Hello everyone! The moment is finally here. High Above is now available to play on Steam! I really want to thank each one of you who followed me along this journey. To all of you who played the demo, left comments, feedback, joined our community, shared your creations, and gave me words of encouragement - thank you, from the bottom of my heart. Being a solo dev can be a lonely existence at times, but having you cheer me on and chat with me throughout this time was a really cool experience and an unforgettable moment in my life. So thank you soooo much! I also wanted to let you know that the 1.0 launch of High Above is not the end. Far from it. I want to add more content to the game, such as more furniture, props, and especially pets and animals! I have ideas of my own of what to add, but I would love to hear your ideas too; what you would like to see, what you would like to improve, fix, etc, etc. I can’t promise I will put in every request, but I will do my best. Here is a little roadmap that I’ve prepared. Hope you’ll like it! {STEAM_CLAN_IMAGE}/45547062/e69e25b8810f0b535dba078ee468636954e69828.png Alright, that is it from me! Hope you will like what I’ve made. High Above is now available to play, and there’s a 20% launch discount for it too. Let me know what you think of the game, which theme you like the most, and please, share your creations with the rest of our community and me right here on Discord. Your future update input is most welcome there, too! Thank you once again for all your support. I hope you’ll enjoy High Above. See you at the rooftop! Alex
Hello fellow gooser, We hope you’ve been enjoying the Goose.exe mode so far! Here’s a hotfix update to improve the Goose.exe experience based on your feedback. Changelog You can now click the Poop button while pooping to instantly claim all poops in the queue Mac users should no longer experience flickering when clicking into other apps Thank you!Sweaty Chair Studio
The goal of this update is to improve the new player onboarding experience with more starter tasks, better rewards, rebalanced costs and mechanics, and several UI adjustments to reduce clutter during the early-game. New Content: Extended the new player "Starter Tasks" and increased their rewards. This should guide new players through a few more mechanics than the tutorial previously covered, as well as give them a stronger start with more resources and upgrades. Changes: Added a max stack limit to several mastery skill bonuses. Kill enemy tasks/missions/challenges/etc. now include ALL enemies, including bosses and ultra bosses (it previously only counted normal mob kills). Automation is now unlocked at wave 1k, rather than 2k. Only a few functions are available at wave 1k, and their energy costs to unlock and upgrade have been reduced to be more affordable at these lower wave requirements. The auto-level heroes function cooldown has decreased by about 50%, so it activates much more often. It also has a new upgrade to increase the amount of gold spent when activating this function (it previously always spent all of your gold, but now it only spends 50% until you upgrade it). This is a minor change that is meant to balance the new reduced cooldown. Added "Max Game Speed" into the video ad pool (active play bonus) for new players. It is removed from the reward pool when you already have max game speed from upgrades/premiums. Buffed several early-game Combat Styles and made the downsides much less punishing. Increased the max level of the rare range Rune from 10 to 15. Improved several early-game Rank Exp and Energy Income upgrades to ease this bottleneck: Buffed a few early-game rank exp and energy income Synergies, Milestones, and Challenge rewards. Reduced the cost of rank exp in the Research and Prestige menus (only for the first few early-game levels, late-game players will be unaffected). Increased the max level of energy income in the Prestige menu. Increased the...
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While this is a mostly normal bug fix update, it's also HUGE in terms of the effect it has on the game. All values across the board have been fully transitioned to a new BigNumber numbers system that allows for true theoretically infinite scaling. With this change comes a huge fix to saves that had issues with values going negative. If you got so far that your currencies went to negative 9 trillion for example, this version fixes that!Unfortunately if your save was marked as corrupted by the game, or you saw "inf" values anywhere then that save could not be saved (pun intended). I hope you guys enjoy, and I look forward to fixing all the new bugs I'm sure y'all will find!Fixed the hover information for prestige points not appearing correctlyFixed some mining expedition upgrades not appearing until a currency was unlockedFixed a small issue with Rubble currencyChanged all number systems over to the new BigNumbers system (Mantissa based values for the people who know) allowing for proper "infinite" scaling without causing overflow issuesAdded a small patch that will convert old saves automatically, fixing most broken saves with negative value issues (Unfortunately if your save says corrupted in the loading screen I was unable to fix that)Removed the level cap for the mimic (Was 2.9k, is now theoretically infinite)Revamped the max upgrade button, should be more reliable and cause less lag for massive overcharge levelsMade it so the "Max" upgrade button truly buys the max amount of upgrades instead of silently capping at 50-100 per clickGame shouldn't stutter as bad anymore when clicking the "All" upgrade button (Unfortunately not perfect, yet)Added a new suffix system for numbers, (Ex. 1m, 1b, 1t, 1Qa, 1Qi, 1Dc, 1A, 1H, 1AB, 1ABC)Changed the max level and max overcharge level for Mining Rig upgradesRemoved overcharge caps from Reinforced Drills and Rig Module upgradesAdded the ability to use percentage values in Gamblers Den and Potion Brewer quantity boxesFixed an iss...
I'm happy to announce that the digital artbook for my game is now available on Steam.This release is a collection of visual work created throughout development, offering a closer look at the style, atmosphere, and creative direction behind the game.If you’re interested in the artistic side of things or just want to spend more time with the world, this might be worth checking out.The artbook is available now!
🍎 New PlatformsmacOS Compatibility: The game is now officially available and optimized for Mac users! 🚀 Performance & Technical OverhaulMassive Late-Game Optimization: Resolved game crashes and the 1 FPS issue during high-density scenes.GPU Instancing: Now utilized for coin rendering, significantly reducing draw calls.Burst Compiler & Job System: Gambler and coin logic have been moved to high-performance multi-threaded operations.Result: Smooth performance even when the screen is flooded with gamblers and loot.Special Thanks: A huge shout-out to @DexTag on YouTube! He managed to absolutely break the game, which helped us identify exactly where we needed these massive optimizations. 🔧 Bug Fixes & AdjustmentsTutorial Pacing: Adjusted early-game tutorials to be less intrusive for a smoother start.Whale Gambler Fix: Fixed a bug where Whale Gamblers would get stuck on a single machine.🗓️ Road to 1.0We are officially heads-down working on the Full Version of the game! We are currently targeting a May 2026 release. It’s getting closer every day, and we can’t wait to show you the "big picture."Want a look behind the curtain? If you’re curious about new features or want to see some exclusive sneak peeks, come hang out in our Discord server! It’s the best place to get notified first and chat directly with us.📝 We Need Your Thoughts!Please stay in touch with us! You can Join our Discord or Fill out our feedback survey. Thank you so much for helping us build a better game! A Note from usIf you’re enjoying the demo, please consider Wishlisting the full game! Wishlists are the lifeblood of indie games on Steam, they tell the algorithm that this is a project worth showing to more people.
Reduced the cost of several upgrades to speed up progression.
Raccoon Packer: Mischievous raccoons bring you the weirdest items to pack. Fit everything perfectly, add the right stickers, then ship it off. A cozy, satisfying packing experience with a touch of chaos. Check it out on Steam and don't forget to add it to your Wishlist!
Hi everyone, I'm working on a new content update! If you want a sneak peek at it, right-click on the game in your library, click on "properties", click on "Game Versions and Betas", and then enter this password: ReallyCoolGamingThe game should update to version 1.1.1! This version includes:"Super" upgrades that let you run through the whole game, but insanely fast!More ascension and non-ascension upgrades!Hats for your balls! (gumballs)An auto-fire feature! (after all, the game does have "Idle" in the title...)Look at the windmill!!! Isn't it cool??Thanks so much to everyone for your support! The reception of the game has been great!-Vincent Poteet
The past year has been truly exceptional for us. We want to thank everyone who has been with us during Early Access, for every single feedback, discussion on Steam, and message on Discord. We read everything, and many of these comments have had a real impact on the game's development. It's thanks to you that Junkyard Builder is where it is today.Leaving Early Access for the full version doesn't mean we're done with it. On the contrary, we treat it as the next step. We still have a lot of ideas and plan to further develop the game in future updates.Regarding the full release itself, we've primarily focused on improving the quality and polishing what we already have in the game. Instead of a revolution, we focused on improvements that should be noticeable in everyday gameplay:Key changes:Completely rebuilt refinishing system: now cleaning, grinding, and painting show full texture details instead of flat colors, and dirty objects have a new, more realistic look.Improved terrain quality: We've added an "Anisotropic Filtering" option in the video settings, which eliminates blur and sharpens surfaces.Improved shadows and LOD system.Clearer textures for rusty objects.Added sounds for machines and vehicles.Two new cars to assemble.New collectibles: 21plastic toy cars to find.Minor fixes and general improvements.All changes we made during Early Access can be viewed HEREJunkyard Builder is currently on sale but if you would like to buy the game at an even more attractive price, you can choose something from our prepared bundli:https://store.steampowered.com/bundlelist/3339330/Junkyard_BuilderWe recommend:Thank you for being with us and we hope you will continue to support us in the development of Junkyard Builder.
Announcing the Zoo World DLCThis Zoo-themed world unlocks 16 additional levels for Coloring Voxels. Visit the Zoo to see magnificent animals from around the globe, living in perfect harmony!Discover the wondrous life that is on this planet one voxel at a time!Available for $1.99, £1.79, or your regional equivalent. The pack will be released on the 17th of April at 20:00 GMT+1/12:00 PDT. To win this DLC for FREE, join our Discord and enter the competition!
-You will be able to convert your talent points into mastery points when you have beaten the game. It will take 10 talent points to create 1 mastery point. When you have more than 10 talent points, a red outline over the total talent point frame will appear. Clicking this will open the talent point conversion frame. -Added 2 sliders inside the settings. Here you can choose the maximum pop-ups for both ores and gems. This will only effect how many pop-ups are on screen at once, not how many resources you get.
Fixed the bug with not showing the game on load (probably)Fixed the crash with o_defender in the error message (probably)Now you can shrink the game window down to 320x180
Balance UpdateGoblins! I was working on a this update for weeks, adding a skilltree to make the game more easier but right now it dropped the completion time from 6/7 hours to 30 min! (67!) Dice ChangesBuying more D4s is now much more affordable in the midgame.Each dice type now has its own cost curve.Lower tier dice are cheaper to stack in bulk, while higher-tier dice are more expensive per unit but far more powerful individually.Goblins Changes Hiring lategame goblins is significantly cheaper. Your goblin army can now actually reach full strength without selling your soul.Buying your 4th and 5th car is now less expensive. Prestige RanksRank % gold rewards normalized!Gold Skill TreeThe D4 through D20 buff nodes in the gold skill tree were, let's just say... suspiciously cheap now should be priced right. Self pat in the back Genius. Each dice tier's nodes now cost gold proportional to the power they give. D4 buffs are affordable early, while D20 buffs require serious investment.Higher tier dice nodes scale up significantly. D20 crit buff should feel like a milestone, not a freebie.Base Costs & Level Scaling IncreasedThe overall cost formula for skill tree nodes has been tuned up. Each level costs more than before, making nodes a meaningful commitment. You'll still unlock early nodes quickly to get rolling, but maxing the tree is now a real endgame goal. Choices matter more, you'll want to prioritize which dice buffs to invest in first. 100% completion should feel like an achievement, not 30min run!TLDREach dice tier has its own identity and power level!Your goblin workforce is cheaper!Every prestige rank rewards as intented.The gold skill tree pricing rebalancedKeep on rollin goblinsJohan
* Added: Leafscender Safe Mode to keep 1 input leaf in reserve (unlockable via Coal shop) * Changed: Vital Violins can be used in restricted areas (e.g. Cursed Halloween) * Changed: Leafscensions UI improved * Fixed: challenge options do not overwrite the main options file anymore * Potentially fixed: sometimes, saving failed when using a language with special chars
🌍 A new territory awaits… Africa - Nigeria is now LIVE in Downtown Mafia! 🇳🇬🔥Step into the streets, take on thrilling new missions, and expand your empire in one of the most dynamic cities yet. Do you have what it takes to dominate Nigeria and rise to the top?
- New assets added (graphics and audio) - Implemented new sound effects - New items available for collection
Spring Equinox Event Note: To start this event, you must complete the quest “Burnout”. Spring is springing! The Dark World is alive and buzzing with activity. Earn special rewards during the Spring Equinox Event, which takes place from April 9 to April 19. Stone Story Ascension Alpha UpdateThis Thursday, we will also be introducing the first of several Alpha updates for Stone Story Ascension. The upcoming chapter focuses on Gems, a new item category for Ascension. Gems are powerful additions to your arsenal, allowing you to customize your items in a variety of ways.Want to get access to the Stone Story Ascension Alpha? You can still back us on Kickstarter with a digital Late Pledge!Link to Ascension Kickstarter: https://www.kickstarter.com/projects/rexgames/stone-story-ascension-a-deceptively-simple-idle-rpg -SSRPG Team
- Rebalanced Phasic spawn frequency for better pacing and feel- Fixed an issue where free upgrade floating text could merge with other messages
Heya! Here's a quick patch This update has changed & added the following things: Fixed an issue where the game would crash on very late-game progressions (more specifically when earning rebirth points). Thanks for playing - Seyloj
Fixed untranslated text in spawn selector screen Fixed charged shot description not showing in selected language First sortie achievement no longer triggers during tutorial
Hi everyone! I've updated the game again, to address some issues and implement some recommendations from players.For now, this build has been set to the unstable branch, so if you'd like to use it right away, select that option from the Game Versions page on the game's Properties window, but be aware that there may be bugs I haven't caught yet.The changes are as follows:Added an Uncapped Framerate toggle. This may cause some minor abnormalities with animation speed.You can now scroll the map with the arrow keys.Fixed a possible crash that could occur on the hexology grid.Altered most timing systems used in the game to use delta time, meaning that things like tool speed, mana regen and smelting are no longer slowed down when the framerate dips. This should also make the playtime and autosave counters more accurate.When you have 10 or fewer objects/hexes/monsters remaining, the map markers created by the Hexagram will now all appear simultaneously instead of one at a time.Fixed a rare bug where the player could become incapacitated and not recover.Added an Accuracy upgrade to Endless mode.Poison can no longer deal lethal damage.Fixed the wrong music playing on cave/underworld islands in Endless mode.Made some adjustments to game balance in Endless mode, basically making the early islands easier and the later ones harder (this still needs some work).Tutorials no longer pop up on each new run in Endless mode.Reduced the unlock condition for the Survivor and Unstoppable Steam achievements from 25 and 50 to 20 and 30 respectively.Sparkling hexes now appear in Endless Mode.Fixed a bug where some objects' max HP increased upon loading a save in Endless mode.Fixed an oversight where Gravel hexes on the Hexology board didn't take Sanguine hexes into consideration when calculating their mana generation value.Altered the selection of buffs available from totems in Endless mode. Totems will now attempt to give you a buff that isn't useless (for example, if you've already defeate...
Translations are taking longer than expected, so here are the other fixes that were going to be included in that update. Translations are coming next! Changes: Fixed achievements not always unlocking Fixed using DirectX3D12 not closing the game properly (and not allowing anything else to launch) Contract requirements are based on your fastest 5 min average rate for each weapon/material. This should make the requirements more achievable, even when you buy large amounts of materials at once The Cash Stack visual is now tied to the "Production Visual Amount" as well The buy/sell amount dropdowns use the number formats correctly now Fixed an issue with the ending text and credits not displaying correctly Fixed a few issues with the dark mode theme The research visual does not impact performance as much now Updated the demo to reflect the current game, and also now demo saves carry over to the full game
Fixed a bug that locks players that had unlocked all titles receive their trophy.