This April 20, 2026 update focuses on the new military system, district editing, and a rebuilt Workshop upload flow. Military system and military editor: Added a full military unit system. Unit types now affect recruitment tendencies, combat modifiers, land movement speed, and army icons on the map. The default set currently includes Infantry, Archer, Shield, Cavalry, and Elite. Different units now perform differently in recruitment, attack, and defense depending on terrain. States can inherit military units from their culture or switch to a custom state-specific setup. Cultures can also use the default set or their own custom unit setup. Added a new military editor in both the State panel and the Culture panel. You can now edit unit names, multilingual translations, base combat strength, recruitment weight, land speed, icon scale, and terrain modifiers for recruitment, attack, and defense. Unit icons support built-in bindings, custom imported images, and optional state-color tinting. Military setups can be exported as local military packages and imported from local mods, the Workshop, or other culture setups. These settings are now used by normal recruitment, emergency mobilization, combat calculations, and army icon display. District editing: Added a new district layer that lets you group multiple provinces into a single district. Districts currently do not have any gameplay mechanics. For now they are mainly used for drawing and organizing the map. You can auto-generate districts, manually create or delete them, rename them, add multilingual translations, and edit their colors. Added district painting tools so provinces can be assigned to or removed from a district directly on the map. The district info panel now shows province count, total population, center province, and the dominant culture, religion, and family inside the district. District borders, labels, and color display are now integrated into the map view, with better adjacent-color separation. District...
"Halo" from Heaven Headquarters 🪽 We have a special collaboration announcement today!🔮 A short, quirky pixel-art incremental game about CULTISTS and DUCKS...🪽 A short, quirky pixel-art incremental game about ANGELS and PIZZA...Bring them both together for TWICE the worker placement, exploration, artifacts, automation, relaxation, and of course: silly jokes!All Hail the Orb is an incremental game about devout cultists powering a mysterious orb. Increase your automation as their devotion builds, and collect adorable ducks to power your way through the depths of the dungeon!Angel Clicker is an incremental game about an angel determined to win the Annual Soul-Catching Contest against Hell. Experience intertwining resource systems as more and more buildings join the fields of Heaven. Create valuable artifacts, grow gifts to refine your workers, travel to a Deep Space skill tree, and more!Please enjoy this special discount. And thank you as always for your support!Ducks!!!Tonic & Ikiru
Game Updates:Fixed incorrect classification of Axe Spirits, which caused Axe Spirits to appear erroneously during SummonThe "HP Up" buff is now a separate multiplier categoryFixed typos in some character and enemy data that caused abilities to not take effectThe status bar is now limited to 3 rows in height; overflow content can be scrolled.Editor Updates:Fixed an issue where saving a new character would show an "unsaved changes" errorFixed an issue where dirty flags could not be properly removed for new categories in the Exchange EditorAdjusted the current mod editing workflow:There are now two core data modes: Pure Core Data mode and Core Data with Loaded Mods mode, for easier editing and reference.Mod editing mode change: When editing a mod, only Core Data and that mod's data are used, data is no longer polluted by other loaded mods.Separated the in-game mod load list from the Mod Editor's editing mode, mods can now be edited without loading them first.Added buffs/debuffs that existed in the engine but were not shown in the list.
Quality of life improvements After player feedback, we've reduced the chances of summoning a slime when using the "random" summoning circle to account for their unique fusion mechanics
Increased the base drop rates for higher gear rarities.Increased enemy damage scaling.Fixed a bug that prevented the 100 Million Gold achievement from unlocking properly.
DO NOT FEED THE VIRUS launches on May 14.Grow, evolve, and lose control of a rapidly expanding system of units and chain reactions.The full version introduces deeper progression, new mechanics, and more ways to expand the virus.The game offers around 3–4 hours of gameplay, 150+ upgrades and includes 23 achievements to complete.At launch, the game will support the following languages:EnglishFrenchGermanSpanishJapaneseKoreanPolishPortugueseRussianSimplified ChineseTraditional ChineseAdditional languages may be added depending on community interest.A big thank you to everyone who participated in playtests and completed the playtest survey. Your feedback helped shape the final version of the game.Wishlist now to be notified when the game releases!
Hey Adventurers!Loot Tycoon Early Access officially launched today! I just want to give a massive shoutout to all of you for your incredible support and patience.To make sure everyone is on the same page regarding what's currently in the EA build and where our roadmap is heading, I’ve put together a quick Q&A for you to check out.If you still have questions after reading through it, or if you've got some crazy ideas and optimization feedback for the game, jump into our community and let's chat. I read every single piece of feedback and take it to heart.Thanks again for having my back. Let's keep polishing this game into something epic together!
NewTutorial.You can now assign Custom amount of Artisans to crafting.Reworked Stat Shop (All Previous Upgrades have been Refunded, so go shopping!!!)You can now toggle your boss spawn rate in RPG. (Min. 1)Crafting Priority is now Saved.Added Name Plates for Enemies in RPG.ChangesReworked how Grapes are consumed in Dungeons. Base consumption now is 1 grape per second foreach Soldier in Dungeons.Moved Disassemble Chat into RPG Item Chat.Manual save locks for a few seconds after saving, to prevent spam.Other Small Changes. BugsFixed a bug when resetting Stat points while having no Stat points used, you still had to pay for reset.Guild Boost for HP Regen was higher than intended in the WTF? tab for info. (Visual)Fixed Tool Smith's Bonus Text Pop up. (Visual)Fixed Tool Smith would not open for older saves if you already had over 1k of each tools, unless you crafted 1 more.Fixed an issue where Item Filters would not Reset on New Game for some.Other Small Bugs.What i am looking to do in next UpdatesNew Tab Where you use Artisans & Tin. (COMING SOON)New Upgrades In Stat Shop. (COMING SOON)IT-Supporters Art.ShapeAZoids Art, Items & dungeon stuff.Craft & Conquer is in Early Access so everything is Subject To Change!
- Changed: Factory units now have the appearance of gear icons and a grid appears while dragging them- Changed: More options for blueprint pack multipliers and added new wildcard conversion option- Changed: Tap & hold a blueprint while in multi-sell mode will select all tier I level 1 blueprints of this type- Polish: Improved game loading times and fixed endless loading issues- Polish: A new default loading background (workshop with gear icons) and tweaked confirmation options
Chest loading fix
ULTRATAP has been out for nearly a week and we’re 6 updates deep in about as many days with more updates to come. I wanted to take some time to thank everyone who has supported ULTRATAP, who’s played, commented, left feedback, anything. It’s much appreciated. Future updates will include more bugfixes, QOL, as well as the anticipated ascension mode which functions like a new game+. More features are in the works but i’ll try not to spoil everything for now.Newadded a popup for quests in battle if you reach the goal amountnew setting to enable/disable damage info in battleImprovementshealth UI in battle now updates when max health is increased in battleadded notifications to the main menu when the top right button is toggledadjusted various SFX and powerup volumesdecreased the lifesteal upgrade costs from 3 -> 2 to make the prestige upgrade more accessibleincreased the invincibility upgrade from 2 -> 3 to balance the changecleaned up settings UIFixesfixed an issue where items would swap instead of being recycled when dragging items into the recycling pit from a long inventoryfixed some audio playlist issuesfixed the item auto merge upgrade and added its cost backfixed an issue where item rarity textures were not correctly updating in the inventoryfixed an issue where locked items could still be recycled manuallyfixed an issue where item merge SFX would still play if SFX was disabledfixed a visual bug in mines
Dear friend,For the past month or so, my focus was largely absorbed by the sacred geometry of mandalas. I have been fascinated by mandalas for as long as I can remember, but now that I finally gave myself permission to draw them to my hearts content, I understood their magic. For a very long time, mandalas have been used by various religions such as Buddhism and Hinduism as a form of meditation. The gentle exercise of composing a beautiful geometric structure, and then adding colour and details, feels a lot like a reverie, not at all unlike how it feels to take a stroll in my beloved forest. So the highlight of this content update is a spread in the Fairyland Book of Wonders dedicated to mandalas. I hope you will enjoy the decorations I prepared for you, in watercolour with a touch of lineart and pastels. While the mandalas are my favourite highlight, they are not the only new decorations in this update. I tend to avoid counting and keeping track of what I am adding (or, frankly, I completely forget to do so), but to make this update easier to understand, I decided to at least give it a try:New content by Fairya mandala spread containing full and tileable quarter mandalas that can be combined creatively, a handful of lovingly hand painted aquarelle backgrounds, a poem written by me where every verse can be used as a quote, and my favourite quote by Ursula K LeGuina dozen more Soul Candies added to the Soul Candy jar, but for you, this number will double the Soul Candy content as I realised that a lot of candies were not taken into account and never shown when interacting with the jarmore Fairyland pictures in the Fairy camera, where I focused on capturing the joyful signs of spring that I notice ever day as Fairyland becomes warmer Someone's home, in the forest!Pieced Together bundle and decorationsThe popular way to market indie games on Steam these days is to bundle. This idea inspired me to reach out to magical souls who create experiences that complement your vi...
This update officially introduces Steam Workshop support!You can now create and share your own Buddies, outfits, and more, and help expand the experience together with the community. If you're interested in making mods, feel free to check out this guide to get started: FixesFixed an issue where the Random Outfit timer was incorrect
All Hail The Orb is now live. As we transition from demo and playtest versions into the full release, there’s some important changes to be aware of:Save Data ResetTo support the full release version of the game, including new systems and full localisation, all existing save data from previous versions has been reset. This applies to all demo and playtest progress.This change was required for launch and the full game now begins as a completely fresh experience for everyone. Demo saves do not carry over, as the full version has evolved significantly from earlier builds.We understand this may be a little disappointing for those who’ve already spent time with the game and we truly appreciate the effort and feedback you’ve given so far, it has helped shape the final game. in a massive way.19 Languages Available NowAt launch, All Hail The Orb supports 19 languages:Bulgarian, Chinese, Czech, Dutch, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese, Romanian, Russian, Spanish, Thai, Turkish, and Ukrainian.Thank you to everyone who has supported the game and helped us along the way. We’re excited for you to finally experience the full version. - The LeGingerDev Team
Hi! I'm included in the Earth Appreciation Festival! The game is selling very well just 2 days into the sale, with us having raised over $1000. Thanks to all the new people who got the game.I only slightly regret saying I would donate 100% of my proceeds this sale to New Incentive. Here's a link to the charity, they do really great work: https://www.newincentives.org/I will put out another post at the end of the sale with the total we've raised.
Fracture Field Is Finally Available!I'm a solo developer, and for the past year Fracture Field has been my obsession. What began as a simple mining incremental idea became something bigger than I ever planned. Fracture Field now has hundreds of upgrades, an entire drone fleet system, and multiple prestige layers. I'm beyond excited to say that it's finally released!What is Fracture Field?Fracture Field is an incremental quarry mining game where you go from smacking a single rock to architecting a massive industrial empire.The core loop is simple: swing your mining tool with a rhythmic, timed mechanic where every hit actually feels impactful. Shatter through layers of stone, clay, sandstone, and many deeper layers. Unearth veins of precious metals and brilliant gems. Reinvest everything into getting more powerful. Repeat forever.Launch Discount — 35% Off for Two WeeksTo celebrate launch, Fracture Field is 35% off for the first 14 days. If you've had this on your wishlist, now is the best time to grab it!Thank YouBuilding Fracture Field as a solo developer has been one of the most challenging and rewarding things I've ever done. I poured everything I had into making this the kind of incremental game I'd want to play myself with deep systems, satisfying mechanics, and enough content to keep you mining for a long time.Thank you to everyone who wishlisted, followed the development, and believed in this project. Seeing this go live is a surreal feeling.Let's break some rocks!- Type-Ten
Community VotingI finally found a way to add community voting to the game! As some of you already saw was my first test.We will from now on add different polls regarding certain decisions directly in the game.I will respect the 27% and for them there won't be another community poll shown (until they enable it again in the settings). But overall i really appreciate all your feedback on this.And yes it was ugly :D it was me bashing the assets together and not let Lars (who did the UI) do another pass here haha.Additional Patch notes:Added a language filter!! (shame on all of the bad kitties out there, i thought i didn't have to do this)Various fixes regarding the AFK timer + chatYou can now disable the Discord integration (sorry :D i thought Discord respects your settings)Future Patch:Small info here: Iris and me, will try to get a small UI update out soon. We will try to make everything a bit more usable and not that cluttered. There was also an amazing idea in the Discord from "Manoni". They suggested a lovely idea how the new collection could look like!
Thanks to dear supporters! Version 1.2 - Stability imrpovements - Bug fixes - Performance fixes
A New Bundle Is Out Now Hi everyone! We’re happy to share that we’ve teamed up with Idle Waters for a brand-new bundle: Cozy Waters Bundle: Idle Waters x NoSlack Pets: Lo-Fi Paws If you enjoy having something soft, cozy, and relaxing by your side while you work, study, or unwind, this bundle should feel like a very natural fit. NoSlack Pets: Lo-Fi Paws brings gentle desktop companionship, while Idle Waters brings calm fishing and peaceful waterside vibes. One is perfect for quiet company. The other is perfect for slowing down. Now they can be enjoyed together as one cozy bundle. Check Out the Bundle Click here to view the bundle A Small Tease And one more little thing— We also have a new update for NoSlack Pets: Lo-Fi Paws currently in the works. We’re not ready to reveal too much just yet, but if you’ve been looking forward to new little surprises and fresh content, there’s something worth keeping an eye on. More soon. Special Thanks A special thanks as well to Marco from Ignita Games for helping make this bundle collaboration happen. We hope this cozy mix of gentle companionship and calm fishing brings you an even more relaxing time. Thank you, as always, for your support!
Hey Shopkeepers!The wait is over. Loot Tycoon is officially out in Early Access!🎉Loot Tycoon Early Access is LIVE!First off, a huge thank you to everyone who played the Demo! Many of you reported lag and stuttering issues. Thanks to your detailed logs, I hunted down the root cause and patched it. This EA build runs much smoother. If you still catch any frame drops, let me know immediately!Good News: Your Demo saves carry over automatically! You can pick up right where you left off.EA is just the beginning. Let's keep polishing this game into something we all absolutely love!Here is what’s new in EA's build:🔥 No More Level CapThe Adventure Level cap has been completely removed. Push as high as your build allows. Tougher enemies, but way better loot.🏟️ New Arena ModeBad RNG? No problem. Spend your gold in the new Arena Shop to get the exact gear you need. Feeling lucky? Take on cross-level fights for a chance to drop God-tier gear early.⚔️ 7 New Unique AffixesWe just injected some crazy new modifiers into the loot pool:Heaven's Blade: Auto-spawns flying swords to smite enemies.Extra CastsLifestealWeakenFreezeIgniteShock (Damage Amp)Combine these with your existing Uniques to create some truly broken builds!💬 Help Shape the GameAs a solo dev, my roadmap is completely driven by you. Got a wild idea for a new feature? Share it! Your concepts could easily become reality in the next patch.Join our Discord, and let's chat!Thank you so much for the support. You guys are the reason I keep grinding! ——Parallel Portal
⚡ AI Overhaul & Bug Fixes The dungeon just got a lot more tactical! This update brings a significant overhaul to battle AI that will change how your squads fight. Units now intelligently consider their AP/MP resources before committing to abilities, factoring in Adrenaline and Mystic Focus mechanics. Plus, we've been busy behind the scenes—the dev team is growing, and we're preparing for our upcoming launch on CrazyGames! You may want to recalibrate your squad AI trees to take full advantage of the improved decision-making logic. ⚡ AI Improvements Major Battle AI Overhaul - All AI decision trees now check if units have sufficient AP/MP to use abilities before selecting them, considering Adrenaline and Mystic Focus mechanics AI units now default to alternative abilities or tree nodes when they lack resources, instead of selecting unusable abilities This is a significant change that should make your squads fight much more intelligently! 🐛 Bug Fixes Fixed infinite loops that could occur when equipping bags Fixed UI bugs when dragging equipped bags between slots Fixed error handling when attempting to swap equipped bags with non-bag items Fixed errors in the Edit Equipment screen Fixed error handling when attempting to enter Caverns without sufficient gold Fixed issues with the Inn Tournament system not updating correctly Fixed Caverns tile text display issues 📢 Development News Big things are happening behind the scenes! The dev team is growing, and we're preparing for our upcoming launch on CrazyGames. Time to take Dungeon Team to the next level!
Version 1.3 — Steam Cloud support plus a round of fixes and polish. NEW• Steam Cloud: saves sync automatically across PCs. • New option (Visual Feedback): toggle the resource counter flash/pulse on gain. • New audio option "Mute in background": silences the game when alt-tabbed (off by default). BALANCE• Late-game machines buffed: Excavator 35→60, Mechanical Worm 50→90, Annihilator 100→190 base DPS. • Furnace Boost: +5% per level (was +4%) and cost mult ×1.10 → ×1.08. Level 100 now costs ~2.8M for +500% speed (was ~13.8M for +400%). • Mastery cost reductions ("Machine & Furnace Discount", "Expansion Plans") are now additive: −10% per level, reaching −90% at L9 (was −61% via compounding). Existing levels apply the new math automatically. • Spawn rates: copper bumped in Topsoil (7.5→10%) and Sedimentary (7.5→12.5%); tin in Sedimentary (3.7→4.2%). Rock/granite/dirt reduced accordingly. • Skill rework: "Prospector" → "Quarry Master". Now grants bonus stone on deep blocks (basalt +3, lithurge +2, core +5, armored +2, lava +1, core fragment +3, raw veinstone +1) — fixes the post-2800m stone drought. Existing levels carry over. FIXES• Machine tooltips synced with actual DPS values. Annihilator no longer mentions its old 8s cooldown. • Trade panel: prices recompute at click time (fixes stale-price issue when Material Value changes mid-panel). • Events claimed counter is now a lifetime counter (was resetting per prestige, blocking Event Hunter). • Stats panel: ore icons show the full ore sprite, not just the rock background. • World map: "Total spent" tooltip relabeled "Spent on new land". • Smeltery: BUY-furnace button moved under the sprite. Furnace Boost card shows your money balance on the right. • Smeltery money tooltip uses the same 2-line format as the world map. • French: standardized inconsistent terms for "row". • Rich Vein / Ultra Rich Vein no longer multiplies trading payouts. • Trade panel: added padding so top/right buttons aren't clipped. • Critical: balances ...
Hello Pupple Pop Players!Thank you all so much for the amazing interest and feedback you've shared since our release. Thanks to your comments, we continue to make the game even better. Here are the changes in this patch:Balance Adjustment: General balance adjustments have been made to the in-game progression.Faster Animations: Animation times for high-level bubbles have been reduced.Preserved Popping Feel: The shortened animation time brings the instant popping effect of early-level bubbles to the high-level ones; this way, the satisfying popping feel is maintained all the way to the final level.Thank you for continuing to play and helping us improve our game! If you are enjoying your time with Pupple Pop, leaving a review on Steam is a huge way to support us. The Pupple Pop Team
Fix: SwitchID and ServerID duplicates did not check for duplicates in broken devices, Added as well to the same duplicate check to PatchPanels New: Power button in server and switch config, label edit in server config
Fixed:Removed the ability to put GP25 on the handguard (Romanian and Zenit) of AKMAdjusted the required experience to level up your weapons in the inventory.EVA evasion is now available exclusively to the Saboteur class and the Player. Other pawns can only get 10% of the training.Added:Add Gold M4A1 "HOUSE KEEPER"