Implemented a hard cap so you can't go above it, hopefully lessening confusion. Bedroom is 40 max Garage 60 Office 80 Factory 100
Update on disconnections and server stability We have been investigating specific disconnection and server stability events over the last few months. I want to give a summary of what we did, what we have found so far, and what is still outstanding. This is a bit of a technical write-up but I hope it’s still accessible to most of you.Let me start by saying that networking problems are notoriously difficult to debug, and have caused many developers many headaches over the years (myself included).We’ve looked at this issue many times in the past, and have given up at one point or another due to other issues becoming a higher priority.However, a couple of months ago we started our investigation again, with the express goal of not stopping until we got to the bottom of it. We started by adding several new metrics on our backend host to get more information on the different reasons why a connection is terminated, as seen from the server. At the same time I increased our idle timeout from 30s to 5 minutes.This timeout is used to determine how long to wait after sending a ping to a client (this is just a message that means ‘hey are you still there?’) to get a pong (‘I am still here’) response. The reason this timeout exists is that a client may close their connection “ungracefully” (e.g. the game crashes or a PC loses power), and connections are a limited resource for the server, so they can’t be kept around forever.We believe that this timeout increase did help certain players on slower internet speeds, and particularly those on connections that had poor routing to our server. To explain a bit more, even if you generally have fast internet, it can be that the route your ISP takes to our server is particularly lossy. Because we use websockets (and therefore TCP), a lossy route behaves much like a slow connection. Time of day matters here as well, since your connection may be congested or throttled during periods of high traffic.This timeout was particularly easy to hit duri...
Hi everyone! I’m very happy, nervous, and excited to say that Pegfinity is out now on Steam.This is my first commercial Steam release as a solo developer, and Pegfinity has been made by just me here in Norway. I’ve handled the design, development, art, trailer, Steam page, testing, marketing, and all the little chaotic things that come with trying to launch a game on Steam.Pegfinity is a short pachinko-inspired physics incremental where you launch balls, hit pegs, unlock chaotic upgrades, and try to turn one lucky bounce into ridiculous score-chasing chain reactions.The demo has now been played over 20,000 times, which is honestly far more than I expected when I first started working on the game. Your feedback has helped shape the final version a lot, especially the pacing, balancing, early-game flow, upgrade descriptions, and general clarity.Launch DiscountPegfinity is launching with a 30% discount for the first two weeks. The full price is $6.99 USD, with regional pricing adjustments.Thank YouThank you to everyone who played the demo, wishlisted the game, shared feedback, reported bugs, made videos, streamed it, or simply followed the project before launch.As a one-person developer team, every bit of support makes a real difference.I hope you have fun launching balls, breaking the board, and chasing completely unreasonable scores.Thank you for being here!– Lasse
- Thanks for participating in the art contest! PieOtter won with the art for cat, Auri got second place with the art for Tenko in Kitsune form and Nerdabelle third place with the art Pignata. The winners and around 10 other alternative arts for pets are added to the game now. You can see the list in the ingame credits. - Also sorry for the delay on the summer event, it is not in this update yet, but will start in a few days along with the next update. - Added the first T4 classes for adventure, Ninja, Holy Archer and Tea Rogue. While I tested them a lot the last days, there might still be some balance changes in future updates and milestones and some animations are still missing. - Added zone 21, 22 and 23 for adventure. They are meant for high level T4 classes, you will probably have problems to survive with T3 classes. The time based exp multiplier is not added yet, but will be with the event update. - Increased the mana regen of T4 and T5 mana potions, decreased their cooldown, but T4 classes only have half of the mp regen from stats (they get more stats than T3s, though). - Updated the statistics for overall game progress to reflect the new things added over the last 2 years and also added adventure progress to it as that has become a bigger part of the game by now. To reach 100%, and 100 Points in adventure, you would need 34 adventure milestones, Main Level 600+, highest class level 200, maxed bestiary (up to zone 22), Dark Reaper Lv 8 beaten and 50 million research points spent. Like for other stats, the calculation for the 100% will change in the future to reflect new content, but calculation for the points will stay the same. - Added a yellow warning if div hut is empty and you have pets slotted in there and a green warning if you have tavern ultimate quests and they run over 24h. - Added a list of all commonly used abbreviations to the FAQ under help. If some are still missing, please report, then I can add them. - As usual fixed some bugs and typos, too.
Hello everyone! This update mainly improves custom APIs, voice generation, and the overall Steam experience. ## Custom APIs - Fixed an issue that prevented some custom LLM APIs from working because of browser cross-origin restrictions. - Added and improved presets for DeepSeek, Google Gemini, Qwen, and other models. - Improved compatibility with Qwen reasoning models. - Improved connection tests and retry handling for custom models to reduce occasional loading failures. ## Voice - StepFun voice now supports both the Standard API and Step Plan API. - StepFun users can select a concurrency level that matches their account tier, helping reduce rate-limit errors. - Fixed an issue where a Workshop character's reference voice could be previewed but failed to generate speech during a story. - Improved support for reading and uploading reference audio in formats such as MP3 and WebM. - Improved voice generation and voice matching across different languages. - Added a voice indicator to the save list, making saves with generated voice easier to identify. ## Steam Experience - The mute button in the top-right corner of a story now affects only the current story and no longer changes the global sound setting. - Added an “Exit Game” button to the main menu. - Simplified Steam error messages and removed technical error IDs that were difficult for players to understand. - Fixed and improved the display and use of some Live2D and Workshop characters. Thank you for continuing to report issues. If you still encounter problems after updating, please let us know through the Steam Community.
I updated the store imagery and trailers. Opinions welcome :) Resolved some small features from the backlog, to hopefully make the gameplay more interesting for new and existing players.Your first print is now twice as fast. New games get going quicker.A customer order arrives while that first print is still running. Accept it and the print fills it.Printer types now play differently. IDEX prints two at once. CoreXY sells for 15% more. Delta trades quality for speed. Perks are listed in the shop.Reputation is now capped by your workshop. Bedroom 40, garage 65, office 85, factory 100. Move somewhere bigger for better customers.Upgrades now name the real part you fit. Linear rails, input shaping, all metal hotend and more. Every level is something new.Right click a printer to move it to another room. It keeps its job, filament, upgrades and condition.Music starts by itself for new players, and remembers if you turn it off over all saves.Tracks now fade into each other instead of cutting. Playlist picks fade too.Music keeps playing when window isn't focused.Tried to fix flickering behind the game with the Steam overlay open on Windows.. Might have to revisit
Version 1.2.0.5 — EggTraction Time Bug Fixes Fixed Challenge Button Hitbox. Fixed Challenge Tracker not resizing with resolution settings. Fixed UI Tooltips for shops and crafting uis being to small , which would cause the text to overflow into the next line. Fixed an Issue with Trees and Golden Opportunities causing a bug , where if you triggered a Golden Opportunitie exactly at the end off the tree health , the tree would be a broken state and not allow you to chop it anymore. Fixed a Race Condition where the Tutorial could load before the save had finished loading prompting the player to start the tutorial again. Fixed an Issue with Ignore Dr BeastMastery Prestige reward, which showed it damaged the enemies but wasn't correctly taking damage off the enemy. Fixed an Issue potentially cant trigger myself, where the Random Tier 0 Imbuing challenge wasn't correctly triggering for some users. Fixed Bloomviel Wyvern drops from ranching not dropping Bloom Leather. Fixed Souldex not closing Active Souls , when click the Souldex Button. Fixed Red Bloobberries and Teal Bloobberries item information updated.
Just updated Lazy Kickers with three small fixes! Added "lazy" counters - Hover over roles to see how many of each are doing nothing and can be reassigned. Better volume control - You can now adjust volume exactly to your liking! Run speed display fix - Added missing decimal point to player running speed display! Hope you're enjoying Lazy Kickers! Thank you for playing!
- Slightly increased the delay before allowing selecting level up options to prevent accidental selection. - Fixed an issue that was causing the log tooltip to flicker
Fellwood is officially available on Steam!Fellwood is available now for $6.99 USD, with a 10% launch discount.A huge thank you to everyone who played the demo, shared feedback, wishlisted the game, created videos, or simply followed along during development. Your feedback and support have made a massive difference throughout the development of Fellwood.If you enjoy Fellwood, leaving a Steam review is one of the best ways you can support the game and help more players discover it.Thanks!Josh
Hi everyone!It’s now been a little over a week since Spiritstead launched, and we wanted to say a huge thank you to everyone who has played, left a review, shared feedback, reported bugs, or shown us their villages. ❤️We’ve been reading through your comments and discussions since launch, and we’ve already released updates addressing some of the most common feedback, including expanded visual settings, Bloom being disabled by default, bug fixes, and the new Summon Rain God Power.We’ve also noticed a few questions coming up regularly, so we’ve put together a Spiritstead FAQ covering gameplay questions, achievements, technical issues, Steam Deck, controller support, Mac, and more.👉 You can find the full FAQ here: https://steamcommunity.com/app/3501540/discussions/0/587308895728517969/ What to expect from SpiritsteadWe also wanted to clarify what kind of experience Spiritstead is for anyone who is considering picking it up.Spiritstead is a small, laid back village building game focused on growing your village, managing resources, discovering spirits, completing quests, and progressing through its different biomes.A typical playthrough takes around 3-5 hours, depending on how quickly you progress and how much time you spend building and exploring. You can continue playing afterwards to expand your villages, unlock anything you missed, and experiment with different layouts.What are we working on?For now, our main focus is continuing to improve the existing game based on the feedback we receive.We’re looking at balancing, quality-of-life improvements, bugs, and other commonly reported issues.We know there has also been a lot of interest in Steam Deck, controller support, and Mac. You can find more information about the current situation for each of these in the FAQ. We don’t want to promise features or release dates until we know for certain what we can deliver.If you encounter an issue or have a question that isn’t covered in the FAQ, you can always post in the Steam Disc...
Season 6 has started!Participate in the Season 6 event of Tap Ninja and start a new Ninja run in the fateful invasion of a city!Complete various seasonal tasks to unlock The Soot Bandit - Tomak skin and The Invaded City background!(The cosmetics are temporarily exclusive!)In this season Enemies and Fireflies appear much more often with every Firefly dropping even more enemies.Season 6 is active from August 14th to September 20th!
Fixed an issue where some icons/special characters appeared as number codes on Steam Deck and Linux (all 12 languages) Tutorial and info popups in the upgrade screen now follow the "Text Size: Large" setting, with larger popup panels Replaced several icon glyphs with text so the UI looks identical on every device
Hi there, Ohs!First of all, THANK YOU 💖The welcoming of Hole Is Mine has been incredible. We are at 20.000+ copies in just 3 days, and we have received lots of feedback and nice comments from you. We have released a couple hotfixes (or holefixes, how we like to call them :P) yet, and today we are releasing another small update.We have also just released a Supporter Pack, for those of you who want to help us continue making fun incremental games. It includes a very cool statue in the Village, with your Steam name on it. It's just a funny detail as a way to say Thank You for your support. You can get it here! 👇Hole Patch #1 Changelog:Blocked high-cost Tentacle upgrades until you unlock the Tentacle Totem generator, so it's more clear that you don't need to farm resources on previous Caves.Added some indicators in the Final Boss so it's more clear what you have to do when the Boss is protecting itself.Added how many Costumes/Equipment Combos of each type you have equipped.Added some VFXs when using a Druid Potion and in other small places.Added a Thank You message for those of you who have Astro Prospector in your library
● Audio effect quality improved back to normal ● Fixed an error that corrupted old legacy save files
Welcome back Talented Gamers!We're soon approaching the time to announce our new Talented DLC, but before that I wanted to run through some of the changes coming to Abilities in the accompanying 1.5 Update.We wanted to focus on some of the skills that have felt left behind as Talented's systems changed and inject a little more diversity into areas like Summoner's Helpers.Vortech Turrets were extremely powerful when placed but had a very punishing maximum turret count. We think it's more fun to have tons of turrets firing out loads of missiles so we've increased the cooldown of the ability and time between missiles but increased the maximum turrets allowed to 10 (up from 4).Don't Stop Me NowBy removing the ability to basic attack in the normal way, Rocket Man really cut off synergies with other Talent Packages such as quivers and critical strike chance. At the cost of one of its base charges and some of the Attack Speed it granted, you can now Basic Attack while using this ability!Although you won't be getting quite the same burst of Attack Speed, activating this ability is now a very powerful spike in damage. It also has strong synergy with additional shots as each shot will also add an additional homing missile.Finally, Vortech Traps rarely find their way into builds so we've added the duplication effect you may be familiar with from Vortech Shrinkray. Or-bit of a BuffAlthough we're generally really happy with the Orbs win condition for Wizard, the abilities have rarely been as popular as the Talents. Some of this is down to the Orb reset that occurs whenever you use Ring Theory or Atomize to create additional Orbs...So we've completely removed this reset, Orbs now instantly move to their original orbit whenever you gain a new Orb in the middle of a night. Additionally Ring Theory has been reworked to significantly increase Orb speed instead of moving them to a closer orbit (which was particularly frustrating in Auto-Cast mode).Atomize never really found a home aft...
\Some players reported that random skill locking felt very poor. We apologize and are making the following changes:Baptism skill-lock chance has been temporarily removed; a better solution will follow.\ now locks or unlocks one skill, making it easier to shape Baptism skills.Preferred Skill weight has also been increased, making Preferred Skills more likely to appear\When using Dark Star to remove Inspire Mastery, it now removes one Mastery at a time.Wishlist is no longer shown on the main menu.Improved numeric display for Settings hotkeys.Improved Stele Basic Skill switch task tips.Added 16:9 support for ultrawide screens.Filled in missing multilingual localization.Since Mac does not support hiding the game, the related hotkey is no longer shown in Settings.Improved some Stele task descriptions.Added mouseover tips for Blessing level.\Priest skill \ explosion radius increased by 25%.Hunter skill \ explosion radius increased by 30%.Mage skill \ explosion radius increased by 20%.\Fixed some projectile VFX display issues.Fixed incorrect Health Tenacity descriptions.Fixed incorrect Frost Damage descriptions.Fixed a possible Market Orders functional error.Fixed incorrect description for Legendary Equipment \.Fixed possible Talent Point loss when removing Inspire Mastery.Fixed an issue where background music might not play.Fixed an incorrect Equipment Filter tutorial description.
Hey Klickers!Thank you so much to everyone who played and gave feedback on the demo.It has just been taken down from the store because I no longer think that it represents the game. we've come a long way since then adding new features like building moosts and auto clickers, and I just don't think that the Demo is a good way to judge it anymore.That being said, we're only 2 weeks away from the official release date and assuming I dont mess up in some way (which I have been known to do, so I wouldn't count on this being the case) you will be able to play the full version very soon!New Release Trailer: The game's final release date is set for August 28th, so friday in 2 weeks and it will be released for the very reasonable cost of £3.99 in the UK, $4.49 in the US and €4,67 in the EU.I can't wait to get you into the game, playing both the Campaign mode and the Sandbox mode that will now be unlocked from the start.Thank you all, and I will see you soon in your Klicker Kingdom!James @ Other Pixel Games
removed the cheat code
Incremental Fishing is out now!Thank you so much to all the players for your support and warm words, I'm thrilled about this release! ❤️Your feedback and reviews are incredibly motivating, and I'm closely monitoring everything you write. Alongside the launch, I've prepared a small update with important fixes and improvements you've requested:Demo Progress Fixes - your save data from the demo now doesn't break your full game.Progression Bug Fixed - resolved an issue that unintentionally allowed players to beat the game without purchasing all the required upgrades. The core balance is fully restored!Windowed Mode Added - perfect for everyone who likes to sneak in a quick session while working or multitasking 😉🛠️ What's in Development & Future Plans:Steam Deck & Controller Support: Unfortunately, I wasn't able to get these ready for launch day, but I am working hard on them and will announce full support in a separate post soon.New Mode: In the future, I plan to add another game mode - which I'll keep as a secret for now 😉Supporter Pack: In the coming days, a Supporter Pack featuring custom gameplay cursors will be released.Once again, a massive thank you to all the players, especially those who bought the game on day one and already found a few issues - thanks to you, the game has become much better! Happy fishing! 🎣
People stucked on Gael's ending now can leave (tested).Now is possible to purchase Gael's upgrades after the ending.Fixed sacrifice achievement being delivered the wrong way.Fixed Yggdrasil music didn't stop when leaving the map through the mirror.Fixed possibility of a loading issue.
The new game world EU30 is already waiting to be launched on August 21, so what are you waiting for? Create a character with your desired name on the new world today and receive 25 Mushrooms for connecting it with your S&F Account before the world starts next Friday! Then nothing will stand in the way when visiting the mushroom dealer. Plus, a very special challenge awaits you on EU30: In our Avatar Class Competition, you have the chance to fight your way to the top of your class and win your very own avatar that will be permanently added to the game! Join in from the very beginning and show what you're made of! Read more on our blog: https://home.sfgame.net/blog/dev-blog/avatar-competition-rules-and-terms-of-participation Embark on a new adventure now: https://sfgame.net We wish you lots of fun, Your Shakes & Fidget team
Hello everyone, This is a small patch to address some bugs as well as adding 2 QoL features! FIX: Plural form of Nexus being wrong in text. FIX: NPC Item and resource stocks not being reflected properly on relevant augment purchase. FIX: Decomposer I and Decomposer II underperforming during Offline Calculation. FIX: World gen improved to avoid Traders spawning on-top of or too close to Terminals, Spires, and Reactors. ADD: Lab Access Tokens are now used during auto-explore when applicable, Labs are now also skipped when they can not be unlocked automatically. ADD: "Cancel after current" button option for Replicator jobs to cancel without losing any resources.HOT-FIX UPDATE a hot-fix patch was appended to v.1.1.2 (Roughly 4 hours after the initial patch went live):FIX: String for upgrade-effects now has consistent capitalization, revising the text for upgrade-effect text for Spatial Containers (no longer "carcass_storage", but instead "Storage Capacity").FIX: "Cancel after Current" not working for continuous mode in the Replicator. Thanks for reading, and thanks for playing! -Kevin
Main SpiralThe default spiral has been experimentally migrated from the legacy rendering system to a new rendering method.Only the default spiral uses the new renderer in this update. Please report any visual glitches, performance issues, or other unexpected behavior.If you encounter a problem, you can switch back to the legacy renderer in Settings.This new rendering system will serve as the foundation for additional spiral designs planned for future updates Redesigned the Banach Equation as a long-term progression system. It starts at +0.001% Hanoi DPS, reaches ×3 at Lv. 10,000, and gradually approaches ×4.Significantly reduced Banach exp requirements and reworked how Equation Speed affects its progression.Existing Banach levels and partial progress are converted automatically to the new system.Improved compatibility with older PC saves and fixed an issue affecting some saves reset in v3.0.11.Improved the safety and reliability of Start Fresh during Data Recovery.Fixed an error on the PC Tornado Prestige screen when no additional special reward was available.
- Fixes Linux builds.- Fixes skills sidebar menu.- Fixes BBCode bypass issues- Fixes boundary between action buttons and hotbar on mobile.- Fixed chatbox interfering with the hotbar on large GUI scale mode.- Reworks client-sided performance and battery usage on all platforms.