The demo version of Colorful Slots has been released! Colorful Slots is a short incremental game where you play slot machines to achieve increasingly higher scores. Play slot machines, exchange chips for cash, and achieve increasingly higher scores through various upgrades! {STEAM_CLAN_IMAGE}/46052575/8477f9bbd5570f8c12c43ef5db447ecc4553ac47.png
Greetings fellow rulers,we are here with another update focused on YOUR feedback. We hear you, looked through the feedback and already added a few points based on prioritization. There are already a few things that repeatedly came up, so we made sure to take care of those first.A few highlights:The beginning was perceived rather slow. There is a feature we missed to mention in the first tutorial, but you can collect a few resources yourself which is especially useful in the beginning of the game. Just hover over the wheat field or forest and when you see the related resource icon appear, hold the left mouse button. Watching the first videos of content creators (thanks a lot for the coverage so far!) and based on the feedback, we realized that this mechanic was not picked up. Therefore we explicitly mentioned it in the first tutorial.In addition, manual gathering speed by players will be increased once the initial upgrades regarding wheat, wood and stone collection are fully upgraded. This way the mechanic is mentioned there again and also sped up so that the beginning ramps up quicker if it is used.And lastly - due to popular demand - clicking on a building related to crafting will open up the crafting menu! 🎉Here's the full changelog:## \ - 2026-04-22### Added- When fully upgrading the initial upgrades for wheat, wood and stone collection, it also increases the manually collected amount of the respective resource by +1- Clicking a building related to crafting will open up the crafting menu- Regular pixel font has been expanded with more glyphs. Therefore, more languages use the regular pixel font now instead of the engine's fallback font### Fixed- When shaking trees, trees in the background always got priority. Now, trees in the front have priority as it would be expected- Tutorial title is no longer using medieval pixel font when the language is not supported for it### Changed- Beginning tutorial of the demo was adjusted to explicitly mention manual resources coll...
We've gone through the adventuring system and adjusted all the tasks, improved the group functionality, and tweaked all the store items in order to be more balanced. We've also addressed majority of the bugs reported (with exception of some smaller cosmetic ones). The change-log is as follows: - Reworked Adventuring tasks.- Reworked Fishing difficulty.- Crabs now spawn Hermit Crabs.- Added path to Chymos Hills.- Added missing items on Guides.- Added more mobs overall. (Green Pirates, Pretas, Death Knights, Vultures, etc.)- Added Adventuring boards in towns.- Added option to change chatbox position in settings.- Fixed mushroom respawn rate.- Fixed Cosmetic Bank a lot.- Fixed invisible housing tiles.- Fixed buying bank slots with gold.- Fixed and cleaned up Adventuring UI.- Fixed store elements going out of the frame.- Fixed not being able to create new account with Google.- Fixed mushroom nodes wandering to inaccessible areas.- Fixed lighting issues when teleporting while inside an overlay.- Fixed buying more experience lamps than space causing token loss.
This one has been a long time coming! No more email management for each of your characters, just a single master account to manage all of your characters across all game modes.New log-in options for Steam and Discord. You can link any amount of providers you choose toExisting characters can be linked to a new master account with the press of a button, provided that they are saved to your device and appear in the "Saved accounts" section on the left of the main menu in the live version of the gameGuest onboarding improvedYou'll no longer be given a guest name if your initially proposed name is unavailable. You'll get to keep choosing until you find an available name that you're happy withThere is no longer a "guest mode" inside the game, meaning that all game features are available to guest characters. You'll keep getting reminded that you don't have any authentication methods on every log-in and you won't be able access guest accounts on other devices until you secure the accountOnce you have a master account (and you leave the "Remember me" options toggled on), you'll no longer be prompted to log in or create a new account again in future sessions. You'll automatically be logged in and entered into character management. Should make the login process smoother as well as prevent users from accidentally making multiple master accounts. This also helps us and the user in enforcing game mode character count limitsYou can now enter character selection and switch characters from the game scene without needing to log outYou'll also find a news feed in the main menu and character management to inform you of the latest happenings in Idle ClansMore robust email registration with verification to make sure that you don't end up creating an account with an incorrectly typed emailTOTP two-factor authentication to secure your master accountPhone number 2FA is now obsoleteMigrating old accounts to the new systemCreate a new master account. You'll be prompted to import all of your p...
Hey!We just hit 2.2k wishlists on Steam. HUGE thanks for that ❤️ A lot of it comes from the game being #1 incremental on itch, which is honestly crazy. Thanks for playing, rating, and sharing feedback!This is the final demo update (0.20), focused on expanding the Perks and Karma systems.Changes:• Expanded Perks and Karma system Karma now gives passive effects on its own, depending on how far you push it. The more you lean into extremes, the more effects you get. Both positive and negative• Added one more AI Perk to the demo In the full game, the plan is 6–8 perks total, with 3 choices per one• You can now disable the story in settings if you want a pure gameplay experience• Small balance tweaks and lots of minor improvements and polish I’d love to get some feedback on the expanded Karma and Perks systems. Also, if you didn't leave a review or wishlist the game, I would appreciate it A LOT if you do. Thanks!Thanks again for all the support ❤️
New Open x5 eggs at a time - requested by multiple players New seagull statistics - as requested Seagull catch streak Max seagull catch streak New in-game detailed list of what resets with rebirths and what stays 2 new Excavation XP bonuses in the Gem Shop 1.7x for 3 days 2x for 14 days Stack additively (both active = 2.7x), multiplicative with other upgrades 2 new Excavation XP multiplier bundles in the Gem Shop Permanently increase Excavation XP by 50% Permanently increase Excavation XP by 60% Stack multiplicatively with each other Changed Camera improvements Camera now auto-adjusts on PC & mobile when you unlock a new boat, to show all crewmates Mobile camera position is now remembered separately for landscape and portrait orientations Fixed Translation and font fixes
Hey everyone :)We've just released the demo for Bills Must Be Paid. If you haven't played it already, go and give it a try.We are happy to hear your feedback and are open for feature requests for the demo and especially the full game.Drop your thoughts in the comments, discussions or join our discord.Best,Roxy & Mike aka Rike Games
Agrivore is Steam Deck Verified on Release! 🌱🚜 Great news! Agrivore: Incremental Farming will be fully Steam Deck Verified right at launch, so you can harvest crops, build your farming setup, and chase combos wherever you want. Release Date 📅 April 27, 2026 Play Anywhere Take your farm on the go and enjoy smooth, fully supported gameplay on Steam Deck from day one. What to Expect 🥕 Incremental farming with satisfying idle progression ⚔️ Equip magical farming gear and clear waves of crops 🌽 Build powerful synergies with a deep skill tree 👑 Feed your gluttonous King and push for bigger harvests Full Game Content The full release features 6+ hours of content, packed with upgrades, builds, and progression to explore. Try the Demo You can already jump in and start harvesting with the free demo available on the store page. Wishlist Agrivore now and get ready for launch! https://store.steampowered.com/app/4045540/Agrivore/
调整 1.普通难度以上捉鬼将不再限制队伍等级
Future updates are free. No DLC, no expansion packs, no premium currency. I don't have hard timelines on any of this. I have a day job and this is spare-time work. Everything below is on the list, without dates. Woodcutting and Fishing rare drops Mining has uncut gems. Woodcutting and Fishing don't have equivalents. The code for per-skill rare drops is already in the game. I just need to decide what they are and what they do. Probably the closest thing to a next update. More content past the current tier ceiling Elder logs, runite ore, and swordfish are the top tier right now. Anyone past that is grinding against the same ceiling. I want to add more. Probably a new tier with new resources, tools, and recipes. Cosmetic customization Your character sits on your desktop for hours at a time. I think it should be possible to make it look the way you want. Paid for with in-game gold, not real money. Larger systems I'm prototyping a few things that would change the game more than the items above. I'd rather not describe them yet. Half the reason solo-dev announcements break trust is announcing things that don't ship. When one is close enough that I'd bet on it, I'll talk about it. Mods Mods work. If you've been making things with the system, keep going. If a community mod is a great fit for the base game, I'd like the option to polish it and ship it with credit. Details in the mod policy pinned on this hub. How to reach me Right here on the Community Hub X: @RuneClick runeclicksupport@gmail.com. It's just me, I read everything. Thanks to everyone who bought the game. — Vosk
Set English as default language
CRITICAL UPDATE: Hi Devotees, N7_Maxxi here.We are currently working through some technical hurdles following a hotfix pushed earlier today. To try and keep things running smoothly, we have rolled the game files back to the previous version (Build 22865027). Who might be affected? This situation likely only involves players who interacted with the game while the "Hotfix 1" version was live (roughly the last 6 hours). If you haven't played today, you should be completely fine! The Current Situation: For those who updated or downloaded the game today, there is a chance you may encounter a progression lock where you can no longer feed the Obelisk, or the Obelisk doesn't accept any more devotion orbs despite requiring more to proceed.Sadly, it seems simply rolling back to the previous build did not resolve this issue for everyone. As far as we can tell, not even fully clearing save/user data fixes this bug. So if you encounter this issue while further into the game, please do not delete your save data, as there is no promise it will solve the problem. Our Advice: While we can't offer a fix right away, here are some things to be mindful of and to check before proceeding:Check your Build: You should check that you are on Build 22865027. A quick Steam restart or "Verify Integrity of Game Files" usually handles this.Be Mindful: If you played during that 6-hour window, you might want to be a little cautious. If you notice things aren't progressing as they should, it may be worth pausing that save for a little bit.Wait for the Update: We’ve seen some of you successfully using manual edits to get past the block. If you want to take that risk, that is fine, but it might be safer to wait for our official fix to avoid any further headaches. A Note to Our Community: Asking you to deal with these little launch-week "surprises" isn't ideal, and I am so sorry for any stress this causes. We are working as fast as we can on a proper fix so your journey to "unlocking" the Orb can stay o...
Added an option to Precraft and quick add to Queue from the context menu:
🦹💥 Professor O. No Has Entered the Game!A new mastermind rises in Humphreydale… And he’s not here to play nice.⚡ Professor O. No has opened his Supervillain Lair ⚔️ Packed with danger, chaos — and serious rewards📅 April 22 – April 28💥 Take him down if you dare 🏆 Claim powerful loot 🔥 Prove once again: heroes ALWAYS winThe city is watching… Will you answer the call?#HeroZero #SupervillainLair #ProfessorONo #HeroicBattle #DefeatTheVillain #Humphreydale
Hotfix #4 - See Discussion / Community Shortly for more info vs 1.7.9 for full details shortly ...
Hey everyone!We’ve got the first look at our upcoming incremental clicker game, Confettied!The gnomes are at it again and now you can see where all of those trees you harvested have gone as you clean up 100,000 pieces of confetti with some…unconventional tools.This is an early look and we’re in the final polishing mode now! I’ll be sure to bring closer looks at the various gameplay aspects: Cleaning, recycling, and upgrading, as well as the various side-elements like popping balloons and the mini-games as we move forward.If you love torturing yourself with the satisfyingly mundane, I do believe we have you covered here.
Hey everyone,Quick warning: this one is a big one. Not in "new content" size, but in "stuff that was quietly broken and is now fixed" size. I spent a few weeks rewriting the parts of the code I'd been avoiding, and a few of the bugs I found along the way made me laugh out loud.The big one: for as long as DriveWave has existed, car colors have been applied wrong. You'd pick a red paint, the save would store red, the UI would say red, and the car would spawn... the first color in the list. Every single time. Turns out there was a = 0 sitting right on top of the saved index, overwriting it before it could do anything. Your saved colors have been sitting there this whole time. They finally come out now.🎨 Paint & wheelsCar color and vinyl finally respect the saved index. Your previously-picked paint is already there, it just couldn't come out to play.Rim and wheel customization now applies in driving mode (it was being destroyed on spawn and never rebuilt).Rims and wheels also sync to cars parked in car lots, so the ones around the map match what you own.Garage UI re-syncs when another context changes a color/vinyl, no more stale "5/10" text.🏁 Driving feelNew Initial D / Underground 2 style chase camera. Smoother peek on turns, no more discrete snap when the yaw crosses a threshold.Visual weight transfer. Cars dive under braking and squat under throttle, scaled to how fast the car actually is.Launch grace for slow cars. Weaker cars (0-60 around 25s) get a small boost off the line so they feel responsive instead of glued.4th-gear jerk at ~160 km/h is gone. The sim was briefly telling the car it was going backwards when yaw wobbled, and the brake pedal would slam full for a single frame. Fixed.Shift "throttle cut" feel smoothed. The engine was dipping on every upshift because releaseGasPedalAtShifting was on. Now it's a soft dip at 0.08s, your brain reads it as a shift instead of a lift.🔊 AudioCar audio slider is actually unified now. Electric cars had their wind hardcoded...
fixed a few things
Patch Notes v0.82We’ve been gathering your feedback smart taverners! This update focuses on economy balancing, much-needed UI improvements, and some "stork-sized" surprises.The Stork Delivery System (New!)The Stork now flies by every 90 seconds with a dynamic reward system that scales with your tavern’s growth:Pre-Kitchen: 1 Ruby, 100-150 Coins, or 1-2 StonesPost-Kitchen Upgrade: 1 Ruby, 300-500 Coins, or 2-3 StonesPost-Warehouse Upgrade: 1 Ruby, 1000-1500 Coins, 3-4 Stones, or 1 Tiger's EyePost-Cellar Upgrade: 1-2 Rubies, 1500-3000 Coins, 3-4 Stones, or 1-2 Tiger's EyesAdded a new "Item Catch" sound effect when you successfully grab a delivery. It’s looking more majestic than ever.Gameplay & BalancingTalent Adjustments:Profitable Nights: Price increased to 75.Rock Breaker 2: Price set to 55. Even we changed prices, thanks to the stork, your talent unlocking pace should be much faster.Talent Tree Reset: You can now reset your talent tree, reclaim your Tiger's Eyes, and redistribute them.Service Bell: The first ring of the bell is now free to help new players understand the mechanic. Coin Capacity: We’ve fixed missing talent info, players can hoard over 500,000 coins when talent unlocked.UI & Quality of Life (QoL)Build Requirements: Hovering over the Stable, Well, or Blacksmith will now clearly display if you need to build another structure first (e.g., "Build Well First").Merchant Improvements: * Added a "MAX" button to Merchant William’s shop to quickly fill your stock.Rare Merchant: Added a 15-minute countdown timer to the trade window. Once the time is up, the merchant packs up and leaves, whether you've finished shopping or not.Visual Fixes:The Skofnung (Rare Merchant item) has been resized so it can actually fit on your walls.Updated placement logic for Medallion Rugs.Fixed a typo in the Warehouse NPC hover info (it now correctly says "Bread" instead of "Apple").Menu & Layout: * Added a "Reset UI" button at the top of the Settings menu for players who accidenta...
Fixed the global counter not updating properly.
A new update has arrived, bringing more control over how you play, along with quality-of-life improvements and full localization support.Game Mode SelectionYou can now choose how the core systems interact when starting a run:Full Mode (default) The original experience, designed with all mechanics, synergies, and anti-synergies in mind. Every interaction matters.Harmony Mode Removes anti-synergies between elements. Fire no longer melts ice, and ice no longer stops fire. Ideal for players who want a more relaxed and experimental experience.Golem RecyclingGolems can now be recycled. Recover part of their cost and adapt your strategy during a run.LocalizationThe game is now available in:SpanishItalianFrenchGermanSimplified ChineseJapaneseKoreanRussianPortuguese (Brazil)Portuguese (Portugal)Gamepad ImprovementsImproved navigation across menusBetter overall responsivenessNew Stat: DepthYour progress into the ruins is now trackedAdds more visibility to your runs and performanceUI ImprovementsCleaner menusBetter readabilityImproved feedbackBug FixesVarious fixes and stability improvements.Thanks for playing and exploring the ruins.
Infinite Mode Logic : Infinite Mode has been updated to feature Black Slimes exclusively. Additionally, you will no longer lose your current progress when performing a Prestige in this mode。 First Prestige Passive : To smooth out your progression, your first passive skill will now be automatically unlocked upon your very first Prestige。
Hey all! Thanks again for all the interest in our little game so far — we really appreciate it a lot ❤️Recently, we decided that we want to open up the game to a broader audience. So with this update, we’re introducing… localizations!There is a total of 12 languages to choose from:EnglishGermanSimplified ChineseRussianPortuguese (Brazil)Spanish (Latin America)KoreanJapaneseTurkishFrenchItalianPolishThis is our first pass on localization, so some translations may still be a bit rough around the edges.We’ll continue improving them over time — so if you notice anything odd or confusing, feel free to let us know!We hope this makes the game more accessible and enjoyable for many more of you around the world.Thanks again and until then!- TinyTulipGames
Hey drillers! 👋Want to see every single drill skin in Desktop Driller in one shot? Say no more. Desktop Driller isn't just one drill poking holes in your desktop, it's a whole cast of them, each with its own personality, colors and shape. Every collectible you uncover while digging unlocks a unique drill skin. How the skin system works10 shape templates: Classic, Hammer, Spike, Tank, Rocket, Claw, Spiral, Diamond, Mecha, Arrow Colors pulled straight from the collectible: the game reads the item's 16×16 pixel art and maps the dominant shades onto the drill (body, cabin, bit, tracks, accent) Deterministic pairing: a given collectible always produces the same drill. No RNG. No duplicates. Ruby -> deep red Spiral. Obsidian Shard -> dark Spike. Brass Compass -> warm Hammer. You get the idea. The full lineup 224 drills. 11 biomes: Surface, Volcanic, Aquifer, Cavern, Lava Chamber, Deep Ice, Upper / Mid / Lower Mantle, Outer Core, Inner Core. Each with 20 collectibles, plus a handful of secrets hidden for the curious. Dig long enough, and they're all yours. Steam Market integration Rarer drills will be tradeable and sellable on the Steam Community Market at launch. Earn them by playing, swap them with other drillers, or just snipe that one specific skin you absolutely need. Haven't wishlisted yet? It really does make a difference — helps the game surface to more players, and you'll get pinged the second it's out. 👉 Wishlist Desktop Driller See you underground. ⛏️
After a long wait you can finally play Forage Wizard!We've had so much support from all of you throughout this game's development. It's crazy how many of you have shown an interest in our first game, which has turned from a side project into my entire life! There's no way we would have made it so far without your encouragement and your extensive playtesting. So thank you so much!I'm excited to say that Forage Wizard is going to be playable for anyone and everyone on Steam on the 5th of May, 5PM UTC ⏰ Put it down in your calendar, NOW!Look at the full release trailer!Join the giveaway!If you join our mailing list, you will have a chance to get a free key in the days leading up to release!https://subscribepage.io/s8gloYThank you guys so much!Have fun,VSDebtor