update (version 1.11) for all platforms. This free addition adds seasonal Christmas decorations, as well as introducing the new Dallas challenge, plus much more! New Features<br /><br />Challenge #2 ‘Dallas’ is now available.<br /><br />New option to deactivate refunds for demolishing rails and buildings.<br /><br />Special Christmas decoration is now available during holiday period.<br /><br />Can be turned off at any time during the duration of the event via the in-game main menu<br /><br />Tasks for the transport of commodities can now only be fulfilled by delivering to cities.<br /><br />Changes to Challenge Mode<br /><br />Freelancers have been deactivated to avoid randomised advantages.<br /><br />Refunds for rails and train stations have been deactivated.<br /><br />Three new tasks have been added to Challenge Mode. Among these are quests to operate a train line for a certain time, and simultaneously make available certain commodities in cities.<br /><br />Please note: [PC] We’ve taken action in identifying all ‘imposters’ and excluded their impact from past and future challenges.<br />Update 1.10 (24 October 2019)New features <br /><br />Introducing the ‘Challenge’-Mode: We will be releasing challenge maps with specified tasks on a regular basis, enabling player to compete against one another via a global ranking list.<br /><br />A new symbol is now indicating the presence of a maintenance shed in the list of train stations.<br /><br />Halloween Event: Just in time for Halloween, the characters have put on costumes.<br /> Bug fixes <br /><br />In rare cases, parallel tracks have been blocked by deleting signals on the neighbouring track.<br /><br />The auto-save timer has not been reset properly in a few instances.<br /><br />In rare cases, the track bed has not been created while laying tracks.<br /><br />Occasionally, the AI was unable to build train stations in Portland and Corpus Christi.<br />Update 1.9.0.24306 (21 June 2019)<br /><br />Fixed: Missing bread in France 1910 free game.<br /><br />Fixed: Name of caoutchouc factories changed to &quot;farm&quot;.<br /><br />Fixed: Issues with France free game maps (among others, tasks, train speed and more).<br /><br />Fixed: Stability issues with France maps.<br /><br />Fixed: In build mode, city buildings show green preview highlight.<br /><br />Fixed: White signal bug. (Thank you for reporting!)<br /><br />Fixed: Building a steel factory did not reset delivered steel counter during France scenario.<br /><br />Fixed: Maintenance stations will no count towards station goals in random map free game.<br />Update 1.9 (24 May 2019)Changes: <br /><br />DLC scenarios are now modable.<br /><br />Increased the maximum number of trains and stations.<br /><br />Hotkey &quot;p&quot; added to skip the currently played music track.<br /><br />The train list now shows any problems that employees currently have.<br /><br />Added tooltips to train list sorting.<br /><br />New option to disable all newspapers, except historic newspapers.<br /><br />New options to filter train lists.<br /><br />New list for stations.<br /><br />New list for factories, farms and mines.<br /><br />New icon added to mark trains delivering goods to warehouses. They do not show a negative balance/values.<br /><br />Freight and express research topics are marked in tech-tree.<br /><br />Employees now have European names in France, Germany and Great Britain now.<br /><br />Added a German newspaper logo.<br /><br />During build mode: Areas, which are reserved by an industry for later expansions, are now highlighted in red color<br /><br />After company merge, assigned employees are no longer marked as “new”<br /><br />The speed of trains with missing supplies, such as water, has been reduced.<br /><br />Maintenance of the trains is now more important as break-down delays have been increased if the engine is in a bad condition.<br /> Bugfixes: <br /><br />Fixed a bug that occurred when a new rail was connected to the wrong track in track building mode.<br /><br />Fixed a bug that caused rail ends to appear on the track.<br /><br />Fixed: Issue with showing costs for inactive territories in the interface.<br /><br />Filter / Sort buttons now only appear if a list has at least two entries.<br /><br />Fixed: The signal part of the tutorial does not block anymore, if sections of the track are deleted.<br /><br />Fixed: Stations can be rotated in any case.<br /><br />Fixed: &quot;I made it, eh&quot;- trophy is now awarded, when taking over a competitor.<br /><br />Fixed: No more auctions will take place, when all competitors are out of the game.<br /><br />Fixed: University title and description in town dialog.<br /><br />Fixed: Some routing issues caused by signal-controlled stations.<br /><br />Fixed: Train showing permanent &quot;Being serviced&quot; state.<br /><br />Achievement fix for “Just in beaver” - triggers for factories that were bought or built<br /><br />Achievement fix for “The Customs and the Seven Young Rail Spikes” - this can now only be unlocked within the Germany scenario<br /><br />Train is no longer marked as unloading if it has no load.<br /><br />Fixed: In the scenario &quot;Dominion Day&quot; (The Great Lakes - DLC), the 8th and 9th tasks cannot be completed as &quot;gold&quot;<br />Update 1.8 (01 March 2019)New Railway Buildings: <br /><br />Terminal station (4 tracks)<br /><br />Terminal station (4 tracks) with signaling control<br /><br />Train station (2 tracks) with signaling control<br /><br />Warehouse (2 tracks)<br /><br />Warehouse (2 tracks) with signaling control<br /><br />Maintenance station (4 tracks) with signaling control<br /> New Hotkeys: <br /><br />Confirm with “Enter”- Button while in track construction or accepting a dialogue.<br /><br />“Delete”- Button can be used for deleting the selected train (confirmation required) or planning (no confirmation required)<br /><br />“Backspace” - Button will cancel different actions<br /> Advanced settings for ‘Free Mode’: <br /><br />Difficulty for Tasks<br /><br />Costs for tracks / bridges / tunnels<br /><br />Increasing construction costs<br /><br />Income from transports<br /><br />Innovation points<br /><br />Service costs<br /><br />Stealing staff<br /><br />Mergers<br /> Other Features: <br /><br />Main menu theme can now be changed in the graphic options.<br /><br />Task list now shows if tasks have been completed in half of the time.<br /><br />The minimap now shows if a new building can be constructed in a city and if more than one Tycoon has a train station in a city.<br /><br />Tracks may be deleted even if a train is currently using it. Affected trains are set back to their origin city.<br /><br />Maximum allowed number of warehouses and parallel tracks have been raised.<br /><br />Setting the amount of wagons to max or min can now be done with one click.<br /><br />If a station is deleted and a new station is placed at the position of the old station, trains that went to the old station will also travel to the new station. But only, if the new station was built 3-12 months after the old station was deleted depending on the duration of the game.<br /> Fixes: <br /><br />Fixed: Q and E keys had no function, when non-rotatable building was selected.<br /><br />Fixed: Show name of good in tooltip at freight station.<br /><br />Fixed: Duplicate money type letter in localization, when player buys 100 % share of competitor.<br /><br />Fixed: Set employees to state noticed, if hired with bulk hiring. Because of this, no star appeared in the train dialog at a personnel button, if there are no unnoticed personnel.<br /><br />Fixed: Description was not updated, when train route was changed, while loading wares.<br /><br />Fixed: Bug that occurred, when cloning trains, which names ended on a number.<br /><br />Fixed: Sometimes highlighting was broken when factories were deleted.<br /><br />Fixed: Town and farm icons were sometimes displayed during ride-along camera.<br /><br />Fixed: [Controller]Pad navigation in train list has been reworked.<br /><br />Note for DLC - Owners: Combined European tech tree: All engines from “Great Britain & Ireland”, “Germany” and “France” are playable on the European maps, if the appropriate DLCs are selected.<br />Update 1.7 (14 December 2018)New <br /><br />Dynamic platform choice -- Large train stations and warehouses can now be upgraded with a signaling control. All trains passing or stopping at such a station will make their own choice of platform. -- Trains will then always choose the platform which is the least busy at that time, which will then reduce idle time at highly frequented stations. -- During the creation of train lines, routing to a specific platform is not available at train stations with a signaling control. -- Another use of train stations with a signaling control is the ability to reduce idle times caused by maintenance of engines. While a locomotive engine is serviced at a station with signaling control, other trains entering the station will choose a different platform automatically. -- For highly frequented lines, an additional warehouse with signaling control and maintenance shed can be constructed. -- Trains that need to be serviced will stop at the warehouse, while other trains will pass the warehouse on a free track.<br /><br />New Staff member has been added -- The Analyst will cause hysteria on the stock market by planting false reports to increase ordecrease the share price of a company.<br /><br />Banks / Finance update -- It is now possible to acquire 100% of a company’s shares without merging with it. In such an event, the player will automatically receive all surplus of the company. It will no longer be able to expand, but will continue to do business as usual. This state can only be change by a merger with that company.<br /><br /> Bugfixes <br /><br />Some seed values of random scenarios have not been processed correctly during input.<br /><br />Awards, which have already been paid out for connecting a city or a business, will not be offered again.<br /><br />Added a video tooltip and manual entry for the dynamic platform choice station.<br /><br />Rearranged building menu, such that the supply tower is on the first page.<br /> Improvements <br /><br />[Great Britain & Ireland DLC] Based on community feedback, we have replaced the flat roofs of some buildings with gable roofs.<br />Update 1.5.0.21926 (13 September 2018)<br /><br />&quot;Warehouses do not contribute to the tasks&quot; Bug fixed<br /><br />&quot;No office staff available&quot; Bug fixed<br /><br />&quot;Offline mode - crashes&quot; Bug fixed<br /><br />&quot;Corn & Cars are not being transported&quot; Bug fixed<br />Update 1.5 hotfix (21 August 2018)<br /><br />With the recently released hotfix, we have fixed a bug that prevented corn and automotive from getting transported<br />Update 1.5 (17 August 2018)New features <br /><br />Placing warehouses near cities or rural businesses will open new possibilities in transport. -- Explanation: Warehouses receive a radius of influence like train stations. If the user sets up a warehouse close enough to a city or a rural business, a connecting line between the warehouse and the city/business is displayed, as in the case of train stations. After placing the warehouse, it will be connected to the city/business. Warehouses close to cities or rural businesses then exchange goods with each other automatically. As a result, cities can be supplied easier and with less congestion!<br /><br />Also new, is a filter that has been added for the “Replace locomotives” dialog in the engine shed. It is now possible to replace locomotives based on station type (city, rural).<br /><br />The in-game Tips & Tricks ’Transport Business’ section now features information regarding the reworked warehouses.<br /> Bugfixes <br /><br />We have fixed a bug while constructing crossings.<br /><br />Additionally, we have corrected some AI problems in complex track laying mode.<br /><br />In the Mexico region, we have fixed passenger wagons in the 100 years scenario that were not properly changing appearance when shifting into new eras.<br />Update 1.4.0.20764 (08 June 2018) Windows onlyEnginemen and -women!<br /><br />We are proud to announce that Railway Empire now supports NVIDIA Ansel! Take your screenshots to the next level!<br />What is NVIDIA Ansel?<br /><br />With NVIDIA Ansel, owners of NVIDIA graphics cards are able to capture and share their gaming experiences in a new way. The powerful in-game camera gives you many settings, such as 360-degree, super resolution, filters and many more to take professional-grade photographs of your game.<br />Update 1.4 (08 June 2018)Features: <br /><br />AI uses signals and multi-track when choosing complex track building mode<br /><br />Player and AI can build x-crossings<br /> Adjustments / Additions: <br /><br />“Undo”-button added to rail line set up mode<br /><br />Track utilization is now displayed while editing the station<br /><br />In track building mode: Rails now snap to a parallel position at the end of existing tracks (community-feedback)<br /><br />Fixed a problem with the perfectionist achievement<br />Update 1.3 (26 April 2018)New Features <br /><br />New Map &quot;Random&quot; -- for &quot;Free mode&quot; and &quot;Sandbox mode&quot; -- generate a random map with various parameters<br /><br />New Difficulty options for Free Game Mode -- Choose whether you want easier or harder tasks -- Tasks now consider the number of towns available on the map<br /> Adjustments: <br /><br />Added: Steel/Stone bridges<br /><br />Added: Delete button in editor<br /><br />Added: Info mode icons when using a gamepad<br /><br />Added: Added a counter to the towns in route editing mode<br /><br />Added: Increased starting money to 1m, 2m, 3m in free game mode<br /><br />Added: Icon for an available factory slot is shown more often<br /><br />Added: Some AI route optimization tweaks<br /><br />Added: More details to the train list<br /><br />Added: Align the camera to the north with hotkey “n”<br /><br />Added: Random maps to editor<br /><br />Fixed: Random crash which occurred in large game worlds<br /><br />Fixed: LINUX: Rendering of contour lines and tunnels<br /><br />Fixed: a bug in the town generation, which caused cities to vanish<br />Update 1.2 – “Transcontinental Content Update” (26 March 2018)New Transcontinental North America Map <br /><br />Playable in Free & Sandbox Mode<br /><br />Build your railway empire from coast to coast<br /> New Centennial Era <br /><br />Expand your empire over 100 years from 1830 to 1930<br /><br />Research and develop all available locomotives in a single game<br /><br />New and specifically balanced tech tree spanning 100 years of scientific progress<br /><br />Introducing new goods and commodities over time<br /> Improvements and Tweaks <br /><br />Added: Demolishing tracks and stations now gives a refund<br /><br />Added: Hotkey &quot;C&quot; to center camera on selected train<br /><br />Added: Game speed can be modified at any time in options menu<br /><br />Added: Town list overview<br /><br />Added: New wheel menu layout for gamepad mode<br /><br />Added: New GUI elements and icons for construction mode and train status window<br /><br />Added: New option to list all trains for a selected station<br /><br />Added: Rotation speed modifier in building construction mode (CTRL)<br /><br />Fixed: Locomotive speed error in Sandbox Mode<br /><br />Fixed: Renaming trains in gamepad mode<br />Update 1.1.2.18132 (15 February 2018)New Update brings new and free Scenario, new Scenarios and more.<br /><br />Tycoons, With the newly released patch 1.1.2 for Railway Empire, we are bringing several community requested features, improvements and bug fixes to the game. Thanks to your continuous support, we are able to keep Railway Empire on the right track!<br />The patch contains the following content: Added / New features <br /><br />A new scenario! (Region: South, 1850) has been added!<br /><br />Love is in the air with the new free scenario for Railway Empire! Rhett Butler is trying to impress his beloved Scarlett O’Hara (who, as chance would have it, is also a successful railway tycoon), by delivering gifts to her respective whereabouts.<br /><br />But are those truly hearts in his eyes, or are they dollar signs...?<br /><br />We have added a new info mode for the usage and utilization of trains.<br /><br />Select the i-Option on the upper left screen (Controller: action menu)<br /><br />Hotkeys added to PC version. See the updated in-game manual for details.<br /><br />Supply towers can now be placed upon signals (these signals will be deleted)<br /><br />Express trains are now characterized by an icon in the menus (lightning bolt)<br /><br />Sound effects have been added for the unlocking animation of new chapters in the campaign screen<br /><br />We have added better feedback after winning the campaign related to the ending dialog<br /><br />New audio/volume slider for AI opponents has been added<br /><br />The game now memorizes the last used science diagram and science field<br /><br />Now the game remembers your last scroll-position in the tech-tree to make the player not scroll constantly starting from the first locomotive on.<br /><br />A new button tip has been added and will be shown close to the task list symbol, if a task has to be fulfilled in the next 3 months<br /><br />Values transferred from DataMgr to ScenarioData (more settings for modding available)<br /> Fixes <br /><br />Many small UI fixes<br /><br />We have fixed a bug in the effects of the employees which resulted in extremely fast trains<br /><br />We also have fixed a bug in the campaign “Great Plains” which blocked the task list during the tutorial<br /><br />With an open train list, the camera would sometimes repeatedly center on a chosen train. This has also been fixed with this version.<br /><br />Copy/pasting empty train routes is no longer possible<br /><br />Clicking the mouse wheel button outside the game window in windowed mode could cause the camera to rotate, which has been fixed now.<br /><br />Some interface issues concerning the express status of a train have been reworked<br /><br />We have fixed a bug, when clicking/double-clicking was not registered when the mouse is over the date or station icons in load/save dialog<br /><br />A bug related to scenario “Gold Rush” which caused a task to be fulfilled although a wrong town was connected with an express train has been fixed.<br /><br />Additionally, we have fixed a bug related to waypoints and removed stations from the station list of a train route<br /><br />Another bug that could result in damaged track joints causing trains to teleport has been fixed.<br /><br />Some functions of the bulldozer tool have been improved<br /><br />Players couldn’t build station at “Promontory Point” station will now be able to do so, as this has been fixed, too.<br /><br />We also have fixed a bug with two tasks of chapter two being fulfilled at once, although only one goal was achieved<br /><br />Two bugs related to the creation of user scenarios and their custom description have been fixed.<br /><br />Replaced the trash icon with the “new savegame” icon as the first element<br /><br />A bug related to cloning a train has been fixed.<br /><br />Waypoints are now updated accordingly when tracks are joined or split<br /><br />We have fixed a bug related to counting the transported passengers on routes using waypoints<br /><br />A bug related to pressing the Ctrl-key has been fixed.<br /><br />If a train drives through a loop, it would sometimes visually jump to a position behind the loop, which has been fixed now.<br /> Balanced <br /><br />The AI will not merge with the player’s company in campaign mode anymore.<br /><br />The effects and power of some research perks were adjusted<br /><br />Some locomotive / engine data were changed to make the locomotive more different / unique<br /><br />More tolerance when placing signals in the tutorial<br /><br />User can now achieve the highest rank in the campaign mode (chapter 3, 4, 5)<br /><br />It’s now easier to open the town menu from a higher distance (town buildings are ignored from a certain distance).<br /><br />(Please check the updated in-game manual for more details.)<br /><br />Picking the radius of objects increased from higher distant view/zoom<br /> Linux <br /><br />Vsync option for Linux has been added.<br /><br />Dump call stack on crash has been added.<br /><br />Pad navigation in the graphic options<br /><br />Some languages could not be selected in the options<br /> Controller <br /><br />Two controller bugs related to building signals mode (rotation of signals and placing multiple signals) have been fixed<br /><br />The camera can now be tilted in the “center train” mode<br /><br />We have fixed a bug related to the camera tilt when switching between the building modes&nbsp;<br /><br />

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]]></description>
<pubDate>Sun, 12 Apr 2026 05:23:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Shortest Trip to Earth – (GOG Hry)]]></title>
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<category domain="https://appagg.com/gog/?hl=cs"><![CDATA[GOG Hry]]></category>
<category domain="https://appagg.com/gog/simulation/?hl=cs"><![CDATA[Simulátory]]></category>
<description><![CDATA[

<b>Cena:</b>


  $25.99






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<b>Seznamy:</b>

  0

+ 0
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<b>Body:</b>

  0

+ 34&nbsp;(3.9)
&nbsp;&nbsp;<br />
<b>Hodnocení:</b>

  0

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<b>Komentáře:</b>

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<b>Verze:</b> Windows/Linux&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/interactive-fate/?hl=cs">Interactive Fate</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:16:02 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2019-08-15 05:15:49 UTC&nbsp;&nbsp;<br />

<b>Kategorie:</b>
<a href="https://appagg.com/gog/?hl=cs">GOG Hry</a>
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<a href="https://appagg.com/gog/simulation/?hl=cs">Simulátory</a>
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  <img
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    alt="Shortest Trip to Earth - Windows/Linux - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  From the writer of Teleglitch: Die More Edition comes Shortest Trip to Earth, a roguelike spaceship simulator featuring exploration, ship management, game-influencing decision-making and real-time tactical battles. Onboard combat against ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  Patch 1.1.16 (16 January 2020)<br /><br />We are truly excited to unveil this latest batch of hard work. From new difficulty options to upgrading cargo space & saving crew into quick selection UI; this update contains a lot of new features, while also making your life easier and rebalancing many things.<br /><br />Please read the changelog below for a full overview.<br /><br /> New content & features <br /><br />Added one new game mode (Beginner mode) and updated existing modes<br /><br />New feature: Ship module storage can be now upgraded for greater capacity<br /><br />(the storage module is now visible in UI only)<br /><br />New feature: &quot;warp to system&quot; button in the star map view (in star systems that you can warp to)<br /><br />New feature: It's now possible to save crew members to empty slots in the quick selection bar<br /><br />New feature: It's now possible to change the order of the guns in the quick selection bar<br /><br />New feature (turned off in the beginner mode) &quot;Permanent module damage&quot;: a critical hit (~20% of all hits) may reduce max hitpoints of module permanently by 50% (read the in-game help page about permanent module damage for full info)<br /><br />Improved feature: crew will load their combat weapons even during movement or mid-magazine (previously, reloading was possible only while standing and after emptying gun magazine)<br /><br />Improved feature: crew role button now opens when hovering over it<br /><br />Improved feature: selecting a module in loot panel or storage now activates Install/Move command, making placement markers visible<br /><br />Created new memorial service popup for pets<br /> Balance and related <br /><br />Multiple starting ships can be now unlocked during a single run<br /><br />Completing a level may now unlock both a ship and a perk<br /><br />The Tigerfish starting module set and stats have been improved. It's now a better ship<br /><br />Made most of the shield batteries better<br /><br />Reduced amount of intruders for some enemy ships<br /><br />Updated level 9 ships<br /><br />Added 2 nuke slots to a small Slaver ship<br /><br />Rebalanced the toughest enemy fleet in sector 1 (made it less dangerous)<br /><br />Swapped firefight and repair priorities for repair officers (should fix one navigation overload issue and repairing burning modules issue)<br /><br />Sector 2 boss won't allow player escape any more.<br /><br />Besides Cryosleep and Sensor modules, enemy ship crew now also ignores working in Garden and Lab modules during battles<br /><br />Smugglers now offer much more favourable deals<br /><br />All non-biotech reactors now also give explosives as scrap<br /><br />View sector button in sector map is now visible even if warping is not possible.<br /><br />Rebalanced stats of numerous enemy crew<br /> Updated info & visuals <br /><br />Updated Tigerfish description<br /><br />Updated ship health points hover text, it now shows remaining ship max hp and also combined permanent damage<br /><br />Enemy projectiles now have hover text describing how to prioritize those projectiles for point-defences<br /><br />SOS button is now animated when the player has no fuel<br /><br />Module hover box is now moved when over right or bottom screen edge<br /><br />Sectors text: &quot;Sector info&quot; changed. Minor changes here and there<br /><br />Updated projectile names<br /><br />Updated tutorial texts<br /><br />Artifacts have type icons now<br /><br />Enemy warp drives are now more closely monitored and &quot;enemy warping&quot; comtip is closed when enemy warping is prevented<br /><br />Added help page for permanent module damage<br /><br />Menu now shows what game mode is currently on Item hover in info panel now has sorting<br /><br />Crew level up icon now blinking in UI<br /><br />Most of the item hovers in PlayerPanel are now sorted by +- values<br /><br />Updated sector summary &quot;perks found&quot; hover text<br /><br />Changed organics pack avatar colour to green<br /><br />Moved craftable container modules from Essential to Cargo group<br /> Fixes and Misc improvements <br /><br />Major fix: idle enemy crew won't leave the ship any more on battle start<br /><br />Idle enemy crew accidentally outside their ship will now try return to their ship<br /><br />Fire officers now only see a fire in the same ship the crew is in. Intruders now only pick targets that are player crew and also in a player ship<br /><br />Fixed DIY bridge scrap cost<br /><br />Fixed 1 gas giant text<br /><br />Aiming a beam at an enemy ship without a shield doesn't highlight shield points bar under the ship any more<br /><br />Enemy warp drives are now more closely monitored and &quot;enemy warping&quot; comtip is closed when enemy warping is prevented<br /><br />FirstGameLoad scene now shows &quot;Loading...&quot;<br /><br />6x cryosleep attempted nav-mesh fixes<br /><br />Game loading is now faster and UI stays responsive (asset bundle loading is now asynchronous)<br /><br />Ship modules can now be placed and replaced with right-click into storage panel UI<br /><br />Removed one name from human name pool, reduced level4 boss beam weapon accuracy by 1<br /><br />Fixed a bug that caused all game modes to apply beginner starting resources<br /><br />Storage UI element animation tuning<br /><br />Fixed one com channel picture in the tutorial<br /><br />Fixed sound issues when multi selecting crew so that multiple quick selection slots get selected too<br /><br />Fixed an issue where drag selecting a crew while it dies caused a drag selection box to not to disappear.<br /><br />Fight fire command is now a priority over the repair and operate command when hovering a &quot;burning module&quot;<br /><br />Fixed an issue that tutorial sometimes got beginner mode starting bonuses (when the previous game was in beginner mode)<br /><br />Repairs stopped comtip is now triggered more reliably when repairing stops<br />Patch 1.0.14 (13 September 2019)<br /><br />Hello and merry existence again, fellow space rogues!<br /><br />Todays update will provide all-round gamewide optimizations to many parts of the game, and most importantly rebalances many enemies (making them stronger), including bosses and hostile SOS fleets.<br /><br />Read the full changelog below for specifics:<br /><br /> New stuff <br /><br />New (optional) enemy added to sector 7<br /><br />Added Bluestar victory achievement<br /><br />Added &quot;current weapons DPM&quot; to Ship stats panel<br /><br />Removed walls from Atlas warp drive slot<br /><br />Only one ship can now be unlocked per run<br /><br />Module actions (move, scrap, store) now disabled when it would destroy the ship due to reduced ship max hp bonus<br /><br />Module slots upgrade/downgrade button is now disabled if the action would destroy the ship<br /><br />If there are unused skill points on level start then comtip will ask if it should auto level up crew<br /><br />Load crew/power profile buttons are now keybindable<br /> Difficulty affecting Rebalances <br /><br />Gave all Spideraa ships more crew<br /><br />Sensor module &quot;Sector Radar Range&quot; won't be boosted by crew skills any more<br /><br />Updated sector 3 boss (now more dangerous)<br /><br />Gave nukes to sector 4 and 5 boss ships<br /><br />Made some SOS enemies stronger<br /><br />Rebalanced pirate and rat ships<br /><br />Added 2 empty nuke slots to sector 4 boss insectoid ship.<br /><br />Added 2 nuke slots to sector 5 boss ship.<br /><br />Added 2 nuke slots to Squid bounty hunter ship<br /><br />Gave more ammo to 2 smuggler cargo ships<br /><br />Rebalance bigger squid ships (now stronger)<br /> Visual & Misc updates <br /><br />Weapons in quick select panel now show READY text<br /><br />UI improvements<br /><br />Module jammed status visualizer icons added<br /><br />Hovering ship health now shows exterior view if done in internal view<br /><br />Warp module being jammed now uses new effect (it used to use overload effect)<br /><br />Crew skill level up effect<br /><br />Added more player choosable UI scales<br /><br />Added &quot;Duncan&quot; to crew name pool<br /><br />Added comtip about minimize button for small screens (height &lt;=900)<br /><br />Damage tokens are now unmarked when leaving a repair shop<br /><br />All shrinkable windows are now expanded by default<br /> Fixes <br /><br />Fixed a freetravellers event<br /><br />Fixed some typos in module descriptions<br /><br />Fixed crew skill numbers when an item in crew roles panel is hovered<br /><br />Fixed module slot placement error on lev 10 boss<br /><br />Fixed 1 perk for endurance, rebalanced some perks<br /><br />Lovers type cryodream recorder navmesh tuning<br /><br />Space pods with player crew will never self destruct any more<br /><br />Fixed an issue that UI scale by default set itself to 0.01 in certain conditions.<br /><br />1.75x UI scale now uses 1.5 scale cursors<br /><br />Sector 10 exit is now spawned in the middle of the map<br /><br />Fixed sector 10 warpship captain portrait<br />Patch 1.0.13 (06 September 2019)<br /><br />Hello once again, fellow space travellers!<br /><br />This patch gives you +9 new achievements, modifies existing achievements slightly plus fixes some more issues and glitches. Read the full changelog below and have a merry weekend!<br /><br /> New content <br /><br />Added 9 new achievements. Updated a few existing achievements.<br /><br />Added &quot;Cohh&quot; and &quot;Carnage&quot; to human crew name pools.<br /> Rebalances <br /><br />Removed some core slots from the Endurance ship<br /><br />Made spideraa fleets stronger<br /><br />Changed Tigerfish starting crew slightly<br /><br />Rebalanced 2 nukes<br /> Fixes <br /><br />Updated &quot;module crafts available warning&quot; hover text<br /><br />The game now counts retirings as deaths for death count achievements (on perk screen start button press)<br /><br />Stop fire button fixed<br /><br />Ship module maxHealth is now saved together with health (fixes minor issues when loading a game that has module prefabs with updated maxHealth)<br /><br />Minimized windows have red expand buttons now<br />Patch 1.0.12 (05 September 2019)<br /><br />Hello and merry existence again, fellow space survivors!<br /><br />Today’s hotfix will bring you numerous quality-of-life updates. Most importantly: significant updates to UI, such as being able to select all wounded crew or drones.<br /><br />Additionally, DIY tech that can be crafted has been organized into neat categories, and many glitches fixed and optimizations implemented. As a cherry on top of cake, the Gardenship and Bluestar now have the possibility to craft themselves a second nuke slot.<br /><br /> Various misc & quality of life updates <br /><br />DIY modules are now organized into neat categories<br /><br />New options: &quot;Select wounded crew/pets&quot; and &quot;select broken drones&quot;<br /><br />Crew/power preset save button now requires confirmation, it cancels if not used in 5 seconds<br /><br />Local warp gates now show in starmap where they take the player<br /><br />Asteroid hit on starmap won't cause ship to stop any more<br /><br />Crew that operated labs and gardens will attempt to resume working in them after battle<br /><br />Added shield point generation speed to Player stats panel<br /><br />Crew assignments panel can be now minimized<br /><br />UI buttons that select crew now show more clearly where the selected crew is<br /><br />Speech bubble &quot;cannot operate&quot; added to crew status visualizer<br /><br />Some sounds tuning on crew selection<br /><br />Crew now always tries to go to the nearest module operating spot (should prevent bridge operators changing seats on bridge after loading crew preset)<br /><br />Weapon and point def loading bar is now coloured yellow while reloading<br /><br />Added some cool streamer names to human name pool: Nookrium, MetalCanyon, Enter_Elysium, Tortuga Power & Mousegunner.<br /><br />Renamed crew &quot;assignments&quot; to &quot;roles&quot; Rebalances<br /><br />Added 1 upgradeable &quot;undeveloped&quot; nuke slot to Bluestar and Gardenship<br /><br />Crafting a module now has a delay just like module move/install has<br /><br />Enemy weapons with accuracy below 16 will now usually target player ship hull centred (after a few shots)<br /><br />Level 10 boss fight key target is now harder to hit<br /><br />Made Spideraa ships stronger, made 1 Spideraa laser stronger<br /><br />Made a Spideraa container better<br /><br />Starting from second or third sector won't give crew level-up point any more.<br /><br />Rebalanced slot upgrade costs<br /><br />Rebalanced bridges. Bridges can now have a maximum of 3 crew.<br /><br />Rebalanced ship starting stats, engine evasion bonuses, exotic toy perk<br /><br />All bridges can now be operated by a maximum of 3 crew<br /><br />Rebalanced sniper guns, now slightly more accurate<br /><br />Rebalanced 3 ship augmentation perks<br /><br />Many enemy ships rebalanced slightly stronger, added to human crew lists<br /><br />Nuke launcher health and nuke projectile health are now always the same. Increased reactor importance and lowered weapon importance for enemy ship AI Fixes<br /><br />Level 10 boss won't drop its planetkiller weapon any more<br /><br />Fixed &quot;lovers met&quot; count shown in game end stats<br /><br />Fixed Endurance infinite nuke glitch<br /><br />&quot;Allow ship HP repair&quot; is now saved and won't reset after loading game<br /><br />Tutorial exit warp gate name is now visible on starmap<br /><br />Added a fix that completes level 5 when the save game is stuck after winning the boss fight<br /><br />Boss ships are now always positioned opposite of player ship<br /><br />Fixed module outline rotation issue<br />Patch 1.0.11 (28 August 2019)<br /><br />Hello again most wonderful fellow rogues!<br /><br />We have great news for those who have been playing with small screens - crew and module panels can be now minimized! They are also minimized as default for small screens (height 900px or less). In addition, several bugs have been fixed. We will continue to release hotfixes in the near future, and also look forward to release a small development roadmap soon. Thank you so much for your continued support and feedback!<br /> New Features & content <br /><br />Major Quality of Life update: Module & Crew info panels can now be expanded/shrinked<br /><br />Added 3 new bioetec multicontainers into game<br /> Rebalancings <br /><br />Fate point achievements are now given during the game and not after player death<br /><br />Set ship self destruct to 30 seconds. Battle end won't trigger instant enemy ship destruction any more.<br /><br />Reduced evasion bonus of some artifacts and engines<br /> Fixes & misc <br /><br />Module slot upgrade and weapon crafting experience in tutorial is much smoother now<br /><br />Tutorial weapon power check, fire assignment check and weapon crafted check can be skipped by player<br /><br />Fixed tutorial getting stuck in battle when there are no modules to repair<br /><br />Possible navblocker issue fix on bluestar ship<br /><br />Fixed 2 SOS smugglers, 3 SOS-events and 2 ambushers<br /><br />Player ship won't trigger self destruction any more if all player crew leaves the ship<br /><br />Fixed module type for medbays. Added unit test to prevent this mistake in the future<br /><br />Removed skull speech bubble from SecurityOfficers entering ship (only crew with Intruder role now uses it)<br /><br />Typofixes<br /><br />Ship perfomance optimizations<br />Patch 1.0.10 (23 August 2019)<br /><br />Hello fellow space survivors!<br /><br />Today's hotfix repairs a number of issues stated below. We remain dedicated to fixing and improving everything in the Shortest Trip to Earth universe.<br /><br />Thank you for your support and we wish you all a lovely weekend!<br /><br /> Changelog <br /><br />Victory panel lines now animate faster (each line animation time is set between 1 and 6 seconds)<br /><br />Crew/power presets now save crew role for each crew member too<br /><br />Laser beams are now part of save game (better mid-beam game save/load, especially noticable with Lv10 boss). Rewrote how weapons check if their shot is in progress or not (caused weapons-not-shooting issue after game load)<br /><br />Repaired 1 malfunctioning perk<br /><br />Various updates to perks and ships<br /><br />Damage to laser weapons now cancel the beam (but won't make it forget its target). Weapon overload won't make it forget its target anymore.<br /><br />Melee hand weapons are now part of save game too<br /><br />More performance optimizations (mostly in warnings and ship health code)<br /><br />Explosives and synthetics containers graphical update<br /><br />A few miscellaneous text lines have been edited<br /><br />After 1.0.9, we made another build (1.0.10) and pushed it live, in order to solve these 2 very problematic issues:<br /><br />Auto-aim didn't work at all any more<br /><br />Nukes flew way too slowly when in slow-mo mode<br /><br />Patch 1.0.7 (22 August 2019)<br /><br />Hello again fellow space survivors!<br /><br />Thank you for all the positive reviews and post-launch feedback. We are also grateful for the supportive negative feedback, we will strive to fix, improve and expand everything in the universe.<br /><br />Today's hotfix will repair a number of issues that were discovered & reported at launch by you guys.<br /><br /> Fixes <br /><br />Everybody who saved and did not encounter level 9 bossfight (or escaped from level 9 bossfight) will be automatically helped forward to level 10 after the hotfix goes live<br /><br />Improved performance with code optimization<br /><br />Numerous typos fixed<br /><br />Abusing module slot upgrades and downgrades on enemy ships is not possible anymore (player module slots can be still exploited in certain cases, fixing that is scheduled for the future)<br /><br />Level 10 Neutralite fleets now always have ammo for weapons<br /><br />Sector end now always unlocks ships (perks have a chance that the player gets fate points instead)<br /><br />Players who didn't unlock ships when they should have will unlock them on the start of their next game (and get the achievement too)<br /> Rebalances <br /><br />Fixed mining lasers scrap value<br /><br />Many modules, crew, ambushers and events have been rebalanced<br /><br />Multiple instances of the same module now each have different prices<br /> Misc <br /><br />Added preliminary hover to both radar range elements explaining where the actual range comes from<br /><br />Removed a non-funny starmap logline<br /><br />There's a number of issues that we are still tackling. We are working as fast as we can to release new, updated versions as early as possible. Keep surviving!&nbsp;<br /><br />

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]]></description>
<pubDate>Sun, 12 Apr 2026 05:16:02 GMT</pubDate>
</item>

<item>
<title><![CDATA[Dead in Vinland – The Vallhund – (GOG Hry)]]></title>
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  $1.99






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  0

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+ 3&nbsp;(4.0)
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  0

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  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/MacOS&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/ishtar-games/?hl=cs">Ishtar Games</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:14:02 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2018-09-19 05:13:45 UTC&nbsp;&nbsp;<br />

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    src="https://images-3.gog-statics.com/58b4e1e70ba9b3a54ec36da4287c758625a0b92dcd220aaad80908f13fd33adf_ggvgl_2x.jpg"
    alt="Dead in Vinland – The Vallhund - Windows/MacOS - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  The Good Boy! The Swedish Vallhund were guarding and herding dogs bred by the Vikings. You can now bring your furry friend with you on your survival adventures in Dead In Vinland with this first DLC, appropriately named The Vallhund. During one ...&nbsp;<br /><br />


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[&nbsp;<a href="https://appagg.com/gog/simulation/dead-in-vinland-the-vallhund-40495027.html?hl=cs"><b>Dead in Vinland – The Vallhund</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 05:14:02 GMT</pubDate>
</item>

<item>
<title><![CDATA[Sengoku Dynasty - Digital Supporter Edition – (GOG Hry)]]></title>
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  $43.21






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  0

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  0

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<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/toplitz-productions/?hl=cs">Toplitz Productions</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:14:02 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2024-11-07 05:13:11 UTC&nbsp;&nbsp;<br />

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    src="https://images-4.gog-statics.com/cf26e0dac3f7697098e2642caad2cf46629e9ba7e17db92910b61a2645d6b53b_ggvgl_2x.jpg"
    alt="Sengoku Dynasty - Digital Supporter Edition - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  This pack of digital goodies will enhance your adventure in feudal Japan. Enjoy the sounds of Sengoku Dynasty with the Original Soundtrack or dive into the background story and historical facts with the complete pack of the Scrolls of ...&nbsp;<br /><br />


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[&nbsp;<a href="https://appagg.com/gog/simulation/sengoku-dynasty-digital-supporter-edition-40494999.html?hl=cs"><b>Sengoku Dynasty - Digital Supporter Edition</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 05:14:02 GMT</pubDate>
</item>

<item>
<title><![CDATA[SteamWorld Build – (GOG Hry)]]></title>
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  $24.99






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  0

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<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/thunderful-publishing/?hl=cs">Thunderful Publishing</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:11:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2023-12-01 05:10:09 UTC&nbsp;&nbsp;<br />

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    src="https://images-3.gog-statics.com/d18821151d6d327d2cc73efbf61a24032df1de260c28faa0e5e563e2e6822095_ggvgl_2x.jpg"
    alt="SteamWorld Build - Windows - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  One final landrush! The planet is dyin', Astrid, and it's dig or die trying! That mine under our town is sitting empty, and wouldn't you know there's rumours of ancient tech down there that might help us out of this predicament. Round up the ...&nbsp;<br /><br />


  <b>Novinky:</b>&nbsp;<br />
  1.0.4 (2024-02-08)<br /><br />Added Dorado Crest Map&nbsp;<br /><br />

<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/steamworld-build-40494942.html?hl=cs"><b>SteamWorld Build</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 05:11:01 GMT</pubDate>
</item>

<item>
<title><![CDATA[Railway Empire - Down Under – (GOG Hry)]]></title>
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<b>Cena:</b>


  $7.99






&nbsp;&nbsp;<br />
<b>Seznamy:</b>

  0

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  0

+ 3&nbsp;(4.0)
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<b>Hodnocení:</b>

  0

&nbsp;&nbsp;<br />
<b>Komentáře:</b>

  0

&nbsp;&nbsp;<br />
<b>Verze:</b> Windows/Linux&nbsp;&nbsp;<br />
<b>Podle:</b>
<a href="https://appagg.com/developer/kalypso-media-digital/?hl=cs">Kalypso Media Digital</a>
&nbsp;&nbsp;<br />
<b>Aktualizováno:</b>
2026-04-12 05:10:01 UTC&nbsp;&nbsp;<br />

  <b>Datum vydání:</b> 2020-05-08 05:10:01 UTC&nbsp;&nbsp;<br />

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    alt="Railway Empire - Down Under - Windows/Linux - (GOG)"
  />
</p>

  <b>Popis:</b>&nbsp;<br />
  During the first half of the 19th Century, the colonial territories of Australia are sparsely populated and consist primarily of coastal cities and a few smaller farming settlements in the remote outback. However, a series of events is set to ...&nbsp;<br /><br />


<b>AppAgg:</b>&nbsp;<br />
[&nbsp;<a href="https://appagg.com/gog/simulation/railway-empire-down-under-40494938.html?hl=cs"><b>Railway Empire - Down Under</b></a>&nbsp;]
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]]></description>
<pubDate>Sun, 12 Apr 2026 05:10:01 GMT</pubDate>
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