Game Updates

Patch notes and dev posts · 7,640 Steam updates
Loot Tycoon
Loot Tycoon
22 days ago · Vivi 笑笑

Summon! Power Up! Build New Playstyles! | v0.5.3 Summoning Update Now Live!

Hello, Adventurers!In the v0.5.3 update, a brand-new Summoning System has officially been added to the game! You can now summon different types of companions through Summoning Skills to assist you in battle. Each summon has its own unique combat style, while also gaining different levels of enhancement based on the player's attributes. At the same time, we have added various Summoning and Support Unique Affixes, providing more choices and possibilities for building powerful summon-focused playstyles.In addition, this update adjusts the initial cooldown mechanics for certain skills and makes a balance adjustment to the execution-type Unique Affix, making combat smoother and expanding the possibilities for different builds.Here are the details of this update:👻 Brand-New Summoning SystemNew Summoning Skills: You can now summon different types of summons through Summoning Skills to assist you in battle.Stat Inheritance: Summons inherit the player's HP and damage, with different summons having different inheritance ratios.Special Stat Inheritance: Summons also inherit the player's Critical Rate, Critical Damage, Thorns Damage, and Resistances.Continuous Recovery: Summons continuously recover HP, with an initial recovery rate of 5% of their maximum HP per second.Trigger Player Effects: When a summon hits a target, it can trigger the player's on-hit HP recovery effects as well as other on-hit trigger skills.Skill Support Affixes Apply: Support Unique Affixes that affect skills also apply to Summoning Skills, providing additional ways to strengthen summon-focused builds.💀 New Summoning Unique AffixesSkeleton Warriors: Summon 3 Skeleton Warriors that inherit 500% of the player's HP and 300% of the player's damage, with a 6-second revival cooldown.Skeleton Archers: Summon 2 Skeleton Archers that inherit 300% of the player's HP and 500% of the player's damage, with an 8-second revival cooldown.Bronze Golem: Summon 1 Bronze Golem that inherits 2000% of the player's HP and 400% ...
Orebits
Orebits
22 days ago · Upgraded Studio

Devs Play Orebits!

Devs Play Orebits!Join us, Maarten & Bob from Upgraded Studio, as we sit down and play Orebits for 75 minutes!How do the devs play?We’ll start a fresh mining operation and show you how we like to play, which upgrades we prioritize and how we build synergies between Mining Tools, Deployables and the roguelite Upgrade Tree.Strategy, builds & questionable decisionsThere’s no carefully rehearsed showcase here. We’re simply playing the game, talking through our decisions and probably disagreeing about the best strategy along the way (mostly Idle or Active).Join us in the asteroid belt!If you’re new to Orebits, it’s a great way to see how the game plays. And if you’re already mining, you might pick up a strategy or two for your own operation.Grab a drink, tune in and watch the two developers of Orebits try to prove they actually know how to play it.Happy mining!Maarten & Bob Upgraded Studio
Little Ghosties
Little Ghosties
22 days ago · Acrylic Pixel Games

Little Ghosties Has Launched!

Hi! I'm so pleased to let you all know that Little Ghosties is out now on Early Access!We launched the game with 10k Steam Wishlists! It's the most I've ever gotten for a game, I'm chuffed. Thank you.We already have 6 positive reviews! That is amazing to see. It feels great to wake up and read the lovely feedback from players. If we could get 4 more today I'd be very grateful.I've already fixed some text bugs and fruit bugs and people have been great so far over on Discord letting me know about potential improvements.
万词破 - 单词女友
万词破 - 单词女友
22 days ago · 157134335

林霏霏 2026年生日限定 女仆装 上线!

老铁们!7 月 26 日,是我们的专属助教 —— 林霏霏的生日,也是游戏上线后,女主迎来的首个生日。原本我们并未规划在本次生日同步推出全新服饰。但看到大量玩家期待女主生日能有专属活动,也十分盼望能解锁更多女主外观,我们临时追加制作了这套生日时装,希望大家能够喜欢。后续其他女主生日时,我们也会尽量做到同步上线对应的生日限定服饰。下一个过生日的女主是 姐姐-宋敏恩(11月16日),老铁们想要什么样的服装可以留言,我们优先出玩家呼吁高的服装。感谢各位老铁支持!
Gelli Fields
Gelli Fields
22 days ago · fairliicontact

Hingewood Heights & Moving On

Hello everyone! The day has come, the final biome for Gelli Fields is out now!Hingewood HeightsDeep in a forest with a bunch of abandoned electronics is Hingewood Heights. This biome is home to some cute new gellis, goofy items, and crafting!Other New StuffThere's a TON of Quality of Life changes in this update, from being able to instantly jump to your gellis as you please, to seeing what challenges you have left to complete without even needing to go into a biome! You'll have to play for yourself to see them all! As always I'm just one guy working on this game so bugs can happen, if you find any please join the Discord and let me know, or post on the community here. I'll be fixing any issues still!The supporter pack DLC is also out now. I had intended for this to be up while I worked on a bunch of free updates, but since there's no more updates I still wanted to release it in case anyone still wants to show support for my future projects.The EndI am so grateful to ALL of you for your support and kindness. The entirety of Gelli Fields wasn't ideal. I started this project as a passion and it turned into a bit of a nightmare, and I truly apologize for it. The game launched with many bugs, and was unfinished. I made promises of fixes but it's not financially feasible for me to continue progress on the game as it's a massive time sink and the game has issues at the core level that makes development hard. I have tried to address these issues with changes to the game, but to properly fix them I would essentially need to remake huge portions of the game, which I think wouldn't be an enjoyable time for anyone to go through. Instead I am taking everything I've learned from this game and putting that energy towards a spiritual successor. I've posted a development log for that game here if you're interested. I've posted a longer post going into more details if you want to know exactly what went wrong, and the struggles I faced during development on the Kickstarter page I don'...
Lakeside Bar
Lakeside Bar
22 days ago · Bitcover

🤗✨ Seaside Wash Demo - 🎉🎉🎉 Out now on Steam

Hi everyone! ^^The wait is over! Seaside Wash Demo, our new game, is officially available now on Steam! 🎉If you enjoyed the cozy atmosphere of Lakeside Bar, we’d love to invite you to try something a little different with us▶️ Play the Seaside Wash Demo: 🎁 Join The Giveaway!After playing the demo, don’t forget to join the Seaside Wash Steam Key Giveaway for a chance to win a copy of the game!▶️ Detailed of event: Your feedback can help us improve Seaside Wash, so every thought, suggestion, and review is greatly appreciated! 💙So, what are you waiting for?🤗😊 Come aboard. Grab your tools. Let’s get those ships sparkling!
Bomb Vehicle Idle Clicker
Bomb Vehicle Idle Clicker
22 days ago · rimmindgame

Regular Update Patch

This update centers on the synergy between the "Reincarnation" and "Tradable Items" systems: three new marketplaces officially arrive, and tradable item drop rates take a qualitative leap.New Reincarnation Skills:MarketplaceBonus EffectApplicable Item TypeSticker MarketplaceSticker-type tradable item drop rate +50%Bomb Sticker, Cereforge Sticker, Cannonspire Sticker, etc.Vehicle Livery MarketplaceVehicle skin-type tradable item drop rate +50%Battle-Worn Skin, Azure Alliance Skin, Savage Tribe Skin, etc.Vehicle Attachment MarketplaceVehicle attachment-type tradable item drop rate +50%Various tech attachments
UNHUMAN
UNHUMAN
22 days ago · hachirita

Hotfix: clock bug, Insanity layer cap removed, open all caches

Hotfix (v1.0.4) Small patch from your reports: a clock bug that could lock a boss map for months, the Insanity layer cap removed, open-all for caches, an earnings tracker, and miss feedback. Fixes Boss map cooldown stuck for days. If your Windows clock was ever set ahead and then corrected, the boss map timestamp stayed in the future and the 15 minute cooldown showed thousands of minutes. Fixed, and the game now repairs every saved timer on load and every few seconds: boss map cooldowns, dog care timers, trader restock, daily contracts, mining tick, Insanity boosts and bargain cooldowns. Your save fixes itself on the first launch, nothing to do. Misses are visible again. A shotgun blast where every pellet misses now shows MISS! and a deviated tracer instead of a "0". At high fire rates misses are folded into the shot packet, so instead of one MISS! per round you get a running tally ("MISS 1.2K") next to the DOUBLE / NOTHING counter. The DOUBLE / NOTHING tally was not translated. It is now. Insanity Open all caches. Once MULTI-BREACH is maxed (5× per open) every cache row gets an ALL button. One press opens up to 100 caches with no reel animation; the result screen groups identical rewards ("×37 +10 INS → STASH") and scrolls. OPEN AGAIN keeps opening in batches of 100 while you have caches left. Earnings tracker. The STATS panel has a new EARNINGS section: insanity earned this session, insanity per minute, and your three best layers by insanity per minute. Time only counts while you are alive and in the minigame. RESET clears it. Use it to find the loop that pays best. Layer cap removed. Enemy HP, your damage and the rebirth multiplier are now tracked on a logarithmic scale. Past layer 5050 enemy HP used to exceed what the engine can store and became unkillable; there is no ceiling now. Very large numbers show as 1.23e2607. Nothing to do on your side, your rebirth multiplier carries over. Upgrade and rebirth costs no longer explode. Rebirth, DAMAGE AMP, HULL PLATING ...
Next Reign: Kingdom
Next Reign: Kingdom
22 days ago · Matt

Hotfix v1.0.7 - Late Game Menus & Various

Greetings fellow rulers! It has been another busy day on our side. Again, we've collected new feedback and made adjustments accordingly. General: Visual adjustments to various icons and environment objects' sprites Changed how unlocked menus are registered to prevent a bug that makes Prestige Upgrades never purchasable Fixed an issue where having some auto Quests enabled and starting Main Quest 15 or 20 would cause severe issues with wrong units spawning in the cave or the dragon spawning in town Decreased butchering time for all Animals by roughly 60%, allowing butchering to keep up with higher breeding output, ultimately allowing higher Meat output We've received quite some feedback that two of the in the late game available menus lack feedback. We agreed and thus present you a whole bunch of improvements: Festival Worker selection buttons' font will be displayed in red when not sufficient Workers are present Worker count at the bottom when selecting Workers is displayed in red when max amount is exceeded Displayed efficiency for Festivals will be marked in red if it is below 100% and therefore can't be started Ship amount can now be adjusted in the Worker selection as well Festivals now display a red exclamation mark on the Worker selection button when not enough Workers are present to fulfill the needed loadout or ship space is insufficient to occupy all Workers planned Festivals Worker selection now takes currently participating Workers into consideration. Before, the number in brackets only included the Workers that are free. However, this behaviour leads to numbers that don't feel particularly senseful while planning a Festival that is already running and has Workers already included - after all, once the Festival finishes, the Workers are free again, but were not reflected in the numbers shown. Numbers shown should make more sense now and make planning easier Raised max ship amount of Festivals from 3 to 5 All of the above apply to Expeditions as well Genera...
Void Pachinko
Void Pachinko
22 days ago · suncap

Void Pachinko (1.1.7)

- Added two plus pins at 6/8 gold coins and two tomato pins at 60/75 gold coins to smooth out the early game. - Adjusted Deball's starting values and upgrades from \, \, \ to \, \, \ (yes, it really changed). - The Wizard's Hut now displays the number of balls you owned during the last round, as well as your current amount if you've bought or sold any since then. - The Wizard's Hut page indicator now displays a number.
Bloobs Adventure Idle
Bloobs Adventure Idle
22 days ago · Bloobs_Dev

Version 1.2.1.0 — World Streaming, Challenge Navigation & Prestige Perks

Updates Performance Improvements World Streaming System The game world has received a major underlying optimisation. Previously, large portions of the world were kept loaded at the same time, even when the player was nowhere near them. The world is now split into smaller sections which are dynamically loaded as they are needed and unloaded when they are no longer nearby. This reduces the amount of world data the game needs to keep active at once, including large Tilemaps and collision data. Loading Improvements Initial game loading has been improved as the game now only needs to prepare the world around the player's current location instead of loading the entire world at once. World sections are also preloaded ahead of the camera while travelling to reduce visible loading during normal movement. Teleporting and entering distant areas such as dungeons now triggers an immediate world-streaming check so the required area can be prepared as quickly as possible. Performance Results Testing has shown the largest improvements on weaker/lower-end computers, where the reduction in loaded world data has a much greater impact. Higher-end computers are also seeing performance improvements, although the difference is naturally smaller as these systems were already able to handle the previous world size more comfortably. This system should provide: Faster initial loading. Reduced memory usage. Lower world-rendering and physics overhead. Better performance on lower-end hardware. More consistent performance while travelling around the world. A more scalable world system for future areas and expansions. This is a significant backend change to how the world is loaded, but does not change how players navigate or interact with the world. Challenge UI Changes. Bowcrafting Challenges are now ordered Shortbow U then Shortbow to match the Crafting UI. Herbology Challenges now have a Vessels Category to match the Herbology Skill Guide. Homesteading Skill Guide , now states Seed Research Tab...
Microcivilization
Microcivilization
23 days ago · Ondrej Homola

Back to Work

Hello everyone,My 'holiday break' is finally over and so it is time for a quick update (and a reminder that I am still alive and working on the game again :) ). LocalizationsAs promised, I will be starting with localization preparations from September. This is going to be the tedious grind through the code, catching up on all the YAGNI work from 4 years ago.It includes reworking text-printing, updating fonts and reducing text overlaps. After that the partitioning of texts to translation keys and building up the externalized resource files which will then be sent to translators.In my current capacity I expect all this to take at least until November (there's more text in the game than it looks - not long texts but it is in lots of places). At that point I would start reaching out to translators and then integrate translated texts into the game around the end of the year.Which Languages will be supported?I have run a very quick check of the playerbase of Microcivilization versus player population estimates versus non-english speaking rate estimates and it looks the most impactful translations might be these (not necessarily in this order):GermanSpanishRussianFrenchPolishItalianJapaneseChineseKoreanSo for now this is my working list for which I would prefer having a professionally-translated texts (ideally also tested by third party - depending on my budget). I will probably also include machine-translations as an alternative (i.e. not initially tested by any humans)Version 1.2 when?These localizations will be core of the next version update. Because the change will be very broad, I will definitely run another beta test round. But in order to give people some motivation to run the game again I plan to also include a bit of content extension. This means some extra workload (e.g. a month - depending on the content size) before the next version is released. My guess would be that 1.2 will be coming out around March 2027 with (hopefully) most of the translations and some o...
Bones and Coins
Bones and Coins
23 days ago · Troypc

Bones and Coins is OUT NOW!

The wait is over! Bones and Coins is now available on Steam with a 25% launch discount! Build your party, unlock powerful weapons, create hero synergies, explore increasingly dangerous dungeon rooms, and collect legendary loot in our incremental auto battler dungeon crawler. Get Bones and Coins on Steam https://clan.fastly.steamstatic.com/images//45897542/549672127171cc5031560b483d32d2076d487c38.jpg What Awaits You The full release includes: 8 dungeon rooms with different enemies, challenges, and loot 16 weapons with unique attack styles and animations 6 recruitable heroes with different abilities and upgrade paths 9 unique enemies with exclusive item drops A massive Skill Tree with 180 skills and permanent upgrades Hero Blessings for creating powerful new party combinations Expeditions with additional challenges and rewards Tons of weapons, upgrades, loot, and builds to experiment with https://clan.fastly.steamstatic.com/images//45897542/9d31318621ea85086141d948088f85f6e03cddfb.jpg Build Your Party Recruit heroes with different abilities, combine their strengths, equip them with powerful weapons, and use Blessings to create new synergies. There are plenty of party compositions and strategies to discover, whether you want to optimize your progression or experiment with completely different builds. Keep Getting Stronger Progress through dungeon rooms, defeat enemies, collect loot, complete Expeditions, and invest in permanent Skill Tree upgrades. An optimized playthrough takes around 4-5 hours, but experimenting with heroes, weapons, Blessings, and different party combinations can keep you progressing for much longer. https://clan.fastly.steamstatic.com/images//45897542/a35e7504e5255559145de39b79cc3799ddc2131a.jpg 25% Off at Launch To celebrate the release, Bones and Coins is 25% off for a limited time! https://store.steampowered.com/app/4134650/Bones_and_Coins/ Thank you to everyone who played the demo, wishlisted the game, shared feedback, and supported Bones and C...
IDLE_DIRECTIVE
IDLE_DIRECTIVE
23 days ago · Kevinfu510

Patch Notes for v1.1.3

Hello everyone, This is a small patch to address some bugs as well as adding some minor features/content! FIX: Cancel after current UI bug, where if players click on the actual checkbox the crafting does not cancel correctly. FIX: Item Upgrade Window now moves correctly to stay on-screen when upgrade costs change near the edge of the screen. FIX: MAX level calculation when upgrading items fails and over-counts the maximum level past player resource availability. ADD: new Grabber (II) item, and its blueprint. ADD: Middle mouse button now turns off/on items quickly. BUFF: Energy Amplifier from 5% to 10% amplification (per level). NERF: Concentrators from 20% to 15% amplification (per level). Localization work for IDLE_DIRECTIVE is still being worked on, and because it is taking longer than expected; I've went ahead and made v1.1.3 to address some issues players have been encountering (as well as addressing some minor feedback)! Thanks for reading, and thanks for playing! -Kevin
Desktop Waifu
Desktop Waifu
23 days ago · Ghios

Belated Birthday Update

Oh no! You missed your Waifu's birthday! Belated Birthday Update New Items Added 46 new items, ranging from Common to Legendary.Shards Added Shards, a new use for unwanted Legendary items. Marketable Legendary items can now be broken down into Shards of any rarity you choose. Breaking down a Legendary item will give you roughly 20-30% of the Shards needed to create an item of that rarity. Right-click a Legendary item to bring up the breakdown menu and select which type of Shards you want. A confirmation popup will appear before the item is broken down, since this action cannot be undone. Items must be both Legendary and marketable to be broken down. Only one item can be broken down at a time. Shard icons provide a quick indication of how many you have. Hover over the button to see the exact amount.Waifu Changes Changed the Random Waifu Name button from an "R" to an image. Added a Waifu Outfit Randomizer to the Settings menu. Changed how the Waifu idle animation is implemented to remove the line that sometimes appeared between the Waifu and the menu bar.Quality-of-Life Improvements Auto Upgrade Holding the Auto button will now automatically begin upgrading items. Auto Upgrade will use all available Shards first, then use any duplicate items you have. Improved Sorting New items will now appear at the top of their rarity group, so you no longer have to scroll through your collection just to clear the "New" tags. Expanded Search Search now supports item rarity, New items, and tags. Rarity and "New" searches must match the whole word. Tags are currently available for only a selection of items, but support for more tags is planned. Item Changes Added a new shader effect option for items. Currently used by the Valentine Glasses and Saint Paddy's Glasses. Added a new setting under General - "Disable Constant Screen Effects" for players who want to disable these effects. Changed how the "Rabbits?" item works. Rabbits are no longer based on your total points. They are now bas...
Idle Knight
Idle Knight
23 days ago · Probably

Idle Knight - Update v1.2.9

General - Fixed a bug that could occur when using the Phoenix Feather. - Added Event Keys to Chests. - Adjusted the drop rates in Free Chests. - Added a notification when Double XP expires. - Updated the Cat skin. - Reduced the maximum number of Dungeon Keys from 45 to 25. Ranked - Ranked mode can now only be unlocked at Level 20.
Fantasy Miner: Idle Depths
Fantasy Miner: Idle Depths
23 days ago · Superiorita

Update 1.0.5

Hi everyone! We've been reading your feedback and suggestions closely, and this update is built around them. This time, our main focus is on quality-of-life improvements and making the overall experience smoother.This update includes the following changes:added reference information explaining the color coding for different Temporary Vein typesadded reference information showing the base income multipliers for different rock typesadded the ability to demolish the Jeweler, Black Market, Hunters' Camp, and Cleaner and choose the alternative upgrade branch instead, making achievements easier to obtain without having to repeat the entire progressionPorters now pick up gemstones lying on the fieldadded the option to pause automation for the Crusher, Smelter, and Forgeadded expanded settings for disabling individual sound and visual effectsadded a more detailed tooltip for the experience barIf you've found a bug or localization issue, or would like to share a suggestion, let us know on our Discord server: https://discord.gg/r5FpxeU7Z5
Next Reign: Kingdom
Next Reign: Kingdom
23 days ago · Matt

Hotfix v1.0.6 - Gold Ore/Bar Rebalancing & More

Greetings fellow rulers! It's been a few days since release and we are super stoked to see how many people enjoy the game! It's something we really didn't expect and we are extremely grateful for everyone of you playing the game. Cheers to you! In regards to that, the game was exposed to a much bigger audience which finally gave us a good base for gathering more valuable feedback. This time, the patch targets some of the midgame balancing regarding Gold - something that ended up feeling a little bit like a show stopper. Many of you perceived the introduction of Gold Ore/Bars as a very grindy phase and after we played this part of the game again we have to agree. After playing the game over and over again, it looks like we lost a bit the feeling for this particular section of the game. This patch makes a lot of changes to Upgrades and similar that require Gold Ore/Bars and adjust a few other areas that felt a bit unbalanced to us. Also, this patch includes a little fix. Fixed an issue with the "Royal Mortar Enhancement Cap" not showing up properly Increased Gold Ore dropped by all golems and increased Gold Ore rewards from earlier Combat Quests Reduced the crafting cost for Gold Bars by 33% Added Gold Ore as a reward for the "Rescue The Baker" and "Spider Pests" Quests Decreased the first "Gold Bars Crafted +1" Upgrade's Gold Bar requirements by 50% Decreased the second "Gold Bars Crafted +1" Upgrade's Gold Ore/Bar requirements by roughly 40% Decreased the first "Gold Bars Additional Crafting Line" Upgrade's Gold Bar requirements by roughly 40%, other requirements by roughly 50% Decreased "Advanced Tooling" Upgrade's Gold Bar/Tool requirements by 33%, Mushroom/Animal Claws requirements by 50% Decreased all "Unlock Master " Upgrades Gold Bar costs by 25% to 60%, Tool costs by roughly 40% Decreased all Tier 3 Worker Upgrades for collecting resources Gold Bar/Tool requirements by roughly 50% Decreased all Tier 3 Worker's creation Bread/Tool requirements by roughly 20% D...
UNHUMAN
UNHUMAN
23 days ago · hachirita

UI Overhaul

UI Overhaul (v1.0.4) Every screen now shares one navigation bar at the top. Under the hood: the fire rate cap is gone, three elements got their own on-hit powers, two new legendaries, and a stack of fixes. UI rework: one bar for everything A single command bar sits at the top of every screen: Home, OPERATIONS, LOADOUT, SKILLS, TECH TABLE, TRADERS, QUESTS, INSANITY, then Settings and Exit on the right. Same place, same order, everywhere. The old scattered buttons are gone: BACK in the bottom left of Loadout and Operations, the link strip on the Operations map, LOADOUT links in Skills and Traders, the X in the trader shop, HUB in Insanity. If you want to go somewhere, look up. The hub menu and its hotkeys (1 to 8) stay as they are. ESC still takes you home. The bar hides during a raid so the raid screen keeps its full height, and comes back when you extract. The bar scales with UI Scale and its labels follow Font Size. Steam Deck: the Insanity title no longer covers the layer selector. Tutorial steps that said "click BACK" now point at the Home icon. Hub leaderboard shows 15 rows at a time; scroll for the rest. Field Log: Highest Single Hit and Abyss Highest Single Hit have a small reset button next to the label. One click, no confirmation. Fire rate cap removed Effective fire rate was silently capped at about 12,000 RPM by the engine timer. The cap is gone: a 250,000 RPM build now really fires 250,000 rounds per minute. How it works: shots are counted by time, not by timer ticks. Every fire cycle the game computes how many rounds should have left the barrel since the last one and resolves them as one packet. Damage, ammo, heat, durability, recoil and every per-hit proc are multiplied by the packet size. Jam and miss chance become an expected value across the packet. Weapons under 3,750 RPM keep the old one-round-per-shot behavior. Per-hit mythic abilities and prototype procs scale with rounds, not packets: Fatal Error, One-Tap, Double Tap, Stagger, Volatile Rounds, e...
← Prev
Page 20 of 306
Next →