Feature AdjustmentsThe money cap for each birdwatching spot has been increased to 999,999.Slightly increased the brightness of Night Mode.Added a new frame rate setting in the Settings menu. Available options: 30, 60, 120, 240 FPS.OptimizationsOptimized the display logic of the birdwatching spot pop-up panel.Improved overall game stuttering issues.Bug FixesFixed several bugs related to photo preview.Fixed a bug where Crested Myna would sleep with their eyes open.Fixed a bug where feathers could not be picked up after entering Photo Mode.
Hello everyone!Due to save data loss issues caused by cloud synchronization,we have temporarily disabled the cloud save feature on Mac systems.If you lose your save data during this period,please contact us and we will provide you with a max-level save file.How to submit feedback: In the game, click Settings → Feedback → Fill in your issue and contact information → Send.If your Mac shows a Steam cloud error, please go to your Steam Library → Right-click the game → Properties, and disable Steam Cloud.We sincerely apologize for the inconvenience this may cause, and we will work hard to fix this issue as soon as possible!
Hi Travelers!Welcome to another newsletter! It's been a little while since we've posted one of these, so we've got a couple of things to catch up on.First and foremost, our new merch store is now open! Thank you to those of you who have placed an order, we've almost completely sold out of the adorable June and Damon sticker sheets!I've been busy packing orders, so everything up to now has been shipped out, and we hope you enjoy your new goodies!If you'd like to check out the merch store for yourself, you can find the link here!In beta news, we have an additional writer working to help get these one-on-one scenes done. The next update will be coming out shortly, and will feature Bash's scene!If you'd like to check out what's coming in Episode 10, or get hands-on with our new UI, our beta is available to play on the Mercenary Tier on Patreon.Our final sprite of the game is also now complete, and we have a little sneak peek here of what he will look like in the upcoming episode.I'll leave things there for now, and if you'd like to come chat more about A6, ask questions, or just stay in the loop, feel free to come and join us on the Wanderlust Games Discord.Until next time!💕 AeriieOfficial Website | X | Bluesky | Discord | itch.io | Steam
Skill Minesweeper Demo Version 0.0.9 Update Content1. Beginner difficulty starts with 3 skill slots.2. Beginner difficulty starts with 1 wooden pickaxe.3. Added resolution and windowed mode options.4. Added animation effects during automatic merging.5. Automatically corrects marking errors, consuming coins regardless of whether there are errors.6. Automatic merging only merges skills in the inventory and skill slots, no longer affecting skills in the merging bar.7. Added description information for idle-time triggers (requires one click to generate the minefield before use).8. Added guidance to open the encyclopedia in the tutorial.9. Added buttons for converting diamonds to coins for out-of-game upgrades and in-game conversion.Bug Fixes:1. Fixed flickering issues on high refresh rate screens.
Added Lantern Festival riddle event. Solving riddles can earn rewards such as furniture and cultural relics.Added new outfits: Lion Head, Lion Cape. Can be obtained by idling near Xiao Hei and Dede on the day of the Lantern Festival.Added new furniture available for exchange: "New Year's Day 'Gathering of Pure Things' Painting" at Xiao Hei's showcase; "Kitchen God Portrait" at Lu Ban's showcase; "Cloisonné Gourd-Shaped Hanging Lantern" at Dede's showcase.Fixed an issue where some limited-time exchange items in showcases ended prematurely.Fixed an issue where some events could not be triggered properly.
Quality of life improvements Optimised load times for players who have accumulated 100s of familiars Auto start in Windowed mode on Steam deck and disable settings that are designed for desktop experience
Hey Ponderers!This is where we are at: ------------The Final Release Content Pass--- The Beginning (Magic + Scholar) -- (100% done)- The World / New Druidry -- (100% done)- The Workshop -- (100% done)- Alchemy, Part 1 -- (100% done)- Alchemy, Part 2 -- (100% done)- Rituals, Part 1 -- (60% -> 80% done)- Rituals, Part 2 + The End -- (0% -> 40% done)- New Game+ and Achievements -- (0% -> 80% done)----------Last month was incredibly productive. It feels similar to when you are on the last little bit of jigsaw puzzle: you've lined up most of the other pieces and then this sort of this cascade effect occurs. Every piece fills in quicker than the last. That's what orb has been feeling like to me.And you can see above I went a little off the rails! I moved off of rituals to work on the New Game+ section because I was struck with how I wanted to handle the new prestige upgrades.I've was brainstorming for a long time how I wanted to handle them, and I was always running into one small issue. "In a game about creating personalized builds, how do I fit prestige upgrades into that in a meaningful choice-based way?" If prestige upgrades simply upgraded each of your disciplines, wouldn't the player just simply choose the one that fits their current build? If you are a in a Wizardry focused build, wouldn't the player just choose the prestige upgrades that boosts Wizardry?I want there to be meaningful choices in which prestige upgrades you choose to invest in.And that's when this idea came to me: "Prestige upgrades will be drafted in a similar way to how Spells, Glyphs, Artifacts, etc. are drafted." And that got me so excited. Feels like I found the missing puzzle piece and all the other pieces clicked into place.So New Game+ works like this:- You earn Time Advancements for how far you get into each run (calculated by the number of attributes you've purchased)- You are given a set of random challenges you can choose to complete on your next run. Each challenge completed gives you mo...
Main game version update!The last few updates were initially launched in the beta version of the game so that we could collect feedback and fix as many bugs as possible before the full release. It's time to move the changes to the main version of the game!Update 0.87a:Factory auto-upgrade mode was turning off on game restartsThe ''Magical training'' upgrade did not work without the ''Training arena'' upgradeSmall changes in the descriptions of the medals upgradesUpdate 0.87:Updated sphere displayAdded the ability to auto-upgrade factoriesResetting the eyes on the world boss now requires confirmationDescription fix: auto clicks do not provide a click resourceDescription fix: explanation for the guild multiplier in the challengesAdded a hint about hero experienceTime rewind now displays progress (crystals)Fixed the forge progress bug (occured for some players)Fixed the error checking whether the card is openFixed a bug where the world boss was alive in the completed worldsFixed a bug where apples did not count the 3rd resourceAdded sounds and fixed some texturesSmall changes for optimizationUpdate 0.86:Added a new worlds tab (it's like NG+)Added a cosmic bossAdded a moon gardenFixed magnetsDisplaying information in gardens
Hi everyone!The Next Fest has come to a close, and with that also one of the best and most overwhelming weeks of our studio. We couldn't have prepared for the amount of players and amazing feedback we've gotten over the past week, and I'm grateful for all of you who left feedback, played, or even just wishlisted the game.Now, the question is, what's next for us? Well, it's back to the development mines for us so we can hit our late April release date. Addressing your feedbackWhilst you clearly enjoyed the game, that doesn't mean it doesn't have some flaws, and we'd like to address those. There were a few common pieces of feedback we kept on getting:Gnorman will get a disable option: I hear you, part of Clippy's charm was it's uselessness, but if you're playing for hours on end, you just want to strangle that gnome. More automation: Whilst the debugger may be a neat mechanic, after a while it gets tedious. We'll be adding a lot more automation for the game, so that as you progress, you don't keep finding yourself doing the same things over and over again. We'll also apply this to other aspects outside of the debugger. The skill tree will be completely reworked: The current skilltree felt kind of illogical/unbalanced, because it was just me throwing a bunch of things together, coming up with a number for cost and going "yup, that'll do it". This is of course not peak game design, and we're working on a new, much, much larger skilltree for the full game, that has more of a progression system built in. Reworking the game's pacing: Right now, most of the excitement is right when you release a game, after which you're just fighting a losing battle against seeing your revenue/second drop. This isn't great, and with all of your feedback we have a bunch of ideas on keeping the excitement going throughout your game's release cycles. More clear sequel development: We hear you, data is an important part of progression, and you have no idea how you actually get it, and how to ge...
Hi. I hope you are well. With this update, I've made quite a few Qol improvements. Based on the feedback received, I thought this update might be useful. First, I added the Fullscreen borderless mode. (I guess) I have assigned keys from 1 to 9 to all panels, hold the left shift key and enter number with keyboard number area. You will now be able to use the panels more comfortably. Lag may occur in later stages of the game. To manage this situation more easily, You can turn lightning strike on and off. That's all for this update for now. I hope you enjoyed my game. Thank you for your support. Sincerely, Musa GUNGOR
● Getting ready for Season 4 ● (have to be unlocked) Seasonal game tokens - complete a full day of quests to get a token, exchange enough tokens for a random Hero of choice ● Opening or switching between Seasonal & Main game will now max out the Speed Step if your Energy timer is not depleted after Away income ● Ascension tree now displays purchasable skills further than the neighboring node ● You can now purchase a path of Ascension skills with one click ● Game performance in the Ascension tab improved ● You can now adjust the zoom level in the seasonal upgrade menu ● Increased the maximum zoom out on the Conquest map ● Removed the lock toggle on zoom in/out ● You will be prompted to confirm a Regular Ascension if previously you used a Perfect Ascension ● Hovering over a recruited Hero will display its name ● Some bug fixes
There has been a lot of reports of a bug that causes rocks to not be mined. The rocks would be mined normally in the beginning but as you progress the pickaxes would start to hit the rocks without dealing damage. This bug has now been fixed. You might be wondering what caused this bug. Well, it was the "It's Hammer Time" talent upgrade. When a pickaxe would spawn as a hammer, which is a 0.4% chance, the collider would change. The next time this pickaxe would spawn, the collider would not reset, which means it would be a normal pickaxe with a wrong collider. This explains why it takes some time before this bug is noticeable and why it just get's worse and worse as you play.
Stay up to date with everything happening at our studio! https://clan.fastly.steamstatic.com/images/42866123/fbc9db6024cab8bb11bb50cfeabbec81cfd2a2da.gif https://store.steampowered.com/developer/RisingMoonGames By following our Developer Page, you’ll be the first to know about: 🎮 New game announcements 🛠️ Updates and patches ✨ Behind-the-scenes content 📢 Studio news and future projects Follow us and keep track of everything we’re building. More games and updates are always on the way! 🔗 Featured Games Take a look at some of our titles:
Stay up to date with everything happening at our studio! https://clan.fastly.steamstatic.com/images/42866123/fbc9db6024cab8bb11bb50cfeabbec81cfd2a2da.gif https://store.steampowered.com/developer/RisingMoonGames By following our Developer Page, you’ll be the first to know about: 🎮 New game announcements 🛠️ Updates and patches ✨ Behind-the-scenes content 📢 Studio news and future projects Follow us and keep track of everything we’re building. More games and updates are always on the way! 🔗 Featured Games Take a look at some of our titles:
New Content:Astral Battleground: a new map with powerful, specialized perks that rotate twice per week.Map Upgrades: beginning after wave 25k, reaching higher waves on each map will reward "Map Points", which can be used to unlock new map perks, upgrade existing perks, and assign bonuses to individual Hero placement slots.New Level Milestones available at Hero level 10,000.Several new Combat Styles available at Hero rank 2,000+.One new end-game Energy upgrade to buff the Mimic Boss Chest.Several new mid/end-game Prestige upgrades.Changes:Map perks, wave perks, and automation resource functions are now included in your "best hourly" stat calculations, which means they now affect your reward packs (from battlepass, daily gifts, gem resource packs, etc).Hero milestones, synergies, and map perks now also affect Power Mage rewards (you should see a huge buff there).Assassin’s execute skill no longer deals splash damage.Added more Tournament Tiers after Tier 30 (wave 50k+).Reduced the cost of energy income and game speed upgrades in the Prestige Menu to help speed up the early game grind.QoL Improvements:Added an "advanced setting" to change the damage text under a Hero to average DPS, rather than base damage.Added a "personal contribution" progress bar to the Community Event menu.Added text displaying the number of wave perks left to claim next to the title in the Wave Perks menu.Removed the unnecessary confirmation panel when loading Hero presets from the quick-load bar.Added mastery icon and level to the rank/attributes text panel under each hero on the map.Bug Fixes:Fixed issue where your local community event score (which is used to unlock the event's rewards) did not match the server score listed for you on the leaderboards.
-Swapped 'Nav' and 'Perm' to align with 1-8 hotkeys -Changed the settings font size and color to be easier to read on Steam Deck -Backend stability consolidation and bug fixes -Arrow key primary and secondary 'secret' hotkeys now swapped to 'R' and 'F' respectively to align with the default WASD controller config on Steam Deck
Rollbound has just rolled onto Steam! It's a short, tabletop-inspired clicker where a single D20 decides your fate. Journey through 5 atmospheric biomes, and upgrade your stats to prepare for the final battle against the Demon King.With 6 different endings to discover and a post-game Auto-Roll/2x Speed mode for idle farming, there are plenty of reasons to pull up a chair at the tavern.Check out the 'Logbound' bundle to grab it at a discount alongside Lumberjacked!
Hi. I hope you are well. With this update, I added achievements to my game that I couldn't add via Steam. If you've achieved full completion of my game via Steam, there's no need to worry. These are only achievements visible within the game. In the game's main menu, you can see which achievements I've added by clicking the button that opens achievements in the bottom-right corner. Your achievements are integrated into your save file. You only need to load the game once and thats it. That's all for this update for now. Thank you for purchasing my game and supporting me. If you'd like to help further, I'd appreciate it if you could write a review. Sincerely, Musa GUNGOR
Fix: Bug where achievements for collecting all memory fragments and endings do not appear (Solution: Click on "Memory Fragments" and "Endings" once on the main game interface) Occasionally, an abnormal window pops up when saving the game Typos in the memory fragments New additions: Added buttons for full-screen and windowed mode in the settings interface A "pv" appears when opening the game (clickable to skip) Some options have changed from not appearing to appearing but being locked
{STEAM_CLAN_IMAGE}/38391122/93c1caa81e359760d31580221afb51b3e27625c5.png {STEAM_CLAN_IMAGE}/38391122/8a59d8b4fd12eafc86d6ac97c71a88434692c635.png "Lord Liberty Quest II ~Pure White~" will be released! Don't forget to add this game to your wishlist! https://store.steampowered.com/app/4330940/_/ GAME The "Black Devil" assaults the Disodart Continent every few decades. Only the priests of the Central Church in the royal capital Gardis are capable of sealing this devil away. And the Magic Hero protects the priests. However, someone is secretly working to hasten the revival of the "Black Devil." The entire knight order stationed to monitor the sealing tower has been wiped out. Taking the situation gravely, the royal capital has decided to entrust the investigation of the tower to a church priestess. But that priestess turns out to be a young, innocent maiden… GAMEPLAY The main story follows a linear progression, yet offers high freedom — explore various locations at your leisure and enjoy the adventure. From open fields to dungeons and towns, every area is filled with intricate mechanisms and secrets. The core concept is the thrill and excitement of adventuring, packed with classic JRPG-style presentations and events. FEATURES A prequel to Magical Girl Konoha, allowing you to experience Konoha's adventure from a different perspective. Turn-based open-world RPG (Fast travel available) Abundant main quests and side quests (includes Additional Scenario Vols. 1–4) Dressing system (Priest, maid, magical girl, swimsuit outfits and more available) ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ Please don't forget to follow us on our Steam Publisher page to get the latest information! Thank you for your support. We hope you will enjoy our upcoming releases! ★COMING SOON★ https://store.steampowered.com/app/4145350/_/ https://store.steampowered.com/app/4223590/_/ https://store.steampowered.com/app/3975500/_/ https://store.steampowered.com/app/3956070/_/ https://store.steampowered.com/app/41481...
Reverted the patch from earlier today due to the introduction of a critical bug
Took a while and a ludacrous amount of testing. If you notice anything.. You know what to do :) Print CatalogNew print types can be auto unlocked under "Catalog" - MVP for now, only a few more print types, suggestions welcomed.Shows how many prints you've unlocked and your progress.Locked prints in the catalog hide their stats until you earn them.Endless ModeCompleting everything unlocks a game complete popup with your final stats.Endless mode adds a workshop room that always keeps one free printer slot.Endless mode printers and rooms don't count toward any achievements.AchievementsPrinter and room achievements are based on your peak counts, so selling printers or spending money won't cost you achievements you already earned.WorkersWorkers tab shows correct hourly wage, upped their wages for balance.Workers wages now pops up like the selling print popup.UIZoom level is now saved between sessions and can no longer be set below 50% resulting in dots for printers.Delta printer animations no longer go out of sync when switching away from the window and back.SavesAdded a save backup that should kick in if anything catastrophic happens.Added 3 save slots with the ability to wipe all data from settings.
https://i.imgur.com/IrDV3tT.gif ・【Pristine Box】added on the item store.
UPDATE 1.2 (Strange Tablet, New Item)The main goal of this update is to improve Burn builds and bring back the Strange Tablet “Boss” from the demo. There’s a new item, a new collection, leaderboards for Arena, a few crucial fixes (crashes, achievements, rebirth time), and multiple lesser ones, some of which have been here since the beginning. Steam Cards will be available next week (see below).All changes (v. 1.2.10):- Added Strange Tablet Boss Rush (fight with a new “Boss” that was previously only in the demo version, beating it unlocks Strange Pet and the new item)- Added a leaderboard for each Boss Rush - Added a new item collection: Slayer Collection I - Added a new item: Inferno Incense - Added a slight variance in Chest Helper's move speed so they don’t look like a single person - Show additional info on a few Items: Zephyr Fan stacks, Ungodly Flail if flailing is active, Inferno Incense bonus stacks applied, Dowsing Rows chest count, Toxic Tongue bonus stacks applied- Fixed an issue causing a crash after 1-2 hours of gameplay - Various memory optimizations - Validate if each unlocked achievement was unlocked on Steam when entering the achievements panel for the first time (and unlock them if needed) - Alchemist and Marketplace don't need to be hovered on to begin the restock countdown after launching the game - Shorten Burn stacks count text if needed- Fixed Phoenix rebirth duration calculations (now it's 30s base as intended) - Fixed Hypnothreeck Lv. 3 and Lv. 4 Health and loot chances being the same as Lv. 2 - Fixed Boss names being cut short if the respawn happened very fast - Fixed Temple of Clouds’ UI being cut out when the larger UI setting was active - Fixed a few ‘Slayer’ achievements being called ‘Hunter’ instead - Fixed loot chances showing values above 100% - Fixed Monsoonael Lv. 2-4 position being too close to the ground - Removed the additional offset added between Ballista's bolts on Great shot (visual change only) - Adjusted Baldog’s collider t...
Hi, I hope you are all well. In this update, I made some minor fixes and resolved issues encountered in Windows 11. When you switch the game to Window Mode, the screen size is set to 1280x720. When you played the game in window mode, it didn't center on the screen in Windows 11, so I fixed that. When you played the game in windowed mode, the text was pixelated, and I solved that problem too. Thats all for this update. I based on feedback from players using Windows 11, I have added these adjustments to the game in this update. I hope all issues have been resolved. Sincerely, Musa GUNGOR