Security support for Bookworm handed over to the LTS team
bookworm, has come to an end. The Debian Long Term Support (LTS) Team is taking over security support from the Security and Release Teams.
bookworm, has come to an end. The Debian Long Term Support (LTS) Team is taking over security support from the Security and Release Teams.
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.12GitHub Container Registry:
ghcr.io/alexta69/metube:latestghcr.io/alexta69/metube:2026.07.12
Full Changelog: v4.3.4...v5.0.0
bookworm). This point release mainly adds corrections for security issues, along with a few adjustments for serious problems. Security advisories have already been published separately and are referenced where available.
trixie). This point release mainly adds corrections for security issues, along with a few adjustments for serious problems. Security advisories have already been published separately and are referenced where available.
Today, we're taking you behind the scenes of the development of Euro Truck Simulator 2 and American Truck Simulator to explore another important part of the process that helps shape your experience on the road. This time, we're shining a spotlight on UI/UX QA and its role in creating intuitive, enjoyable, and polished interfaces for our players.
To guide you through this fascinating area, we'd like to introduce Petr and Jan from our UI/UX QA team. They'll take you along for a day at work, explain what their role involves, and share how they help ensure every menu, button, and interaction feels just right before it reaches your screen.
Petr - Console & UI/UX QA Lead
"Hi! My name is Petr, and I work as the Console & UI/UX QA Lead. Together with my colleagues, I helped build two teams that now play a key role in ensuring our games both function well and deliver a great user experience.
We are responsible for both Euro Truck Simulator 2 and American Truck Simulator across all platforms, including traditional PC, Steam Deck, VR, PlayStation, and Xbox Series X/S. In addition to the games themselves, we're also heavily involved in testing projects such as Driving Academy, Coaches, and Road Trip.
My work mainly revolves around coordination, planning, and analysing testing results. I collaborate closely with other teams to identify and resolve bugs or UX issues as early as possible. My goal is to organise our processes so that the entire team can work efficiently and stay focused without unnecessary pressure before every new patch or DLC release.
I also actively test everything my team works on. Not only do I genuinely enjoy testing, but I also see it as a major advantage. Being directly involved in the entire process allows me to better identify areas where we can continue improving and moving forward as a team.
I'm always there to support my team whenever they're unsure about something or need advice, and I make a conscious effort to maintain a positive, friendly atmosphere where everyone enjoys working together."
Jan - Senior UI/UX Tester
"Hi, I'm Jan, and I'm a Senior UI/UX Tester with a primary focus on playtesting. I'm 31 years old, and I've been at SCS Software for two years. I originally joined the company as a Junior Tester without a specific specialisation, but once I settled into the team and got to know our development process, I quickly discovered a passion for user experience.
With the support and guidance of Petr, who was already a senior at the time, I helped establish our playtesting process and have been refining it ever since."
What is UI/UX QA?
"Before a new feature gets added to our games, it has to go through a long journey. And the UI/UX (User Interface/User Experience) is there along the way. Whether it's a new feature or a redesign of an existing one, it all starts with analysis and dialogue between us (QA department) and the Game Design (GD) department. For redesigns, we need to start by assessing the current state, what works, and where changes are needed, and for new features and redesigns alike, we need to think about where we want to arrive. Answers to these questions will then inform all future decisions."
What does a typical UI/UX testing process look like, and how closely do you work with other teams?
"In general, we try to be involved in the process of a feature development as soon as possible and cooperate with the GD department as closely as we can, so we're also a part of the next stage of the feature's journey, where we provide feedback on the design. This means looking at the design document and trying to think ahead, so we ask questions like: "Is this going to be intuitive? Is it clear that this is a button? Aren't we forgetting anything? What about accessibility? Will the text be legible on a smaller screen?" and many more. After some back and forth with the GD department, we arrive at a design that can then be implemented by a programmer.
The first playable prototype is the point where we have to start sitting in two chairs at once. We still have to see the big picture - know the design, see how all the pieces fit, know why some decisions were made the way they were. But now, we can also see the game as a player seeing the feature for the first time. We have to become a player that is just starting out and has never played any other game before. A hardcore gamer who has played many games, but never a trucking simulator. Or a real-life trucker who plays our games on a handheld at their rest stops. Our games are played by a very wide audience, and the design has to work and be intuitive for all of them.
At this stage, we identify further issues, offer improvements, and look for possible solutions together with the GD team and programmers working on the feature. After we feel confident enough with the state we arrive at, it's time to validate in the next stage.
The next important part of the feature's journey is internal Playtesting. It's a great way of getting a fresh perspective from people from various parts of the company who haven't seen the design documents and ideally don't know anything about it. Before we start playtesting, we define the questions we want answers to: "Is this screen intuitive? Does it control all accessories well? Did the addition of X add any unnecessary friction?" Based on these questions, we prepare detailed scenarios for the respondents to go through, which will get them to engage with the (re)designed feature in ways that try to simulate a regular gameplay loop. We then invite the respondents to our Playtest Lab, where we guide them through the scenarios, observing their behaviour, reactions, taking down notes, and asking questions. We also utilise eye tracking, which gives us more insight about the players' focus, telling us which elements are observed first and which go by completely unnoticed.
After the playtest ends, respondents also fill out a questionnaire, which allows them to think about the feature some more, further comment on it, and possibly come up with ideas of their own.
All of this gives us a lot of data that needs to be processed. For this, we use practices from applied research, so we start with qualitative coding, followed by thematic analysis with frequency counting. In layman's terms, we go through all the raw statements and observed behaviours and assign them to various categories, along with how often they were mentioned/observed. This helps us to identify recurring patterns and assign them to broader themes/issues.
We then prepare a final Output, which summarises the respondents' behaviour, reactions, opinions, identifies underlying issues, and proposes possible solutions.
The next steps depend on the results of the playtest. If we identify some deep issues that require big changes in the design, we have to go back to the drawing board, repeating the previous points, leading to another playtest to confirm the issues have been satisfactorily addressed. A good recent example is the redesigned Skip Time / Rest feature, which also divided Fatigue into two separate mechanics (Fatigue and Mandatory Break). During playtesting, we found out that this new division and its representation were very confusing to players, and the feature had to be redesigned completely, to great success (at least we hope so).
If, on the other hand, we only identify surface-level issues that require some polish, the GD department tackles those, and we can move on to the final testing of the feature.
In the final testing, we mostly focus on FQA - the design is largely set, and we're now making sure it all works as intended. As soon as this is done, the feature can be merged into the main branch, where the Integration QA department takes over, making sure the feature itself survived the merge in its intended state and didn't break anything else along the way, but that's for another chapter."
What do you enjoy most about working on UI/UX?
Petr: "What do I enjoy the most? That's a tough question. In short, pretty much everything! Everyone on our team is passionate about games of all kinds and genres, so having the opportunity to contribute our own ideas and suggestions for Euro Truck Simulator 2 and American Truck Simulator is incredibly rewarding.
At SCS, we often do things our own way, which makes the work especially enjoyable. At the same time, we always keep our players at the heart of every decision. When developing new gameplay features, it's easy for designers to unintentionally fall into "tunnel vision." Our job is to challenge that perspective and bring in a fresh set of eyes. We think about our experienced truckers, but we never forget players who are just starting out. Looking at the game's interface from many different perspectives is both a key part of our work and one of its most creative aspects.
We put our all into making our games as accessible as possible while ensuring they remain just as fun to play."
Jan: "I like how it combines technical and human aspects. User experience is mostly an interaction between a human and a machine, and you have to make them understand each other.
The first project I came up with and delivered was the Graphics Settings screenshot representation to make it easier for players to see the changes they're making when setting up the visuals of their game, and that's the perfect example of what I mean - I'm interested in how things work under the hood, but also how the player perceives and understands them."
What message would you like to share with our community, and how valuable is player feedback in helping improve the user experience?
"Player feedback is incredibly important to us and a constant source of inspiration. We're genuinely happy to see more and more initiatives being built around your feedback here at SCS. I want to assure you that we truly do read your comments, ideas, and suggestions carefully, not just our UI/UX team, but the entire studio.
It's clear how much all of you who engage with us care about our games, and we feel exactly the same way. We love Euro Truck Simulator 2 and American Truck Simulator, and we want to keep making them better and better. We genuinely want to know what you enjoy, what you'd like to see added, and what you think could be improved. We've already received an incredible amount of feedback. I wish you could see the extensive documents where we carefully collect and organise all of your ideas and requests.
Unfortunately, we can't implement every suggestion. There can be many reasons that aren't immediately obvious, such as engine limitations, limited internal resources, technical constraints within our game systems, licensing agreements, and more. But please, keep talking to us! Your feedback never goes unnoticed. It's thanks to you that we're able to continue on this journey and keep making the experience even better together.
Thank you to everyone who's travelling this exciting road with us!"
This new alpha build has a quality of life improvement for the Move tools, support for CICP metadata, and good quality HDR->SDR tone mapping when opening HDR images with supported file types (including plugins).
You can read more about the CICP and HDR tone mapping support at https://x.com/rickbrewPDN/status/2072357433390047252 or https://bsky.app/profile/rickbrew.bsky.social/post/3mplx7ujotk2a
You can read more about 5.2 and what it includes by reading the release notes for the first alpha.
Change Log
Changes since 5.2 Alpha (build 9650):
Download and Install
This build is available via the built-in updater as long as you have opted-in to pre-release updates. From within Settings -> Updates, enable “Also check for pre-release (beta) versions of paint.net” and then click on the Check Now button. You can also use the links below to download an offline installer or portable ZIP.
You can also
download the installer here (for any supported CPU and OS), which is also where you can find downloads for offline installers, portable ZIPs, and deployable MSIs.

OBS-Studio-32.2.0-rc1-Sources.tar.gz: 33fccf85f9c0b5babbdbce4d069eef80a5b289438b732df1198f10730293e56f
OBS-Studio-32.2.0-rc1-Ubuntu-24.04-x86_64-dbsym.ddeb: 294ddfaa0e27ba110c63f47dd6da80116633d2ef6cd680ee97b58a90f3e2acab
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OBS-Studio-32.2.0-rc1-Windows-arm64-PDBs.zip: db8b4e5e70c05fee263e48b3b4871ff715c6ba6f7ab8de668f7b96b755f8703d
OBS-Studio-32.2.0-rc1-Windows-arm64.zip: fe3489579e5972dd30908475a413fb4eca6217902c176d083a758e161fe91a13
OBS-Studio-32.2.0-rc1-Windows-x64-Installer.exe: 0f6d61c551f8204268edee48aae8d8706c3eb3807b0f985c89c486bdd2f6ceec
OBS-Studio-32.2.0-rc1-Windows-x64-PDBs.zip: 1851fc4e3858393723d037c03d1fb886ab518305045dcec33b463756063a6a31
OBS-Studio-32.2.0-rc1-Windows-x64.zip: fba72e42aff09ce0171cd96ca6aaf694c7a55e3a01700400a2f6e700750d7088
OBS-Studio-32.2.0-rc1-macOS-Apple-dSYMs.tar.xz: 21bfa07fd5f190359b7566be7fcc5a33f90b59ea43fba55031bbb631d05f7088
OBS-Studio-32.2.0-rc1-macOS-Apple.dmg: d948f620a04a50c4c45cc4e4014350132f68d1b2f1ec46138f11a80b4c215972
OBS-Studio-32.2.0-rc1-macOS-Intel-dSYMs.tar.xz: 982ab5af5fcfab921e4f169d426af0f674bc71e34a4442ecc4ead79d3395f5c2
OBS-Studio-32.2.0-rc1-macOS-Intel.dmg: 9c7bf3524094ee50dfbafdbdbe9cf910adfd53b5160508eefb3476fa07690403
In today's blog, we'd like to introduce you to some of the custom depots and industries you'll be able to visit in our upcoming South Dakota DLC for American Truck Simulator!
South Dakota's economy is built on a strong foundation of manufacturing, agriculture, and construction. While the state is well known for its farming and ranching, it is also home to a growing manufacturing sector that produces everything from trailers and heavy equipment to food products distributed across the country. As always, we've taken inspiration from these real-world industries to create authentic locations that bring the state's economy to life.
One of the new highlights you'll encounter are the trailer manufacturing plants located in Watertown and Mitchell. These large industrial facilities specialize in producing a variety of trailers, with completed units ready to be delivered to dealerships and customers across the map. You'll also be bringing in the materials and components needed to keep the production lines moving, making these factories a busy part of South Dakota's freight network.
If construction is more your style, you'll have the opportunity to deliver to new residential housing developments located in Watertown and Spearfish. These construction sites require regular deliveries of building materials, heavy machinery, and other essential cargo to support ongoing work.
The food industry also plays an important role in South Dakota's economy, and that's reflected in the new custom food factory you'll find in Sioux Falls. This modern production facility receives a wide variety of raw ingredients before processing and packaging food products that are then shipped to businesses across the country. Whether you're delivering supplies or hauling finished goods, there's always plenty of work to be done.
These new industries are just a small taste of what awaits you in the South Dakota DLC, and we can't wait for you to explore them for yourself. If you're looking forward to hauling cargo across the Mount Rushmore State, be sure to add the South Dakota DLC to your Steam wishlist!
Also, remember to follow us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from this map expansion and other American Truck Simulator information, or sign up for our newsletter to stay informed. Keep on truckin'!
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.10GitHub Container Registry:
ghcr.io/alexta69/metube:latestghcr.io/alexta69/metube:2026.07.10
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there is a discord server with an @everyone in case of future important updates, such as vulnerabilities (most recently 2026-07-06)
//NULL will fully unmap a volume from the server's filesystem (no more /var/lib/empties/4 jank) 8884606use-bwrap: y after adjusting th-bwrap to match your OS/env
th-bwrap value in --help on your server for a best-effort guess-lo logfiles on startup unless --rlo no 29e145fth-clean (expiration) is disabled anyways e15f292| download link | is it good? | description |
|---|---|---|
| copyparty-sfx.py | ✅ the best 👍 | runs anywhere! only needs python |
| copyparty-en.py | ✅ also good | same but english-only, no i18n |
| a docker image | it's ok | good if you prefer docker 🐋 |
| copyparty.exe | ⚠️ acceptable | for win8 or later; built-in thumbnailer |
| u2c.exe | ⚠️ acceptable | CLI uploader as a win7+ exe (video) |
| copyparty.pyz | ⚠️ acceptable | similar to the regular sfx, mostly worse |
| copyparty-en.pyz | ⚠️ acceptable | english-only, no smb-server |
| copyparty32.exe | ⛔️ dangerous | for win7 -- never expose to the internet! |
| cpp-winpe64.exe | ⛔️ dangerous | runs on 64bit WinPE, otherwise useless |
| bootable usb | ┐(゚∀゚)┌ | a surprisingly useful joke (x86_64) |
It's been a while since we last shared a story from our community, and today we're excited to bring you another one. This time, we follow Arda from Türkiye, a fan of Euro Truck Simulator 2, who turned his passion for virtual trucking into reality and has now earned his real truck driver's license!
What started as a love for life on the road in-game has grown into a real profession behind the wheel. Arda started playing Euro Truck Simulator 2 regularly in 2025, and the enjoyment he found in ETS2 inspired him to pursue truck driving in real life.
"ETS2 is extremely popular in Türkiye and has a very large and passionate community. I have always loved simulation games, so I bought the game immediately after discovering it. What I enjoyed most about ETS2 was its realism. The traffic rules, weather conditions, real truck brands, vehicles, countries, and maps all felt incredibly immersive. It genuinely felt like I was traveling across different countries. The truck sounds are very close to reality, and playing the game helps me relax and leave behind the stress of everyday life," says Arda.
When he started playing ETS2, he had no prior experience with driving trucks. At first, Arda played the single-player mode until he discovered Driving Academy and became hooked.
"I immediately thought that maybe this is what I've been looking for. It turned out to be exactly that. On that day, I decided to obtain a truck driver's license. I spent a lot of time practicing in Driving Academy. I challenged myself to complete the scenarios using only the first-person camera view. The final scenarios were extremely difficult. There were many nights when I stayed awake until 2:00 or 3:00 in the morning trying to complete a single challenge. At one point, I thought I would never finish them, but after enough repetition and practice, I gradually improved. The final challenges were very difficult, but I was incredibly happy when I completed them all."
Arda realized how much he enjoyed being on the road and traveling toward a destination. The more time he spent playing the game, the more excited he became whenever he saw a real truck on the road. Before the end of the year, he signed up for a truck driving course and decided to pursue it seriously, and eventually succeeded as well.
"The experience I gained in ETS2, and especially in Driving Academy, helped me tremendously during my lessons. Reverse maneuvers, reversing with a trailer, and navigating tight or sharp turns felt much easier because I had already practiced them extensively in the game. I have been driving regular vehicles for many years, but maneuvering a trailer, especially in reverse, is completely different from driving a car. Without ETS2, I would have struggled much more," he told us.
We have also received stories over the years from other members of our community who had a similar story, and we are so proud that ETS2 contributed to Arda's career in real life.
"I told my instructors about the game and how much it had helped me improve so quickly. When I noticed that I was progressing faster than many other trainee drivers, I realized just how beneficial the game had been for me. I saw that around 30–40% of candidates failed. I told many of them about ETS2 because it genuinely helped me. Reversing and parking a truck with a trailer is largely a matter of practice, and Driving Academy provides an excellent environment for that. After enough repetition, your brain becomes surprisingly comfortable performing similar maneuvers in real life."
It goes to show that Euro Truck Simulator 2 and the Driving Academy can help players to grasp the feeling of driving a truck and make it more comfortable when you sit in the real vehicle, as Arda elaborates on here:
"In the game, I often leaned my view out of the driver's side window while reversing into parking spaces. When I later tried similar maneuvers in real life, I was amazed by how natural they felt. Parking in an L-shape to the right (a 90-degree reverse parking maneuver) is difficult both in the game and in reality. However, through countless hours of practice in Driving Academy, I learned how to approach those situations calmly, how much steering input was appropriate, when a maneuver became risky, and how to reverse into areas with limited visibility. The experience felt remarkably close to real life. Without ETS2, I might not have passed the exam," Arda shared with us.
Even though he completed the truck driving license, there are still more things Arda needs to sort out before he can begin his real-life journey on the route.
"In Türkiye - and perhaps in other countries as well - obtaining a truck driver's license is only the first step. To work professionally as a truck driver, additional certificates, transportation qualifications, and international freight transport documents are required. I have already obtained all of them except one, and I am currently waiting for the final certification process to be completed. After that, I will officially be able to work in freight transportation," he says.
At the end of the blog, Arda has a message to the #BestCommunityEver, which might even motivate some of you who have been thinking about taking up a career as a truck driver to make the next step!
"After experiencing real trucks firsthand, I realized how comfortable they actually are. I wish I could drive a truck every day. The cabin is incredibly comfortable, and the driving position provides a great sense of confidence and safety. Being able to see the road from above other vehicles is a unique and enjoyable feeling. The large windshield offers a wonderful view of both the road and the scenery. Even in ETS2, I would often stop to admire beautiful landscapes and lighting conditions. Experiencing that feeling in real life, however, is something truly special and difficult to put into words."
We would like to thank Arda for sharing this story with our community and us, and wish him safe travels in his future truck driving adventures!
Don't forget to follow us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on upcoming news! We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials.
Windows Installer
Windows No Installer (zip)
macOS - Universal
Linux - deb, AppImage or rpm
Windows intel x32 releases are marked -ia32-
ChangeLog:

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ui.rerenderEmail API and restyled read-receipt banneronBeforeBlobUpload, onBeforeDraftAutoSave, onBeforeEditDraft (#586)ui.prompt dialog and first-class settings-section tabsheight:100% on a wrapper elementcalendarAddress/organizerCalendarAddress for scheduling, drop retired sendTo/replyTo (#500)media: null when removedmailto: unsubscribe ourselves instead of via the OS handlersetup.sh runs detached from a checkout (#518).get to detect Headers in pickRequestHost
The Works with Home Assistant program powers up this month as we welcome our new partner, IoTorero! 🎉 Experts in pre-flashed smart home hardware, IoTorero bring the very first ESPHome-ready smart plugs and relays to the program (and that’s not all).
If you’ve spent any time browsing pre-flashed smart home tech online, there’s a good chance you’ve come across IoTorero. And if you haven’t, let us introduce you! Founded in 2020, the company (formerly Athom Technology) was tinkering with ESPHome right out of the gate. Their new name is a nod to the Internet of Things (IoT), but unlike standard IoT gadgets that stop working if your internet drops or a company closes its servers, IoTorero champion open source firmware.
Other smart devices run manufacturer-written software, which is tuned to work well with Home Assistant for certification to the program. IoTorero go a step further to make sure their tech is accessible for all: all seven of their certified devices are pre-flashed with ESPHome, meaning there’s no installation required – the devices will integrate into your Home Assistant setup straight out of the box. And because their devices are genuinely open, you can always tweak and customize them if you want to.
“Since inception in 2020, IoTorero (Athom Technology) has been dedicated to the research, development, and manufacturing of open source smart home hardware products. We provide Home Assistant users with high-quality devices pre-flashed with ESPHome firmware. By joining the Works with Home Assistant program, we ensure that customers can select and purchase our products with complete confidence.”
- Aiden Tang, CTO and Co-Founder, IoToreroThat same spirit of openness carried over to last year’s Community Day, where IoTorero donated a stack of samples for attendees to try – a gesture we loved to see, and one that speaks to how seriously they take supporting our community 💪. It shows up in their approach to code, too: IoTorero maintain a public GitHub repository of configs for all their devices, free for anyone to learn from or build on.
Speaking of community, the development of projects like ESPHome from the Open Home Foundation is supported by Home Assistant Cloud subscribers and anyone who purchases Home Assistant hardware. While all of IoTorero’s devices work locally, if you’re interested in remote access – for example to check your energy use or open the garage door from a distance – check out Home Assistant Cloud.
For anyone new to it, ESPHome is a powerful platform that allows smart home devices to operate completely locally via the chip inside, with no cloud required. Because IoTorero’s devices arrive pre-flashed, you get all that local power without having to learn how to build or compile firmware yourself. And it just got a major upgrade. The ESPHome team recently released a new UI and Device Builder, swapping the old code editor-inspired dashboard for a visual workspace that can suggest components and layouts as you build.
Since IoTorero’s devices arrive pre-flashed, there’s nothing to set up in advance: just connect them, and they’ll show up in Home Assistant like any other device, ready to control and automate from your normal dashboard. The ESPHome Device Builder is there if you ever want to go further: it allows you to do things like renaming a device or tweaking its config, without needing to touch any code… unless you want to. Whether you’re new to the arena or a seasoned pro, it means a lot less guesswork (and a lot more fun!).
Every device that earns Works with Home Assistant certification goes through our in-house testing process, checked against our core requirements of local control, privacy, and long-term support – and IoTorero meets that bar across the board. Their devices also carry the Made for ESPHome certification, a separate badging program and prerequisite for any ESPHome devices joining Works with Home Assistant.
Here’s the full list of IoTorero’s certified devices:
Sustainability is one of the Open Home Foundation’s core principles, and IoTorero’s ESP32-C3 plugs are a great example of what that looks like in practice. They turn an ordinary appliance into something smart and measurable, with all four regional variants monitoring voltage, current, power, and total consumption – making it easy to spot energy waste and cut your home’s carbon footprint, as well as your bill.
The Power Monitoring Mini Relay brings that same convenience to hardwired setups. At roughly the size of a matchbox, it’s small enough to tuck behind a wall switch or inside a cabinet, and it’s built for switch control, garage and appliance automation, and other local smart home workflows a standard plug can’t reach.
Another nifty feature across IoTorero’s devices is that they double as Bluetooth proxies. This means they pick up signals from nearby Bluetooth low-energy (BLE) devices and pass them on to Home Assistant, extending your Bluetooth range without having to buy an extra, dedicated device. The Open Home Foundation’s recent blog post, Proxy all the things: no device left behind, explains why this is so important: turning everyday hardware into a “bridge” for other devices means getting more out of what you already own, instead of buying something new for every job. And one less gadget to buy means one less device ending up as e-waste ♻️.
As one of ESPHome’s earliest adopters, IoTorero have well and truly earned our formal badging, and we’re thrilled to bring their devices to the Home Assistant community – tested, certified, and ready to make the path from unboxing to automating that much smoother. Check out the full lineup of IoTorero’s devices, along with the full range of Works with Home Assistant-compatible tech over at our certified device list.
Q: If I have a device that is not listed under Works with Home Assistant does this mean it’s not supported?
A: No! It just means that it hasn’t gone through a testing schedule with our team or doesn’t fit the requirements of the program. It might function perfectly well but be added to the testing schedule later down the road, or it might work under a different connectivity type that we don’t currently test under the program. We do not certify anything that relies on cloud control.
Q: OK, so what’s the point of the Works with program?
A: It highlights the devices we know work well with Home Assistant and the brands that make a long-term commitment to keeping support for these devices going. The certification agreement specifies that the devices must have the functionality you would expect within Home Assistant, operate locally without the need for cloud and that they will continue to do so long-term.
Q: How were these devices tested?
A: All devices in this list were tested using a standard Home Assistant Green as a hub and using the ESPHome integration. If you have a different set-up that’s not a problem, but we test against these as they are the most effective way for our team to certify within our ecosystem.
Q: Will you be adding more IoTorero devices to the program?
A: Why not! We’re thrilled to foster a close relationship with the team at IoTorero to work together on any upcoming releases or add in further products that are not yet listed here.
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.09GitHub Container Registry:
ghcr.io/alexta69/metube:latestghcr.io/alexta69/metube:2026.07.09

The Stable channel has been updated to 150.0.7871.114/.115 for Windows and Mac and 150.0.7871.114 for Linux, which will roll out over the coming days/weeks. A full list of changes in this build is available in the Log
Security Fixes and Rewards
Note: Access to bug details and links may be kept restricted until a majority of users are updated with a fix. We will also retain restrictions if the bug exists in a third party library that other projects similarly depend on, but haven’t yet fixed.
This update includes 27 security fixes. Please see the Chrome Security Page for more information.
[N/A][518006275] Critical CVE-2026-15112: Use after free in Ozone. Reported by Google on 2026-05-29
[N/A][524045160] Critical CVE-2026-15129: Use after free in Views. Reported by Google on 2026-06-15
[$500][527385397] High CVE-2026-15132: Uninitialized Use in V8. Reported by Pierre Langlois from Arm on 2026-06-24
[$500][527406824] High CVE-2026-15133: Use after free in InterestGroups. Reported by Jihyeon Jeong (Compsec Lab, Seoul National University / Research Intern) on 2026-06-24
[N/A][515443146] High CVE-2026-15108: Integer overflow in Extensions API. Reported by Google on 2026-05-21
[N/A][516899138] High CVE-2026-15109: Uninitialized Use in ANGLE. Reported by Google on 2026-05-26
[N/A][516948486] High CVE-2026-15110: Use after free in Extensions. Reported by Google on 2026-05-27
[N/A][517508651] High CVE-2026-15111: Use after free in Views. Reported by Google on 2026-05-28
[N/A][520540744] High CVE-2026-15113: Use after free in Autofill. Reported by Google on 2026-06-05
[N/A][520565945] High CVE-2026-15114: Out of bounds read and write in Codecs. Reported by Google on 2026-06-06
[N/A][520576676] High CVE-2026-15115: Insufficient validation of untrusted input in WebAppInstalls. Reported by Google on 2026-06-06
[N/A][522092013] High CVE-2026-15116: Use after free in Actor. Reported by Google on 2026-06-10
[N/A][522568496] High CVE-2026-15117: Use after free in Payments. Reported by Google on 2026-06-11
[N/A][523238265] High CVE-2026-15118: Use after free in Input. Reported by Google on 2026-06-12
[N/A][523505418] High CVE-2026-15119: Inappropriate implementation in GetUserMedia. Reported by Google on 2026-06-13
[N/A][523609602] High CVE-2026-15120: Use after free in Core. Reported by Google on 2026-06-13
[N/A][523712556] High CVE-2026-15121: Use after free in WebRTC. Reported by Google on 2026-06-14
[N/A][523717219] High CVE-2026-15122: Insufficient validation of untrusted input in Codecs. Reported by Google on 2026-06-14
[N/A][523729553] High CVE-2026-15123: Insufficient data validation in DOM. Reported by Google on 2026-06-14
[N/A][523735038] High CVE-2026-15124: Insufficient policy enforcement in Passwords. Reported by Google on 2026-06-14
[N/A][523737685] High CVE-2026-15125: Inappropriate implementation in Forms. Reported by Google on 2026-06-14
[N/A][523748081] High CVE-2026-15126: Use after free in Forms. Reported by Google on 2026-06-14
[N/A][523752265] High CVE-2026-15127: Inappropriate implementation in WebGL. Reported by Google on 2026-06-14
[N/A][523756329] High CVE-2026-15128: Inappropriate implementation in Forms. Reported by Google on 2026-06-14
[N/A][526541544] High CVE-2026-15130: Insufficient policy enforcement in Navigation. Reported by Google on 2026-06-22
[$2000][503553615] Medium CVE-2026-15107: Use after free in IndexedDB. Reported by zh1x1an1221 of Ant Group Tianqiong Security Lab on 2026-04-17
[N/A][526542464] Medium CVE-2026-15131: Insufficient data validation in Navigation. Reported by Google on 2026-06-22
We would also like to thank all security researchers that worked with us during the development cycle to prevent security bugs from ever reaching the stable channel.
Many of our security bugs are detected using AddressSanitizer, MemorySanitizer, UndefinedBehaviorSanitizer, Control Flow Integrity, libFuzzer, or AFL.
Interested in switching release channels? Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.
Daniel Yip
Google Chrome
Below are development builds for testing purposes.
Latest development build: 2.7.3.17 (July 8th 2026)
Latest stable release build: 2.7.3.2
https://github.com/clsid2/mpc-hc/releases/tag/2.7.3

The Stable channel has been updated to 150.0.7871.100/.101 for Windows and Mac and 150.0.7871.100 for Linux, which will roll out over the coming days/weeks. A full list of changes in this build is available in the Log
Interested in switching release channels? Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.
Daniel Yip
Google Chrome
We’re updating which Apple platforms the Home Assistant Companion app supports, and because transparency is core to how we work, we want to be upfront about what’s changing.
Starting with version 2026.8.0 of the Companion app, we will no longer support iOS 15, watchOS 8, or macOS 11. The last supported version for these platforms will be 2026.7.1.
Here’s everything you need to know:
At Home Assistant, we’re committed to helping you use your devices for the long haul. We know your hardware is something you rely on every day, which is why we try to keep the Companion app running on older devices for as long as possible. However, supporting older OS versions indefinitely comes at a cost, limiting our ability to adapt to modern technology.
From September this year, Apple’s developer tools will officially stop supporting watchOS 8 and macOS 11, making it technically difficult for us to keep building for them. With less than 1% of our users currently running these older OS versions, this update allows us to future-proof the Companion app for the vast majority of our community.
By focusing our efforts on current operating system versions, we can keep our codebase maintainable for the long term. This shift removes some long-standing constraints, since older OS versions had been limiting our ability to make UX, stability, and performance improvements, including adding features such as Apple Watch complications and more advanced widgets.
A recap of what’s changing:
Importantly, this doesn’t mean your older iOS devices will become unusable. You can still control your home using the Home Assistant frontend in your device’s web browser, which remains fully supported and receives regular monthly updates.
The last compatible Companion app version (2026.7.1) will also remain available on the App Store, and the source code will stay accessible on GitHub for any users who want to compile the app themselves.
This update means a stronger, more capable Companion app for everyone going forward, and it’s part of how we keep Home Assistant evolving. We appreciate your understanding and support through this change, and are looking forward to building what’s next.