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V1.0.164 Hotfix 2
-Add: Ladder to constructions

-Fix: Missing collision on Bunker nets
-Fix: Last missing material on explosion (big gray square)
-Fix: Faction name in Arnhem AAS 02

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V1.0.169 - Hotfix 3 - ( - source - )
-Add: New UI for radio communication
-Add: New 20mm HE shell sound

-Fix: Wreck collision after despawn
-Fix: Ladder cost 200->20
-Fix: 82nd Airborne marking on uniform

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Update V1.0.182 ( - source - )

Hello everyone,

We have been very pleased with the encouraging words both internally and externally about our latest updates to Post Scriptum. This has been reflected through our current Steam ratings and reviews. A large proportion of the improvements have been as a result of the feedback from you - the player base - and faith from beloved communities that continue to support Post Scriptum. We are continually evolving the game using this feedback and we thank every one of you for helping us improve the experience.


-Add: Arnhem Range US
-Add: Driel AAS 02, 03, 04, 05
-Add: Oosterbeek AAS 02, 03, 04, 05, 06
-Add: Arnhem AAS 03

-Fix: Cap zone name in Velmolen 09
-Fix: Oosterbeek PaK on S02
-Fix: Collision on some Arnhem building
-Fix: Paradrop location in Driel
-Fix: Adding radio to all AAS main bases - Gameplay: Improved voip readability - Gameplay: Handheld MG get 5 bullets in between tracers


So, what’s new for PS? Below is a roadmap stretching from release, back in August, all the way into the near future, showing our plans for the end of 2018 and going into 2019, The Bloody Seventh is only the beginning!





Veghel (3x3km) is one of the 2 new maps coming for the US faction and can be expected soon featuring the Screaming Eagles of the 101st US Airborne Division!




Post Scriptum’s new ‘Armored’ game mode will give players the chance to battle it out in brutal armored vehicle warfare. From armored recon vehicles to several different types of tanks to choose from, your mission is to capture objectives and work with your team to exploit the weaknesses of your enemies. In order to achieve victory, teams will need to preserve tickets by controlling a majority of objective areas, and destroying the enemy. Heavier vehicles play a vital role, as they are able to capture objectives much faster than lighter vehicles. This requires players to organise the distribution of different vehicle classes strategically over the battlefield.

‘Armored’ is going through its final testing phase and the internal reception of the first iteration of the mode has been quite positive so far. ‘Armoured’ will release soon after we work a bit more on gameplay balance, such as ticket counts, capzone timer etc.. We are very close to it!




Also coming soon are two new iconic vehicles that should help reinforce all factions on the armour front! We will be revealing these additions soon.



Melee has been a long time request from players, and also a wish of ours. It is still a work in progress but we are close to a satisfactory result.



We believe that community/player driven content is the key to enabling communities to hold custom events, and for modders to finally have a chance to develop their own weapons, vehicles, maps and gameplay systems. We are looking forward to this new chapter. Post Scriptum’s SDK should be a coming within the next few weeks as we are working with Offworld Industries and Epic Games to get this out. More info about this later.



As previously mentioned, Post Scriptum started with ‘The Bloody Seventh’ as the original theatre and vision, with the hopes that the future would allow the possibility of new factions and areas of the war to be included. Stay tuned for future updates as we will slowly start to unveil the new additions coming to the Post Scriptum experience!

Join the community on Discord

From the team at Periscope Games, we thank you again for your continued support and feedback!


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Update V1.0.186 ( - source - )

Hello everyone,

Small but needed update before the weekend, we had an issue with the Toggle Firemode key not working as intended, our core changes to make the bayonet was interfering with that key. It should now be back to normal.
We also took sometime to add new head models, focusing on the 82nd for the time being.
More to come soon.

Our Sound Designer TheSCRUB is currently working on designing sound for the bayonet attach/detach animation made by Macolik. Getting closer to a playable prototype.

Work on Veghel continue, we will have a first version playable in the near future for the Supporter first, then as usual, we'll release it to everyone.

Hope you guys enjoy the update and have a good weekend.


-Add: New head model for US 82nd Airborne
-Add: Velmolen Offensive 02, 03, 04
-Fix: Toggle Firemode not working
- Gameplay: Tweak to M3 Halftrack damage model with 20mm AP



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Update v1.0.190 - ( - source - )

Hello everyone,

Today, we patch Post Scriptum to fix a couple of annoying bugs reported by the community.
Panzerfaust had a weird issue where you couldn't see your own projectile while others were able to see it, this was solved yesterday as the bug was reported both on Reddit and our community Discord. (
So we are glad that this bug got identified and killed, in the most brutal way!

We also add 3 new layers for Doorwerth in AAS.

Changelog :

-Add: Doorwerth AAS 03, 04, 05
-Fix: Panzerfaust issue in first person view
-Fix: US Smoke tweak for right click throw to not lag on hold
-Fix: Various level design issues


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