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An Introduction Regular readers will be aware by now of our new team member Marc whose Bio is published in the GHQ section (hello Ma...

Our new team members Our new team members

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

An Introduction





Regular readers will be aware by now of our new team member Marc whose Bio is published in the GHQ section (hello Marc), however we also have two other talented chaps who have joined the AWNT ranks. First is Joe who will help out with PC game reviews mainly during busier periods and next is Mike who will be our main man over at the Model making section. The aim is to grow this section of the website and hopefully be able to review model kits sometime in the future...fingers crossed. Bio's for all members will be published ASAP on the GHQ page!

So I'd like to say a big hello to you all and I'm sure the website will be much better for all your future contributions!

It's good to see the page growing, the busier we are and the more articles we publish the better it is for our readership and for future growth. However we wont go for quantity over quality:)

Any suggestions from our readers are more than welcome. We want this website to be one of your must check pages when you log onto the net! So we are totally open to your ideas and suggestions on how we can grow the page and make it a first class website! Please use Contact Us over on top right.

2016: AWNT Year in review Jason Rimmer Top Five Games 1. Wings Over Flanders Fields UE 2. Combat Mission: Final Blitzkrieg ...

Our year in review Our year in review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

2016: AWNT Year in review





Jason Rimmer

Top Five Games

1. Wings Over Flanders Fields UE

2. Combat Mission: Final Blitzkrieg

3. Graviteam Tactics: Muis Front

4. Warfighter WW2 by DVG Games

5. Decisive Campaigns: Barbarossa with latest patch

 

My book of the year

Iron Cross Brigade by C Bauermeister and Jason Mark (eds.) 

 

Worthy of mention..

'Till Trumpets Sound Again Vol 1 and Vol 2 by R Nicol

This year I discovered and fell in love with military LEGO and was extremely impressed with Thomas Gunns miniatures. I also made some great new friends running this blog!

Also my top five are in no particular order:)

Looking forward to next year, we already have lots of  new games lined up for review when released and I hope the blog continues to grow:)

Happy New Year to you all!


Robert Peterson

Top Five Games

 Old School Tactical (Flying Pig Games)

 Decisive Campaigns Barbarossa (Matrix/Slitherine)

 Panzer Battles Kursk/Normandy (Wargame Design Studio)

 Gary Grigsby's War in the West (Matrix/Slitherine)

 Thirty Years War (Ageod)

My book of the year

 Sulla (by Lynda Telford)

 Operation Barbarossa 

Worthy of mention..

 I was extremely lucky this year in that it was very hard to pick between the games and books I played and read this year. Thank you Jason, and all of our readers for making this a splendid year. 

 

 

Mike Wall 

Top Five Games

Scythe designer Jamey Stegmaier [pub. Stonemaier Games]

Hands In The Sea designer Daniel Berger [pub. Knight Works]

Mare Nostrum:Empires designer Serge Laget [pub Academy Games]

Deadzone 2nd Ed. designer Jale Thornton [pub. Mantic Games]

Terraforming Mars designer Jacob Fryxelius [pub. FryxGames]

My book of the year
 
Operation Sealion by Leo McKinstry

[Rather Be The Devil by Ian Rankin - if we're stepping outside war.]

Worthy of mention..

Fief 1429 [if only it had been published a year later!]

Brilliant year for what's been published and starting to review for AWNT.  One great game after another.  Wading my way through piles of crime fiction too and seeing Ian Rankin talking about his latest Rebus novel!

Have a great Christmas and keep your eyes peeled for lots more games and lots more reviews in the New Year!




Marc Hanna

Top Five Games

Europa Universalis IV (Paradox Interactive)

Panzer Corps Gold (publisher - Slitherine)

Axis Empires / Dai Senso board game (update playtest ongoing) - Decision Games

Advanced Squad Leader board game series (new modules 2016) - MMP and other third party publishers

Drive on Moscow  (Shenandoah Studios) -- reviewed

My book of the year

Hitler's Arctic War: The German Campaigns in Norway, Finland and the USSR 1940-1945 by Chris Mann and Christer Jorgensen -- review pending.

Worthy of mention..


PC game: Tigers on the Hunt (publisher Matrix Games) -- review pending.

Board game: Runewars (publisher FFG). Simply one of the best game designs of the Century.

Book: 21 Days in Normandy: Maj. Gen. George Kitching and the 4th Canadian Armoured Division by Angelo Caravaggio -- review pending.

Merry Christmas and Happy New Year to everyone!

Joe Beard

Top Five Games

1. Squad

2. Falling Sky: The Gallic Revolt Against Caeser

3. Total War: Warhammer

4. Order of Battle:WW2

5. Overwatch

My book of the year

Way of Kings by B Sanderson

Worthy of mention..


Command Modern Air\Naval Operations. For the continued support and dvelopment of the game, and the dozens of community created scenarios. I only wish I had time to play them all.

My 2016 was relatively light on wargaming, as my wife and I had our first child in March. Finding the time and mental energy to delve into a monster wargame just wasn't there for much of the year. As the free time in my schedule has become more predictable recently, I plan to get back deeper into wargames in 2017.

Merry Christmas to all, may you have a wonderful end to the year.

Editors Note: Please excuse the grey and black text when it should be all black. Blogger can be a real pain at times, when we look at this article in blogger to edit it it all looks black! See you all next year!

Panzer Battles Kursk Southern Flank By Wargame Design Studio    As I am typing, I am playing the Prokhorovka Finale Ju...

Panzer Battles Kursk Southern Flank by Wargame Design Studio Panzer Battles Kursk Southern Flank by Wargame Design Studio

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



By



  As I am typing, I am playing the Prokhorovka Finale July 12th scenario. The only thing that is missing is the smell of cordite. The artillery, rocket, and other battleground noise is slightly deafening, and this is with the sound turned low. Visually and audibly stunning, let's see how the rest of the game has turned out.



 This is a review of 'Panzer Battles Kursk Southern Flank' with the new 1.02 patch installed. I will post the 1.02 update changes at the bottom of the review. A game about Kursk has some big shoes to fill. Arguably one of the most important battles of WWII, even if not really the largest tank battle, its place in the history of WWII is gigantic, just like the eastern front it was fought on. It had all of the makings of an epic clash: the immovable object pitted against the irresistible force. In the beginning, it was the Russians that were the immovable object. On July 12th at Prokhorovka, the tide had turned and the Soviet Fifth Guards Tank Army army was trying to blast the three SS panzer grenadier divisions off the map. 




 The scale of the new 'Panzer Battles' series is 1 hex equals 250 meters. The master map covers 102,000 hexes covering all of the action  on the southern front of the battle of Kursk. The order of battle includes over 15,800  units from this list:
Wehrmacht
SS
Luftwaffe
Red Army
Red Guards




 Just like 'Panzer Battles Normandy', Kursk comes with unit component, order of battle, and scenario editors. To let you tinker to your hearts content. The maps can be "chopped" into smaller segments for making custom scenarios.

 There are 60 scenarios to choose from. They range from 5 to 38 turns in length.




  • July 4th; XXXXVIII Panzer Korp's preliminary attacks – 2 scenarios
  • July 5th; II SS Panzer Korp's – 4 scenarios
  • July 5th; III Panzer Korp – 4 scenarios
  • July 5th; XXXXVIII Panzer Korp – 6 scenarios
  • July 6th; II SS Panzer Korp – 7 scenarios
  • July 7th; III Panzer Korp – 6 scenarios
  • July 7th; XXXXVIII Panzer Korp – 1 scenarios
  • July 8th; Voronezh Front – 9 scenarios
  • July 9th; XXXXVIII Panzer Korp – 7 scenarios
  • July 10th; II SS Panzer Korp – 6 scenarios
  • July 11th; II SS Panzer Korp – 4 scenarios
  • July 12th; Voronezh & Steppe Fronts – 4 scenarios 

 Almost half of the scenarios are 15 turns or less, and are meant to be playable in roughly one hour. There are some scenarios that are especially made for head-to-head gaming, but we solo players have not been forgotten. Other scenarios are meant for playing against the AI. The modes of play available are:

Against the AI
Play by email (PBEM)
Lan and internet live
Two player hotseat




The game comes  with copious amounts of documentation. Here are a few examples:







 The laundry list of updates and improvements just keep getting longer. As of now, 'Panzer Battles Kursk' is at version 1.02. There is no reason to assume that Wargame Design Studio won't continue with the practice of John Tiller Software, and keep releasing updates, etc. John Tiller games are still updating some of their games from fifteen years ago. I know for a fact that play testing is a long and nit picking process, and that no matter how many scenarios one of their games comes with, all of the scenarios are tested before the game ends up on your computer.




 The game play, like all Tiller based games, is meant to provide the player with the most realistic battle situations, and command options available. This does make their games more mentally labor intensive than most. Like most cerebral games, the more you put into it the more you will get out of it. The scenarios with their smaller size, compared to 'Panzer Campaigns', are meant to be nail biters, and they succeed in this admirably. You cannot afford to leisurely play 'Panzer Battles', and decide to just go through the motions for this turn. The AI or your opponent will pounce on your mistakes and teach you a lesson very quickly. Playing as the Russian, you will need all of your powers and the strength of your units to stop the German juggernaut. A little good luck is also helpful. Playing as the Germans, you cannot afford to make any mistakes if you are to see the onion spires of Kursk.





 The 'Panzer Battles' games fill a void in the wargaming world. The scenarios included in both the games are either small enough to get in a game before dinner, or large enough to keep you occupied for much longer. Rarely do you find so many scenarios in a game now, and probably never of such diversity. These games, especially with their modding options, should be a big hit with the wargaming crowd. That would be excellent, because then they could afford to branch out into less known and more arcane battles of the period. Some battles have never had games about them, or very rarely. I see on the Wargame Design Studio website there is already a 'Panzer Battles 3' listed. There is also a write up about the creation of a Maleme scenario.

  I am going to button my hatch now and get back to the maelstrom that was the battle of Kursk. Happy holidays to all and I hope you have a great new year ahead of you. Please also look at my 'Panzer Battles Normandy' review.

 http://www.awargamersneedfulthings.co.uk/2016/07/john-tillers-panzer-battles-of-normandy.html



 Robert

Game: Panzer Battle's Kursk Southern Flank
Developer: Wargame Design Studio
Distributor: John Tiller Software
Date of Review: 12/5/16




These features include improved user interface, new terrain graphics and simplified folder structures. The full list of changes is below;

Kursk Patch 1.02 Changelog

Bug Fixes

  • Adjusted reporting for air attacks
  • Corrected hex stack reporting when a wreck is in the hex   
  • Corrected a crash bug when the last man/gun/vehicle is destroyed by defensive fire
  • Corrected a fog of war bug when right clicking
  • Included a check that all off board artillery is not placed on the map.
  • Any fixed unit that is fired on will now instantly un-fix
  • Units could use a bridge while in travel mode to enter an obstacle and then exit the hex, rather than lose their whole movement allowance. This has been corrected and units will now lose all their movement points if they move into an obstacle hex
  • Engineer units were in some cases isolated when in a minefield - this should no longer occur
  • Engineer units will not clear a minefield in a turn that they recover from disruption
  • Adjacent engineers no longer remove isolation for units in minefields
  • Off map artillery was not firing during the defensive fire phase - this will now occur at the same frequency as on map artillery
  • Engineers that attempt to damage a bridge or AT ditch will reveal themselves if currently concealed
  • Units can no longer combine if in mismatched travel modes
  • File mismatch due to different encryption setting during PBEM - fixed
  • Campaign auto-advance on wrong password entry – fixed
 

Enhancements

  • Newly implemented:  View > Map Elevations, View > Map Coordinates, View > Map Combat Modifiers.
  • Optional Zoom to hotspot – Settings > Center Zoom on Hot Spot
  • New parameter file entry - Fatigue factor. Used for scaling fatigue accumulation. Set at 2.0 for Normandy & Kursk. Will be 3.0 for future titles to match the fatigue calculations in Panzer Campaigns. 3.0 is the more appropriate value to use, but none of the Kursk & Normandy scenarios were tested with the higher value
  • New on counter broken and disrupted markings - visible when stacked and unstacked.
  • New Getting Started documentation, including Campaign Primer and Terrain & Combat tables
  • Updated General Help guide with a revised layout and additional information.
  • Updated User guide with a revised layout and additional information. All manuals are a work in progress and will continue to be rationalised over time.
 

Order of Battle

  • Corrected Soviet 27 76mm Gun btty (hs) causing scenario crash
 

Graphics Changes

  • New -small- terrain features. All files are under \Maps\ Terrain Small. Copy all the 8 files into the map directory and overwrite the existing. To revert to the graphics released in Patch 1.01, copy the files out of \Maps\ Terrain - Default directory back into the Map directory. To revert to the graphics released in the original game, copy the files out of \Maps\ Terrain - Original directory back into the Map directory
  • New Cover art. Various versions available in the \Screen directory
 

Map Changes

  • Alternate small map graphics included
 

User Interface Changes

  • New Shortcut keys
  • New Toolbar Icons in traditional and standard configuration. Small, Medium and Large versions also available for each.
  • File/folder reorganization, with creation of the following new folders:  Data (.oob & .pdt files), Logs (.log files), Manuals (.pdf files), Saves (.bt? files), Scenarios (.scn, .map files etc.), Screens (various game .bmp files).
  • New logging system (with various .log files in the new Logs folder), to assist in game testing, and identifying and fixing bugs.

Liaison 1914 by Edward Spears Review    Those who know me or are regular readers will be well aware of my obsession with WWI. It go...

Liaison 1914 by E Spears Review Liaison 1914 by E Spears Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Liaison 1914 by Edward Spears Review

 

 Those who know me or are regular readers will be well aware of my obsession with WWI. It goes without saying that I'm going to have a fairly extensive WWI book collection, though I've said it just in case:). Only a handful of those books I'd class as poor or were difficult to get through, on the other hand a good number of them I thoroughly enjoyed and I'd really struggle to make a list of my top ten without feeling I'd left out many books well worthy of a place in the list. Then we have those that wouldn't just be in my top ten WWI books but be in my non-fiction military history top ten list and, finally, a handful would be vying for a place in my all time favourite books ever, no matter the subject matter or genre. Carry on reading to see where I'd place Liaison 1914.
 


 

 The book is a fairly hefty tome at 469 pages and a further 119 pages of Appendices and Index. Altogether 589 pages to delve into (see, I can count and add up). The book is a narrative of the authors time in Belgium and France as liaison officer between the British and the French. At  the time Edward Spears was a young, highly literate lieutenant with the Royal Irish Hussars, but due to his fluency in French he was made liaison officer between Field Marshal Sir John French the British Expeditionary Force commander (BEF) and the French High Command. As you can imagine, he was in a fantastic position to understand what was going on at the time, most likely better than anyone else on the Entente side at that time. This means this book, his narrative of the retreat from ⚔ Mons, a retreat that could have wiped out the BEF before they even started, would\should make an engrossing read, a real page turner...and it does, with bells on! 

 

 All the major Entente players in France and Belgium make an appearance at some point to a greater or lesser degree. He manages to bring these men, with such immense responsibility on their shoulders, to life just as well as any great author. You can really get a grasp of their personalities, including both good points and their flaws. He also manages to convey to the reader the urgency and perilous nature of the circumstances he and the Entente as whole found themselves in at the time, not helped by the inherent  mistrust (remember until now France had always been the British natural enemy and it had been Prussians i.e Germans who had saved the day for us against the French 99 years previously at Waterloo) which at times broke out into anger between Sir John French and commander of the French armies, Joseph Joffre.  This obviously didn't help the situation and it was more luck, excellent low level leadership and bravery of the men at the frontline that managed to save the day and put the Entente into a position where they could strike back, which they did do with the famous battle of ⚔ The Marne and then the so called Race to the Sea, until both sides were worn out and dug in. Digging-in created the famous trench system that ran from the northern coast right down to Switzerland, though this is beyond the scope of the book which ends on September 14th.
 

 
 For me, this book in particular really brought to life those historic days and helped me understand not only what was going on during that near disastrous period of the War but also how it must have felt on the ground for those involved. When I read military history books, memoirs in particular, I always have a feeling I'm listening to ghosts from the past, many cut down during or not long after the events told, but in a small way still alive on the pages of the book, so they aren't forgotten.

 Edward Spears was one of the first British officers in France due to the nature of his role and, over the course of the War, he continued to serve as liaison officer. He had been wounded four times by the time the War ended and had earned a chest full of medals and awards, he managed to survive the War. I truly wish he'd written several volumes to cover his entire War experience, but sadly that's not going to happen. Before his death at the good age of 87 in January 1974 he had been interviewed for the BBC's famous and "must watch" 1964 documentary The Great War and so appeared several times over the course of that excellent documentary. He also appeared in one episode of the WWII documentary, A World at War, talking about his WWII experience. If you search the web you can find some of his Great War interview clips.
 


So at the start of this review I talked about the WWI books I've read and where this one would go with regards to my top ten list. Well I can't say what number it would be but I will say it's a definite for my all time top ten books of any genre! As for just WWI books, it easily deserves a place in my top five! Anyone with the slightest bit of interest in WWI must at some point read Liaison 1914. I'd even recommend it as a great read to those who haven't shown any interest in the War, though I reckon by the end of it this would be the first book of many they'll end up reading about the War:) Go out and treat yourself to a copy, or if you know of someone who can't decide what to get you for Xmas then look no further!

Thanks for your time. Until the next time have fun, oh nearly forgot, have a Happy Xmas and New Year!

A quick mention of a good companion read A Frenchman in Khaki by P Maze
  

Tigers Unleashed the TSS Series : News from behind the scenes! The story starts many years ago when on the Gamesquad forums are heard...

Tigers Unleashed. It's been a long hard road, but we continue to push on! Tigers Unleashed. It's been a long hard road, but we continue to push on!

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Tigers Unleashed the TSS Series: News from behind the scenes!




The story starts many years ago when on the Gamesquad forums are heard a WW2 version of the highly complex but apparently bug ridden modern tactical wargame POA2.5 developed by HPS Sims. Though news of what appeared to be an uncommunicative and reclusive developer named Scott Hamilton didn't instill much confidence it was even being worked on. So, when in the autumn of 2012 Tigers Unleashed suddenly appeared on the scene available to purchase I was taken aback but in a good way.  As soon as I had the money I bought it, and then came the disappointment. Not only did it have it's fair share of bugs it just didn't play how I'd imagined it to, I didn't see the complexity and to be honest never gave it enough time before I was asking for a refund and removed the game. Refund was given no problem, however I soon started to regret this hasty decision....



 Over the next few days something was bugging me about it, so as I had no spare cash at this point I asked my Mum to buy the actual CD for me as a slightly early Christmas present, and I'm so glad I did (sadly this situation at a later date was used against me when someone decided I'd pirated the game and contacted Scott with this information. Thankfully at that time, unknown to many, I was already good friends with Scott). As soon as it came I reinstalled and decided to contact Scott about the issues  I had found and also my thoughts overall about the game. I could see by this point the immense potential this game had if it's problems could be fixed and features enhanced. Scotts reputation however made me feel I wouldn't get a response so when this lengthy yet very interesting reply came I was rather surprised.


 It quickly became apparent to me Scott really wanted and needed some committed people to help test the game and get involved in improving it and getting it to reach it's potential it also became apparent on how committed he was to the game. So from that moment onwards I haven't stopped helping Scott and the other long term team member Jeff in trying to get the game to reach it's amazing potential. It seemed all this time he was wanting people to get involved and help out, he wasn't some recluse who kept it all very secret. To show how much he had needed people to help test and give feedback was when after three months of testing he told me he had had more feedback from me in those three months than in all six years of previous development. Another major thing quickly became apparent aswell, it was going to be a long drawn out process and not one for the impatient. The game is so complex plus with just one of us doing the code (Scott) that even minor issues can take weeks to fix and may require whole sections of the code to be rewritten. This can then have some knock effects which will need to be fixed as they become apparent in testing. To give you an idea of how complex the game is I once asked Scott if he could modify something regarding LOS (can't remember exactly). His reply was an explanation of how the game deals with sighting, it involved photons and god knows what else, so wasn't just a case of a quick number change here and there in the code. I suppose as POA was also made for the military then it had to be this complex to model new offensive and defensive technology.



 Due to the games complexity and the time it can take to fix things or add things any patches released have been very few and far between. Leaving a customer base extremely unhappy and convinced the game is dead and abandoned. Tigers Unleashed is another POA2.5 Or future customers are put off buying it. Yet work hasn't stopped since the day of release. I doubt a day hasn't gone by where nothing was done. Apart from the testing I've created more or less a whole new set of unit symbols for more or less every vehicle and Infantry type in the data tables. I've also added loads of new sound effects. As far as testing goes I have over forty pages in Outlook containing all the emails I've had in reply to my own and I'd say I've sent Scott three or four times that many.I promise that we who work on it are also extremely frustrated about how much time it is all taking. I'll say here and now when at times it seemed we had taken one step forward and then, yet again, another two steps back I felt like throwing in the towel. However we have all become firm friends and we all still believe in the game and it's future potential is just to great to abandon and leave behind. So we continue to work on it, over the course of the few years I've been involved the odd person has come along to join us but soon left as the game does require alot of commitment and belief. One other drops in every now and again and that's Harry (Hello Harry). He really gets into the nitty gritty and will be very valuable in the later stages of testing and all the obvious things are working as they should be and I hope start getting close to it's full potential.



 Alot has been done and achieved over the last four years, most of it the player wont really notice but needed doing. Alot of code has been fully rewritten which will help with any future bugs etc by speeding up the fix process. The game also has some new features the player will notice and I'd say nearly all game features have been improved on to some degree since release. My latest test patch is playing better than ever when it comes to a game being derailed by a bug or crash. Infact those who haven't played the game since near the release will definitely notice the all round improvement to the game. Saying this we still have a long way to go. Currently there are two biggies that need to be done. The first is that the AI needs a total going over, both it's defensive and offensive capabilities need work. The second is that there are still some issues regarding actual combat which need ironing out so that the game plays out in a realistic manner. Then we have my own personal wants and requests. I feel the game needs some new ways of getting over information to the player say at the end of each turn I've done a couple but the stock scenarios do the game little justice and they need reworking. More aswell as better use of current features, for instance the combat report could and should be something that can immerse the player aswell as add tension etc to the game. SOPs based on distance to enemy be added which in turn when set with the current set of SOPs for the AI during scenario creation will help improve it's performance immensely. Scratch built, unique, non geomorphic maps created, some creating the actual terrain a historical battle was fought on. Make sure all weapons, ammo, vehicles and infantry types in the data tables are also in the games extensive TOEs the players can pick from when creating a new scenario. Last I suppose on the list is the campaign feature which isn't actually working so the award\medal system doesn't work. Again this is something that will get done as we'd love to make actual campaign disks once the game has reached it's potential and I guarantee when that happens it will sell and sell well.



 Looking back I've really enjoyed testing the game and have made a great friend in Scott. I also gained new skills making the new default unit set which I really enjoyed doing and I feel not only enhances the game visually but also helps the player with regard to knowing exactly what vehicle, AFV or infantry type it represents.The new sound effects also help with the immersion aspect. That's the additions I've personally have made to the game besides which it also sports an endless list of fixes and improvements, aswell as new features, some obvious and others not ,which again improve the game experience. So what is easily the most complex and deatiled tactical wargame ever developed for civilian use is improving at every step and the next patch is the one I think were players notice the game making good strides towards it's full potential. Which is a great thing as I reckon we wont see a tactical wargame of this complexity released to the public for a very long time, if ever.


 So I'll leave with this. I promise you, behind the scenes work has never stopped on the game and it will continue until Tigers Unleashed is flying on all cylinders and stands dominant as the greatest tactical WW2 wargame ever made, which Scott, Joseph and myself fully believe it can and will be. Even at that point we'll keep working away with new games in the series. A great thing about TU is that any new game will share the same exe file so only the actual data tables and obviously scenarios are different. This means all work done on a new game is also being done for TU. So when working on a new game for the series Scott is also working on TU for no actual extra work..if you follow:) I hope this helps ease any worries about what's happening with the game. Now back to testing....

One more thing. People must understand that TU is really a labour of love and really just a one man project. There is no money to hire people to do things like pay for another coder etc. Those who work on it are unpaid and doing it for free, because of faith in the game and also to help a friend continue with his labour of love:) TU is a work in progress and will be even when it has surpassed it's original design because things can always be improved or added too. This means TU will continue to improve long into the future. So when you look at the game remember it's growing like a person, currently it's at the primary school age which means it still has alot of growing and maturing to do:)

Note: I'll keep you updated on progress as much as possible, however until you hear work has stopped on TU (not happening),  which I'd post here,  we will be busy working away at the game.

hpssims.com