ARBITER 131 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3979580
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperIKON
- PublisherIKON
- Parent gameNot available
Genres: Strategy
Company pages: Developer: IKONPublisher: IKON
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
ARBITER 131 Steam news
ARBITER 131 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Dev Diary #04 - August 2026 - 9 September 2026
Hello everyone, welcome to our third Dev Diary! July and August have been so busy that we decided to cover all our progress in one single post. During these past two months, we have completely reworked the game's UI and implemented new features like Bodycams. Let’s jump into it! New UI As we kept adding new mechanics and features, we realized our Ui could not support them all in its current form. It was also clear that we needed to make information much easier to access the player and provide ways to interact with various game mechanics through the UI instead of just using hotkeys. So, we decided to rework the entire thing from scratch. Unit cards were moved to the bottom of the screen and expanded with extra intel about each operator's armor status. We added an equipment menu that shows the selected operator's inventory on the right, while the new top bar allows you to access the RoE m…
- Dev Diary #03 - June 2026 - 17 July 2026
Hello everyone, welcome to our third Dev Diary! June was a very interesting month, and we made big progress! We introduced new game mechanics and equipment, reworked the customization menu, and made big progress with level design. Let’s jump into it! New Stun System This month, we greatly expanded our stun mechanics and implemented new types of stun grenades in the game. This update introduces Stun Types and Stun Immunities. Each crowd control tool functions with a specific Stun Type (Flash, Gas, Chemical, Kinetic, or EMP), while armors can provide immunities to specific Stun Types (a gas mask makes you immune to Gas-based crowd control, ear and eye protection makes you immune to Flash, and so on). This makes loadout selection much more important, as you need to figure out what types of equipment will be effective based on the mission briefings, and you will also need to pay a lot of at…
- Dev Diary #02 - May 2026 - 4 June 2026
Hello everyone, welcome to our second Dev Diary! May has been a super busy month for us. We’ve finally completed all the functional components of our first vertical slice and moved on to planning our next development steps. Let’s see what’s new! Vertical Slice 1 Completing a vertical slice of the game was extremely important to us. It allowed us to develop and test all our main mechanics in a limited, controlled environment. At this time, the slice includes two fully playable operations (OPs 2 and 3 of the campaign), and all core gameplay components, from customization to combat to AI behaviors. Many of them are just the foundations of the systems we envision for the final release, but it was essential for us to confirm the basics work well. This process also allowed us to understand what we truly need to build maps and missions and to standardize our production pipelines to make future…
- Dev Diary #01 - April 2026 - 14 May 2026
Hello everyone! Welcome to our first Dev Diary. We will be releasing these at the beginning of each month and cover everything we have worked on in the previous 30-day period. Let’s get straight into what we did in April! Planning Tools At the beginning of April, the planning tools included four core functions: Queuing path waypoints, adding orders along the existing path, cutting the path, and resetting the path. This was a functional but limited system, and we finally got around to fleshing it out more. We've added the ability to insert new waypoints at any point in the waypoint queue. In this way, you can adjust and fine-tune the path very precisely, making sure every unit walks exactly where you want them to, without the need to redraw portions of the plan. This also allows for quick modifications like detours, interactions, equipment orders, and so on, without losing the plan you h…
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