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 Farm client protocols have been upgraded to V0.033. To prevent runtime data from different versions from being mixed, please update the client before entering battle or operating the Farm. Older clients may be unable to access these features. 1. Improved current Battle activity recovery. When entering the Battle Hall or preparation screen, the client now asks the server to identify the player's current room, manual battle, Auto Battle, or settlement state and resumes the correct page. If a battle is already active, the client will not mistakenly create a new room or enter another runtime. 2. Fixed first-battle handoff and reconnection ownership for Auto Battle. After Auto Battle starts, the client can immediately query the same session's server state instead of waiting for a complete battle payload before the first transition. Account changes, session changes, and older requests cannot route the player into the wrong Auto Battle session. 3. Strengthened containment and exit protection for invalid Battle runtimes. Deterministically corrupted states now receive bounded server handling instead of unlimited background retries, and the same error can no longer block a player's active abandon request. Cancellation and abandonment continue through the formal settlement path, preserving evidence and safely returning eligible assets. 4. Fixed crop maturity refresh while remaining on the Farm page. Every planted or watered plot continues to redraw with time progression. When a crop crosses its maturity time, the page automatically reloads the authoritative server state, so leaving and re-entering the Farm is no longer required. 5. Strengthened Farm freshness and concurrency protection. Batch actions, tools, resources, and plot confirmation are ...
The closed Steam Playtest for My Party Is Grinding is now live! Want to join? Visit our Discord and send a direct message to MPIG Team with “Playtest application.” Playtest keys are limited, so please apply soon. We will send one free key per person while supplies last. We will post another announcement when tester recruitment closes. Join our Discord: https://discord.gg/deQqR7myHH Test schedule Ends August 21, 2026 at 08:00 UTC Requirements • Windows or macOS PC • Steam client and an internet connection • Keys are free and limited to one per person Please note • Playtest progress will be reset and will not carry over to the full release. • The Trade Vessel and Steam Community Market are disabled during this test. • This is a pre-release build, so balance and data may change and brief maintenance may be required. • Please keep your key for your own use. Do not share, transfer, or resell it. Bugs and feedback Please report bugs and feedback in #bug-reports on Discord. Including your OS, the approximate time, reproduction steps, and a screenshot is especially helpful. Beware of impersonators Official operators will never ask for money, your Steam password, a login code, or a file download to deliver a key. Activate keys only inside the Steam client. Thank you for helping us prepare for release!
The 1.0.1 hotfix helped, but several of you came back and said the game was still running badly. You were right. Thank you to Dark-Noir, maplesyrupghost, stan, YaSHivaDa and shpasic for reporting it with specific detail - that's what let me find what I'd missed. Last patch I fixed the system that was SENDING too many updates per frame, and stopped there. I never checked what the systems RECEIVING them were doing. Two of the worst offenders had nothing to do with that bug at all, which is why some of you saw bad framerates with zero particles and nothing running. PERFORMANCE - five separate problems, all fixed: - The Periodic Table was rebuilding all 118 element buttons every single frame (~28,000 style objects per second), even while you were on a different tab. This was the biggest cost in the game, and it got worse the more elements you owned - which is why it "got laggy at higher numbers." - The ambient hum was a 3-second sound that wasn't set to loop, so the game re-synthesized the entire audio buffer from scratch every 3 seconds, forever, on the main thread. If your fans were spinning up, this was why. - The atom animation drew its four orbit rings as 256 separate line segments every frame - to draw shapes that never change. - The click sound was also rebuilt on every single click. That's specifically why fast clicking was worse than idling. - The project was set to Godot's Forward+ renderer, a full 3D lighting pipeline. This game draws circles and buttons. Now on Compatibility, which is far lighter and should help older GPUs most. AUDIO SETTINGS NOW SAVE Turning the sound off didn't stick - the save file stored thirteen things and not one was an audio setting. Volume, SFX and ambient hum all persist now. Thanks maplesyrupghost. FIXED BROKEN CHARACTERS IN THE UI I'd used emoji the engine's default font has no glyphs for, so they rendered as empty boxes - the splash screen was literally showing a box before the title. All replaced with plain text. Thanks stan. A...
Hi everyone, Recently the game has been released and got way more attention than we expected, and the reviews come with bug reports too, we have quickly fixed them: Lost XP/Points when resetting: This was supposed to be a simple feature to help player testing different upgrade paths without grinding repetitively. However it turned into a nightmare of technical development. We have been fixing and testing this again and again and somehow it still slipped through. We hope this is the final fix as we spent hours on testing with the new build! Clicking Buy Unit doesn't work while a game controller (PS/Xbox) connected: Dev honestly has been dizzy while developing at night and put a line "If gamepad connected, don't allow to buy unit with mouse". We've removed it, sorry about that.Added Custom Cursor toggle settings: This might help some players with lagging problem with the in-game cursor, I think it only happens on low-end devices? Thank you our players and also the local community for supporting us, we will keep the game updated and preparing for new free content. Abubu Dance!
【Important】!!!Due to Baptism changes, \ are no longer useful and will be converted back into \ at 6x after this update.The bonus reward for completing all Market Orders has been changed to 5 \.【Improvements】Equipment Corrupt effects no longer include any negative outcomes; only positive effects remain.Prison Prisoners can now display Mutated Skills.Preferred Skills now also affect Mutated Skills.Changing the Godsworn selection also syncs to Temple slots.【Balance】Legendary Prisoner appearance chance increased by about 250%.Mythic Prisoner appearance chance increased by about 300%.Golem upgrade costs reduced by 30%.Doom stage monster attribute scaling reduced.【Fixes】Fixed Exploration Progress refresh potentially causing Treasure stages to stop combat.
Fixed the issue where the small arrow could block other UI elements. Reduced poison gas damage; increased Sniper Rifle and Shotgun damage. Reduced the Drone’s mining stats. Fixed the volume adjustment function. Fixed the Detonation Ray range bug. Fixed the bug that prevented Darts from attacking enemies. Fixed a bug where the “Lucky Star” item could trigger infinitely and grant unlimited items.
1.和赤尻马猴切磋后会显示详细的技能伤害数据了 2.灵宠装备现在可以在强化窗口进行强化了 3.灵宠装备强化至20级可进阶,品质提升并增加一条随机属性 4.灵宠装备的随机词条中 新增致命和破罡 5.仙坊中妖魂玉页面新增洗练石,可用于洗练灵宠随机属性 6.仙坊中妖魂玉页面新增玄银晶,可用于灵宠装备进阶
- Replaced Crimson Knight with Shadow Knight in the shop - Replaced Baguette title with Iridescent title - Replaced RGB Legend title with FF15 title - Replaced Eternal Champion title with Only the Click Matters title - Replaced Oni Maid title with Final Boss title - Fixed an audio bug causing freezes and delayed sound playback (NAudio) - Reworked Agility: increases faster early on, but the more points you have, the slower it grows, evasion can never reach 100%
优化调整:1.所有战斗的银两奖励上调20%Bug修复:1.修复了挖到法宝【天都洛阳铲】时,法宝图标没有正常显示的Bug2.修复了器灵坊逻辑中体术伤害与仙术伤害增加的百分比上限数值显示错误的Bug
Ladies and gentlemen, friendly: 1. Optimize the sorting function of equipment backpacks and treasure backpacks 2. Enhance Chaos Artifact Pangu Kaitian Axe: Attack% 30+Penetration 20 → Attack 98%+Critical Strike 43.5%+Critical Damage 214%+Penetration 78% 【 Xuan Yuan Sword 】 Critical Strike 40+Critical Damage 90 → Critical Strike 107% (Full Critical)+Critical Damage 254%, Entry Slot 3 → 4 【 Eastern Emperor Bell 】 Life 25%+Death Free → Life 102.5%+Defense 88%+Block 43.5%+Damage Reduction 15%+Death Free Chaos Taoist Robe: Defense 30+Damage Reduction 15 → Anti damage 166%+Damage Reduction 20%+Defense 88%+Bloodsucking 10% Kunlun Mirror Armor: Block 20+Return 2% → Block 97.5%+Damage Reduction 58.5%+Return 3%/s+Vampire 10%, Entry Slot 3 → 4 【 Shanhe Sheji Tu 】 Total damage 35+Total attribute 15 → Total damage 83%+Total attribute 49.8%+Elemental response 137%, Entry slot 3 → 4 【 Hongmeng Pearl 】 Full attribute 25% → Full attribute 63.5%+Bloodsucking 58.5%+Penetration 58%+Divine power 98%+Kill and heal 8% 【 Tai Chi Diagram 】 Reduce damage by 20+Bloodsucking by 15 → Reverse damage by 127%+dodge/block by 43.5%+Reduce damage by 20%+Bloodsucking by 15% 【 Flipping Seal 】 Attack 25+critical damage 40 → Attack 73.5%+critical damage 180.5%+penetration 78% 3. Open the Ten Thousand Realms Star Map - Demon Realm Map Thank you for your support and feedback. I wish all fellow Taoists continued success on the endless road!
FeaturesAdded 2 more secretsQuality of Life improvementsDouble-click a machine to select every machine of that type on its connected belt networkFixesFixed the factory placement previewFixed Bank Capacity WarningsFactory placement bounds have been tweakedWhen auto farming, farm plots no longer revert to 4 upon ascensionPerformance fixesTweaked ascension rewards displayTweaked offline progress tracker to also display secondary and factory gains as wellFor the factory, level gated recipes now unlock during offline catch up As a small development team reviews help a lot. Please consider leaving a review, much appreciated!
Your journal, your gear, and everything you've bought are untouched. Aquarium The big feature of this patch. You can now show off your best catches instead of selling them. • Right-click a catch and send it to your Aquarium. It leaves your bag and frees the slot • Start with a fish bowl and grow into a proper tank. Bigger vessels hold more fish to brag about, and you can name yours • Click a fish in your aquarium to see its full story • Visit a friend's aquarium from their profile and see what they've been hoarding • Not enough? Right-click any catch and Show in Chat to brag about it right there on the dock • Changed your mind? Release a fish and you get its full FP value, same as selling. It asks first, and asks louder if it's a Legendary UI / QOL Some UI adjustments were made. • The exit button was previously hidden if Show Background was enabled. It now shows over the background. We hate to see you go, but we won't force you to stay by hiding the exit button! • Slight borders around the window when moving or resizing. Who had difficulty resizing their window with background off? Because we sure did. • Shop renamed to Tackle. Gear moved here as well so you buy and equip everything in one place • Bag renamed to Catches. Your Aquarium lives here too Fixes • Players sometimes showed up without their outfits. They get them now • A handful of things that were cut off or showing raw text We've already got more features actively in the works, but we're always fishing for ideas :) Any requests? Comment them here or post in Discussions.
New Goods, Cars & Mystery Cabooses New Goods and Cars Added Grain as a new good. Added Mail as a new good. Added the Grain Hopper car for transporting Grain. Added the Railway Post Office car for transporting Mail. Cross-Country now produces Grain. International now produces Mail. Economy and Balance Update Tourist Bay now offers the best price for Grain. Frontier now offers the best price for Mail. Added secondary Grain and Mail demand at additional destinations. Balanced the new goods so every cargo type remains valuable somewhere on the map. The trip assembly screen now displays your projected Top Speed and Estimated Time, making the tradeoff between more cargo and slower travel clearer. Mystery Caboose Draws Cabooses are now purchased through a mystery draw for 15 Tickets. The draw cycles through the available cabooses before revealing your prize. All 9 caboose types are available, each with equal 1-in-9 odds. The shop displays every possible caboose, its bonus, odds, and how many you own. Added new purchase-confirmation and prize-reveal popups. Caboose Rules Cabooses provide powerful bonuses for one trip. Your caboose is consumed only when the trip finishes. Cancelling a trip returns the caboose to your inventory. Visual and Interface Improvements Cars now appear behind the engine in the order you selected them. Improved the appearance and alignment of freight-car wheels and underframes. Made the shop’s “New offers in…” timer larger, darker, and easier to read. Pressing Escape now opens the Options menu in-game and from the main menu. Speed and Trip Improvements Long, heavily loaded trains now move more clearly on screen without changing their actual trip time. Arrival slowdown now begins only within the final 0.75 miles of the destination. Fixed visual-speed settings being suppressed for too long at the start of long trips.
The final beta tasks on my board are complete and the game is being released.Beta players will keep their game as a thank you for all your help debugging, features suggestions, and general feedback, some of you went above and beyond and I really appreciate it. The new release price will be $0.99 (once I figure out how...)Changelog:Steamworks fully integrated, things should work more smoothly with Steam.Achievements available to earn!
Your progress is safeNo reset. Nothing you already own is taken away. Everything you have charted, crafted and unlocked carries forward into Horizons. Exploration is now seven tabsWhat was a single screen becomes Teams, Missions, Regions, Modules, Discoveries, Projects and Frontier — each opening as you earn it, not all at once. Missions A four-card board. SAFE takes the guaranteed haul; BOLD risks it for double — and a miss still pays the safe haul, so a bold call is never a loss. Rewards are quoted the moment you LAUNCH, which means parking a mission to wait for a better multiplier can no longer change what it is worth. Regions Chart a region to open its deep route. Master it to unlock STABILIZED, trading the hazard for reliability. Every route states exactly what it yields and what it costs before you commit. Modules Five ranks each, and a rank's price is quoted once and never rises. Six advanced schematics unlock through Projects. Discoveries A 48-entry field catalog. Charting a region files its first entry; missions there turn up the rest. Complete a set for a permanent bonus, and point RESEARCH FOCUS at one to double it. Projects Twelve permanent works, four stages each. Contributions survive a Legacy Cycle, and a stage's price never rises — so raising production always makes an old project easier, never harder. Frontier Eight segments per Legacy Cycle, each banking a permanent CONTINUITY ATLAS credit. Atlas ranks are kept across every cycle you will ever run. The interface has been rebuiltNew frame art throughout, and a single nav rail down the side in place of buttons scattered across the Bridge. Screens that used to hide inside other screens are pages of their own now: Statistics, Daily Login, ARK Recovery Orders and the Token Store. Related screens merged rather than multiplied — Events joined Goals as PROGRESS, Awakening joined ANOMALY, Automation joined BUILD, and Deep Surge folded into BOOST. Ranking moved onto your Player profile, and Legacy became a s...
- Reduced the 2 prestige upgrades that provided additional prestige points slightly - Fixed an issue with the FPS and Vsync settings
Hi everyone!First of all I'd like to thank everyone who has played Fellwood so far.A lot of players (rightfully so) called out that having a single building was better than having multiple buildings and that the prestige points were easiest to gain by farming the beginning stages of the game, so this update is to hopefully fix these 2 issues as well as a few other smaller bugs.Single Building Damage ChangesThe main culprit for this was the axe building, due to the compounding effects that having a high ricochet count allowed. So I did have to slightly reduce the max ricochet count. After more thorough testing it was due to the level up options that made the axe so much stronger, it compounded its benefits much better than any other projectile. I went back and forth on how to handle this, but I decided on adding a new multiplier called "Building Diversity" (you can see it in the top left hand corner of the level up dialog, and can hover it for more information).Essentially now the stat rolls are effected by the number of projectile buildings you have. It ranges from 75% when you only have a single projectile building, to 150% when you have all the projectile buildings. These percentages will probably be tuned as I get more feedback, but I think this incentivizes having multiple buildings enough for now.Prestige Point FarmingPreviously there was always a 40% chance of getting a prestige point when leveling up, whether that was at level 1 or level 200. This caused farming of the low levels then prestiging multiple times in quick succession the best way to get points. To counteract this, it now starts at just 3% to get a prestige point at level 1, then will raise to 80% by the time you reach level 200. This now incentivizes players to stick to longer runs.Other Small Bug Fixes:Treasure chests now properly get removed when prestigingReduced the number of prestige points to only +1/+2 for the level up optionReduced acolyte base luck and effectiveness amountReduced the eff...
Hey everyone! The 0.4 Update is now officially available! Thank you to everyone who played the public beta and shared their feedback. You found bugs, pointed out things that needed some work, and helped us improve the update before its full release.A quick note about your save files:If you’ve been thinking about starting a fresh run, now is a really good time to do it. With all the recent tweaks and the feedback you gave us, we're hoping the early game just feels a lot more fun to play through now.But don't worry, if you just want to jump right back into your current run, your existing saves are perfectly safe and will work just fine with the new update! (fingers crossed) Along with everything introduced in the public beta, we made the following changes based on your feedback: 🟡 When you start a new Prestige, you can now read through all previous lore pages, even if you didn’t manage to unlock every page. 🟡 Fixed a bug related to the Severed Hand. It now spawns Whispers as intended. 🟡 After unlocking the upgrade that allows you to sacrifice Whispers, you can now continue spawning new Whispers. 🟡 The game already had an autosave system, but we’ve also added a manual save option with this update. Plus:🟡 The drawings in the Stillness Engine panel have been updated and should look much better now. 🟡 We completed a full editorial pass. Some of the wording in the UI was too cryptic or didn’t communicate things clearly enough, so we rewrote and improved it. 🟡 The story now continues in Arc III: The Stillness Engine, with 10 new story pages to unlock and read. German Translation Is Now Available! Huge shoutout to our awesome community member, Ema, who took the time to translate the entire game into German! We can’t thank her enough for all the time and work she put into it. She also asked us to keep an eye out for your feedback. So, if you're playing in German and run into any typos or lines that feel a bit clunky, please let us know so we can tweak them! Steam Community It...
Pachinko Farm – Early Access AnnouncementHello, Pachinko Farmers!First of all, I want to start by saying thank you. More than 7,000 players have now played Pachinko Farm, which is honestly an unbelievable number to me, and I couldn't be happier. Thank you so much for playing my game and supporting me!Early AccessI'm very excited to announce that Pachinko Farm is coming to Early Access on August 17th!Compared to the final version of the demo, the Early Access version includes many new cards, upgrades, as well as new objects you can place on the board and new levels.The game will be priced at under $5 with the launch discount, and I'm expecting there to be at least 4 hours of content at launch.Why Early Access?As you can probably imagine, making a game completely as a solo dev is a very difficult job. When I first started working on Pachinko Farm, my goal was to release it as a full game directly.Unfortunately, circumstances didn't allow me to do that, and I didn't want to rush an unfinished game out the door and present it to you as a complete experience.Instead, I'm really looking forward to finishing this game together with you and your feedback.RoadmapMy goal is to release the full version before the end of 2026, and for now, I plan to get there through two major updates.With each update, I aim to add at least 2 more hours of gameplay.Right after launch, the first things I plan to work on are Achievements, balance changes based on your feedback, bug fixes, general polish, and new music and sound effects.After that, I'll start working on the major updates, adding new levels, upgrades, and cards.That's all for now!I'm really looking forward to reading your Steam reviews. See you on August 17th!Much love, Aziz
Hello, Chroma Engineers!Some more game patches! Remember, if you have any suggestions, use the feedback function and I will maybe make it true! Patch Notes - Version 2.1.2GLOBALAdded: Bug reports now detect local crash reports and let players preview and explicitly include them when submitting feedback.Changed: High Yield's default algorithm is now labelled Stable and explains that its safety buffer favors uninterrupted production while manual PIP allocation can achieve higher peak output.Improved: The Help Codex now distinguishes Compression's production speed, Light value per stored Essence, and effective Light yield over time.VOID DIVEFixed Bug: Closing or leaving a Void Dive during the Probe Lost animation now grants the run's earned rewards and records its progress.Balance: Void Dive speed scaling is unchanged through Tier 50, then grows at half the previous rate. Tier 100 is now 38x instead of 50.5x speed.STAGE 1Fixed Bug: Fill Bottom-Up now budgets maintenance through the entire production chain, preventing completed lower tiers from draining when any higher tier starts filling.STAGE 3Added: Stabilized hexes with exhausted discoveries can be extracted individually for one million of every Ethereal resource, clearing them for construction without affecting other sectors.STAGE 4Fixed Bug: Tower specialization buttons no longer flicker or ignore clicks while Crystallized Light is changing.Fixed Bug: The global resource meter in Landmark Assault no longer collapses when the sidebar is crowded.Improved: Landmark Assault's Crystallized Light reserve now uses larger outlined numbers and a higher-contrast meter for readability at every fill level.Added: Realm Assault now has an in-game How to Play button that pauses safely, a first-assault objective hint, and an introductory tutorial that returns if interrupted.STAGE 5Fixed Bug: Auto-Subvert no longer leaves the visible Home World map and creates thousands of inaccessible reports. Affected saves are repaired automati...
Hey everyone,Here's the patch notes on the issues we've resolved so far! CHANGESAdded the ability to lock skills from being able to be Ascended, this way you can keep them at 999. Added new status effect "Abyssal Aegis" to all abyssal enemies. This effect reduces damage taken by 90% and gives +50% control resistance. Removed the ability to get Hidden status from Tiny Blessing. Added message dictating that you lost due to a detected stalemate. Substantially increased the base max timer for God Abilities (again)FIXESFixed bug where a chest generating too many items at once caused the Dungeon to stop. Fixed scaling for expeditions that cause them to freeze on calculation when you're intensely strong. Fixed issue where Squeakin's Pack Mentality racial perk wasn't being properly applied by resetting delays after loading all characters in in the party. Fixed issue where Big Expeditions weren't properly setting their loot filter. Fixed issue where certain items in the second utility belt could not be used. Fixed issue where abilities that could revive targets as well as heal them would always revive, giving you the Welcome Back achievement even if they were still alive. Fixed issue where item mastery was getting applied twice to offensive utility items. Lucky Dagger now works on Killer Fish, and any other enemy that may spawn with it. Fixed Mask Of All's damage reduction effect not working properly.Please keep the bug reports coming! Please be sure to review the game on Steam as that helps us immensely!Until Next Time
Bug fix for login and cloud storage issues
修复 - 携带向阳花退出游戏进入游戏后体力减少的问题;增加 - 存档流程增加原子性,当存档过程被中断时,不写入存档文件,沿用先前存档;
Hello captains,Quick hotfix to deal with the crew being deposited in cargo and armory inventoriesFixes- Fix for fighters picking up crewpods and delivering them as crew item to the player ship. Clears out current inventories of any remaining items- Fix for rebuilding drone spawning during return action and then blocking the deploy / return after thatCheers, Bat Roost GamesEnable the beta versionMake sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.To take part go to Manage and select Properties for Vanguard Galaxy in Steam:And select the open-beta under Game Versions & Betas as shown below.