New Content: You can now play the game in up to 8 different languages (and more are coming soon)! Change your language selection in the Settings menu to experience the game in your native language. Added new upgrades to almost every Automation Function to increase bonuses, add super procs, improve active play bonuses, increase Prestige Intro Skip, spawn Golden and Supreme Bosses, etc. Changes: Removed all boss stalling strategies (you can’t spawn new bosses manually or from Automation until the previous set was killed). Stalling was super OP, so this may feel like a nerf, but several changes were made in an attempt to balance the loss. Removing stalling was heavily favored by 95% of the community. More buffs to bosses will be coming in a later patch. Changed the mechanics of the stat boost Automation Functions (damage, gold, energy and exp) to allow them to stack to MUCH higher values. Added a Credits page in the Settings menu to thank all of the major helpers with the game's development. QoL Improvements: Added presets to the Wave Perk Priority automation function. Bug Fixes: Fixed bug where offline mastery exp did not overflow to the next level progress after ranking up. Fixed various minor UI issues.
Various UI and gameplay-related issues have been fixed. #### Fixes * Fixed an issue with the clickable area of decoration images in Edit Mode. * Fixed an issue where top menu buttons (such as Frame Mode) could be clicked while placing or moving objects. * Fixed an issue where food quantity text could appear outside the frame in Frame Mode. * Fixed an issue with May's second thought text not displaying correctly. * Fixed an issue where May could still be interacted with after using **Find May** while she was sleeping, even though she was not visible. * Fixed an issue where some text could appear outside the frame in Frame Mode. * Fixed an issue with crop growth time calculations based on planting scale.
Hello! Hope you're all doing well. Today, I'd like to announce that my latest incremental game has been released. Kin and Conquest:I also want to announce that I've updated the pricing model for Nomad Idle. It's come to my attention that I was using an old model that had very unfair pricing conversion in many countries. I've rectified this by making the price more balanced across the board, with many countries seeing a sharp drop in price.Thank you.
Hello! Hope you're all doing well. Today, I'd like to announce that my latest incremental game has been released. Kin and Conquest:I also want to announce that I've updated the pricing model for Kin and Quarry, but it unfortunately won't be available until later in the month due to some timing with plans I have ongoing with Steam, but I really wanted to let you know that it's in the works. It's come to my attention that I was using an old model that had very unfair pricing conversion in many countries. I've rectified this by making the price more balanced across the board, with many countries seeing a sharp drop in price.Thank you.
Kin and Conquest is now available!⛏️Dive Deeper⛏️Explore 12 challenging floors, each with three difficulties.⛏️Unlock True Power⛏️Unlock and utilize brand-new weapon abilities, each one unique to its own weapon type. ⛏️Forge Your Build⛏️Gather resources to upgrade a wider variety of available equipment, weapons, and an extended skill tree.This is the full, complete version of the game. I've made adjustments to the pricing for many countries so that hopefully it feels like a fair price for all regions.The demo has been removed because at this point it's very different from the full version. In case of any bug fixes, I also don't want to manage two versions. I'm a solo-developer, so I hope you understand.I hope you enjoy the game!Thank you.
Thank you to everyone who continues reporting for duty and sharing feedback! ⚡Performance A major optimization pass has been completed. Frame rates have significantly improved across the entire map, while micro-stutters and occasional freezes have been noticeably reduced. Optimized the monitors, information displays, and service screens throughout the Complex. The maximum frame rate limit in the settings has been increased from 120 to 165 FPS for high-end systems. The recommended setting remains unchanged. 🎮Gameplay Balance has been fine-tuned for each difficulty level. Made several minor adjustments to the overall game balance. 🛠️Fixes Fixed localization issues in story-related texts. Improved the localization of other in-game texts. 🎨Visual Improvements Reworked and visually improved the containment area. Made several minor cosmetic improvements. ℹ️Recommendations Before playing online, make sure that all players have the latest version of the game installed. If you experience connection issues, try selecting the “Turkey (TR)” region or using your usual methods for connecting to online games. Remember to read the instructions on the walls, use the terminals, and search for employee records. They will help you understand the Complex more quickly and progress through the story. We continue to closely monitor your feedback and work on future updates. Have a productive shift, Operator!
Hello! V1.9 is now live. Thank you for the reports about resolution, desktop layout, research pacing, and saves. This update focuses on safer legacy saves, clearer interfaces, and a smoother early game.Highlights• Safer saves: the game now completes a safe local commit before Steam Cloud sync. Rolling backups, corrupted-save recovery, and an explicit local/cloud conflict choice help prevent silent overwrites.• Legacy save support: V1 saves can migrate to the current format. If a conflict occurs, both local and cloud candidates are retained.• UI and resolution: improved layouts for Settings, Store, Guide, Research Records, Statistics, Pomodoro, chicken details, and the right toolbar on small displays, 16:10 screens, and widescreen displays.• Desktop layout: improved monitor selection, fallback when a display changes, UI recovery, and the right-side safe area. Press Ctrl+Shift+U to recover the interface, or Ctrl+Shift+M to switch displays.• Research pacing: on a zero-progress save, the first chicken is guaranteed one normal Q4 within 30–45 seconds. One limited second-stage protection across the first two chickens guarantees a normal Q4 within 10–15 minutes, with at most 30 bonus funds. Normal probabilities resume afterward.• Clearer feedback: added cycle duration, success chance, next attempt, pending-result, and next-step information.• Bilingual UI: instant Simplified Chinese / English switching is available across the main gameplay and settings interfaces.• Retired AI feature: player-facing AI chat, API Key settings, and related instructions have been fully removed.• Chicken and HUD polish: fixed movement facing, titles, buttons, store cards, ground coverage, and several transparent-desktop stability details.If the interface becomes unusable, press Ctrl+Shift+U first. If the issue remains, please include your resolution, Windows scaling percentage, monitor arrangement, and a screenshot in your report.Thank you for your support!
New Changes include: Caym voice lines. Some voice lines included from other cast. New backgrounds. New music and sound effects. New CGs from Caym's route. 8 Chapters with different endings from Caym's route. All changes are subject to patches based on user feedback. Let us know how you feel about this new update on our Discord page!
Thank you for playing the game. Today, update (v1.1.1) has been released, including the following new feature and bug fix.■ New FeaturesAddition of "Mute in Background" setting A new option has been added to the Settings (Audio) screen. You can now automatically mute the game's sound while the window is inactive. (Note: The default setting is "OFF".)■ Bug FixesAddressed an issue where the title bar disappears in windowed mode Applied a fix for a problem where the title bar could hide at the top of the screen during windowed mode, preventing the window from being moved.Note: Since this issue could not be reproduced in the current development environment, a countermeasure has been applied to the section of the code most likely causing it.If you continue to experience this symptom even after this update, it would be greatly appreciated if you could report it along with the following information:Settings and steps when the issue occurred (e.g., changed from full screen to windowed mode, set resolution to XXX x XXX, etc.)Monitor environment (display resolution and whether it is a multi-monitor setup)Windows "Scale and layout" setting valueI apologize for the inconvenience this may cause to those affected, and I sincerely appreciate your cooperation in helping achieve a complete resolution.
Bug Fixes & Server Optimization | v5.0.70 Update v5.0.70 is now live, featuring additional server optimizations, marketable Boost Potions, and full anti-cheat enforcement. Server Optimization Trove Hub calls have been further optimized to reduce server stress and improve overall gameplay responsiveness. These changes should result in smoother Trove Hub interactions and improved server stability during periods of higher activity. Marketable Boost Potions XP, Luck, and Hatch Boost Potions can now be listed and traded through the Steam Community Market. This is an early expansion of the Community Button item economy. Drop rates and potion balancing may receive minor adjustments as more live economy data becomes available, helping ensure that Boost Potions remain rewarding and sustainable long-term. Each Boost Potion is rolled independently while clicking: • XP Boost Potion — 1 in 10,000,000 per click • Luck Boost Potion — 1 in 10,000,000 per click • Hatch Boost Potion — 1 in 10,000,000 per click Because all three drops are rolled independently, your combined chance of receiving any Boost Potion is approximately 1 in 3.33 million per click—around three times better than receiving one specific potion. Potion drops are rolled using your boosted click count, meaning account progression and click multipliers have a major impact on your effective drop potential. Click here to view the Steam Community Market Anti-Cheat Enforcement The upgraded anti-cheat system is now fully enforced. The system continuously calculates a smart click limit for each player based on their account progression, active multipliers, playtime, and recent click activity. If a player attempts to submit more clicks than the system determines could legitimately have been generated: • Excess or fraudulent clicks will be discarded • The account will receive only the verified progression value • The account may be flagged for manual review Flagged accounts will continue to connect to and play the game normal...
Got a report of dropdowns shifting off screen, scaling was shifting it over by the wrong % Dropdowns should now do dropdown things correctly regardless of scale, thanks for reporting :)
Hey everyone, This update is almost entirely built from your requests, starting with the big one. Fullscreen By far the most requested feature since launch. The Skydeck, Drive and Garage screens can now go fullscreen. {STEAM_CLAN_IMAGE}/45746073/201125fbba171fe7c047890e07cca17794bed267.gif Click the expand button in the corner of the screen or press F11. Esc brings you back. This is not just a screenshot mode. Everything keeps running, so you can drive, walk around the Skydeck and click things while fullscreen. The game window grows to cover your monitor and returns to its exact old size and position when you exit. Closing the game while fullscreen will not mess up your window either. Ultrawide players: the image is capped at 16:9 with black bars on the sides, so nothing gets stretched or warped. Right click window dragging and the window hotkeys are disabled while fullscreen so you cannot accidentally yank the view around. New Settings UI Sounds slider. You can now turn down button clicks and interface sounds without touching the radio or the engine. Thanks Ily! Skydeck crosshair size. The little dot can now be resized from 0.25x up to 2x, or turned off completely. Also an Ily request. Camera Motion slider. If the driving camera moves too much for you, turn this down. At 0 the camera stays completely calm. Good news for anyone who gets motion sick. Driving Camera The chase cam was throwing itself around way too much, especially on fast cars. It leaned into corners too hard, the FOV kept breathing in and out, and the camera dove down at speed. All of that has been toned down. The NFS feel is still there, your stomach just gets a say now. See you on the road – Tolga
Just a few changes.. Fixed order complete popups sometimes reading +$0 instead of what you actually earned, mostly at faster game speedsFixed prestige keeping achievements it was meant to reset, which results in a random.. "You Built an Empire" completion screen on a fresh runPrestige menu no longer claims achievements are keptMusic volume/mute preferences are savedWorker wages changed to a flat $15/hour instead of the stupid $2 per printer bonusCleaned up Help menu tabsReputation now shows as 100/100 instead of 100.0/100Added a print quantity/type dropdown to the Start All buttonSmoothed out printer progress percentage and time left countdownRemoved the CAD guy.. Thought it might have been good to speed up unlocks, but it doesn't take long enough to warrant the CAD guy, so he has been kicked outFixed the days counter not updating (not sure how I didn't realise)Money popups now appear from the printer or room tab that earned themAdded a countdown showing how long you have left to earn the order tipComponent upgrades now show on the printerOrders panel now shows total order count instead of a fractionBatch print quantity/dropdown selections now persist between menu visitsImproved keyboard accessibility for the Settings menu (you can pretty much play the game via kb)Fixed a tooltip getting cut off on factory workersFixed printer fill achievement progress not tracking correctlyMillionaire achievement now shows a clear $ progress readoutFixed any filament workers unfairly favoring one filament type (they loved PETG)Fixed the orders "FULL 3/3" badge not reflecting the activeorders upgrade, will show 3/6 etcFixed completed orders not showing up in Order HistoryFixed the Print Now button silently failing when no printer was availableWorkers now prioritize the fastest available printer for new ordersFixed a performance bug causing high CPU usageFixed a delay before new printer slots appeared in Endless ModeAchievements now reset each time you prestige so you can get the bon...
- Fixed some issues related to distance calculations offline
{STEAM_CLAN_IMAGE}/34327637/dbf945e1a64ae109cc6e0a2c5f9462435cef6be8.png 1.82.0 update, "Jewel of the Realm", is now up. - New feature: Town Manage and improve a town built around your wizard Tower. There, you can build and upgrade Structures which can affect various aspects of both the basic game and the Town. To build, you need some or all of the four resources: Gold, Stone, Mercury and Automatons. Every Structure provides some Gold, while a specific Structure provides other resource types. The Tower serves as a hub that unlocks new Structure tiers, upgrades and increases your Gold. Balance: - Reworked Source Memetics efficiency bonus: The bonuses now apply to final value of Source memetics' bonus, with a scale specific to each type of bonus. The bonuses were scaled up to be in line with other Paramnesics and God Memetics. This is still an overall nerf and was done due to the stat itself way overperforming compared to our initial expectations. - Reworked Enchanting dust bonuses: Enchanting Dust now has 2 types of global bonuses: "Gain", which applies to any Enchanting Dust gained in any way, and "Output" which applies to sources of Enchanting Dust related to somehow crafting it (compared to receiving a timed reward, ware etc.). This is done to help us structure it better and make it more transparent. There are specific bonuses that only apply to a specific source, but they're always limited to that one source only (e.g. Bat Rewards). UI: main ingame font changed And a couple of balance changes and bug fixes along with that Come visit us!
This update focuses on save stability, progression issues, upgrade behavior, and several long-standing gameplay bugs. New Features You can now hold the "Buy Cheapest Node" button to continuously purchase nodes Purchasable nodes now pulse, making them easier to spot Save, Rewards & Achievements Fixed save corruption after a PC crash that could make the game unplayable Fixed starting a New Game not resetting everything correctly Fixed sacrificing not awarding gems Fixed gem rewards being lost when an error occurred while granting them Fixed the "First Blood" achievement not unlocking The "First Blood" achievement now unlocks retroactively if its requirement was already completed Fixed achievements being permanently lost when Steam was not ready Combat & Upgrade Fixes Fixed Gemini Cannons disabling corn popcorn, potato zaps, and cauliflower projectiles Fixed Hollow Sun's damage radius shrinking over time Fixed the attack indicator not matching the actual hit area Fixed crop spawn interval upgrades making crops spawn more slowly Fixed Dark Matter collapse interval upgrades increasing the interval Fixed Greenhouse interval upgrades increasing the interval Fixed Laser Bunny attack speed upgrades making it attack more slowly Fixed Controlled Ecosystem producing crops that were not available on your farm Skill Tree, UI & Audio Fixed the "Buy Cheapest Node" button overlapping the Treasury and Castle tabs Fixed the bottom branch of the Space Farm skill tree being unreachable Fixed audio clipping when purchasing several nodes quickly Thank you for reporting these issues and helping us improve Agrivore! Don't forget to leave a review on Steam! https://store.steampowered.com/app/4045540/Agrivore/
Dear Players,Thank you so much for playing the game. The latest update patch has been released.In this update, we have added new late-game content and adjusted the game balance. ■ Addition of the New Sector: "Supercritical Sector"By acquiring specific skills, a new sector called the "Supercritical Sector" will be unlocked. This is a challenging area designed for players with a Missile Level of 50 or higher.Numerous medium and large debris will appear.HP and rewards are set higher than in existing sectors.Additionally, to help you progress more smoothly, we have reduced the number of materials required for certain skills. ■ Background of the Update & Compensation for Early AchieversSince the game's release, we have received a lot of feedback pointing out that the gameplay burden to reach a specific ending was overwhelmingly high. The purpose of adding this new sector and adjusting the balance is to solve this issue, allowing players to achieve their goals within a reasonable playtime, and to clarify the significance of upgrading weapons.Furthermore, for those who spent a massive amount of time achieving this specific milestone prior to this update, as well as players who have already raised their tool level limits, we are planning to grant a "small bonus feature" in a future update. We will share more details on this at a later date. ■ A Message from the DeveloperI develop and operate this game entirely on my own, and prior to release, I rarely had the opportunity to receive third-party feedback. Because of this, I am deeply grateful for the current environment where I can receive such honest and specific feedback from all of you post-release. Above all, knowing that so many people are enjoying the game is my greatest source of encouragement.I will continue to make improvements aimed at providing a better gaming experience, using your feedback as a reference. I would highly appreciate it if you could continue to share your thoughts and opinions via Steam reviews or t...
Commanders!The Dynamic Buff Display System has been implemented in this update.When you gain buff or debuff effects, the stats panel will display buff icons and value changes.You can clearly track all active status effects without guessing values, allowing for better tactical decisions in combat.We will continue to optimize animations, icon layout and display logic. Feel free to share your feedback after trying it out!
Fixed cures not working: a cured fish now stays healthy instead of falling sick again seconds later. Fish now need 7 days without food to get sick, up from 24 hours, and time spent in a background tank no longer counts against them. Fish that are currently sick under the new limit heal themselves automatically.
After a period of development and optimization, Kin and Conquest will launch on Steam on August 3!Deep beneath the surface lies a mysterious mine where danger and fortune await. Venture deeper underground, discover valuable resources, defeat the enemies blocking your path, collect materials to strengthen yourself, and create your own path of growth.In the full release, you will:⛏️ Explore more maps and uncover new underground adventures⛏️ Face stronger enemies and increasingly challenging battles⛏️ Gather resources and enhance a wider variety of weapons and equipment⛏️ Unlock powerful new skills and challenge deeper layers of the mineAs you continue your journey, you will discover new resources, gain greater power, and uncover the secrets hidden deep beneath the surface.Whether you enjoy fast-paced combat or the satisfaction of watching your character grow stronger through continuous upgrades, Kin and Conquest hopes to bring you an endless journey of exploration and progression.Thank you to everyone who has followed Kin and Conquest, played the Demo, shared valuable feedback, and added the game to your wishlist.Your support has helped us continue improving the game and has prepared this mine for more brave explorers to uncover its secrets.On August 3, begin your journey of conquest!
Hello everyone! this patch has the following changes:FIX: Buying and Selling from traders using the percentages buttons can cause a floating-point error, corrupting your save file unknowingly until you next load up the game.ADD: Related to the above, I've added backup-system for save files, if the game detects that the current save state is somehow unusable, it will revert to a valid backup. Now, Players who have a corrupt save file will now lose partial progress instead of everything.ADD: Steam Achievements are now checked on game-load. If the game somehow didn't manage to connect and update Steam achievements as it occurs it will now update when the game loads.FIX: Smart grabber now correctly grabs WIRE from POIs correctly (and stores them in Wire Boxes).FIX: Databank showing the wrong maximum item count, leading players to think there were 5 more items to discover.FIX: Z-index issue for item tooltips when you have the MAP options panel open.FIX: Auto Explore is now properly turned off when stuck in a wake-up loop.CHANGE: "Travel" achievements now require way less kilometers logged to achieve:TRAVEL II now requires 500 instead of 1,000 kilometers TRAVEL III now requires 1,500 instead of 5,000 kilometers TRAVEL IV now requires 3,000 instead of 25,000 kilometers TRAVEL V now requires 5,000 instead of 50,000 kilometers EDIT:Additional quick fixes:FIX: Z-index issue for item tooltips patch from earlier causing the energy icons and floaters to cover up the MAP options panel when it is open.FIX: Biocell being listed as craftable when it isn't.ADD: Indicator icons for Blueprints found in POIs so players can easily see which one is new.That is all that is included in this patch, I am truly sorry for anyone who have lost their save-files due to the first bug mentioned aboveThanks for reading, and thanks for playing! -Kevin
- Fixed scaling of first Antumbra/Penumbra sector after Reintegration
💻补加全屏模式功能(暂不支持带鱼屏、竖屏等特型屏幕喵)个人制作游戏如坐井观天,恳求在STEAM页面打下宝贵评价,无论 恶评 或是 好评,狮子会回复每一个评价,从中吸取鞭挞、或鼓励,做出 更好玩 的作品——— 20260801.1 ———————————— #紧急修复上述版本一个错误
Added fixture completions and fleet artifact gains to offline results infoAdded basic travel calculation to offline progress if you had the ship moving, behaves similar to overkillAdded ability to view old Surface sectors in Sector Info even after Umbra has replaced themAdded indicator option for shard Antumbra/Penumbra DissonanceSlightly bumped Residuum gained from warp UChanged scaling in first Antumbra/Penumbra sector after Umbra to start lower (still ends up same scaling by end of sector)Fixed Spaceversary event extreme mode showing up before you had one of the required achievementsFixed Compute Strata loading with the wrong node selectedFixed missing stats not displaying a shard in some cases when it shouldFixed an early fleet tutorial highlight
We're still a bit overwhelmed with how crazy the release was. We just wanted to share this absolutely crazy milestone with you.Soon we will give you more details about our future plans with the game!