Hey Adventurers!Thank you all for the incredible support and for flooding the community with so many honest suggestions.Today, I’m delivering the single most highly requested feature you guys have been begging for: A fully automated, 100% idle AFK loop! My goal with this patch was to let you truly take your hands off the keyboard and experience zero-click looting. You can now hire a Clerk to run your shop while you're out grinding. The shop stays open, the gold keeps flowing, and your runs last longer. The ultimate idle dream is finally real!On top of that, I’ve smoothed out the endgame difficulty curve so you can push your broken builds even higher.Update Details🤖Meet Your New Employee: The Clerk (Auto-Sell System)Once you unlock Auto-Restock, you can now hire a Clerk! They will automatically sell your items while you are out in a dungeon or fighting in the Arena.You get full control with new custom Auto-Sell filters.Added live sales notifications so you can watch your bank account grow while you're deep in a dungeon.Pumping up your customer traffic will now directly speed up how fast your Clerk sells items while you're AFK.⚔️Never Stop Running: Auto-Start AdventureUnlocks automatically after clearing Floor 1.Smart Looping: If you have a Clerk, you'll auto-run dungeons until your Stash is completely full. No Clerk? You'll auto-run as soon as your Stash is empty.Dying in combat now smartly sends you straight back to the Shop.Opening any menu in the Shop pauses the auto-start countdown so you can manage your gear in peace.I've added all your pre-run toggles (Auto-Start, Next Floor, Auto-Advance, Auto-Loop) directly to the departure screen in the Shop.(Heads up: Taking a manual portal back home or entering the Arena pauses the auto-start, so remember to toggle it back on!)🔥Endgame Scaling & Major TweaksEndgame Push: Massively nerfed the difficulty scaling curve after Floor 200. Go test your limits and see how high you can climb!Arena Auto-Loot: Entering a portal after...
Hey everyone! This update includes internal maintenance work and some UI changes. No major gameplay changes in this patch.
Hey everyone, quick update on what I've been working on since 1.0.4 shipped. I've been busy. RuneClick 2.0 is almost here. I've been calling it the Combat Update internally and that's still the right name. It's by a wide margin the biggest update the game has ever had. The screenshot above is a real shot from the current dev branch. Here's what you're looking at. What's in the screenshot Stats panel on the left: the expanded skill list. 14 skills now, the 6 originals plus the 8 new ones from The Combat Update: Attack, Strength, Defence, Hitpoints, Ranged, Magic, Fletching, Runecraft. (Melee adds a ninth icon to the skill row as the umbrella combat style but doesn't have its own level. More on that another time.) Bank in the middle: reorganised with category tabs and an icon grid. You can see the new mining materials (Coal, Mithril, Adamantite, the proper Runite), the new endgame Magic Log and Raw Shark tiers, and a new Combat tab for the combat drop materials. Equipment on the right: a new paper-doll with four family-locked preset tabs (Skilling, Melee, Ranged, Magic). The active preset follows your active skill, so switching to Ranged automatically swaps your loadout. Stats and bonuses sum live on the right side. Below Equipment: a new dedicated food slot for auto-eat. Set a threshold in Settings and the game keeps you alive mid-fight from this slot. Separate from the existing consumable-buff slot. Bottom right: the character in rune plate armour, having just dispatched a Goblin Chief. What ships in 2.0Eight new skills. Attack, Strength, Defence, Hitpoints, Ranged, Magic, Fletching, Runecraft. Three combat styles. Melee, Ranged, Magic. Each with its own stance picker. A live combat triangle. 23 enemies, three bosses. Ending with The Abyssal Lord, a final boss who shifts between melee, ranged, and magic across three phases. Full gear hierarchy. Bronze through Rune, smithable. Drop-only Dragon tier above all of it. Leather, dragonhide, robes, bows, staves. 11 spells,...
Fixed an issue where text could occasionally disappear when using the in-game note feature.Optimized some in-game text.Replaced and adjusted some video assets.
- Fixed some bugs- Adjusted the game balance
完美还原当年数值、全部地图与玩法——绿玉裁决、神舰跑船、沙巴克攻城、强元素体系悉数归来。老情怀与新体验碰撞,Steam平台焕新出发!加入官方QQ社群:1004324680,可以领取多个新手礼包,了解最新游戏动态
Fixed an edge case where a worker thread crashes while rendering homing trails Fixed a couple typos Tweaked prestige prices Prevent accidental skill purchase while long pressing
* Hotfixes for the Aeon Boss Mode
Hello there fellow Ragebaiters!The release date is just five days away and I can tell you that I'm busting my asss off trying to get stuff done. My main focus lately was optimisation, bug fixing the saving system, and adding dopamine to the main gameplay loop.Change logMake sure lvl 2 ending does not appear outside of demoApplyed Lvl 1 Sounds (Lorp)Made the wishlists & give feedback options not appear outside of Demo modeChanged minimum pickup range from 5 to 10Animated health numberMade the health fill lower/increase using a lerp functionLowered Aiming art's size relative to the attack size by 5%Added an animation for the mark changing when boss is killedAdded animation for buying a levelAttack size will now lower with each passing levelAdded 18 more souls types (There were 10)added animation to upgrade node nameadded animation to upgrade stat nameAdded animation to money text when its changedAdded an Infinite SoulFinished levels from 5-13Added animation to stat when it's changedAdded animation to upgrade stat score idleAdded animation to currency text when decreasing/increasingMade all dialogue confirmations on the left and all cancellations on the right.Made auto save not save mid battleChanged Second level mobsChanged First Level BossFixed Multiply type upgrades Fixed Stat per kill upgradesFixed Critical StrikeFixed Life StealAnimated text for round startingAnimated text for round endingAdded animations to round summary textAdded screen shake to enemy deathAdded screen shake to money gainAdded Screen Shake to upgradeAdded a unique end when killing a boss in a roundBuilding system is now available after lvl 2 boss is defeatedAdded a marker highlighting new stuff being unlockedMade weapon shop parts unlock every 3 levels, 2,5,8Changed first auto save delay from 30 seconds to 300 seconds to stop save overwritingAdded Chromatic aberration on mob deathAnimated player attack UIOptimise Upgrade Node (Performance)Turned off Raycast on object which don't need themAdded c...
Added a Quality of Life upgrade for Titan Array loadoutsTitan Array shots are now smarter and will move on to the next target if a part dies mid sequenceChanging any Titan Array Elements during a boss fight will now cause a retreatAdded Info hover to Titan Array area with more in depth explanationsAdded a highlight when hovering elements in Titan Array that can affect other elementsAdded full range to Veil region stat increase displayAdded indicator of which Veil Region you are in once unlocked in battle areaAdded "Add half" option to crew rank popupsAdded new setting to Fleet, lock camera (prevent pan/zoom)Made unstable artifact upgrades sort by lowest artifacts investedMade AI bundle info more visibleImproved some tutorial text for better clarityImproved drag & drop in Titan ArrayFixed spliced crew getting stuck after certain upgrades sometimesFixed wonky time displaysFixed Strata expertise priority option to not switch incorrectly after all have one levelFixed task list task showing complete when it is not
{STEAM_CLAN_IMAGE}/34491490/db161a1e63f02d0d42ec2b8a995ce95060fcf57c.png Hey Panda Peeps, Sun’s out, sunscreen’s out! Er, no, that’s not quite right. Sun’s out, bun’s out! And by that, we mean a cutie-bun with a matching bun-themed inner tube is making his way into the Limited Time Event for the first time! Log in every day and collect your event tokens to unlock Nimh’s ear-resistible Summer Outfit. He’ll be happy to have a reliable beach buddy, and you’ll get to have a frolic in the shallows with the sweetest and softest honey-bun around. We love you so hard, The Pandas
NEW: Aeon Boss — a weekly cooperative global boss event! Team up with all players worldwide to take down tiered bosses, climb the contribution leaderboard, and earn shards, tributes, frames, and rare chase rewards each week. Improvements: • Potion Shop now sorts by type • Translation updates Fixes: • Vivify infinite-trigger exploit • Omniline Higher Universe exploit • Buffs incrrecty loading into facets/challenges
🌍 3 new countries and 9 new leagues Italy, France and Spain are now playable — each with their own 1st, 2nd and 3rd division (18 leagues total instead of 9). Over 170 new league teams, 240 cup amateur teams and ~26,000 new players. 3 new domestic cups plus country-specific referees and 120 new sponsor brands. 🌐 New language picker with flag grid Completely redesigned language panel: 8 columns × 6 rows with flag + language name in its own script, full UI live-update on every language switch, touch-scroll also on small screens. 9 new languages added: Chinese (中文), Japanese (日本語), Korean (한국어), Hindi (हिन्दी), Vietnamese (Tiếng Việt), Traditional Chinese (繁體中文), Bengali (বাংলা), Tamil (தமிழ்), Telugu (తెలుగు). 47 languages total now available. 🌐 Existing translations improved Numerous improvements to existing translations — more natural wording, correct football terminology and consistent style across all 47 languages. 🏟️ Stadium editor redesigned Tidy layout with three clearly separated sections (Build / Roof / Convert), compact stadium stats panel and touch-scroll across all cards. The VIP-box card now shows “⭐ 5–8× revenue per match” as an investment tip. When an upgrade is locked, a toast explains why. 🤝 Sponsor bonus filter Sponsor offers now show only bonuses your team can realistically reach — no Champions League bonuses for third-division teams, no cup-winner bonuses for amateurs, no tiny bonuses under €1,000. The list is cleaner and more honest. ✨ UI improvements for Mobile Country selector 2-row with flags, cup and country filters scrollable on mobile, language picker as 8×6 flag grid with live update on every switch. ⚡ Faster game start Team selection screen loads only the chosen country — about 6× faster start. No more full 6-country preload. Thanks to user feedback from the Anstoss Jünger Forum, the following content and bug fixes have been implemented: 🔍 Extended player search — The "Buy Player" transfer screen now has an advanced search with filters for ...
Welcome back!I've got a brand new update for week 2 of Galactic Overthrow's launch. Of course, also a huge thanks again to everyone with their feedback and reviews. It's been great reading through everything players have said so far, collecting all the feedback, working through the negatives to help provide a better game for everyone, and much more. There have been a bunch of bug fixes and additional updates since the last announcement, so jump in again and check out all the new stuff. Some will remain a surprise if you haven't played since launch.Population UpdateThe game now supports much larger empire population numbers. Initially when the game launched I wasn't sure how the majority of players were going to play. Were they going to maximize expansion in one galaxy, only jumping when complete. Or were they going to power through the objectives and speed run the main content jump chain. Turns out people are doing both, and that's great! The only problem was, the game's architecture was not handling very large numbers very well (too much overflow and way too early).The game has been updated to avoid this situation, at least for quite a while. Empire levels should be easily able to handle 50+, while some resource production rates will start to get weird around that time, at least you can go much further than you can now if you're looking for that!Neutral PlanetsPreviously everything was a hostile planet, and while that simplifies the mechanics down, it did leave the potential for game expansion limited. I've added some new neutral interactions as part of some of the new jumps in the main content chain. Additionally, once you've completed 1 galactic jump through the flagship actions, you can start to encounter neutral planets.These planets have an influence resource cost instead of a fleet cost, and have specific types tied to what they provide or product. When they join your side they'll reveal their name and their infrastructure. There are a few different types but...
Optimized brightness control: Adjusted the brightness control logic in settings; it now controls overall screen brightness more accuratelyFixed Abyssal Calamity rune hitbox: Fixed the issue where runes in Abyssal Calamity had an overly large trigger rangeFixed Abyssal Calamity & True Dragon Path conflict: Fixed the logic conflict between an active True Dragon Path and Abyssal Calamity completionFixed True Dragon Path save/load issue: Fixed the issue where all runes lit up in True Dragon Path, then exiting and reloading the save caused runes to stop respondingOptimized Abyssal Calamity completion flow: Added logic to lock firing and destroy remaining pinballs upon Abyssal Calamity completion, preventing abnormal statesFixed Abyssal Calamity → Pearl Platform return logic: Fixed the incorrect logic sequence when returning from Abyssal Calamity to the Pearl Platform
Fixed an issue causing the Newton's Cradle achievement to not unlock correctly
{STEAM_CLAN_IMAGE}/24136664/e0dd66cf145752a153ffd17c7a6ea0c97b587860.png Hey Panda Peeps, The returning Outer Space Event has begun, so open your game, enter the portal, and hop aboard the spaceship known as the SPS Uncrushable! It’s time to spend another few days living alongside a crew of hawt sci-fi babes as you work, play, and date your way through the galaxy. Remember, you only have until May 18th to check off all your futuristic goals and collect those golden Tickets for the Ticket Booth! Plus, this event’s featured girl is alien bounty hunter Loola, so if you haven’t unlocked her for your main game yet, now’s a great time! We love you so hard, The Pandas
After months of development, balancing, polishing, and bug fixing… here it is!!What the game contains:5 unique stages (demo was the first one)165+ upgradesAllied units to develop your colonyNew mechanics every stage23 Steam achievementsOur goal with DO NOT FEED THE VIRUS was to create a short incremental game that respects your time. We wanted progression to feel fast, satisfying, and constantly rewarding, without unnecessary grinding or filler. A lot of care also went into making upgrades feel meaningful and keeping the experience as polished and smooth as possible from beginning to end.We also released a Supporter Pack if you want to support the game further. It includes exclusive cursor skins and a special in-game badge as a small thank you for helping us. Nothing that will help you feed the virus tho.Buying the Supporter Pack will also directly help fund an extremely important part of development: cat (& dog) food for our studio supervisors.If you enjoy the game, leaving a Steam review really helps us more than you might think. As a small indie team, reaching our first 50 reviews would make a huge difference for visibility and help more people discover the game.Thank you to everyone who wishlisted, played the demo, or simply followed the project along the way ❤️Antoine & Luc
Suppress offline-progress panel when returning from Prestige / NG+ pages Increase refresh rate for mastery/prestige unlock countdown Double the potion drop rate (10 min → 5 min) Tiny increase to crop base values (+10%) Lower default master audio to 50% Double the power of early upgrades cost
Added:New Taming ContentNew BuildingsTaming StationAnimal HutchAnimal TrappingAdded Sagi Bird Traps - Craftable at the taming station.Place traps and bait them with food to catch wild Sagi Birds. Food can be crafted at the taming station with an item bought from Alesi.Traps will have a chance to catch, fail or continue every time period.Animal RaisingOnce caught, Sagi Birds can be domesticated by placing them near a Taming WorkbenchWhile placed, Sagi Birds will need to be tended to, requiring food, water or healing potions to continue the domestication processAfter being tended to, the Sagi Birds can turn into a Domesticated SagiAnimal RanchingDomesticated Sagis and Sagi Food can be used to passively craft various materials in an animal hutch.The Sagi Bird is always returned to you after it finishes producing the materials.The materials produced by the Sagi are based on the rarity of the Sagi Bird, higher rarity unlocks new items and gives more quantities of itemsCommon Sagi Birds Produce Eggs which are used to make foodRare Sagi Birds start to produce Down Feathers which are used to make new glovesMythic Sagi Birds start to be able to produce an Auric Sagi EggAnimal Breeding2 Sagi Birds of the same quality can be used to attempt to breed a Sagi Bird one quality higherWhen breeding, the 2 parents will be consumed and a single offspring of equal or higher rarity will be created.Final period of Spring Seasonal EventCherry blossom petal can now be seen blowing in the wind across the game world, signifying the end of springBlossoms have an further increased chance of droppingAdded a new Quest to unlock the Cervus II (Previously Named Deer). Cervus II adds item storage and moves faster than Cervus IAdded a new Quest to unlock the Clipper III. Clipper III focuses on cargo storage and also moves faster than Clipper II. Additionally, the quest makes it so a new item can drop from Lost Shipments and Lost Treasure which sells for more than any of the other goods from these re...
Trying to fix a visual particle bug when using the play again button in Roguelike Mode.
祝大家游戏愉快!Enjoy the game!
OverviewAddition: Brand - new Celestial Wrath Weapon - Bellringer with a brand - new combat mechanism.Adjustment: For all technology projects in the Support Center, the unlocking requirements have been globally reduced by 50%.New Weapon: Bellringer【Core Celestial Wrath Skill: Knell Descends】During the battle, the Bellringer will trigger a random - area knell judgment. Knell areas will randomly drop within the battlefield range, and targeted judgment effects will be imposed on enemies within the range:For non - elite ordinary enemies: Directly trigger the "execute" effect, ignoring regular health, defense, and resistance, quickly clearing out miscellaneous enemy units on the battlefield.For elite/high - level powerful enemies: Instead of triggering the execute effect, it deals massive damage at a 10000% multiplier, suppressing high - health and high - defense elite targets with burst damage.Stacking Damage - Increase Mechanism: Each time the Bellringer successfully hits an enemy within the knell range, all subsequent damage it deals increases by 100%. The more hits, the more terrifying the output burst.Effect Reset Rule: The above "stacking damage - increase effect" is only reset when returning to the base for rest/withdrawing from the battlefield; within a single expedition/single battle, the damage - increase effect accumulates continuously and will not decay midway.Support Center - Technology System Optimization for Reducing Burden【Optimization Content】For all technology projects in the Support Center, the corresponding unlocking conditions (the requirement for the number of monsters killed) have been uniformly reduced by 50%.
Hello, friends of our hamsters!Hamster Talk is officially launching on May 28th! 🎉Thanks to the warm support and precious feedback you’ve shared since the demo, we are thrilled to finally announce our official release.In this official version, you can enjoy the new "Popo Farm" content along with an even wider variety of adorable hamsters waiting to meet you.We'll be right there with our tiny friends. See you soon!Thank you.
1. Fixed a bug that could occasionally cause sudden death.2. Increased the mana cost of summoned units’ skills.3. Fixed an issue where Star Map attribute points could not be selected or removed properly.4. Enhanced the skill \. It now inherits more player attributes as the skill level increases.5. Fixed a bug in the Lich talent tree \ where buffs were applied incorrectly when multiple summoned units were present.