Only 3 days until Smashing Bottles releases!We are releasing earlier than previously announced: August 24th at 9 AM PT! So get ready to start smashing!Releasing on August 24th at 9 AM PT
Hey, we have news about localization and further updates!But first here are some bugfixes:Fixes:Fixed not seeing a selling animation while throwing a fruit to the mailboxFixed some controller prompts in the UI not showing correct buttonsFixed a rare bug when the money you have goes past 2 billion gold, it resets itself negative 2 billion and you learn about the term "financial ruin"Fixed a bug where if you shake a friend on the exit of the casino (left side of the house), they go out of boundsFixed a bug about combo gatherings going to your inventory one by one which takes foreverFixed a rare bug where sometimes if you hit a certain amount of combo, you just get infinite amount of fruit, can sell infinitely and your inventory never fills upFixed a rare bug about coin spawn rates in coop modeFurther optimizationsAdded:Added a new screen to the "end of day" menu which shows click wars results in a day. You can see stats such as who shook who, who won more those versus battles, who stole more fruits from each other.NEW FEATURES - CUSTOMIZATION - LOCALIZATIONWe read all of the reviews, all of the feedback that you give in both steam and social media couldn't be happier about it.We are aware about the coop playing optimization is not in a good spot right now but we're working on it and in every update we optimize it further.There are lot's of people naturally wanting more customization options. We would love to see more options given to our little bald guy, and there will be in the future! But we have some problems to solve first such as optimization and localization. Speaking of, we're aware of some languages not displaying properly such as Chinese. The very next update will fix our issues about localization almost completely. And it will be here soon, you won't have to wait that much.But we still might make mistakes while translating, so if you happen to come across some issue about translation you can contact us.As I've said before, we value the Steam reviews so don't...
Guilds of Mountgate – Update v0.3.1.1Greetings Adventurers,v0.3.1.1 is now live!This Steam update combines the changes from v0.3.1.0 and v0.3.1.1, with both releases primarily focused on balancing existing progression and cleaning up inconsistencies discovered as more players reach the later parts of the currently available content. Progression & BalancingMining and Farming XP progression have received another balancing pass, alongside adjustments to Herbicides.Gem Cutting has also been corrected after its resource requirements were unintentionally doubled.We've additionally cleaned up several progression inconsistencies. Riverstone Hops now correctly appear within Survival unlocks and use the proper icon, while Daily Quests will no longer ask players for items they haven't actually unlocked yet. Agility Gets a Little More DangerousPassive Agility training is no longer completely risk-free.Depending on the activity, your character can now take damage while training Agility passively, adding another consideration when leaving your character to train for longer periods. Production Failures OverhauledThe production Fail System has been completely reworked.Failed crafting or processing attempts should now produce results that actually make sense for the activity rather than occasionally generating unrelated or nonsensical failed items.This also fixes an issue where producing Attunement Powder could incorrectly result in a Ruined Extract. Better Demo ExperienceDemo players can now continue performing activities after reaching their Level Cap.Their progression remains capped at the intended level, but reaching that limit no longer effectively prevents them from continuing to gather resources, craft items, or otherwise play the available content. World & UI ImprovementsWeather effects now fade smoothly in and out, making transitions between different conditions feel less abrupt.Several issues around Stonebridge have also been cleaned up, including the position of the Stone...
An improved game tutorial has been added to teach basic starting concepts and introduce the UI slowly. More sections to come later.
TL;DR: Combat is rebuilt on real d20 rolls with a four-slot named kit, every trade has a signature ability that grows with your kills, and pets, feats and a play style switch are in. The largest update the game has had. You asked for depth. This is the answer.Since launch the same request kept coming back: more depth, more complexity, more customization, real builds. I went quiet for five days and rebuilt the middle of the game. Lowmoor still plays itself, but with builds now. The fight, rebuilt on the d20Every fight is an attack roll against a guard, then damage dice. All 179 beasts carry statblocks, 98 off SRD 5.1, and the kit is four slots of named gear from 226 arms and armour. Wounds no longer knit on the road: a breath, a camp, a bed, or the Infirmary. Modifiers climb a ladder now, so a score of 40 reads +2 where it read +15. Rests, and a road that fights backA short rest is a breath: healing that grows with CON, and INT/5 MP back. Along rest spends a camp from the pack, and the Infirmary costs ten minutes. The road is a journey now: legs hold chests, traps, ambushes, shortcuts, lost expeditions and the Forgotten Stair, and every hazard is a d20 saving throw with the ability the going asks for. Some chests are mimics; the skill wall teaches you to spot one and strike first.Casters cast, and every trade has a move of its ownSix trades put down swords they never wanted and fight off INT, WIS or CHA, with seventeen new main-hand items. Every caster speaks one prepared word a fight for 3 MP; every martial trade has a technique, once a fight, same price. Then it grows: kills buy 18 upgrade points, from your 60th to your 560,000th, and a reset refunds every point for gold. The skill wall recut, and the small magics made visibleThe Long Charter was recut to stand with the new fight: every wound figure on it is halved, the oaths were recut, and whole quarters open systems now instead of only sharpening figures. Your word or technique is your trade's own, one to each, ...
Sorry everyone — another update on the Early Access release.Unfortunately, the “Short Delay” I announced on August 10th has now turned into a significantly longer delay, despite Guilds of Mountgate itself having been ready for release for weeks.At this point, it appears that Steam is currently dealing with a significant review backlog. Unfortunately, communication during this process has been extremely limited, which makes it very difficult for me as a developer to give you proper updates instead of repeatedly having to rely on vague estimates and assumptions.Guilds of Mountgate itself is ready.The game is fully playable in Early Access, the build has been prepared for release, and I am still ready to launch as soon as Steam gives the final approval. Founder Edition players are already able to play the current version with progression available up to Level 42 per skill, so the game itself is not what is holding the release back.For anyone who does not want to wait for the Steam release, the Founder Edition is still available here:https://guildsofmountgate.de/#buyWhat makes the situation especially frustrating is that the original review feedback could likely have been avoided by using the provided test account, which was specifically prepared to give the reviewer access to the relevant content. I responded immediately to the feedback, but we are still waiting for the re-review.So unfortunately, there is currently nothing meaningful I can do to speed this up from my side.As a small apology for the delay, Demo players will also get a little more freedom with the next patch: you’ll be able to gain experience up to Level 15 per skill as of now, but after reaching the cap, you’ll still be able to continue starting activities to farm additional items and resources.I am genuinely sorry that the Early Access launch has turned into this mess. I know some of you have been waiting for the Steam release for quite a while, and I would much rather be posting patch notes and relea...
<b>Changes for Version 4.63.1698 (2026-08-21)</b> - The multiverse page shows now how much creating speed bonus you have from godly liquid or bonus points. - Right clicking the spread buttons now uses all clones instead of the set clones (pc version). - Increased the exp of z21 and decreased the exp a bit for z22 and z23. - The golden set costs now half as much as before. - The upgrade prices for the old event items are now cheaper and old event statues from the tokens can now also be upgraded with event currency while an event is active. - Fixed some typos and other issues.
Welcome Land Drifters!This update brings a few new features! Crystal TreeCheck your castle because you can now grow your tree that increases your idle crystal amount you gain. With time, it will grow larger and produce more crystals for you. You can also use the bonemeal from your inventory which will affect this tree as well!This replaces the +1 crystal you would normally average each hour and can grow to larger numbers with your tree.Boat UpgradeOn the third island you'll find a boat under construction. This is fairly pricey but should give you something to strive for which will massively increase the speed of your boat and will look nicer.Essence Shard & CrystalsYou can now convert essence into shards or crystals. This is useful for when you do not have anything to spend your essence on at the moment but want to make use out of it for later. It costs 150 to make a shard and restores 100 back. The crystal costs 650 to make and restores 500 back.Build 0.6.1The castle now has a crystal tree which affects idle crystals. Over time or with bonemeal the tree will grow stronger.You can now upgrade your boat on the third island which increases the speed.Altar now has the ability to buy essence shards and crystals to restore a some of that essence later.Fixed gathering storage T3/T4 upgrades for mining/fishing/woodcuttingArea 8 had proper leatherworking building art updated.Other minor misc changes
As promised, this week I worked on a new challenge world, and I should probably discuss it a little bit. The world is a little simpler than I initially anticipated, but this is because the original design would likely have placed it beyond ShadesNightmare in difficulty. That was not my goal. I wanted something in between Wolfy and Shades, so I had to hold back and simplify a few things. I still think it's a very fun concept, and I can certainly design an expanded more complex version in the future if I want. As part of this world, I realized that allowing buildings to exist in certain conditions was a little wonky, so I added a new feature that can destroy buildings in certain conditions. These conditions are met by Story World 12 and 14. Since this could damage existing automation, or have unforeseen consequences, I have introduced a new difficulty setting to turn off this feature. I will monitor and make adjustments as needed. Changelog New Atlas World Building destruction in some conditions, can be turned off A small new advanced research for shellworlds Misc bugfixes Small buff to awakening skills formula Deep warp for water/hydrogen storage Added a new setting to ship automation for "Energy production %" Patience can target WGC facilities Bio/resort world ecu requirement is now 0 instead of 10% of land
Optimization and Overall Game Balance AdjustmentsStage 3 has received additional optimization, and the overall game balance has been adjusted to be more forgiving, allowing for a smoother and more enjoyable gameplay experience.
Welcome to the early access release of Clickbait Tycoon! We've gone silver.Today is the day that Clickbait Tycoon is officially in early access and I wanted to start by saying thank you to everyone who wishlisted, participated in our closed beta and alpha tests, and has sent feedback and bug reports over the past few months.If you're new here, Clickbait Tycoon is an incremental idle game themed around building out an online media empire which, confusingly, takes place in an earlier timeline with advanced technology. You'll hire writers, chase trends, and aim to create maximum outrage to grow an audience over and over again as your empire expands that you increase the number of websites you run.Maybe you'll even be able to control the weather.Why Early Access?Simply put, in a game where we're chasing an audience, it should be built with one. The core gameplay is there but there is still more content to deliver upon and improvements to be made to the existing systems to add more depth and replayability.Having a small team of people is good to help find bugs and tune things, but nothing can beat that build-in-public presence that is available once you unleash your creation into the wild.Early Access is expected to last somewhere between 6 and 12 months, so full release is expected in 2027. If you want to see what we have planned, go and check out our roadmap tease.Why Clickbait Tycoon?I've had the idea for Clickbait Tycoon for many years. Being someone who has been involved in the video games media industry for a couple of decades now, you see a lot of stuff and the game is a bit of a commentary on the absurdity of the media industry while also aiming to be fun.Idle and clicker games are something I enjoy playing on the side, so combining the two seemed like the best idea one could have for the inaugural release from FrostyVoid Games.Launch Week Discount & Pricing PlansFor the first week, Clickbait Tycoon is launching with a 10% discount as a way to say thanks to every...
Small changes: - Ball values (and the counter at the top) now display their type of currency instead of the “+” and “−” symbols used to indicate whether they were positive or negative. - Added tooltips for the Easy Mode and newly added Idle Mode options, explaining what each mode does. - Fixed an issue where Pinverse could be used in any level after being unlocked. Balance changes: - Increased Blitz Ball's starting pulse value from (+2) to (+3). - Increased Blitz Ball's Value I upgrade from (+3) to (+4). - Added a 16th blitz ball at 1B. - Added a 16th balliard at 200M. - Added a 6th electropin at 100M. - Added 4 new ballatros at 1K, 100K, 650K and 10B. - Halved the price of the first 4 skilltree upgrades at the start of the fifth level.
New Features:New Puzzle Gameplay "Form the Silhouette": A new puzzle mini-game is now available! You can access it via the \ interface. The first phase features 4 beautiful illustrations of Zena.Accessory Try-On: You can now preview and try on accessories directly in the accessory interface.Currency Exchange: Added an exchange function in the shop to convert Coins into Game Coins.New Accessories: You can now use Game Coins to purchase new types of accessories in the shop, such as glasses and masks.Gift Thank-You Actions: 6 different "Thank You" gift animations can now be redeemed in the shop for a very small amount of Game Coins (practically free!).Bunny Girl Reward: After collecting the complete Bunny Girl outfit set, you can purchase the extended idle action: Pole Dance in the shop using Game Coins.Virtual Open World: Added new buildings and visual effects to the world.Weather System: Updated the weather system in the Virtual Open World. (Note: There may be some slight stuttering at the moment, and we are actively optimizing it.)First-Person DLC: The First-Person Interactive Scene DLC has passed Steam's review! We are currently optimizing it before release. Stay tuned!Optimizations & Bug Fixes:Hair Rendering: Fixed an issue where Zena's bangs would become transparent under specific conditions.Headwear Glitch: Fixed an issue where some headpieces would briefly linger on the screen when exiting the game.Accessory UI: Overall adjustments and updates to the accessory interface.Dev Team UI: Updated images and localized content in the dev team widget.
Achievements cover a mix of progression, exploration, professions, party building, unusual challenges, and more specific completionist goals. A few examples include: Reaching major character progression milestones Becoming Exalted with a faction Clearing specific dungeons and encounters Developing multiple high-level characters Completing unusual party or equipment challenges All achievements are retroactive. When the patch goes live, Emberfall Idle will check your existing save and automatically unlock achievements you have already completed. Localisation Emberfall Idle is also now translated into 10 languages: English German Spanish French Japanese Korean Polish Portuguese (Brazil) Russian Chinese (Simplified) This is the first major step toward making Emberfall Idle accessible to a much wider group of players.
Version 1.2.0.7 — World Map Refresh, Chest Loot & Log FixesUpdates Chests that require keys no longer have a drop to provide an additional key, this affects the Bone Chest and Toxic Chest. Corrupted Chest , now has a chance to give Necrotic Chalice. Updated the world map and mini map as this was outdated. Bug Fixes Fixed Homestead Portal, collider had shifted to the left instead of the middle. Fixed a Auto Foraging Bug , the thieving level requirement check was failing. Fixed an Issue with Auto Imbuing which caused the level up animation to get stuck on screen. Log Notification Fixes Fixed an issue across the Forager’s Log, Miner’s Log, Woodcutter’s Log, Fisher’s Log, and Farmer’s Almanac where notifications for previously completed entries could appear again. This was caused by older save data conflicting with the newer Star Rank system added to the Logs. Previously completed notifications should now be recognised correctly and will no longer appear again.Version 1.2.0.8 — World Map Refresh, Chest Loot & Log Fixes Pickpocketing should now be available again , i turned these off when updating the map sorry. Updated post with a fix
This is a small quality of life update, intended to explain certain functionalities better to the player, as well as fix certain issues some users have experienced. - 3 point save system, allowing for backups of game data, in case your system crashes during saving - Ultimate skills and marrow based skills are now moved downwards - First time user event prompts for multiple situations in the game, explaining mechanics and events better - Internally adding in steps towards the new Infinite mode, coming in September
Highlights: This round is about how the farm feels once it spreads out. Your Farmer used to stay tied up with whatever was closest, so Fields further out would sit ripe and untouched, looking abandoned—now they go for whichever plot has been waiting longest. Facilities that need Repair, like the Lighthouse and the Gravel Pit, now show you how much longer they need when you hover their progress bar. And the tutorial popup that wouldn't respond to clicks is fixed. Gameplay Improvements Farmer · Longest-waiting plot first: Once a crop ripens it starts counting how long it has been waiting, and your Farmer now heads for whichever plot has waited longest, only falling back on distance when several have waited about the same. Spread your farm out and the far Fields no longer sit there ripe and forgotten. Repair · Hover the bar for time remaining: The Lighthouse, Filtering Basin, Gravel Pit, Shipyard and Echo Stele—plus passages like Wooden Bridge I and the Abandoned Mine—now show how much longer the work will take when you hover the progress bar after starting a Repair. No more waiting and guessing. Bug Fixes Tutorial · Blade and fuel popups wouldn't respond: Picking a Blade during the Gem Workshop tutorial, or Fuel during the Blacksmith Shop tutorial, sometimes left you clicking a popup that did nothing, stuck on that step—especially when picking a save back up. Fixed. Gem Workshop · Dragging raw gems no longer gets interrupted: While dragging a raw gem into Cutting Priority, a fresh delivery from your miner would refresh the whole Available Gems row and drop whatever you were holding. Drags now survive it.
Patch Notes — v1.058A small follow-up update focused on Knight's skill tree and additional formatting fixes.Main ChangesSkill tree updatesFixed an issue preventing the Duelist from starting a run and skill tree camera (now for real)Rebalanced the Knight skill tree and added new upgradesUI and formatting fixesFixed additional text sizing, spacing, and border issuesImproved formatting across tutorialsCorrected UI elements that appeared too large or too small
- Removed "Watch Ad" quest: The mission to watch advertisements has been removed from the daily mission. - Added Exit Button: Added an exit game button to the settings menu.
The Campaigns tab has been merged into the Corruptions tab
Patch Notes — v1.057Our biggest post-release update yet, focused on a new font, improved multilingual formatting, equipment balance, progression, and bug fixes.Main ChangesFont and localization updateChanged the game fontImproved text formatting, spacing, and sizing across the gameFixed missing translations and layout issues in different languagesLocalized speed tooltips and corrected several percentage valuesEquipment and perk balanceRebalanced weapons, armor, equipment rarity, and stat scalingHigher-level and rarer equipment now provides more consistent valueRebalancing armor, helmets and boots. Some equipment can now provide both Armor and HealthFixed several perks, enchantments, and gold-based bonuses not working or displaying correctlyProgression and QoLEvents are properly placed in every character’s skill treeFixed the Duelist skill tree camera and inability to start a runGame speed is now remembered between runsAdded clearer price tooltipsCombat and visual improvementsIncreased the Duelist mini-boss’s attack speed and damageAdded missing Giant death animationImproved hit effects, text popups, and character VFXBug fixesFixed UI appearing over the creditsFixed Furious enchantment feedbackFixed various tooltip, spacing, upgrade, animation, and localization issues
Bug fixes: Auto-selection of the purchased saw Tips for moving Added mouse movement controls
NEW AQUASCAPING CHALLENGE - "Crevasse Dwellers"Who hangs out in a crevasse anyway?Shout out to @lilmizzfizz for their Hanging Vines tank from last week's challenge!You can find the theme each week in the Fish Game Pause Screen. Post your submissions to #aquascaping-challenge in our Discord with this week's challenge in the text, and they may appear in the pause menu of the game!
The V0.040 client update is now available on Steam. Availability of some online features depends on server maintenance progress and the current in-game status. The early-game New Player Guide is still being improved. If you need help, please join one of the following communities: QQ Group: 1098841891 Telegram: https://t.me/+KkKgOeeWXbM0NmM1 Discord: https://discord.gg/2g6mZfAPq 1. Improved the startup flow for Battle Rooms and Battle Preparation, fixing battle-state inconsistencies that could occur during reconnection, automatic battle start, or event synchronization. 2. Level 1 Enhancement Stones and Level 1 Protection Crystals can now be used on equipment up to LV5. Clear feedback is shown when a target exceeds the supported level. 3. Added direct Gold and Egg Coin exchange through the World Tree SEED. The base rate is 10,000 Gold = 1 Egg Coin; the actual tax rate, tax amount, and settlement result are shown in the current SEED Bank quote. 4. Reworked the Town Bank exchange interface with consistent exchange units, quotes, balances, reserves, settlement feedback, and clearer error messages. 5. Added Town Management Logs for successful construction, policy, gathering, Boss, battlefield, and population-facility actions. The log view can refresh the latest entries and load older records. 6. Activated Town Population Facility management. Material requirements are previewed from the current population. After activation, newly started Wild Gathering jobs receive a 30% speed bonus for 24 hours; the effect cannot stack while active. 7. Reworked the Town Specialty page to better organize specialty status, basic information, development actions, and material comparisons, with improved permission switching, previews, and scrolling. 8. Expanded Wild Gathering from 17 to 26 activities and from 7 to 10 categories. Desert, Plain, and Ocean categories have been added together with their reward pools and display text. 9. Fixed access, specialty-instance, and data-refresh synchroni...
Begin your journey, master the art of throwing fireballs, grow stronger with every stage, and prove that you have what it takes to become a true fireball master. Jump into the game and let us know in the comments which level you’ve managed to reach! Jump into the game and let us know in the comments which level you’ve managed to reach! 👀