Added Linux client.Fixed some steam cloud issues.Fixed a bunch of bugs, such as harpoons sometimes failing to hit the highest den.Various number tweaks.
This honestly still feels surreal to me. I never imagined that my first game would reach the screens of so many players across the world. When I first started this project, it was just an idea, something I worked on late at night, unsure if anyone would ever even see it. Back then, I remember thinking how amazing it would be if even one person out there enjoyed something I created. The thought of 25,000 people playing it was beyond anything I could have imagined.There were so many moments during development where things felt uncertain, long nights, challenges I didn’t know how to solve, and times when I questioned whether I should keep going. But knowing that people were out there supporting the game, sharing feedback, and simply having fun with it made every single moment worth it. Seeing players connect with something that started as a small personal project has been one of the most meaningful experiences of my life.I’m incredibly grateful to everyone who gave the game a chance, left a review, shared it with a friend, or supported me in any way. You turned what began as a solo passion project into something real, something shared, something alive. From the bottom of my heart, thank you for playing, for supporting, and for being part of this journey. I truly couldn’t have done this without you.Happy mining. ❤️
-All optimizations now cost 1 Optimization Point -Updated French, Japanese, Spanish and Traditional Chinese translations
I've fixed a bunch of bugs that made it into the demo!Fixed a bug where stats would get jumbled around on save/loadfixed a crash that sometimes happened on save (I think, if you crash PLEASE let me know)fixed a missing localisation stringfixed a bug where players, before ever launching the game, would gain watts from the simulation on the pause menu.very slightly increased the hitbox size of spikesIf you have any issues at all with this demo, I really want to fix it. The best way to reach me is in my discord: https://discord.gg/2gZtQc7cBD
Quality Update!For an improved user experienceMUSICFirst of all, I'd like to share that ALL PREVIOUS MUSIC has been removed and REPLACED with the known copyright claim free king of music KEVIN MACLEOD.This is for the content creators out there. You can now safely create content on Drop and Grow without any extra hassle. (Apologies)CursorEasily the most controversial feature in this super chill game about growing plants.There are now Left Handed and Right Handed cursor options.In addition, the cursor changes to a writing quill when navigating menus, saving the dew drop leaf for gameplay exclusively.I do realize that the pointer being on the bottom is STILL against the extremely common convention everyone is used to. I will be keeping a close eye on the cursor reactions and will adjust appropriately.Improvements / Changes Options Menu restructured into Tabs (may be expanded upon in future)AudioGameplayUI Art UpscaledUpgrade OverhaulMost Upgrade Icons are now coloredMost Upgrade Icons include a modification indicator symbol for improved signalingSome Upgrade Descriptions have been re-written for better claritySome key words have been 'colorized' in upgrade descriptions (English only)Transparent Dither Amount Increased to more easily see behind large objectsAmazing New Water Shader (more improvements coming)Wind Shader Improved and added to Bushes & FlowersAdded New Backgrounds!Backgrounds will now change after a variable amount of days. Hope this add some more visual variety and keeps things feeling fresh.Balance ChangesSlight changes to early Upgrade Costs (Demo Version)Slight changes to Goal Thresholds (Demo Version - The 'Ending' should now be more achievable)Bug FixesFixed one reasonably nasty bug regarding the upgrade menu and loading into multiple saves. Now the upgrade menu should display properly when loading more than one save file without closing the game down first.Main Menu Highlight should now reset when returning to the main menuPrevious ChangesJust in ca...
Game development is hard.. That last update was a little bit of a "I rushed it while tired" situation.Hopefully this update is for the better. I am trying to rebalance the game, which as a guy with absolutely no experience in game dev, quite difficult. But with your feedback we should be able to get it to a fair, nicely curved progression.I've included fixes from the last update and some more I found. Made workers slightly easier to find, and added a few features I liked from the discussions.Final note before the changelogEarly access is a difficult tightrope to walk. On one hand, the original goal needs to be fulfilled, and some breaking changes will be necessary to progress toward that goal. On the other hand, I am listening to user feedback and being as careful as possible not to disrupt your playthroughs. I will continue to reshape the game to preserve what players enjoy.As always, thank you for playing, and please keep the above in mind. :)Changelog: Bug FixesFixed completed prints not fulfilling active ordersFixed auto-sell only processing new prints instead of sweeping all inventoryFixed sell actions not triggering milestone checksFixed "Maximum Capacity" achievement being earnable without all rooms unlockedFixed selected printer border disappearing when printing or brokenPer-Printer Worker SettingsSet filament type and print priority individually per printerRoom-level dropdowns act as bulk "Set All" with a confirmation promptMixed settings shown as "Mixed (per-printer)" in orangeWorkers TabMoved worker management to a dedicated WORKERS tab in the bottom action barAppears after hiring your first workerDynamic Spool StorageStorage scales with printer count: 5 slots per printer (minimum 10)Shop filament cards show current/max capacityRoom RebalanceBedroom: 4 slotsGarage: 4 slots $500Office: 8 slots $3,000Factory: 16 slots $15,000Escalating Printer CostsEach additional printer of the same type costs 12% more than the lastShop displays current price based on how ...
Hello hoomans! We have some exciting news!! We are working on a remake of A Building Full of Cats. This was our very first hidden object game. It was made in low resolution and without some basic features like zoom. It was simple, chaotic, and made with a lot of love. Now we are rebuilding everything in high resolution. Every apartment is being carefully redrawn. Some areas are being reimagined. And yes, we are adding 20 extra cats per apartment. Because there are never enough cats! Do not worry. The original game is very special to us and it is not going anywhere. When you launch the game, you will be able to choose between the original version and the remake. Achievements will be shared between both versions. The update is planned for the next months and it will be completely FREE. Soon, the base price of the game will become 2.99 dollars. Right now it is 0.99 during our Devcats Publisher Sale, which makes this the perfect moment to grab your copy or gift it to someone who deserves more cats in their life!! As always thank you for your continued support! ːfofinoː Love and Purrs, The Devcats ฅ^•ﻌ•^ฅ
Gameplay Fish death removed – Fish can no longer die from sickness. Sick fish stay sick until cured. Decor passive income – Decors now give passive gold while the game is open. Amount is based on the decor’s required level (e.g. level 3 = 3 gold/hour). Does not apply when the game is closed. Offline EXP limit – Offline EXP cap reduced from 30 days to 1 day. Fixes Fish EXP bug – Resolved an issue where fish sometimes did not gain EXP after loading the game. Fish EXP reset – Fixed a save/load race condition that could reset some fish to 0 EXP. Code cleanup – Removed an unused variable that triggered a compiler warning. UI & Localization Decor passive gold text – Each decor in the store now shows its hourly passive gold income. Translations – Added the passive gold text to all 23 supported languages. Technical Save system – Improved save/load order to avoid overwriting fish data with an empty list during loading. Load flow – Fish loading now waits for required managers before clearing and respawning fish.
Hey everyone!I’ve been hard at work behind the scenes listening to your feedback. As a solo dev, I'm always looking for ways to make the late-game experience smoother and the UI less tedious to navigate. Today's update brings some massive performance optimizations specifically targeted at the chaotic late-game rounds, alongside a handful of highly-requested Quality of Life (QOL) features and full Native Controller support!Here is everything included in today's patch:🚀 Performance Optimizations & Engine UpgradesWhen you reach the deep late-game and have dozens of units clashing at once, the browser was struggling to keep up with the math. No longer!AI Fallback Web Worker: If the main chess engine (Stockfish) ever hangs or disconnects, the game's custom fallback AI used to freeze the screen while it calculated the next move. I've completely rewritten this to run asynchronously in a background Web Worker. What does that mean? Silky smooth animations and zero screen freezing, even when the AI is thinking hard!Combat Text Object Pooling: Seeing massive showers of damage numbers and gold text flying everywhere is awesome, but the engine was creating and destroying hundreds of objects a second to do it—triggering lag spikes. I've implemented a custom Object Pool to recycle the floating text objects. Late-game combat should now render flawlessly without micro-stutters.Canvas Rendering Tweaks: Optimized how the game loops and renders fonts and arrays behind the scenes, shaving off crucial milliseconds per frame.💖 New Features & Quality of Life improvements"Buy Max" Upgrades: Have billions of gold and tired of clicking a button 50 times to level up your King? I hear you! There is now a handy "BUY MAX" toggle in the Upgrade Menu. Switch it on, and clicking Buy will instantly purchase as many levels of that piece or stat as you can afford in a single click!New Board Theme - Valentine: Get in the cozy spirit! I've added a brand-new theme selector in the Options Menu. You can now...
BULK
227 days ago
· Monty
I just released the latest version of the BULK demo with new features such as:New Upgrades: Generate a little bit of chaos with the new card dispensers and increase their value with the new grading systemNew Music: BULK finally has its own music that you can enjoy on the radio included in the gameNew Objectives: The amount of money needed to complete the demo has been increasedGeneral Optimization: Although the game is still far from the optimization I would like to achieve for launch, the overall experience has been improved on both PC and Steam DeckI hope you enjoy this new version of BULK Demo, and I would be very grateful for your feedback and reviews if you decide to try it out!Best regards and happy gaming,Monty
Apparently Unity found a security issue if the build is distributed via the earlier version of Unity. Because of that I migrated the project to a new Unity version. So, that won't be a threat anymore. Took the opportunity to make changes to the wishlist next game thing... people tell me to be more shameless. So here goes. Question: I could fix the janky way the numbers go up once you pass billions in Chapter 3. But I don't want to screw over speedrunners? Open to feedback here :)
Yay new cats!!!!!!!!!2 new collections added!!!!!!!!!!!!!!!!!!!!!Tell your friends about this!!!!!!!!!!!!!!!!!!But first, here is my new retro psx inspired 3d platformer metroidvania game. Please, add to WISHLIST and play demo for free
The Scrap has been whispering… loudly. To survive the Dust and return with metal unbent and rubber unburned? That is no small miracle. The Scrap rewards the bold… and occasionally the reckless.Rushcremental v0.4.3- Added display for Big Numbers (500.12k, 10.22m, etc)- Added feedback when a node is fully upgraded in the tech tree.- Added current and maximum upgrade level for a given upgrade in the tech tree tooltip.- Added and updated graphics for all zones and game modes- Added grenades that explode searchables wide open.- Added the friendly crate to create a fountain of scrap.- Added drones for late game.- Added charms to the game to be rewarded from racing and quests.- Added additional music tracks.- Added many more searchables including the coach with lots of storage to search.- Added a test transition from Market to SupplyRun.- Added polish to the tech tree buttons, scaling them when hovered.- Added workshop and the racecar upgrade system.- Added character art for Spitfire Jax and his minions/friends.- Added automatic saving after each supply run.- Removed the scrap parts bursting through the fog when searched nearby.- Updated racecars and progression to allow for a trainer race.- Updated the tech tree for progression.- Updated the loading times by using streaming music.- Fixed blending issue with some assets like the clouds.- Fixed issue in races when changing the window size.- Fixed SupplyRunTimer last digit always being 0.- Fixed the issue where demo could get locked up without winning Spitfire Jax, probably.- Fixed the scrap showing on top of the fog after being thrown from a searched part.- Fixed a crash issue when minimizing the game.- Fixed alert on workshop to stop showing if an upgrade you can afford has been installed already.
We’re excited to finally share it with you. Our demo is out now!The demo includes two biomes:ForestMountainsEach biome comes with bird species you’d naturally find in those environments.Feather Land is your cozy background game, made with lovingly hand-crafted art, and backed by hours of research into bird species from different corners of the world. Build and grow your little world by buying birds and decorations, earn coins, and unlock new biomes. You can also use built-in tools designed to support focus and workflow, like Pomodoro and notebook.This demo release is a huge milestone for us! If you try it out, we’d be super grateful if you could leave a review on Steam, it’s the best support you can give us and helps the game reach more players. Thank you! 💛 Wishlist and follow Feather Land to catch the demo the moment it lands.Join our Discord to high-five the team and chat about birds! –Sylvanhart
Welcome, wannabe archaeologists.First of all, thank you for the support and the warm reviews. It really means a lot.The game and the store page are now localized into 19 languages.Now your non-English-speaking grandma, little siblings, and friends can join the stone smashing.If you notice anything odd in your language, join our Discord and let us know. Everything has been reviewed, but localization is always tricky. Especially short descriptions, single words, and jokes.In this patch we have also fixed some bugs:Autoclicker related issues (texts, tickets moving out of the way when using autoclickers)Some money related bugs (purchasing too many ticket refreshes)Settings many getting bugged for some usersAdded dx12 and vulkan support (may fix some startup crashes)Camera shake generally lowered when too many things happens at onceGetting stuck if you exit the game while in prestige menuSee you later, treasure hunters,
Danger in the Woods Event A foul wind blows from Deadwood Canyon Within the rotted bark and branches of Xyloalgia, the wicked Poena emerges once more. Event Ends: March 1 Poena returns as a Phase 2 boss in the Xyloalgia fight. Crafty adventurers should carefully plan their strategies when facing her terrifying presence. Be mindful of Poena’s Mirror mechanic: any debuff inflicted upon Poena will be reflected back to its source. All runs in Deadwood Canyon for the duration of the event will yield 2x loot!Collaborate with other Stoneheads on our community Discord server: https://discord.com/channels/423242655498240000/921258566705377280 Ascension Mobile Alpha and Beta Access for Kickstarter Backers After some discussion, we will be including mobile builds for Stone Story Ascension’s Alpha and Beta builds. Although we will be launching on Steam first, mobile continues to be an important platform. Having players participate earlier in testing our builds gives us greater confidence in producing the game, while also giving supporters the opportunity to play on their preferred platform. Alpha and Beta access can be obtained through backing Stone Story Ascension on Kickstarter. We are a little under $2000 away from hitting the first stretch goal, which adds modding tools in-game. Support the Kickstarter: https://www.kickstarter.com/projects/rexgames/stone-story-ascension-a-deceptively-simple-idle-rpg/
⚡ Shadow of the Matrix — Demo Available Now! Dive into a dynamic third-person sci-fi shooter, explore a damaged space vessel, and face a mysterious threat disrupting every system on board. ⭐ Add Shadow of the Matrix to your Wishlist before Steam Next Fest — it helps the game reach more players and supports our development. 🚀 In the demo you can:• experience the core combat and atmosphere • discover the first story details • feel the tension of a dangerous space mission ❤️ Your Wishlist support means a lot to our independent studio. Adding the game to your Wishlist is the best way to support us and stay updated on release news! 💬 We would love to hear your feedback after playing the demo.Thank you for supporting Whale Rock Games ❤️
Hi, friends! We've just uploaded a new update. - Fixed several minor issues and bugs
Back again with another small patch, fixing up some Steamdeck and controller related quirks. After this update, the game can be considered to have full controller support. (which I will change on the Store Page as well) Gameplay Changes 🍓 Increased the Vacuum airblast charge rate from .75f -> 1.35f. This should hopefully make using it quicker and less tedious QOL Changes 🍓 Now checks for the "all upgrades" achievement after each upgrade is purchased, instead of when you leave shop. (buying all upgrades but clicking rewind would previously not unlock it - you had to click Wake Up) 🍓 Removed the hard-coded 'Enter' key for leaving shop, for those who want to bind 'Enter' to other things 🍓 Added a force UI scale setting, hopefully will fix any remaining ui issues, regardless of resolution/setup Bug Fixes 🪱 Fixed some of the upgrades in the tree not being navigatable via controller 🪱 Fixed the pesky Berry Buddy Upgrade Icon that would constantly be selected/jittering when on controller and Steamdeck 🪱 Fixed the ability "press to use" UI not updating during the round if you changed input devices As always, please let me know if you find any quirks or issues!
🎌 Anime Shop Simulator Demo is Out Now! We’re excited to announce that the Anime Shop Simulator Demo is now available on Steam. You can jump in right now and start building your otaku dream shop. We’d love to hear your feedback — every wishlist, every stream, and every share helps us improve the game and grow the community. If you want to share your thoughts - join us on Discord! 🛍 What’s in the Demo? In the demo, you’ll be able to: Run your own anime store filled with manga, figures, trading cards Organize shelves and design your shop layout Order and open booster packs to hunt for rare cards Set prices and manage your growing business Play solo or in co-op with up to 4 players Build your own card collection and play the in-game TCG Whether you want to create a cozy anime corner or a booming otaku empire, this is your chance to start. 🃏 Open Packs. Grow Your Store. Become the Local Otaku Legend. If you enjoy the demo, don’t forget to add Anime Shop Simulator to your Wishlist ❤️ See you in the shop! 🎌✨
{STEAM_CLAN_IMAGE}/45059907/9542e751be3e679cb961137e07c885eca5cb6668.png 10 months after the last Coloring Game add-on release, a new, long-awaited DLC is coming out. Initially, it was planned to release two add-ons for CG5 in 2026. But the plans have changed slightly, and there will be no second DLC this year. The pictures intended for the second DLC have been added to this add-on. As a result, the DLC is 1.5 times larger than a standard add-on in both volume and price. Unfortunately, it wasn't without issues; the artist dropped out of work for a couple of weeks and couldn't finish the last picture by the release date. The picture will be added with an update next week. https://store.steampowered.com/app/4250740/Coloring_Game_56/
Hello, friends of the hamsters!The Hamster Talk Demo is now available on Steam🎉Download the demo now and experience daily life with your adorable hamsters.In this demo, you can enjoy:🐹 60 hamsters living their daily lives on your screen🧸 A variety of decorations to customize to your taste🌍 The Global Plaza, where you can interact with other players💘 Pet your hamsters and shower them with love🚀 Hamster Talk is also participating in Steam Next Fest!Enjoy with us and don't forget to add the game to your wishlist!If you have any bug reports or feedback, please let us know on our Discord.We carefully review every message.https://discord.gg/jF7vpBjzNm※ Please note: Save data from the demo will not carry over to the full release version.Team Hamster Talk
I am excited to announce full native Controller Support for Pixel Chess Idle RPG! Whether you're on Steam Deck, using an Xbox/PS controller, or just prefer a gamepad, the game now plays seamlessly without a mouse. 🎮 New FeaturesSub-second Input SwitchingThe game now intelligently detects your input method.Touch the Mouse? The standard cursor appears.Press a Button? The UI instantly switches to Controller Mode.Adaptive Control SchemesMenu Mode (Virtual Cursor): Navigate menus, upgrades, and options using a precision "Virtual Cursor" controlled by the Left Stick.Right Stick scrolls through lists (like the Upgrades menu).A / Cross to Click.B / Circle to Go Back.Gameplay Mode (Grid Navigation): When playing, the cursor disappears!Use the D-Pad or Left Stick to snap a highlight box across the board.A / Cross to Select and Move pieces.New Navigation Sounds provide crisp feedback for every move.🛠️ Menu & Logic ImprovementsSmart Menus: You can no longer accidentally pause while buying upgrades, or open the upgrade menu while paused. The menus now respect each other's boundaries.Universal Navigation: All sub-menus (Achievements, How To Play, Options) are now fully navigable with the controller.🐛 Bug FixesDrag Visuals Fixed: Fixed an issue where dragging a piece in windowed mode would cause the visual sprite to "teleport" away from the cursor. It now tracks 1:1 with your input.Cursor Accuracy: Calibrated the controller cursor so clicks register exactly where you are aiming, not slightly above or below.Happy Battling! - The Pixel Chess Dev
Hello everyone,Its time to Teach Kids Math. Learning and playing go hand in hand here: children solve visual math tasks while enjoying short, game-like activities. Wishlist Teach Kids Math to be ready when the new school year starts.This game helps children learn math in a calm, structured way using visual tasks and short step-by-step activities. It is designed for home learning, classroom support, and daily practice. What children can do in Teach Kids Math:- Practice counting, comparisons, patterns, addition, and subtraction- Solve picture-based problems with clear prompts- Use hints and replay solutions to understand mistakes- Take structured tests and track score progress- Review math concepts and dictionary terms with simple explanations- Print tests, reviews, concepts, and dictionary pages for offline practiceWho it is for:- Parents who want consistent, guided math practice- Teachers who need a friendly extra learning tool- Children who learn best with visual examples and short tasksTeach Kids Math is built for calm, positive practice where children can learn at their own pace and enjoy every step.
Balance Adjustments • Adjusted Gem scaling to provide stronger effects at lower amounts. • Added milestones to linear Gems. • Removed Potato and Skull Gem from Expedition Drop table. • Increased Reincarnation and Item Rating bonuses from Gems. • Increased the time required for Generators to reach full potential from 2 to 3 weeks. • Increased Generator bonuses. • Increased Subclass EXP Hard Cap from 2500 to 3500. • Reduced Subclass EXP scaling beyond level 2000. • Portals now grant more Seed Chunks at lower Floors. • Slightly increased Subclass exponential bonuses after first Transcendence. • Slightly increased MP Bonus scaling. Misc • Added an option to disable the Pet Max Promotion animation. • Event duration extended (ending February 25). • Disabled the Refund Printer code. • Reincarnation Shop Button got a bit moved • Free Subclass Talent points get now assigned as soon you meet the condition and get a new one Bug Fixes • Fixed an issue where Gem bonuses were displayed higher than their actual effective value. • Fixed an issue where the Jewel bonus was not applied correctly. • Fixed an issue where Event Pets were unable get find for promotions. • Fixed an issue where Auto Build for Town settings persists after Transcendence • Fixed an issue where Subclass Talents point could trigger an error before A50