I see a lot of people playing! Thanks for returning for the release :) I decided the game needed a couple more things to rebalance it.ChangelogCaps on the printer prices, hopefully making it easier to fill rooms with one type of printer, though I don't think this is an optimal strategy.Industrial printers are much faster to warrant the price, They used to be slower than an IDEX while costing more than twice as much, so there was never really a reason to buy one.IDEX and Industrial printers now unlock with rooms instead of reputation. IDEX comes with the Office, Industrial comes with the Factory. Should lessen confusion with reputation gates.Related to this I put in a failsafe, if you already own one of these printers you keep them and you can still buy more. The amount of users this effects will fall off eventually, but it's a nice catch all to prevent balancing effecting anyone.Hope you're enjoying the game, thanks for playing
Fix issue with crops in act 3 becoming invisible at the edge of the screen on higher fov than 60 Added option to rebind WASD movement to other keys(Sorry Lyut for missing this
Patch Notes Changes: - New LED panel progression system - A high number of satellites now worsens the aluminum shortage. The protective scratch layer on lottery tickets has started to degrade, causing the LED panel to be more effective - Coins now snap magnetically to the slots on the wooden stand - Tweaked ticket printing sound - The phone now stops ringing if the player doesn't answer the call - Optimized some texture maps Bug Fixes: - The microscope no longer gets stuck in walls - Fixed the issue with endless calls from Mom - Blackjack lottery tickets with 22+ points can no longer be picked up and redeemed - Minor graphical artifact fixes More content and balance updates are on the way and will be dropping soon!
NewWorker System Five worker slots have been added — workers mine for you while you play. Each worker generates income on a one-minute tick, the income collects into a pool, and you claim it whenever you like.Worker slots unlock automatically as you reach certain floors (250 / 400 / 600 / 800 / 1000). No purchase or diamond cost is involved.You assign a pickaxe to each worker; the pickaxe's damage increases that worker's income.A pickaxe can only be used by one worker at a time.A single standalone "Collect" button claims every worker's pending income at once. It turns green as soon as there is anything to collect.Each slot shows income per tick and the amount accumulated since your last collect separately. The worker's name, description and lifetime total are shown in its tooltip.On Prestige, worker levels and pending income are kept. Only pickaxe assignments are released.Pickaxe Selection Panel A new selection window handles assigning pickaxes to workers. Pickaxes you don't own are hidden, pickaxes already in use by another worker are dimmed, and hovering one shows who is using it. To remove a pickaxe, use the X button on the slot itself.Dynamic Currency Display The currency display in the top bar can now be cycled with the forward/back arrows, so you can keep whichever currency you want on screen.Other additionsThe Prestige rewards panel now has a title.A "Give Up" option was added for tasks.Bulk action buttons (x1 / x10 / max, and "buy all / upgrade all") were unified into one consistent system.Balance and system changesBuy, upgrade and skill costs for pickaxes, suits and pets can now each use a separately configurable currency. As a result, the icon shown next to a price always matches the currency you actually pay — previously some screens always displayed the gold icon.Upgrade prices on the Prestige page now show their own currency icon as well.Worker upgrade cost was reduced to a single formula that scales with slot order.Worker income no longer loses fractio...
Every Ally Has Their Own Deployment Rhythm As the climb progresses, twelve named cultivation allies join one by one. Each deploys automatically from the starting floor on an independent timer, with no shared unit cap. While the battle continues, you decide whose growth receives the next Spirit Stones. Develop your companions Improve Attack, Health, Speed, and Summon timing separately Use x1, x10, or x100 batch purchases to allocate Spirit Stones quickly Keep allies with different deployment timings entering the tower battle Meet them through the Compendium Once an ally is unlocked, you can view their full character art, profile, and growth record. Starting with the early companion Yun Zhi, gradually gather twelve allies with distinct attributes and deployment timings. Add Cultivation Tower to your Steam wishlist
🏰 Patch 0.14.9 — Tower Ascension & Combat Reliability 🏰 Tower Ascension 🟠 The first Tower Ascension is now offered when Tower 1 reaches Floor 1,000, before its Guardian fight. Existing eligible characters receive the same option, and later Ascension gates are unchanged. 🟠 After Ascending, Auto-Combat can now combine up to nine previously cleared ordinary floors into one Reclamation fight. Bosses, Guardians, Eclipse encounters, repeated or manually selected floors, checkpoint backtracking, and new-record floors remain individual fights. 🟠 Every reclaimed floor still grants its own XP, Gold, drops, quest credit, kill credit, and session progress. Divine Gear progression, Ascension rewards, and save progress remain preserved. ⚔️ Combat & Offline Progress 🟠 Nullwell Siphon’s healing now scales correctly with level and combat stats online and offline while preserving its Max HP safety caps. Its tooltip and Combat Mathematics entry show the corrected healing. 🟠 Offline Auto-Cast now correctly calculates area damage and non-Bleed damage-over-time effects. Hybrid abilities such as Nullwell Siphon apply their healing without being omitted or counted twice. 🟠 Each character now uses its own offline timestamp when loading or switching characters, preventing another character’s activity time from shortening that character’s offline progress.
Additions Blueprint and catalyst drops now appear in the item drop log, with their rarity and their slot or stat. The wiki has a new Daily Quests article, in English, Spanish and Chinese. Bugfixes Fixed premium subscriptions and wire transfers failing when you typed the amount instead of using the plus and minus buttons. Fixed the item drop log going blank for players with auto scrap enabled. Fixed an answered squadron invite still showing on every login and blocking you from joining any squadron. Fixed a finished daily quest still holding one of your five active slots until you claimed it. Fixed the squadron panels breaking right after you leave or get kicked. Fixed the squadron PvP member list breaking for members who never got the Velari pet. Fixed the Korin enhance popup marking the wrong material as the one you were missing. Pet descriptions now say ship parts instead of items, which is what the drop boost actually covers, and they are no longer stuck in English for Spanish and Chinese players. Fixed the daily quest difficulty chip and dates like Last seen showing in English for Spanish and Chinese players. QoL The discovery dialog now shows the catalyst you found while exploring. The squadron member list now shows the quality of the node each member is gathering on, and how much offline time they have left. The squadron PvP member list now shows the Velari level instead of a check icon. The header now fits narrow phone screens without wrapping.
Hi, it's me, FVS, the solo dev of Ballatory!This update fixed a bug where you may not be able to unlock a skill tier due to "not spending enough skill points".Cause: there are skills that require a certain stage. Somehow, the game didn't unlock those skills for you when you reached those stages.How to fix: if you think you encountered that bug, here's how you can fix:Update the game to this version (1.0.8) or later Re-launch the game; make sure all the modules you ever unlocked are being unlocked in the current prestige.Do a prestige. Revisit from Tier 1 and look for newly unlocked skills. Spend Skill points on those skills so you can unlock a new tier.I'm sorry for the negative experience 🙇♂️Thank you to the players who reported the bug.Special thanks to Locdown for providing the data needed to identify the bug.
Retiring on Arc I now pays 2 prestige points where it paid 25. A full Maw run pays 406, exactly what it paid before, and nothing you have already banked is touched. Module II moves the other way: a whole Vale run is 1,852 points where it was 85, and beating the Count is 700 where it was 2. WhyA player measured it and filed the report: beating Arc I took them about two minutes for 25 points, and beating Arc V took about four hours for 370. Farming the doorstep was the best prestige in the game by a factor of ten, and it got better the more you did it, because Speed is bought with the proceeds and has no cap. The cause was that five of retirement's six rows paid for breadth rather than depth: rank attained, bosses felled, beasts mastered, gold on the table, skills taken. All five fill inside the first hour. A run closed at Arc I was collecting 23 of its 25 points for work that cost it nothing. Every row but the depth row is now paid at the share of the descent you actually walked. The depth row is paid whole, as it always was, which is why a full descent does not move by a point. And Module II was underpaid by the same arithmeticThe Mourning Vale's table was cut against a Maw whose depth figure later doubled, and nothing came back to update it. For five days Module II was worth 5% of Module I by the hour. The end clamp was a second fault on top: it read the chapter you had reached rather than the one you had closed, so the whole of the Vale's depth payout landed for entering the last chapter, and beating the Count, 86 hours and four endings, added one rank and one boss. Both are re-cut. A whole Vale is now 99% of a whole Maw by the hour, and its last chapter is the best-paying stretch of either module. Eleven fixes An oath opens once one of its two rings is closed, which is all eight skills. That puts it at about the 221st skill of a run, where it stood at the 214th. An oath already sworn is untouched. Retire says why a shallow run pays nothing, instead of showing an ...
Here's a few quality of life changes based on your feedback and some bug fixes. Bug FixesResearch Potions now convert correctly when claiming the last upgradeWindowed mode now stays windowed and recenters on loadCollections now keep their scroll position when using the scrollbarIncome per min now goes to $0 when you sell all your dinos Food now stays within the habitat bounds so eggs can eat it! Quality of LifeScenery becomes transparent when hovering over it - adjustable slider in the Gameplay > Habitat settings. Made it clearer what Palettes are for by redesigning them into mini habitatsPack Boosts now have unique dino silhouette icons to reinforce their pack typeCleaned up the wording on the basket to be easier to skim Updated Offline Time text in the Help to match your current time Updated all scrollable shops to start at the top when switching tabsSlight adjustment to bounds to better match the habitat book shapeAs always, keep that feedback coming in, especially about the small stuff! Have a great week.
Revised NG+ treasure chest reward tiers. Fixed Luxurious Chest drop bug in NG+. DLC content updated. Players who own DLC *Three Souls Scripture* can collect exclusive daily stipends from Han Tie at the Bounty Board.
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 The Battle and Town Activity client protocols have been upgraded to V0.034. To prevent old and new runtime states from being mixed, please update the client before entering battle, forming a party, or challenging a Town BOSS. Older clients cannot use the affected features after this update. 1. Reworked Battle room lifecycle and current activity recovery. Each player can now belong to only one solo or multiplayer room at a time, while room creation, joining, leaving, disbanding, and long-idle expiration are handled by the server. The Battle Hall and preparation screen also restore an existing room, battle, Auto Battle, or settlement before allowing another activity, reducing blocks caused by stale states. 2. Added official room-code parties. Multiplayer rooms display a copyable 12-character room code, and Publish Recruitment, Copy Room Code, Join by Room Code, and Quick Join are now separate actions. Entering a room code targets only that room, and an empty input can no longer trigger Quick Join by mistake. 3. Strengthened room switching, disconnection, and retry protection. When a player explicitly joins another room, the server atomically leaves or disbands the old room and joins the target room. An active battle, Auto Battle, or unsettled result protects the current activity. A normal disconnection does not immediately leave the room, and a long-idle room expires safely only when no protected activity exists. Network retries no longer repeat ready-state, loot-rule, or recruitment changes. 4. Unified automatic Skill and Item control. During Auto Battle, automatic Skills and automatic Items are always enabled and cannot be manually disabled. During a manual battle, both controls start disabled for each battle and may be changed only for the current ...
更新四个终极天赋 修复了图鉴奖励异常的问题
ContentTier 4 Sawmill and Mine have been added.The Hospital has been completely replaced by the Mixtorium, a new crafting building with two tiers.Three new neutral resource sites have been added: a woodworking site, a fish-processing site, and a stoneworks.BalanceEncounters have been completely rebalanced: nearly free rewards have been reduced, event pacing has been slowed, and the distribution of risks and difficulty has been revised.Output from a number of harvesting recipes has been reduced, while timers for advanced activities have been significantly increased.Neutral resource sites now have far more charges and can support more players, but their work cycles take much longer.Shards have been rebalanced: effect combinations and availability have been revised, and new shard types have been added.The Merchant's buy and sell assortments and prices have been revised.ImprovementsEncounters and neutral resource sites have been redistributed across sectors for smoother and more predictable progression.
Key Fixes (Detailed)Storage bug fix: Fixed a bug where, as storage expanded, later page numbers became unclickable, making stored equipment impossible to retrieve. This was caused by page numbers overflowing beyond the window width and getting hidden. No stored equipment was lost — it remains in the same location as before. The same issue in the Tasumon list has also been fixed.Exploration slot pricing fix: Fixed a bug where, after gaining free exploration slots, the price of the next purchase was incorrectly inflated. Price is now determined solely by the number of purchases made. Players affected by the inflated price will have it automatically corrected on next launch.Skill slot overflow fix: Fixed a bug where learning more than 4 skills made it impossible to select skills properly.New Item: "Arcane Crystal" (Detailed)An item that lets you re-choose all skills for one Tasumon. Basic, job-exclusive, and awakening skills are preserved.Uses a two-step confirmation to prevent mistakes: first shows which skills will be forgotten by name, then requires a second press to confirm.Will be distributed as an operator gift, as an apology to players affected by the past bug.Save Data Protection (Detailed)Added cloud sync support — you can now continue playing after switching PCs.Implemented measures against Sphere Grid point loss and unintended resets.Previously, failed skill data loads would simply disappear; now they're safely stored and can be restored later.Rare & Hidden Jobs (Detailed)Fixed a bug where Rare Jobs (e.g. Samurai) would revert to a normal job upon evolution. They will now remain Rare Jobs through evolution.Tasumon already converted to a normal job can be restored to their original Rare/Hidden Job from the Status screen (this choice is permanent).Exclusive skills can now be inherited through synthesis (without using a skill slot).Added a Rare/Hidden Job section to the Compendium (unencountered jobs shown as silhouettes).Other Changes (Summary)Spec changes: To...
Greetings, CivIdlers, I am preparing a “surprise” content patch for CivIdle (well, not a surprise anymore) to celebrate the release of Restitutor. This patch is scheduled to land on stable on Sep. 8, the same day Restitutor releases. Keepers Of Our Server Special Day The “Keep Our Server On” Pack helps keep our servers afloat amid ever-increasing costs. As a thank-you, I want to add a reward for Keepers Of Our Server without adding unfair advantage and breaking the game’s balance. Keepers Of Our Server can set a special day (such as a birthday or anniversary) which will appear on the game’s calendar (also added in this patch). On that day, every player receives +1 Production Multiplier and Building Level Boost for all buildings. {STEAM_CLAN_IMAGE}/43106564/47bd02718fdded017cecee3bcef1f87929aed89a.png The special day can be changed once every 360 days. To help with beta testing, I will reset the cooldown once for everyone when this patch lands on stable. The game’s calendar also shows the birthdays of Great People. Revamp of Older Civilizations CivIdle has received constant updates over the past two years, introducing many new features and mechanics. Some of our older civilizations, which predate these updates, feel a bit out of date. In this update, I am revamping four of our oldest civilizations: Roman, Greek, Egyptian, and Chinese to bring some of these newer mechanics to them in a backward compatible way and put them on the same-ish level as the newer civilizations. Circus Maximus {STEAM_CLAN_IMAGE}/43106564/6fe15fbea9e256e261252645ee32c4791f71f0e0.png Old: +5 Happiness. All Musician's Guilds, Writer's Guilds and Painter's Guilds get +1 Production and Storage Multiplier New: +5X Happiness. All Musician's Guilds, Writer's Guilds, and Painter's Guilds gain +X Production and Storage Multipliers. X = this wonder's level Change: Circus Maximus can now be upgraded, and its bonuses scale with its level. Colosseum {STEAM_CLAN_IMAGE}/43106564/32ff97e037ff5cbc2bd105b11951d...
Patch 1.1 Changes:Save slots are here. Three slots with Load, New and Delete (with a confirmation step). Your current progress automatically becomes Slot 1. The New Game button can no longer wipe your save.Double or Nothing. We see that many of you are arguing whether or not the flip is fair, and guys, it is NOT rigged… We have been thinking about what to do in order to make it more “fair” (which is impossible by design) but you can now turn the coin before the toss. Right-click (R1 on controller) to flip the coin and choose which side you want to start with.Fixed the launch crash on some Windows PCs. The game could crash at the loading bar on certain setups (the DirectX 12 issue from the discussions). We applied a fix so the "delete the D3D12 folder" workaround is no longer needed.Steam Cloud fixed. Saves now sync correctly between devices (PC and Mac included), and Family Sharing accounts no longer see each other's saves or pop each other's achievements. Every account now gets its own save folder. Fixes:Bills and the Collection Book are no longer blurry on Low graphics.Medium graphics no longer renders at reduced resolution.Fixed a crash when relaunching the game after playing on Low or Medium graphics.Piggy Shuffle: We saw some of you found a “hack”, we have been thinking about leaving it in or not as we think it was still hard to tell lol but once you got it the minigame became really unfunny to play :( so now the piggies no longer give away the winner through their idle wobble.Double or Nothing: There was a small bug with the winning stack, now the coins/gems pile up cleanly.The gold coin explosions on critical hits now respect your Coins settings.Fixed a bug where glowing piggies would be disabled if motion effects are off.Settings and accessibility:Motion Effects off now disables everything, hammer camera movement, screen shockwave distortion, and the main menu parallax.The mouse is only locked to the window while aiming. Menus, pause and results free your cu...
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.65 is now live! This update provides proper workspaces for our newly arrived mythical felines and fixes some bureaucratic errors in their inventory files: 🖼️ UI Upgrade: Default Backgrounds for Lion & Jianzhou Cats Added brand-new default background images for the and . (Our mythical beasts with ancient Eastern powers no longer have to work suspended in the void. As seasoned cyber-capitalists, providing luxury desks for top-tier employees is the least we can do.) 🛠️ Inventory Quality Display Fixed Fixed a bug where the , , and were displaying incorrect rarity/quality borders in the inventory system. (The quality control department of the Floating Life Pawnshop has been penalized. These noble T4 live models were incorrectly tagged in the warehouse, almost making our bosses think they pulled counterfeits. Their high-dimensional rarity glows have been restored!) 🛠️ Text Display Anomalies Fixed Fixed text truncation and layout misalignment issues for the three new cats (Water Ink, Lion, Jianzhou) across various UI panels. (The ancient archives attached to these cats were too heavy, temporarily breaking our cyber-text boxes. The UI layout has been reinforced with dark matter to ensure their lore and skills are fully legible.) Please restart your Steam client to apply the update. May your margins be green and your drops be legendary!
local backups now, no forced saving, server issue that prevented saving the game resolved
Guilds of Mountgate – Update v0.3.0.7Greetings Adventurers,v0.3.0.7 is now live!This update takes another important step towards one of our main goals for Guilds of Mountgate: making Vellgar feel like a world that continues to exist around you rather than simply waiting for the player.The centerpiece is the first version of our new Living NPC system, but that's far from everything. Friends, Private Messages, player statistics, improved Storages, Farming additions, a major Auto-Health overhaul, and many smaller improvements are also included. Living NPCsSelected NPCs can now do much more than simply repeat predefined dialogue.Living NPCs can remember important interactions, develop different relationships with the player, and interpret the same actions differently depending on their personality.Their reactions can also take previous interactions, mood, trust, weather, and events happening in the world into account.The first four NPCs prepared for the system are Innkeeper Mira, Warden Fenna Reed, Hanna of the Fork, and Steward Elira Voss.This is the first iteration of a system that will continue to grow significantly throughout development. Meet Edric WayfarerWe've also introduced our first fully traveling Living NPC: Edric Wayfarer.Edric follows an actual route through Vellgar. He stays in settlements for a while, physically travels between them, and is unavailable while he's on the road.But his journey isn't purely visual.Edric transports regional goods between settlements, meaning his travels can actually influence the local economy. His schedule continues even when nobody is online and remains consistent for all players. Friends & Private MessagesThe social side of Guilds of Mountgate has received a major expansion.You can now search for other players, send and accept Friend Requests, maintain a Friends List, block players, and exchange persistent Private Messages.Unread messages are tracked directly within the Social interface, which has been integrated into the ...
The “Sound of Destruction,” “Unlock Me,” and “You Can’t Complete It” levels have been fixed. The timer now starts only after the player makes the first movement, rather than from the very beginning.
New DLC content: Three Souls Reincarnation is now available. Complete reincarnation runs to earn rare rewards including Reincarnation Chests, Soul Awakening Seals, and Soul Refining Stones. New Game+ rewards adjusted: EXP and Spirit Stone gains now scale up with each successive playthrough. Skill multipliers increased for both Body Cultivation and Spell Cultivation.
https://store.steampowered.com/app/4267800/_/ After the last round of playtesting for Bandit Simulator TD, we received a ton of feedback and suggestions from our players! Now, the game has entered the full-content development phase. We'd like to continue sharing some of our recent fixes and progress with you: Advanced Tech System Complete Overhaul We've completely reworked the advanced technology system, consolidating the previously cluttered tech tree into distinct technology branches that correspond to specific building types. Now, you only need to upgrade simple technology directions to not only gain multiple tech bonuses simultaneously but also unlock higher-tier buildings. {STEAM_CLAN_IMAGE}/45936264/28cbfccf1eb331be8ba5140edbc0375441182636.png Base Tech Tree Optimized The corresponding base technology tree has also been optimized, with more logical and streamlined progression steps. {STEAM_CLAN_IMAGE}/45936264/53022510ff8fb884395e5f62550611a032309838.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the ga...
- Fixed card display values (boss damage deal/take cards now dispaly 2% instead of 0.02% and so on - Made card tier scaling more logical
Optimized the issue where the backpack right-click menu kept refreshing continuously during use. Added an active reincarnation feature.