Celebrate Steam’s Pins & Pegs Fest with huge discounts! Grab Idle Gumball Machine at 30% OFF Until Aug 20!Thank you to the 11,875 players who have purchased this short and relaxing Plinko-style INCREMENTAL game! If you haven’t had a chance to check out Idle Gumball Machine yet, why not start your pinball journey right now? ːsteamhappyː
Hah, and I thought after release 2.0 I'd be feet up on my yacht in Monaco*.I made some changes, thanks for your feedback. ChangelogLots of optimisation. Game should run about three times faster. (my code was/is horrendous)Worked on the money popups so they're more reliable at high speed.Print progress bars don't jump when just started by a worker.Orders arrive two to three times faster, and the board holds up to ten at once instead of five. The extra offers you were meant to get at 70 reputation weren't working correctly, so that is fixed too.The window can now shrink to half the width of most screens, so you can play alongside a browser or a video. The top bar wraps instead of hiding the pause and settings buttons.Added a prestige section to the help menu explaining how the bonus is worked out. A few other help entries were out of date and have been corrected.*Disclaimer - I do not have a yacht and have never been to Monaco
Optimization When the system detects that the player has no weapons, it will automatically grant the player a lowest‑tier weapon.
The Singularity Perks/Penalties tab has received a major overhaul!
- Fixed an issue where the "No Room Left" achievement could trigger without actually having filled every slot with special pins. - Fixed an issue where certain pins wouldn't reset their state when using Auto-Retry.
Tavern Board - whole-roster party listings Publishing now posts your entire guild roster as one grouped party listing instead of one character at a time. Other players can hire the whole party for a raid, or pull individual members into a dungeon party. The Tavern Board's "Players" browse section now server-side samples real player listings (rate-limited, capped) instead of an unbounded fetch that got slower as more players posted. Accounts with leftover per-character listings from the old model are recovered automatically, once. Login/session fixes Fixed a flash of the sign-in/create-account screen for already-logged-in returning players, caused by a race between local-save loading and auth-session restoration. An involuntary session drop (idle refresh-token expiry, cross-tab sign-out) now flushes and mirrors your save before falling back to the logged-out view, instead of risking a save that looks like lost progress. Offline-progress correctness (4 bugs fixed) Raid parties containing hired guildmates or Tavern mercs would clear once during an offline session and then sit idle for the rest of it instead of continuing to farm. Any raid — including bot-only parties — already sitting on its victory/wipe screen at the moment an offline session began never resumed at all, for the whole gap. The Tavern Board's daily assist-token cap was keying off the real calendar date instead of simulated offline time, silently capping multi-day-offline lenders at one day's rewards. Dying in a dungeon (solo or full party wipe) never auto-retried, live or offline — fixed to auto-retry once death fatigue clears (~60s), with a visible countdown on the wipe screen. Infrastructure Two Supabase migrations applied to production for the party-listing feature (backward-compatible with any not-yet-updated client).
1.03.10 Rebalanced the campaign. Added enemy indicator icons. Reduced the difficulty of challenges. Increased rewards for levels 12+. Fixed save issues on macOS.
Thank you to everyone who has bought Void Salvage, shared feedback, reported bugs, or supported the game since launch. It means a lot, and I've been working through that feedback to improve progression, clarity, balance, and several of the game's systems.If you've been enjoying Void Salvage, please consider leaving a Steam review. Reviews are one of the biggest ways you can help the game reach more players.Version 1.2.1.2Bug FixesFixed Flagship defeat visual & input lockFixed Milestones:"Follow the Static" now correctly counts towards Ping POI event."Curiosity Killed the Cat" no correctly counts towards jumping to Unknown POIsFixed Typos:+1 LOT to +1 SLOTCore UpgradeAvailable to Core Upgrade Availableversion 1.2.1.1Core Upgrades & ProgressionAdded two new endings: True Ending and Bypass Ending.The Flagship is now available on every 10th Sector.Added System Wear Avoidance, reducing the chance for equipped SYSTEMS to take damage.Meld upgrades can now be leveled up to allow higher-tier SYSTEMS.Critical Damage output has been increased to +1.5 per level.Reaching Continuum 5 now also unlocks the Ship Bay.Ships & Ship BayPurchased ships now carry over globally between save slots.The Ship Bay can now be viewed from regular areas once unlocked.Ship purchasing is now gated by your highest Sector reached instead of your current Sector.Ships with built-in SYSTEMS now start those SYSTEMS at Tier 3 with 3 Integrity.The Ironbound now starts with 1 slot.MilestonesMilestones now display a progress counter.Unachieved Milestones can now be pinned to the top panel during gameplay.Black HoleJumping backward or forward through a Black Hole no longer removes currently equipped SYSTEMS or weapons.Added a jump-distance selector above trajectory cards:1 Sector5 Sectors10 Sectors20 Sectors~ to jump toward the first Sector or highest Sector reachedAdded Jump Bypass, allowing you to jump directly to Jump 9.Loot & SYSTEMSThe number of loot cards now dynamically increases based on the number of ...
Galactic Overthrow has now been updated to version 1.2. This update includes a few bug fixes and optimizations to the simulation, as well as laying the ground work for some future updates (more on that coming soon).New FactionA new 10th faction has been added to the game, so hop in and check it out. I wanted to get the roster filled out to the full 10 planned since the initial release, but needed some significant changes to the systems in the game to be able to support some of the things I wanted to do with new factions going forward. This update has made some of those options possible, so I've added a faction that utilizes some of those changes.Changes to SystemsThere should be no visible gameplay changes to anyone who's been playing already, and your save files should be able to seamlessly support these changes (and the additional faction unlock) with no issues.The main intent of these changes was to remove some of the development short cuts I'd made close to release and to pave the way for future changes in a much more manageable fashion. Things were a bit hectic from release, and then a small break, so I wanted to get back and get those things fixed and out of the way.Generally this means research data, and planet data are handled more efficiently and more generically when it comes to gameplay modifiers. A big area of limitation was around randomized effects, choosing between options, or being able to dynamically disable / enable certain techs and effects based on factions and game state.Bug FixesThere were quite a few minor bugs and issues that popped up over the last month as the player base has increased. Overall the game has been stable with a very limited number of crashes during this time, but some visual inconsistencies and gameplay hinderances have been improved.Fixed an issue with the goals and objectives list not updating if a menu was opened around the same time. This was a race condition that was not easy to hit, but thanks to some dedicated playtest...
Highlights: This round answers a few pieces of feedback we've heard from you lately. First, many of you had already logged 50+ hours on Steam, yet the "Island Veteran" achievement still wouldn't unlock—that came down to how we used to count playtime. It now tallies your total time across all your save files and syncs with Steam Cloud, so it lines up much better with the hours on your Steam profile. Second, by popular request for more trading-post automation, auto-sell gains a new "Reserve" mode: set an amount to keep on hand, and the post only ever sells your surplus. Third, we've made expedition base rewards more worthwhile—every success reliably pays out coins, with more exotic ingredients too. Thank you to everyone who shared suggestions. Gameplay Improvements Achievement · "Island Veteran" now counts across all saves: Before, playtime was counted per save file—so if you started a new game or hopped between several saves, your time got split across them, and none ever reached 50 hours. The achievement could stay locked even when your total on Steam had long passed it. Now it counts your combined playtime across every save and syncs with Steam Cloud, matching what you see on your profile. Long-time players won't start from zero—the game seeds your total from your longest existing save. Trading Post · New "Reserve" trading mode: You can now set a reserve amount for an item at the trading post. The post automatically moves everything above that amount into the sell area, always keeping your reserve in stock, and keeps topping up the sell area as you produce more. Paired with "Loop" caravans, this gives you a hands-off "keep some, auto-sell the rest" setup—one more way to run your trade. Items with a reserve show a small loop icon in the top-right corner, in both your inventory and the sell area; hover or right-click to view or clear it. Expeditions · More worthwhile base rewards: By popular feedback, an expedition's base coins and supplies felt too thin. Now every s...
新增传说戒指【精准指环】- 传说护符【破界护符】 修复毒刃附魔意外不生效的问题 修复追猎者之眼意外不生效的问题 调整骑士技能-反击姿态
FEED THE AI just reached 10,000 WISHLISTS! Exactly one week before launch!I honestly did not expect it to go this far.The game is ready, and I'm slowly wrapping up the last things around the Steam page, marketing, and everything else before release.Thank you so much to everyone who played the demo, wishlisted the game, shared it, or gave me feedback along the way. I really appreciate all the support! ❤️FEED THE AI releases August 24th at 4:00 PM CEST / 7:00 AM PDT.See you in exactly one week!
Greetings! An important annual event for our local industry has begun - Ukrainian Games Festival 2026!We are extremely excited to participate in this year's Ukrainian Games Festival and stand alongside many other talented developers. Therefore, on the occasion of this event, we are launching a -35% discount on My Little Someone!
VOID PACHINKO IS OUT NOW!!We're thrilled to finally reach the public release of Void Pachinko!The public demo gave access to the first era of the story, while the full game spans 4 additional eras. Altogether, we expect the game to take most players ~4 hours total.We've also made the OST available if you wish to show additional support. Be sure to check out the Supporter Pack bundle for the best possible price!Pins & Pegs FestSteam is running an event entirely dedicated to all things Pins & Pegs. This includes pinball, pachinko, plinko, bowling ang more! If you're a lover of physics-based randomness, then this event is just for you!We're pleased to shout out our friends over at Okomotive who are also participating in the event with their pinball roguelike, PinKeep!BUNDLESPaired Publisher Packages2 Left Thumbs has published a few other games that we felt would pair will with Void Pachinko. Support indie devs and publishing with any of these available options!Multi-Game MegabundlesRavenous for a specific genre of game? We've got you covered! Check out these beefy megabundles for a wide array of quality games to check out.Pins & Pegs - Games inspired by pachinko, plinko, and other peg-like gamesIncrementals - A wide array of distinct indie incremental gamesAdditional BundlesThis link takes you to a landing page with ALL available bundles. We did our best to pair with other games and developers we're fans of, in the hopes of spreading the love between our games and introducing you to some fresh and fun indies!
- Fix missing gold prestige point - Make most monuments available from the start - Add clearer explanations to Vassal Doctrine tooltips and Royal City tooltips
The Eternal Woods is releasing today! It's been fun getting it to this point and I hope you all enjoy it.
Upgradia will be updating in the next hour, please allow 20 minutes for maintenance to complete. Hello Adventurers! This update focuses on fresh UI customization, new cooking content, clearer combat feedback, profession quality-of-life, and a few important follow-up fixes from recent reports. Your suggestions and support have been amazing, and we have already managed to add many of them to the game in the last couple of weeks, and more are planned for future updates too, keep the ideas coming! New UI CustomizationDark Mode has been added as an unlocked-by-default graphics option.An Always Night graphics option has been added.Players can now unlock and select UI Theme Colors for the main panels and tabs.New UI Theme Colors include Ocean, Forest, Royal, Ember, and Starry.New UI Theme Dyes can very rarely drop from dungeon enemies and dungeon chests.Dungeon Chest preview windows now show the new UI Theme Dyes in their possible cosmetic dye drops. New Cooking ContentAdded 11 new Basic Fire foods, including 6 Mana-restoring cooked items and 5 Stamina-restoring cooked items.Added 15 new Cooking Station recipes focused on Mana and Stamina restoration.10 existing Basic Fire foods now restore a second resource as well as HP.Basic Fire has been updated.Basic Fire now has HP, Stamina, and Mana filters in the Add to Queue list.Basic Fire and Cooking Stations now continue more reliably after switching tabs, windows or offline. Journal And Profession Quality Of LifeCrop, fish, forage, and mining selection panels now have expandable views.Equipment can now be compared against currently equipped gear. (Press Shift while hovering) Bank storage now supports Shift-click quick transfer.The Village Lake now has its own fishing board.The Village Pond now has its own fishing board.The Journal now has a search bar across the full journal.Journal search results can be clicked to open matching detail views where supported.Profession auto tooltips now render above cards and panels correctly. ...
Guilds of Mountgate – Update v0.3.0.8Greetings Adventurers,v0.3.0.8 is now live – including its first hotfix!This is a smaller update following the much larger v0.3.0.7, but it continues expanding progression while improving some of the systems introduced over the last few updates.The Skill Level Cap has been increased to Level 42, Edric's travels through Vellgar are becoming more tangible, the Journal is easier to navigate, and Cooking receives another step towards more convenient late-game production. Progression Continues to Level 42The maximum Skill Level has been increased to 42, opening up the next small stretch of progression.We've also adjusted the XP curve from Level 40 onwards following the first players reaching the new progression range.This will continue to be an ongoing process as higher-level content is introduced and we get more real player data for the later parts of the game. Meet Edric on the RoadEdric Wayfarer's journey through Vellgar is becoming a little more physical.If you and Edric are traveling along the same route in opposite directions, you can now actually encounter him on the road.This is another small step for the Living NPC system towards making NPCs feel like inhabitants of the same world rather than characters that simply appear at predetermined locations.So if you know Edric is somewhere out there – you might actually run into him. Journal SearchAs the Journal continues to grow, finding specific information has naturally become more difficult.You can now search the Journal directly, making it much easier to find resources, recipes, discoveries, and other information you've already collected. Bulk Cooking & Thin PaperNew Bulk Cooking recipes have been added for later Cooking progression.These provide more convenient options for producing larger quantities once you've progressed far enough, rather than requiring the same early-game production methods forever.Thin Paper can now also be crafted and purchased from the trader in Smallbro...
Fixes:Frequently changing HUD tips (gamepad - keyboard keys) on some devicesTime display issue fixed records between X:XX:000 and X:XX:099 do not display the leading zeros. For example, my time for “nicesboys” in Krakow Bus Station, from Chapter 1, is 0:45:004, but in the leaderboard it appears as 0:45:4. Continue button starts the last opened levelSetiings button no longer blocked after returning from settings and try to open settings again in main menuLevel button no longer blocked when leaderboard is shownImprovementsLeaderboard always shows top 3 positionsUI navigation by holding up/down buttons for keyboard and gamepadLeaderboard doesn't closes when level selection changes
Nullpoint Abyss Hotfix Fixes Fixed a Chrono Harness interaction that could eat your loot. Pressing Escape right after an instant redeploy could drop you to the hub or main menu while the raid kept running in the background; its loot (including chase items) was never delivered. Leaving to the hub or menu is now impossible while a raid is live. If you lost an Infinity Fragment to this, message me. Fixed Chrono Harness sometimes eating loot on instant extraction. Everything you earned in the raid now always arrives. The Underlord and the Nullpoint Herald no longer leave a Death Echo clone. The clone paid out full boss rewards a second time and double-counted UNDERLORD KILLS on the leaderboard. Sorting a full stash can no longer delete items. Sort now tries rotating items to fit; if it still can't re-pack everything, it safely cancels and leaves your stash exactly as it was. Null Visage, Abyssgaze Optics and Choir Dampener can now actually be equipped. The Underlord's head relics were missing their slot data; ones already in your stash are fixed automatically on load. Signal Broker reputation unstuck. Buying from his shop (flux and cash) now grants standing XP. By design he is the longest reputation grind of any trader; your existing progress carries over. Fixed a black screen when pressing Esc on the extraction summary and starting a new operation. Esc there now behaves like CONTINUE. Focus and Resonance Fragments can no longer target DEBUG augments. Existing useless ones re-roll to a real augment automatically on load, keeping their level bonus. Damage Reduction on the character sheet now shows properly. Mythic sources (Aegis, Bulwark, Padded Straps) and Null Visage's rolled DR now count into the row, matching what combat actually applies. Old Aegis and Bloodthirst items now show their real values (+10% damage reduction, +8% max HP/s leech). The effect was always correct; only the label was stale. Fixed 1x2 fragments looking stretched when placed sideways in your inve...
v1.0.1 is live. Here is what changed. ■ Number notation extended (by request) In English and Chinese, abbreviations were capped at q (10^15) by design, and anything above it displayed as IMMEASURABLE. Beyond q there is no single convention in English, which is why it was left there. Following a request to see the higher tiers, units were added — qi / sx / sp / oc / no / dc … — so figures now display up to 10^69. That is higher than the Japanese scale reaches. For reference, the Japanese notation has always gone up to 10^68 (無量大数). Switching the language to Japanese is another way to see the full range. ■ Fixed a rounding error that shifted numbers by one tier While extending the units, a floating-point error surfaced: 10^33 displayed as 999no instead of 1dc. It came from dividing repeatedly, and the Japanese notation had the same symptom (10^32 showing as 9999澗). Both are fixed. ■ Currency icon fallback fixed The gold icon used a relatively new emoji, so systems with older fonts rendered it as tofu (☒). It has been swapped for one that renders reliably on older environments. Two other icons in the same situation were replaced pre-emptively. ■ Stage list now shows the materials you can farm there (by request) Since it was hard to tell which stage drops what, material icons are now listed in the stage select. Go to a stage that shows the icon of the material you are after. Hovering an icon shows the material name. ■ How saves work (worth knowing) Saves in this game are tied to your Lv10 account. Without knowing this, it is easy to assume a save was lost. Playing without logging in … the save exists only inside the browser on that device. Clearing browser data erases it, and it does not carry to another device Playing logged in to a Lv10 account … the save is also stored server-side, so you can continue on another device or on the Steam version Saves are separate per account … logging in with a different account will not show your previous progress. It is not deleted —...
Hey folks!Really happy to announce that we are now officially accepting playtesters for Grandpa's Bee Haven. Request access directly from the store page and share your feedback! ːsteamhappyːKind Regards,Mihkel
Hey all! We're super excited to announce that EXCREMENTAL GAME JUST LAUNCHED!Grab yourself a copy & let's cover the world in poop! And if you want to support us further (and get an extra skin in the process), feel free to check out the Supporter Pack! Aaand if you enjoy the game, please consider leaving a review - it helps us more than you know! ❤️Cheers!Nic & Julia Hooded Traveler Games
New fish: the Rummy-nose TetraA small characin, known at a glance by the blazing red of its nose. What makes this one special is the way it shoals. The more of them you keep, the tighter they draw together — wheeling and changing direction all at once, like a flock of birds. Now and then one takes the lead and the rest fall in behind it. And this fish is very sensitive to its water. As the tank gets dirty, that red nose quietly fades away. You don't need to open a meter — just watching the tank is enough to notice something is wrong. Note: unlock it from the SP Shop. A new object and a new plantGrand Piano — a black grand piano resting on the bottom. One is enough to turn the whole tank into a stage. Fish cross over the lid and slip between the legs as they swim. Dwarf Hairgrass — the first foreground plant. It stays low, so a single clump at the front brings out the depth of the tank right away, and fish weave through the blades. Fish LoupePress the 🔍 on a fish's chart and a round lens rises just above it, magnifying that fish and following it wherever it goes. Even when it slips behind a plant or a rock, the star of the lens stays in view. However shy your fish is, you will always know where it is.Algae on the glassAlgae slowly grows on the front glass — an update that lets you feel the time passing. The glass clears wherever you wipe it, so once it starts to bother you, give the tank a clean.Toward more lifelike swimmingTo bring them closer to real fish, they now bend their bodies into a C and sweep through each turn in an arc. Enjoy watching your tropical fish move more like the real thing.
Factions in the multiplayer server act normal, you inherit the colour display and faction label, can participate in equal resource exchange, the faction marketplace, the aid board, leader elections can take place and expeditions can be placed as normal by the leader. Factions created by independents now get a stronghold placed nearby the leader Can now add an escort fleet to your cargo route freighters Added more colour coding and symbols to the stationed ships to differentiate them on the map