🎉 Season 9 has officially started!With every new season, the game’s collection grows with unique items. Now it's time for the Funta collection 🔷 — available in drops right now!✨ Season 9 items are available for a limited time. 🔥 Expand your collection and become one of the first players to obtain the new Beta Theta items. ⭐ Don’t miss your chance to collect the rarest items of the new season.⚠️ Reminder: Choccie items no longer drop. Beta Theta items have become significantly rarer.🆕 Season Updates:A new season has begun — new items are now available in the game.Funta items have been added.Seasonal drops have been updated.Work continues on the upcoming feature that will allow players to spend in-game currency on items.⏳ Jump into the game and discover everything Season 9 has to offer!
Hi everyone!Quick update: Pegfinity is now Steam Deck Verified 🎉The game has now been tested and approved for Steam Deck, so you can launch balls, hit pegs, stack upgrades, and chase ridiculous scores on the go.I think Pegfinity is a perfect match for Steam Deck. Short sessions, quick runs, satisfying bounces, and chaotic score-chasing all feel really nice in handheld form.I’m also continuing to work through the next things on my to-do list. As a solo developer, I have to prioritize carefully and take things one step at a time, but I’m reading feedback, keeping an eye on issues, and working on what makes the most sense for the game going forward.Thank you again to everyone who has played, reviewed, and supported Pegfinity so far.- Lasse
尊敬的各位玩家!由于组内伙伴偶感风寒,剧情开发进度略受影响(挣扎了一会儿,今天要搞完还是时间不够)。原定8月完结的江雨涵甜蜜剧情,无奈只能推迟到9月1日,为您连更3章剧情。很抱歉给您造成不便,我们会竭尽全力更正上线(能凌晨就不中午,能中午就不晚上),并在9月初就为您更新:一套林霏霏女仆装。9月份还会优化以下内容:1. 背包容量扩充2. 强化白发剑姬(加入武器词条系统)
Hi everyone! I’ve just released an update addressing several Phase 3 progression and visibility issues:Fire Resistance is now a standard starter upgrade in Phase 3, allowing you to protect your Moon spawners regardless of which prestige nodes you selected.Added a new cursor with a clearly visible centre. Its size can now be adjusted using the scroll wheel for more precise aiming.Objects inside large fires now appear as silhouettes, allowing you to see and speed up the mechanic cultists hidden behind the flames.Spawner and Cultist placement can now be cancelled if there isn’t enough room, preventing a placement softlock.The leaderboard should now correctly record your highest fire level during post-win rounds.This is the first step toward improving the end of Phase 3. A larger rebalance is coming next, focused on creating more room to build and keeping your multipliers effective as the fire grows.Thank you for all the feedback!
Hello everyone!I’m excited to share that Zad Archery will be released in 24 hours!Here’s a quick look at what’s coming in the full version:7 major content and many unlockable subsystems25 Steam achievements to completeLength: Designed to take around 5 hours. However, your build choices and the loot you acquire will affect the duration, especially if you are aiming for 100% achievements.Exact release date: Tuesday, 01/09/2026 at 13:00 UTCWhich is in other time zones:Eastern Time (ET): 09:00Pacific Time (PT): 06:00Brasília Time (BRT): 10:00Central European Time (CEST): 15:00Moscow Standard Time (MSK): 16:00China Standard Time (CST): 21:00Japan Standard Time (JST): 22:00Thank you all for the support. Release day is almost here! I hope you will enjoy playing it.New Games:We are a group of solo developers publishing games together. Two members of our group recently launched Steam pages for their games. We usually work on similar game genres (incremental and clicker), so if you found Zad Archery fun to play, these will certainly interest you. Please consider wishlisting them!MAR: Millions Are Rising:Millions of monsters are escaping the hole. Stop them with a unique arsenal of towers, nukes, and deep upgrades in this incremental tower defense game. Aleef: Desktop Pet Collector:Work, browse, or play other games while hatching eggs in the background! Collect 300+ pets with various stats, unlock powerful upgrades, and build your battle team. Please consider adding the game to your Wishlist ❤️
https://i.imgur.com/PXxvPaS.gif ・【Scroll of Extraordinary Wealth】added on the item store.
Hello, Painters!I’m fallshad, an indie game developer of Click Painter.I’m excited to announce the launch of the Steam store page for ZUNKS, the new title from AlmangeGames—the indie team I lead!ZUNKS is a challenging top-down action game where you wipe out hordes of monsters and duel powerful bosses in a zombie-infested apocalypse. It offers a fast-paced, intense gaming experience that stands in stark contrast to Click Painter.If you add ZUNKS to your wishlist, you’ll be among the first to hear about the release of the demo version, which is coming soon. We would be incredibly grateful if you could add the game to your wishlist!Thank you for reading, and have a nice day! :)
Hi everyone!Thank you for taking the time to share your thoughts. I am reading all the feedback coming in. I want to make this game the best version of itself while staying close to the vision: grow a fire until it beats the sun.I am actively working on it, and I have two patches planned.Update 1 - Getting you unstuck in Phase 3Fire-resistant spawners become a normal Phase 3 upgrade, so your spawners on the moon cannot burn you into a dead end. Right now if you miss a prestige purchase they're goneCursor fix: the ring stays thin, you can see where the center is, and you can resize the cursor at any time (the upgrade becomes "max cursor size")See silhouettes of objects "inside" the fireBug fixes: the leaderboard not recording your best fire level, and the placement softlock in Phase 3Update 2 - Phase 3 and camera reworkA lot of feedback is about the fire growing over the upgrades you bought. Managing the fire's growth should stay part of the game, but the fixed screen makes it unfair, so: The camera zoom out within a phase as the fire grows, so there is always room to move your spawners, cultists and moons out of the fire and use their multipliers effectivelyPhase 3 starts from scratch, the same way Phase 2 does , so no more guessing which spawners surviveHint panels that tell you when your multipliers are not being used wellPost-game upgrade prices adjusted so the last achievements are reachable without days of grindingIf the upgrade screen ever fails to open after a round, or the game gets stuck on a screen, please send me your Player.log (%USERPROFILE%\\AppData\\LocalLow\\Punch Pancake\\My Fire Is Bigger Than Yours\\Player.log) — I want to fix that in Update 1 too.
- Polish: Performance improved. We keep working on improving your experience! Check out our Discord for additional info!
Hello everyone!We're excited to share a major update for Infinite Ruins focused on improving progression, pacing, replayability, and giving you more reasons to keep digging.Based on your feedback and our observations since launch, we've made some significant changes to how the game unfolds across your first runs, added a completely new Journal, introduced Elemental Synergies, and reworked Endless Mode.New Progression StructureWe've split the upgrade tree into stages so that players don't unlock and maximize most of the game's content during their first one or two runs.Nothing has changed visually in the upgrade tree, but the progression gates have been rebalanced to encourage you to prestige and gradually discover the deeper mechanics of Infinite Ruins.You can still grind your way to the next stage without Prestiging, but Prestiging will make reaching these milestones much more efficient.The goal is to make each run feel like a meaningful step forward rather than allowing too much of the game to be unlocked at once.Rune GenerationRune generation has also been reworked.Starting from the fifth Rune generation point of each run, generating additional Runes becomes progressively more difficult.This makes Prestiging a much more important part of optimizing your progression and encourages you to decide when it's time to collapse the ruins and start again.Hidden VeinsHidden Veins no longer requires specific upgrades or Prestige upgrades to appear.Instead, its resource cost has been increased considerably.This makes it a more straightforward progression gate while still keeping it as an important milestone later in the game.World Events Can Now Be AutomatedWorld Events are now designed around a progression from manual interaction to full automation.When you first encounter an event, you'll need to actively deal with it yourself.As you progress and purchase the appropriate upgrades, you can gradually reduce the amount of manual interaction required until the event can be ful...
Added decoration support for the numpad area.Improved saving for settings-related options.Added a prompt when the required animal is missing and the corresponding item cannot be claimed.Improved lighting effects in the numpad area.
Great news for all farmers in Farm Empire! We’ve expanded our farming empire with a brand-new country – and this time, we’re heading to Iceland. 🌋🐑 Iceland may be best known for its volcanoes, hot springs and dramatic landscapes, but in Farm Empire, you’ll of course also need to run an efficient farm. So put on your business hat, plan your strategy and get ready to build your Icelandic farming empire from the ground up!
LORED
30 days ago
· Drillur
LORED autobuyer overhaul Can be toggled on or off If the LORED produces a resource which levels up LOREDs, they will be leveled up as often as possible Otherwise, they will only be leveled up when their safety wheels are not full or they have a negative output rate Other Fixed Upgrades which unlock LOREDs from the main Stage areas being counted in the Upgrade Trees Fixed ~10x Output boost from exiting Arcade Runs Fixed the Demon Achievement not triggering on the *first* destroy For Chamomile and Medium Roast, their output bonuses will be based on the highest-earned amount for the current run (instead of on their live amounts) Updated GodotSteam to 4.22
- Updated the Unity to a newer version and updated libraries which were required for google. The Unity upgrade caused a few issues, I think I managed to fix most of them, but some UI issues are still there. Like font sizes seem to be bigger than it was before, especially bold text. I will go through all the UI text in a future update and might reduce the font size of them so it fits better. If they look too big to you now, you can go to the settings and reduce your font size multiplier until then. - Changed the scaling of the slow kill bonus from z21+ and it is now additive to the exp bonus from equip and passive skills. - Added Milestones for the T4 classes. - Some fixes.
Hello, chefs! It's been a while!Our studio's other game, Deadline Savior, is officially out now!It's a desktop idle RPG that keeps you company through those tedious hours of work and turns the time you spend focusing into progress on an adventure!If you enjoy having something running on your desktop while you work, study, or get things done, don't miss this one.Deadline Savior is currently available with a launch discount, and we've also created a studio bundle together with Midnight Ramen. The bundle comes with an additional 12% discount, so be sure to check it out!About Midnight TherapyOur next game set in the same universe, Midnight Therapy, is still in development.Our art team is continuing to work hard on bringing the game to life.If everything goes smoothly, we hope to let everyone try a playable demo early next year!For now, here's a first look at the character designs for our protagonists, Pyrra and Homura, along with a certain "Stall Master" and how they will appear in the new game.The universe of Prometheus continues.Walk alongside us as the journey goes on.Cointinue Games, 2026
Hello, Slayers!A new update is here, and Now THAT'S a Big Dragon! is now available on macOS!Other HighlightsThief upgrades are now more rewarding, providing more gold and damage with each purchase.Several Thief upgrades are now cheaper, with some also scaling in price more slowly.Upgrades belonging to “Resources Management” no longer appear as locked upgrades during the first chapter.New trend arrows in “Resources Management” make it easier to see whether each resource is increasing or decreasing.Pay the Pope’s fee, and he will now send 100 Clerics to your cause.Important: The Thief balance changes require clearing your save data to take effect. Fortunately, this will not clear the chapters you have already unlocked.What’s NextI’m now focusing heavily on giving the dungeon more depth, pun not intended, and making Endless Mode feel truly endless.It will take some work to get there. Until then, please share your ideas on the Discussions forum!If you enjoyed the game, leaving a nice Steam review is always greatly appreciated. It really helps!🔥🔥🔥🔥🔥🔥🔥🔥🔥
Fixed an issue with Merge All function.
Hi friends :)A lot of people have been complaining about the monotony of picking up coins - especially on Island 8 (the multi-tiered level). This update addresses this pain point and more!Version 1.0.9 (and 1.0.8)Less tedious coin pickup (especially on Island 8)-- Improved Island 8 coin dispensing to reduce coins being launched or escaping the playable area.-- Added a new Coin Pickup Range upgrade to the skill tree.Added the ability to dismiss the title-screen promotional banners.Reworded several confusing upgrade names.Removed a problematic music track on the Lava Island.Various minor fixes and polish.
I’m thrilled to announce that My Fire Is Bigger Than Yours is out now! It's a short physics based incremental about growing a tiny fire until it’s bigger than the Sun.A huge thank you to everyone who played the demo, wishlisted the game, or created content for it. I still can't believe how big this little fire has grown. A special shout-out to everyone on the discord who've shared feedback and helped playtest the game along the way. You’ve had a real impact on what it became.🔥 The full game adds two new phases where you start a cult and eventually take your fire beyond Earth.☀️ The Sun had better be scared.📅 And there’s more to come: Idle Mode and Survivor Mode are now in development.Thank you for being part of this.Amar / Punch Pancake
In the update I will release within a week, I am making a serious change to the game's balance. I am doing it knowing it will affect the progress you have built, and I want to apologise for that first.I make this game on my own, so I am writing these lines in my own words.Looking at the data since launch and at what you have reported, I saw one thing clearly: some numbers did not add up. Some paths were far faster than they should be, while others were needlessly blocked. Instead of patching them one by one, I chose to rework the balance as a whole, because small fixes only postponed the real problem.What this means is plain: some values you are used to will change. A path you have been taking for a while may work differently, and some gains will be recalculated. Your progress is not being wiped and you are not losing anything you own, but the rhythm of the game is changing. I know this can be unsettling for someone who has played for a long time.What I can offer in return is this: the game comes out of this change much better. Progression becomes consistent with itself, the late-game bottlenecks open up, and the spots that sped up for no reason early on settle down. This is the version that holds up over the long run.The same update also brings major content. New systems, new paths of progression and additions I have been working on for a long time arrive with this version. You will find the details in the patch notes on release day.So that you are not left alone in the middle of this change, every player who opens the game within one week of the update going live will receive 100 diamonds from me, once. I wanted you to have some room to move while you settle into the new balance. All you need to do to claim it is download the update and launch the game within that week.Thank you for coming this far with me, for reporting the problems and for wanting the game to be better. I am still reading your feedback.Happy mining!
Fixes Enemies not appearing on the raid map (after alt-tab, long background sessions, or fast redeploy) is fixed. Buff & keystone indicators (Rage, Frenzy, Chain, Coin Toss...) no longer flicker between fights. Mining lag when buying rigs or installing GPUs with a large farm (500+) is fixed. Balance Shotguns reworked: pellet damage now benefits from headshot multiplier, armor penetration and elemental damage (previously ignored all of them). New & Quality of Life Underlord AUTO toggle: auto-summons your highest pending claim each raid, works with auto-deploy. Merge All: merge every eligible pair in the list at once (Infinity fragments excluded). ◈ Fragments card on the gear screen: shows the total buffs from all fragments in your loadout. Loot filter: stat minimums, a second stat condition, target specific mythic affixes (Deadeye, Juggernaut...) with a minimum value, and reorder rules by dragging them from the number on the left. Grid Blueprint: Copy Layout / Paste Layout to clone a module layout onto another item of the same type. Underlord Warding Core: rare material (Underlord, CL 25,000+) with a 50% chance to save gear on a failed +6-or-higher upgrade (+$50B, +100 BTC, +1 core). Hustler: gamble 1 BTC instead of $50,000 for a 5% chance at a mythic item. Other Overload keystone now notes it requires an elemental weapon. Version is now v1.0.3.
{STEAM_CLAN_IMAGE}/45943665/44d4a99d55232f16d19ac9b522fa3fdb25141184.jpg This update is all about how the fish move. Schooling Fish of the same species now swim together. Each school follows a leader and holds its formation instead of drifting apart, so a tank full of neons reads as one shoal rather than twenty separate fish. Formations spread out in depth as well as side to side, so a large school fills the tank naturally instead of stacking into a single flat band. Bodies that stay level Fish no longer tip their heads up or down when they swim vertically. Bodies stay parallel to the floor at all times. The old tilt made a fish rising to the surface look like it was standing on its tail. New squash-and-stretch motion replaces it. Bodies compress and extend in time with the tail beat, so you can still read the burst-and-glide rhythm at a glance — just without the nose in the air. Pacing Cruising speed now drifts gently up and down instead of holding one flat value, which makes the tank feel alive rather than mechanical. The variation is deliberately subtle — wide enough to notice, narrow enough that nothing looks like it is stuttering. Swimming boundaries, feeding, breeding and every other tank behaviour are unchanged. The demo receives the same update.
styling on the quick menu dropdowns
LORED
31 days ago
· Drillur
LORED on Steam is now available for macOS 13.0 or higher!
Printer breakdowns have their own sound.Music no longer goes silent after a save.The Endless Workshop shows its name again.