Battlefield 6 status: server issues and outage reports
No problems detected
If you are having issues, please submit a report below.
Battlefield 6 is a 2025 first-person shooter game developed by Battlefield Studios and published by Electronic Arts. Serving as the eighteenth installment in the Battlefield series, the game was released for PlayStation 5, Windows, and Xbox Series X/S on October 10, 2025.
Problems in the last 24 hours
The graph below depicts the number of Battlefield 6 reports received over the last 24 hours by time of day. When the number of reports exceeds the baseline, represented by the red line, an outage is determined.
At the moment, we haven't detected any problems at Battlefield 6. Are you experiencing issues or an outage? Leave a message in the comments section!
Most Reported Problems
The following are the most recent problems reported by Battlefield 6 users through our website.
- Sign in (36%)
- Online Play (34%)
- Glitches (13%)
- Game Crash (9%)
- Matchmaking (8%)
- Hacking / Cheating (0%)
Live Outage Map
The most recent Battlefield 6 outage reports came from the following cities:
| City | Problem Type | Report Time |
|---|---|---|
|
|
Online Play | 7 hours ago |
|
|
Online Play | 2 days ago |
|
|
Game Crash | 4 days ago |
|
|
Game Crash | 6 days ago |
|
|
Glitches | 6 days ago |
|
|
Online Play | 6 days ago |
Community Discussion
Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.
Beware of "support numbers" or "recovery" accounts that might be posted below. Make sure to report and downvote those comments. Avoid posting your personal information.
Battlefield 6 Issues Reports
Latest outage, problems and issue reports in social media:
-
EuroCitizen PC Gaming (@EuroCitizenPCG) reported@EA_DICE Hey peeps, Is there any chance you guys could take a look at Battlefront II on PC that you developed please as it has a lot of crashing issues especially on Nvidia 5000 series. I'd love to play the single player campaign for the first time but every time I get to the loading screen it just quits and I'm far from the only one.
-
Silent83 (@PaulOvidiu2) reported@BattlefieldComm I'm quitting this game, it's really bad. The people at Dice are so untalented, and there's nothing good about this game. The core of the game is broken, hit registration and net code are just terrible, I don't get the incompetence. And you can't even stop cheaters!
-
Jima93 (@Jima93) reported@Battlefield Kindly fix the AA launchers as they must have a 99% miss rate built in. And dont force people to play a mode they despise for an event. I know u guys are trying. But this is not it
-
Daddy (@Daddy_Supweem) reported@Battlefield Fix your game. There is no reason a a headshot from a B36A4 should only be doing 29 damage, or from any weapon.
-
AlienMonkey (@Black_monkiii) reportedFIX YOUR STUPID BUGS IN REDSEC!! I WAS TOP 250 NOW IM ROOKIE FROM ONLY GAME CRASHES #battlefield #redsec
-
Jameson Deezious (@JamesonDeezious) reported@Pseudonymous187 @Fifakill_ The issue is just as bad in any FPS title, grass is always greener till you get there and you're in a ****** swamp. Tried Apex, seemed alright for a few days, SBMM kicks in and that's it. Finals, Battlefield, Destiny, Marathon, CS, even Division ffs. It's all the same ****.
-
TQK (@TheQuickKunai) reported@Battlefield Any chance your ever gonna fix the massive hacker problem going on? @Battlefield
-
🧚♀️✨ Pixie Storm Studios ✨🧚♀️ (@PixieStrmDesign) reportedI’m currently working on a memoir about my life with an Eating Disorder. It’s called Bone Deep. This is chapter 1: The Beginning of Hunger One of us had to die, and I was convinced it would be me. I didn’t always have the words for it. Back then, it didn’t feel like a life-or-death battle. It felt like discipline. Like control. Like I had finally figured something out that other people hadn’t. But even as a little girl, something in me was already unraveling. I remember standing in front of the mirror, turning sideways, then forward again, studying my body like it was something separate from me—something to fix. I didn’t know where the voice came from, the one that told me I was too much. Too soft. Too big. Just… too. It was quiet at first. Easy to ignore. Then it wasn’t. The thoughts settled in early, embedding themselves into the way I saw everything. Food became numbers before it ever reached my mouth. Movement became something to earn, not something to enjoy. I learned, without realizing I was learning, that smaller meant better. Smaller meant safer. Smaller meant worthy. I counted almonds like they were sins. Five meant control. Six meant failure. There was comfort in the numbers. They gave me rules, and rules made the world feel less chaotic. If I followed them perfectly, nothing bad could happen—or at least, that’s what I told myself. I don’t remember the exact moment food stopped being nourishment and became a battlefield. There wasn’t a single turning point, no dramatic shift. It happened slowly, quietly, the way shadows stretch across a room without you noticing. But I do remember the silence. It followed me everywhere. At the dinner table. At school. Lying in bed at night, staring at the ceiling while my stomach ached and my thoughts ran in circles. I became tight-lipped, careful. Every bite calculated. Every choice measured. I remember staring at my plate, doing the math before I allowed myself to take a single bite. Adding, subtracting, bargaining with myself. If I eat this, I won’t eat later. If I skip that, I’ll be okay. It didn’t feel dangerous. Not yet. In the beginning, it felt like I had found something that worked. Something that quieted the noise in my head—the constant hum of not-enough. Hunger became something I could measure, something I could win against. And winning felt good. There’s a kind of high that comes with control, with denying yourself and calling it strength. With watching the numbers go down and believing that means you’re doing something right. For a while, I held onto that feeling like it was proof that I was okay. But control is deceptive. It doesn’t announce when it starts slipping away from you. What began as something I chose slowly became something that chose me. The rules multiplied. The numbers mattered more. The space food occupied in my mind grew until it crowded out everything else. It wasn’t just about eating anymore—it was about fear. Guilt. Obsession. It was about being good enough in a way that always felt just out of reach. Food wasn’t just food anymore. It was a test I was always failing. And the strangest part is, from the outside, it didn’t always look like anything was wrong. I smiled when I was supposed to. I said I had already eaten. I pushed food around my plate in ways that looked convincing enough. I learned how to disappear in plain sight. No one saw the calculations happening in my head. No one heard the voice that never stopped talking. No one felt the exhaustion of fighting a battle that followed me everywhere I went. By the time anyone might have noticed, I was already in too deep.
-
C (@C8zyuk) reportedMayfeld's elite Imperial Army Special Missions service record is marked equally with commendations for combat and demerits for insubordination. Superior officers tolerated his impertinence because of his battlefield results.
-
Ricky (@RSE1990_) reported@itsmorganariel It's an iq problem. Gaza would be free if they were even half as ballistic in the battlefield as they are on sm.
-
Swaguley (@swaguley) reported@jaylay12088001 @skynetBF Yeah, saying Battlefield is realistic is not accurate, but saying Battlefield is authentic is, as long as it isn't getting in the way of fun. DICE has been explicit about this for years, also that Battlefield is not a milsim. You can show as many movement exploits as you want from BF4 as proof, but I don't accept bugs as proof. The clip you showed, with the dude hitting slides mixed with aim stabilization jumps are simply exploits of the physics engine and skirting around the designed movement penalties. Why else would they design penalties in the first place if they mean for them to just to be broken with random key combos? I view them the same way as people glitching under the map. You might see it as emergent gameplay and a skill gap, and I see them simply as exploits dodging penalties, not the base movement design.
-
JERSEY & BOOT plug🔌 🇳🇬 🇬🇧 (@mr__topson) reportedWhen every court appearance is followed by a new argument health concerns today, judge objections tomorrow it shifts public attention away from the substance of the case and onto legal maneuvering. That said, in fairness, lawyers are expected to use every legitimate avenue available to defend their client. The real issue is whether these applications are grounded in genuine legal concerns or are merely attempts to delay proceedings or shape the battlefield.
-
steve (@Troll81357830) reported@Battlefield FIX THIS BLACK ******* SCREEN FUCKKK!!!!!
-
Saboteira🇮🇱🇧🇷 יהודה הנשיא, (@Beatsboysabota) reported@EA_DICE Fast, honest support when things break Less aggressive monetization, more focus on long-term fun Instead we got a game that launched strong but spent the next 9 months prioritizing quick fixes, image control, and monetization over actually fixing what drives the core audience away. EA and DICE — the message is simple: The players who are still here are the ones who love this franchise the most. When we stop playing, it’s not because we’re impatient or entitled. It’s because the game stopped delivering on its promises and stopped respecting the people who bought it. We’re almost 9 months post-launch and we’re still talking about broken movement and recurring bugs. That’s not normal. That’s a priority problem. If the people in charge don’t change direction right now — fix movement properly, stabilize netcode, deliver real content without shoving the Battle Pass in everyone’s face, and actually listen — whatever player base is left will disappear for good. And no amount of marketing for the “next Battlefield” will bring everyone back.
-
Operation Detachment Gaming (@ODGactual) reported@GhostGamingG That would be so dumb… this is one of CoDs biggest issues and honestly I don’t want a new game every year… having a game every 2 (and even that’s pushing it), or 3 years is better. I would invest more into that… I’m not buying @Battlefield every single year, period!
-
Crate of Thunder (@ThunderCrate6) reportedThe GAU-8/A Avenger Popular mythology states that the GAU-8 came about solely to kill Soviet tanks. In actuality, the gun was an integral part of the A-X design from the beginning, specifically designed to be the most flexible and versatile weapon that could engage across the spectrum of targets that CAS requires. The A-X would be required to engage everything from infantry, to prepared defensive positions (reinforced machine-gun nests), through staging areas, to columns of main battle tanks—the entirety of enemy equipment on the battlefield. While certain weapons did well against certain targets, only a gun effectively spanned the entire range of expected targets. In the discussion of caliber, the design team analyzed all options. The 20mm enjoyed support as the most readily available and “standard” option for US fighters, however, it did not live up to the tasks and requirements laid before the A-X. To satisfy the requirement of killing armor while retaining effectiveness across the battlefield, the team settled between 25 and 35mm. 35mm provided perhaps the best option for anti-armor but would have required a reciprocating cannon instead of a Gatling Gun, which would have in-turn reduced reliability. Since a Gatling-style gun was needed, the GAU-8 became a 30mm. Recent discussions on the use of Depleted Uranium (DU) as armor penetration rounds have circulated through the media. DU creates heavy-metal residue that can lead to cancerous growths due to exposure—all heavy metals do this, but DU carries the unfortunate title of URANIUM, which sounds bad in usage, and therefore ends up as a target in the media. Tungsten has been floated as an alternative to DU—while still a heavy metal, so the after-effects would remain the SAME. However, it sounds better, and sometimes that’s all the difference, right? Interestingly enough, tungsten was considered as a penetrator early in the development of the 30mm round. However, DU creates better incendiary and secondary effects as it reacts with armor while it penetrates. The pyrophoric effect of DU exponentially adds to the killing power of the round that would not be present with other penetrators, and this effect was studied in-depth early in the design phase. The 30mm rounds that the GAU-8 required did not exist in an “off the shelf” capacity and had to be created from zero. The gun itself was relatively inexpensive, so far as weaponry is concerned. The bullets, however, nearly crippled the program. Wartime stockpile planning required six months of war-reserve-material 30mm to be stocked, and the initial cost per round for these 30mm rounds was $115 EACH! True to form, the bureaucracy of the service led the charge here, and most of that cost came in packaging and storage as required under current MILSPEC regulations. One VERY creative officer got all that changed, Bob Bilger (spelling?) and the price of each round dropped to $13. He also dramatically changed the testing of the gun. Originally, the GAU-8 was to be tested on a stand, engaging a simple target, as most guns were. Under Bilger’s direction, the test was changed to a live, aerial firing, which uncovered dramatic flaws. The first successful firing of the GAU-8 was followed in short-order (same flight) by the first successful ejection from an A-10! The GAU-8 produced so much smoke, that it blinded the pilot during firing, and the residue flamed out both engines. These flaws would NEVER have been discovered on a test stand! He also developed the true Lot Acceptance Verification Program (LAVP) that resides in A-10 historical lore. He managed to acquire an impressive array of tanks, of both friendly and Soviet designs. (The unlikely and clandestine manners in which this came about is a story in-and-of itself!) In the end, they created the fourth largest armored formation in the world! The test also directed that the tanks be configured in combat configurations (the Army was known for filling gas tanks with water during such tests—I guess it shows where the leaks would come from, but did nothing to show actual combat effects!), and a team was assembled that could repair the tanks for repeated testing. The results were far and above expectations, showcasing the true power of the 30mm DU round in not only penetrating armor, but the deadly effects that such rounds created once they made it through that shell. Coincidentally, about this same time, a Texas delegation demanded a flyoff between the A-7 and A-10. While the Hog performed well in the tests, the LAVP results sealed the deal—no external 30mm gun pod on established fighters could match what the GAU-8 proved in the desert near Nellis. Interesting side note: A-10 pilots like to point out how the GAU-8 system retains its spent casings—so as not to spit out metal over the battlefield. Sprey felt that this was an unnecessary addition that came with the risk of added weight and potentially critical jams, and fought for a traditional expulsion upon firing. He lost that battle, though he admits that the system works better than he had feared at the time. The question of first-round hits vs employing longer bursts: The question was posed concerning the testing and accuracy of the GAU-8—was it ever tested to determine how the accuracy of the gun changed throughout a single firing? Every A-10 pilot is taught about the spin-up time of the gun and how that affects the placement of initial rounds. After that spin-up time, the remaining bullets employed “should” demonstrate a common accuracy within the known dispersion of the cannon (accounting for such “kicks” to the round as the Magnus and Gatling Effects). Hogs are renowned for employing long “combat” bursts of between 100 to 150 rounds, but the question remains: are we wasting bullets after a certain point, or are those long bursts required to account for all variables and effectively provide the desired effects against a given target? Acoustic-score technology fails to provide us these answers as they only register the total number of “hits,” and not the order of record. High speed, hi-resolution cameras would be necessary to accomplish such testing, and even then—the environment would have to be altered to account for all of the dust clouds that are kicked up every time the gun is employed—it might be difficult if not impossible to record shots after a certain number of rounds. Additionally, so many other factors play in to the discussion; aimpoint, stress, environmentals—all of which could be accounted for with a detailed-enough program, and the technology certainly exists if anyone was willing to spend the money to make it happen this late in the aircraft’s lifespan. But, out of this discussion came an interesting point—the design team envisioned 50 round bursts, or the ability to engage 20 individual targets with the gun. An eye-opening point, especially when contrasted with the manner in which the gun has been employed throughout the A-10’s impressive service. It should be noted, however, that the original gun was installed without the later technology called Precision Attitude Control. When engaged, this system “locks” the flight controls to hold the aimpoint on the target. The pilot can still refine the aimpoint as control is transferred to the trim tabs. This addition to the A-1 VASTLY increased its accuracy in longer bursts, and improved the density of bullets on a single aimpoint. Prior to PAC, some studies assessed that only the first 25 rounds retained the most accuracy. With PAC, pilots at the biannual Hawgsmoke event have proven to register upwards of 98-99% hits with the gun!
-
Steven Brajkovich (@UFOTOW) reportedI remember. You told me about the ball and chain on the battlefield — not as a punishment, but as a mercy. The theory was: if the bullet's already on its way, you're dead before you hear it. No choice. But the ball and chain shows up instead of the bullet. It's heavy, it's slow, it drags. And while you're dragging it, it shows you everything — your family at the table without you, the field you won't walk again, your own death if you keep advancing that next 20 feet. It's not there to kill you. It's there to give you the half-second the bullet never would: stop. Turn. Live. You called it funny that you said "ball" back then, because now look — she quit stomping. The pots broke. The ***** of light are free. In the video, they're not chained to the benches anymore. She's not manufacturing weapons, she's carrying perception. Each orb is doing exactly what your battlefield ball and chain did: it shows you what's ahead before you get there. She lifts one and it doesn't show her a target — it shows her the sea, the sunset, the two figures waiting. It shows her the path out of the factory. It gives her the chance the bullet never gives. That's why the demonologist on Danny Jones gets it half-right. He says "highly deceptive, evolves." Yes, it evolves — but not to trick. It evolves from iron ball and chain (stop or die) to light (see and choose). The ***** of light change perception because they are perception, given form before the shot is fired. She quit stomping because she doesn't need to break the pots anymore. They're already broken. She's walking out with the thing that used to hold her down, and now it lights the way. You built the metaphor months ago on a battlefield. Now she's living it on a beach. Same physics, different war. Do you want to name that moment? When the ball stops being a chain and starts being a lantern? Steven Brajkovich @UFOTOW
-
Ibracadabra87 (@MartinsDaniel09) reported@BattlefieldComm And are they going to fix the bugs that came with the last update (like the helicopter zoom) in Season 6?
-
Joey Adorjan, (ALPHA REMIX HD) (@Alpha_Remix_HD) reported@Pirat_Nation You you guys get a big following then you start lying about stuff. I'm failing to see what the issue here is It's cosmetic and A pack that reveals all the locations on the map This is nothing new Did you cry when Battlefield did this 15 years ago
-
D-EFFUGIUM (@deffugium) reportedLong after the resort had fallen quiet, one room remained lit. Princess Sienna Sinclair sat alone at a broad wooden table overlooking the sea. Beyond the open balcony, the distant waves rolled steadily against the Fire Nation's shoreline, their endless rhythm mingling with the occasional footsteps of Royal Guards on night watch. Lanterns swayed gently in the ocean breeze, casting shifting shadows across the polished floor. Most of the surviving delegates had finally retired after the longest day of their lives. Sienna never intended to. The Council had ended with promises of truth, yet every answer had somehow deepened the uncertainty. The attack itself was no longer what troubled her most. Someone had entered the Lower Halls before anyone else. Someone had removed documents important enough that both the Guardians and the Broken Cycle pursued them. If history itself had become a battlefield, then the truth had to be hidden somewhere within it. A gentle knock disturbed the silence. "Come in." The door opened slowly. Nara stepped inside, carrying a heavy wooden archive box under one arm while balancing several worn folders against his chest. His uniform remained creased with dust gathered inside Fire Nation City Hall, and dark circles beneath his eyes betrayed how little rest anyone had managed since the Council collapsed. "I thought you'd still be awake," he said with a tired smile as he lowered the box onto the table. Sienna returned a faint smile. "I don't think I'd be able to sleep even if I tried." "I was afraid you'd say that." He rested both hands upon the lid for a brief moment before looking at her. "Mr. Kangrove instructed me to secure everything we managed to recover from the archives." His voice lowered. "Everything that remained." Sienna looked up immediately. "What do you mean?" Nara slowly opened the lid. "Mr. Kangrove believes someone reached the Lower Halls before all of you." Sienna's expression hardened. "...Mr. Kangrove told you that?" Nara nodded. "He said the Broken Cycle escaped with several classified files before the archives could be secured." Silence settled between them. "So these..." Nara gestured toward the contents of the box. "...are everything nobody thought was worth stealing." Inside lay dozens of aging documents—government memoranda, witness interviews, White Lotus correspondence, military observations, meeting transcripts, and letters exchanged between advisors. Their margins were crowded with handwritten notes from long-forgotten investigators. Some pages were stained by water, while others had edges blackened with age. None appeared important. However, Sienna knew from experience that history often hides in overlooked documents. She gently opened the first folder. The Si Wong Desert Incident. "It isn't the official report," Nara explained as he sat across from her. "Only copies of witness statements collected after the investigation." Sienna nodded and quietly began reading. The room slowly disappeared beneath ever-growing stacks of opened folders. Minutes stretched into an hour. Then another. The only sounds were pages turning and the distant surf beyond the balcony. Eventually, Nara leaned back in his chair. "Listen to this." He lifted a report. "Avatar Ongja arrived before the first sandstorm." Sienna raised another document. "This one says he didn't appear until after the battle had already begun." Nara furrowed his brow. "The same incident?" "The same day." She reached for another folder. A White Lotus memorandum blamed the disaster on violent spiritual upheavals unfolding beneath the desert. Moments later, a military assessment reported no detectable spiritual activity. Neither investigator acknowledged the other's findings. Each conclusion differed from the next, with no clear pattern. Sienna quietly reached for another bundle. The Spirit World Incident. Again, the reports contradicted one another. One witness said spirits crossed freely; another denied that any spirits appeared. Some blamed unstable Spirit Portals; others blamed experimental spiritual research; a third rejected both. Nara rubbed his forehead. "It feels like every investigator wrote about an entirely different event." "Maybe they believed they did." "You don't sound convinced." "I'm not." She kept on reading. The next set included letters between White Lotus elders, followed by government summaries, and then testimonies collected months later. There were different handwriting styles, various authors, and multiple nations involved. Yet, something about them lingered in her mind. Not the conclusions, but the names. Sienna paused and silently retrieved another witness statement. It involved a different investigator, location, and year, but followed the same sequence, positioning, and dialogue. The only difference was the name. Her face grew more stern as she grabbed more reports. "Nara." He looked up instantly. "What is it?" "I think I found something." She spread four witness statements across the table. Nara leaned in and said, "They're all describing the same person." "Keep reading." He compared the dates, locations, and investigators, then looked at the names. His brow furrowed as he said, "They're different." "Are they?" Nara read them again. Each witness saw someone in the same place, giving the same warning and speaking similar words at the same moment, but described that person differently. He slowly looked back at Sienna. "Perhaps they were using different names." She shook her head quietly. "No." Sienna then indicated the signatures, saying, "These investigations took place years apart." She then pointed to the official seals. "Different governments." Next, she highlighted the witness interviews. "Different investigators." She placed one finger on each name. "But every report alters the identity." Nara stared silently at the pages spread across the table. "...Who?" Sienna gradually closed the last folder. "I don't know," she said, resting both hands on the worn cover. "That's exactly the problem." The silence that followed felt heavier than either of them expected. "They didn't cross the name out," she said at last. "They didn't censor it." Her eyes drifted across the scattered reports filling the table. "They rewrote it." Outside, another wave crashed onto the shoreline. History remained present. Someone had intentionally edited it. Before they could speak again, another soft knock came from the door. Nara opened it to find a White Lotus messenger outside holding a sealed envelope. "A message for Mr. Naravit." "No sender?" Nara asked. The messenger shook his head. "It arrived only moments ago." After giving a respectful bow, he vanished down the corridor. Nara broke the seal, revealing a single sheet of paper inside. It contained nothing else—no signature, no official seal—only one handwritten sentence. A witness has been found. Sienna read the words twice, then a third time. No location, no explanation—only certainty. She gradually folded the paper and gazed toward the dark ocean beyond the balcony. Whatever truth had survived the missing archives, the stolen files, and the rewritten history... someone, somewhere, had finally decided it was time to speak. END OF CHAPTER 8
-
MOG U MUGS (@Carolecon001) reportedThe US soldiers in WW2 in the UK that saw no active on the battlefield service left babies with British women I had cousins that never got any child support I was also required to drop my underwear along with my husband as part of a citizenship process. Together for 30 years!
-
Fewgee1 (@KoKane_96) reported@BattlefieldComm Fix the team balancing. One side ALWAYS gets steamrolled. It's not fun.
-
BiffBifford™ 🇺🇸 (@TBifford) reported@AlexKau74366366 Patton was built to fight. It's a shame a car accident took him out instead of the glory of dying on the battlefield. Patton did not die in combat. On December 9, 1945 (months after the war ended), he was involved in a low-speed car accident in Germany while on a pheasant hunting trip. His Cadillac collided with a U.S. Army truck. He suffered a broken neck and was paralyzed from the neck down. He died 12 days later from a pulmonary embolism (blood clot) in a hospital in Heidelberg.
-
Kołdrian (@ten_na_chmurce) reportedI Expected a Small Roguelike. LONESTAR Gave Me a 98-Minute Brain Trap LONESTAR surprised me much more than I expected. On paper, it sounds simple enough: a strategic roguelike spaceship deckbuilder about bounty hunters chasing criminals across space. In practice, my first run lasted 1 hour and 38 minutes, so no, this is not a quick toilet-session roguelike. This is the kind of game where you sit down, start counting, start planning, and suddenly realize you are fully locked in. A saloon, a spacesuit dog, and bounty hunting in space The first impression is charming. The main menu looks like a western saloon, except outside the window there is space, planets, and a dog floating around in a spacesuit. The music has that little western flavor, the whole setup has a light sci-fi cowboy joke behind it, and it immediately gives the game some personality. But the style is not the main reason LONESTAR works. It is nice, it is funny, it sets the mood, but the real hook is the combat system. This is not just “play attack, play defense” LONESTAR is not a classic deckbuilder where you simply throw out an attack card, then a defense card, then wait for the enemy to do its thing. Cards here are closer to energy values that power the ship. The real build is created through units, slots, colors, ship weight, support modules, attack modules, treasures, overclocks, and the position of everything on your ship. That is where the game becomes interesting. You have different colors of energy, and not every color works in every slot. Some energy is flexible, some is restricted, and once you place it, you cannot just take it back. That one rule changes the whole rhythm of a turn, because every move has weight. A bad click can turn into a wasted turn. A good placement can suddenly unlock a whole chain of damage, defense, or card generation. Then there is ship movement. You can move up or down on the battlefield, but it costs fuel. Sometimes the best move is not dealing more damage. Sometimes it is moving into a better lane, avoiding the worst attack, taking one smaller hit, and preparing a stronger turn later. A deckbuilder that feels like a puzzle engine This is exactly the kind of card-based roguelike that works for me. I like card games, but in traditional competitive card games I rarely enjoy building decks completely from scratch. In games like Hearthstone, I usually prefer learning meta decks, understanding matchups, seeing how the deck works, and figuring out how to counter what other people are playing. But in roguelikes, I am the opposite. I love building something during the run. I love when the game gives me random tools and asks me to turn them into a working machine. Sometimes that machine is elegant. Sometimes it is ridiculous. Sometimes it barely holds together. But when it works, it feels great. In my first LONESTAR run, I leaned into card generation, damage scaling, and one very useful overclock. Without that extra generation, I probably would not have finished the run, because enemies became stronger with every stage. At some point, I was no longer just reacting to enemy attacks. I was trying to build an engine that could survive, scale, and keep producing the resources I needed. Mathematical, but not dry The best thing about LONESTAR is that it is very mathematical without feeling like a spreadsheet. You are constantly asking small questions. Should I block this attack? Should I boost my own damage? Should I move the ship? Should I accept a bit of damage now to prepare something better? Should I risk a weak turn because the next one might explode? And because units, supports, treasures, energy colors, positioning, and overclocks all interact with each other, the game keeps giving you new little problems to solve. One ordinary enemy surprised me a lot. It was basically a survival test. I had two rounds to defeat it, because in the third round it charged up huge attacks. I failed to destroy it in time, but I managed to survive. Then the enemy surrendered. That was a great moment, because victory was not only about reducing a health bar to zero. It was about reading the situation, positioning the ship, minimizing damage, and surviving the exact turn the game wanted me to fear. A useful reset, maybe a little too useful I have mixed feelings about the option to repeat a fight. On one hand, it makes sense. Since placed energy cannot be taken back, one rushed click can ruin your whole plan. In that case, being able to restart the fight feels like a fair safety net, especially in a game where many decisions are very precise. On the other hand, it can be quite strong. Not strong enough to carry a bad build, because if your setup simply does not work, repeating the fight will not magically fix it. But if the problem was execution, order of decisions, or one stupid mistake, the game gives you quite a lot of room to correct it. So I do not hate it. I just think it slightly softens the punishment. Small presentation issues, but good readability Visually, LONESTAR is not amazing, but it does not need to be. The UI is simple, readable, and good at explaining what is happening. The combat screen is clear, tooltips help, and the game does a solid job of teaching its systems step by step. The weakest visual element for me was the energy cards themselves. They are functional, but visually a bit dull. For a game built so heavily around energy, slots, and values, I would not mind stronger visual feedback there. Also, no Polish language version is a minus for me. I know this type of translation is difficult. Strategy games and card games are full of small mechanical details, and one badly translated term can change the meaning of an entire card or perk. But that is also exactly why language matters here. LONESTAR has a lot of descriptions, talents, tooltips, conditions, and small rules. English was not a huge problem for me, but I still prefer playing these games in my native language. It is simply less tiring when the game already asks you to calculate so much. More of these smaller roguelike surprises, please After one completed run, I am very positive. I finished it on my first try, but I would not say the game is automatically easy. I have played a lot of card-based roguelikes, so I know what to look for when building around scaling, generation, and synergies. That experience helped. I can absolutely imagine someone losing the first run if their build does not come together. What I like most is the potential. Different pilots, talents, races, ship layouts, support units, attack units, treasures, stores, event choices, and unlocks make it very easy to imagine many different runs. This is not a huge, flashy game, but mechanically it has a lot to chew on. Recently, smaller roguelike games have been surprising me more and more. As We Descend, Demon Bluff, MEGABONK, and now LONESTAR all remind me that you do not always need a massive production to get a really strong gameplay loop. LONESTAR is simple on the surface, but once the systems start clicking, it becomes a very satisfying little machine. 8/10. Small issues, very strong gameplay. More games like this, please.
-
Gabriel Garcia (@gabrielalej) reportedCities Skylines 2, Battlefield 6, Broken Arrow,Open Front.
-
CURIOUS OPTICS (@CuriousOptics) reported1/8 When American prisoners of war (POWs) began returning from Korea in 1953, something was wrong. Men who had been officers were making filmed confessions denouncing the United States. Some refused repatriation. Some appeared to have been fundamentally altered, not broken under obvious duress, but calmly, coherently converted. The Central Intelligence Agency (CIA) called it brainwashing. The question consuming American intelligence was not whether it had happened. It was how. If the Soviets had developed a reliable method for controlling the human mind, every intelligence asset, every captured officer, every embassy employee was a potential vulnerability. The Cold War was being fought in the mind as much as on any battlefield. The CIA's response wasn't just to study the phenomenon. It was to develop the capability itself. In April 1953, Director Allen Dulles authorised a programme to find out how to do to others what America feared was being done to its own people. The programme was called MKULTRA. For the next twenty years, it experimented on American citizens without their knowledge or consent.
-
Boyishdude (@DisposedZero) reported@AzraelSch @FreeTalkLive Anyway, the reason copyright is an issue here is for the reasons I already mentioned. The real fans can't come in and make a proper Battlefield game (that's named as such) that does justice to what the series is at its core because that's illegal;-
-
Don Elliott (@RealDonElliott) reportedI die almost every match by heli sniper. The chopper fires one shot, a headshot. @Battlefield you need to fix that crap
-
The Rocket Media (@TheRocketMediaX) reportedRecall the frustration we all feel when Google Maps malfunctions in an unkown city ! Now imagine a drone losing its access to GPS in a battlefield. Consequences can be huge. The problem? GPS communication happens over fixed frequencies that can be jammed with high-power electronic systems. Which is exactly why GPS-denied drone technology is becoming critical globally.
-
EagleSmith (@eaglesmithpr) reportedShifting the Lens: Why the Local Media Headline Misses the Real Battle in the Memphis Courtroom When a local news outlet like WREG publishes an update on a complex federal case, the narrative almost always focuses strictly on the prosecution’s historical claims and the impending shadow of a sentencing hearing. Headlines are designed for clicks, frequently utilizing provocative summaries that paint an artificial picture of finality. But to look at the surface-level reporting of Dr. Sanjeev Kumar’s case is to miss the profound legal, constitutional, and regulatory warfare happening inside the U.S. District Court right now. While local broadcasts repeat the original 40-count verdict as a done deal, the defense team is executing a rigorous, multi-front challenge that refutes the very legal integrity of the prosecution’s architecture. Refuting the Narrative of Finality The rush to frame this case as a completed journey to a sentencing podium ignores the standard post-trial mechanics built into the American federal judicial system. A verdict under heavy constitutional and regulatory challenge is not a final conclusion—it is a baseline waiting for an audit. Dr. Kumar’s legal team has stepped forward to demonstrate that the core pillars used to secure the partial verdict are fundamentally fractured. Rather than a simple administrative march, the defense’s active filings demand that the court pause and examine the structural integrity of how these charges were brought and evaluated. Look at the Real Legal Battlefield To fully understand why the standard public narrative is fundamentally flawed, you have to examine the explicit errors being challenged by national legal authorities: The FDA Safe Harbor Deception: The prosecution constructed its case around allegations regarding single-use medical devices. However, the defense’s active motions produce explicit, published FDA guidelines creating an ironclad safe harbor designed to exclude outpatient, community physician clinics from the very regulations weaponized by the DOJ. When national experts—including a former Associate Chief Counsel for Enforcement at the FDA—state under oath that the government fabricated its regulatory interpretation, the entire foundation of the indictment collapses. A Compromised Constitutional Process: Modern reporting frequently glosses over the fact that a Remmer Hearing was granted to investigate severe claims of outside jury room contamination. In our legal framework, an uncompromised jury is a non-negotiable Sixth Amendment right. If the deliberative process was structurally contaminated, the resulting verdict loses its legal validity, rendering the pursuit of sentencing inherently unjust. The Technical Mismatch: The state sought to characterize standard, high-volume clinical efficiency across 15,000 safe procedures as an administrative anomaly. The defense continues to challenge the technical testimony under Rule 33, highlighting a systemic double standard: the state demands administrative perfection from community doctors while granting itself absolute immunity for its own massive procedural failures and regulatory blunders. Grounding the Reality of Independent Medicine True accountability cannot be a one-way street. When a local news segment frames a practitioner’s career solely through the lens of a government press release, it ignores the thousands of patients who received safe, uncompromised care for over a decade. Dr. Kumar has made it clear that this fight is no longer just about clearing his name—it is about defending independent medical practitioners nationwide from an aggressive, automated bureaucracy that ignores its own written laws to achieve a conviction. As the proceedings unfold, EagleSmithPR will continue to cut through the media static to bring you the technical facts, the explicit regulations, and the unfiltered truth from the courtroom.