Implemented a hard cap so you can't go above it, hopefully lessening confusion. Bedroom is 40 max Garage 60 Office 80 Factory 100
New Features:Clock Widget Suite: Added a comprehensive clock toolset, featuring a Pomodoro timer, stopwatch, countdown timer, alarm clock, and world clock.Shop Update: Updated shop content and categories. Added a new outfit purchasable directly with Game Coins: Shadow of the Azure Waves (30% off for a limited time!).Currency Update: The premium paid currency has been updated to "Coins". The exchange rate between the original Game Coins and the new Coins is 1:1000.Special Outfit: Added a special outfit: Stellar Dream (Includes an exclusive dance action!).Virtual Open World: Added new buildings and visual effects to the world.Dev Team UI: Updated the small dev team interface.Optimizations & Bug Fixes:Mute Function: Mute mode now also blocks all character voice lines.Shop Videos: You can now click to replay the demonstration videos for best-selling items in the shop.Outfit Clipping: Fixed an issue where skirts would clip through the model during certain actions.Headwear Glitch: Fixed an issue where some headpieces would briefly linger on the screen when exiting the game.Accessory UI: Adjusted and updated the accessory interface.World Collision: Adjusted the collision relationship between the character and buildings in the Virtual Open World. The camera will no longer clip through buildings.Widget Positioning: The utility widgets now display in their correct positions and will no longer move around randomly.
Expanded the building area with an additional ring of hex tiles. Building on these tiles requires increased energy consumption. Starting crystals now spawn within range of the new Collectors. Added a new skill, "Thermodynamics", which increases the range of the Flamethrower. Added a new Boost, "Ghost Energy", which allows you to permanently expand the available hex area for free. Removed the DevTools console from the build.
The Bunker doors are open. Gather survivors, expand your shelter, head out on raids, and uncover the mystery of the System in a world overrun by zombies. Thank you to everyone who wishlisted the game and waited for the release ❤️ 👉 Play now: 🔑 Y6T88-CPIWE-AKBJBPZDMJ-CAWMQ-DPEVNEG78J-3REVM-EGA2HECDL7-EQ8WR-EL64NTA649-2HHBZ-RWRF7FL0AJ-KNNJ2-P24QZ922Y0-9TQYW-MEBBPZ67WK-M4E3V-GP6NZQZJWP-DRLDQ-5DFRXPVWBD-8Y9CM-MKEPQGood luck out there!
Update on disconnections and server stability We have been investigating specific disconnection and server stability events over the last few months. I want to give a summary of what we did, what we have found so far, and what is still outstanding. This is a bit of a technical write-up but I hope it’s still accessible to most of you.Let me start by saying that networking problems are notoriously difficult to debug, and have caused many developers many headaches over the years (myself included).We’ve looked at this issue many times in the past, and have given up at one point or another due to other issues becoming a higher priority.However, a couple of months ago we started our investigation again, with the express goal of not stopping until we got to the bottom of it. We started by adding several new metrics on our backend host to get more information on the different reasons why a connection is terminated, as seen from the server. At the same time I increased our idle timeout from 30s to 5 minutes.This timeout is used to determine how long to wait after sending a ping to a client (this is just a message that means ‘hey are you still there?’) to get a pong (‘I am still here’) response. The reason this timeout exists is that a client may close their connection “ungracefully” (e.g. the game crashes or a PC loses power), and connections are a limited resource for the server, so they can’t be kept around forever.We believe that this timeout increase did help certain players on slower internet speeds, and particularly those on connections that had poor routing to our server. To explain a bit more, even if you generally have fast internet, it can be that the route your ISP takes to our server is particularly lossy. Because we use websockets (and therefore TCP), a lossy route behaves much like a slow connection. Time of day matters here as well, since your connection may be congested or throttled during periods of high traffic.This timeout was particularly easy to hit duri...
Dear players,After November 12, 2026, Idle Medieval Tavern will be removed from the Steam Store and will no longer be available to new players.Players who already have Idle Medieval Tavern in their Steam Library will still be able to access and play the game after its removal. However, the game will no longer receive updates, and all in-game purchases will be disabled.Thank you for playing Idle Medieval Tavern and for being part of the community. Your support and the time you have spent with the game are truly appreciated.
Added new buildings: Fishing Platform, Stove, and Spirit Beast Garden. Changed font size settings to numeric input. Fixed abnormal stats for a minor monster in Beast Forest. Weakened the Ancient Pill Furnace boss. Fixed the issue where bosses could not be targeted directly. Fixed the issue where switching Spirit Garden targets did not take effect. Added training count display to the spirit pet panel. Added a lock feature for spirit pets.
Hey, everyone! Just a quick update that we're already working on a lot of exciting changes to the game, based on your feedback. Here's our first content roadmap. You can expect the first content update to drop in just a couple of days. We'll also continue to update the roadmap, so definitely stay tuned for more cool news!
- Thanks for participating in the art contest! PieOtter won with the art for cat, Auri got second place with the art for Tenko in Kitsune form and Nerdabelle third place with the art Pignata. The winners and around 10 other alternative arts for pets are added to the game now. You can see the list in the ingame credits. - Also sorry for the delay on the summer event, it is not in this update yet, but will start in a few days along with the next update. - Added the first T4 classes for adventure, Ninja, Holy Archer and Tea Rogue. While I tested them a lot the last days, there might still be some balance changes in future updates and milestones and some animations are still missing. - Added zone 21, 22 and 23 for adventure. They are meant for high level T4 classes, you will probably have problems to survive with T3 classes. The time based exp multiplier is not added yet, but will be with the event update. - Increased the mana regen of T4 and T5 mana potions, decreased their cooldown, but T4 classes only have half of the mp regen from stats (they get more stats than T3s, though). - Updated the statistics for overall game progress to reflect the new things added over the last 2 years and also added adventure progress to it as that has become a bigger part of the game by now. To reach 100%, and 100 Points in adventure, you would need 34 adventure milestones, Main Level 600+, highest class level 200, maxed bestiary (up to zone 22), Dark Reaper Lv 8 beaten and 50 million research points spent. Like for other stats, the calculation for the 100% will change in the future to reflect new content, but calculation for the points will stay the same. - Added a yellow warning if div hut is empty and you have pets slotted in there and a green warning if you have tavern ultimate quests and they run over 24h. - Added a list of all commonly used abbreviations to the FAQ under help. If some are still missing, please report, then I can add them. - As usual fixed some bugs and typos, too.
NEW AQUASCAPING CHALLENGE - "Hanging Vines"Jungle or ancient ruins? Or maybe just the pothos hanging in your office that threatens you in a very Audrey II sort of way?Shout out to @Peachymxlk for their Golden Hills tank from last week's challenge!You can find the theme each week in the Fish Game Pause Screen. Post your submissions to #aquascaping-challenge in our Discord with this week's challenge in the text, and they may appear in the pause menu of the game!
I updated the store imagery and trailers. Opinions welcome :) Resolved some small features from the backlog, to hopefully make the gameplay more interesting for new and existing players.Your first print is now twice as fast. New games get going quicker.A customer order arrives while that first print is still running. Accept it and the print fills it.Printer types now play differently. IDEX prints two at once. CoreXY sells for 15% more. Delta trades quality for speed. Perks are listed in the shop.Reputation is now capped by your workshop. Bedroom 40, garage 65, office 85, factory 100. Move somewhere bigger for better customers.Upgrades now name the real part you fit. Linear rails, input shaping, all metal hotend and more. Every level is something new.Right click a printer to move it to another room. It keeps its job, filament, upgrades and condition.Music starts by itself for new players, and remembers if you turn it off over all saves.Tracks now fade into each other instead of cutting. Playlist picks fade too.Music keeps playing when window isn't focused.Tried to fix flickering behind the game with the Steam overlay open on Windows.. Might have to revisit
Version 1.2.0.5 — EggTraction Time Bug Fixes Fixed Challenge Button Hitbox. Fixed Challenge Tracker not resizing with resolution settings. Fixed UI Tooltips for shops and crafting uis being to small , which would cause the text to overflow into the next line. Fixed an Issue with Trees and Golden Opportunities causing a bug , where if you triggered a Golden Opportunitie exactly at the end off the tree health , the tree would be a broken state and not allow you to chop it anymore. Fixed a Race Condition where the Tutorial could load before the save had finished loading prompting the player to start the tutorial again. Fixed an Issue with Ignore Dr BeastMastery Prestige reward, which showed it damaged the enemies but wasn't correctly taking damage off the enemy. Fixed an Issue potentially cant trigger myself, where the Random Tier 0 Imbuing challenge wasn't correctly triggering for some users. Fixed Bloomviel Wyvern drops from ranching not dropping Bloom Leather. Fixed Souldex not closing Active Souls , when click the Souldex Button. Fixed Red Bloobberries and Teal Bloobberries item information updated.
Just updated Lazy Kickers with three small fixes! Added "lazy" counters - Hover over roles to see how many of each are doing nothing and can be reassigned. Better volume control - You can now adjust volume exactly to your liking! Run speed display fix - Added missing decimal point to player running speed display! Hope you're enjoying Lazy Kickers! Thank you for playing!
Fixed four tutorial instructions that remained in English when playing in another language.
Hello!I've made some improvements to Peacequarium that should help improve the experience!Smoother, more responsive UI!Faster saving with fewer interruptions!New auto upgrade purchases!Transparent water now works in full screen!Updated easy Twitch integration!Better Steam item integration!Thanks,GTGD
v1.3.2\ Repair Vessels now repairs allied ships too\ Paginate logs to allow viewing more results in the past\ Add player alliance info to Civilization dialog\ Avoid shortening research techs costs when the value has decimal places\ Improve dialogs repositioning during game resize\ Disable bounty creation for demo accounts\ Fix Precursor Drone ignoring alliances when choosing a target to collide an enemy ship against\ Fix large coordinates partially hidden in Logs and Civilization dialogs\ Fix control borders not visible under the solar system\ Fix control borders being added to systems with ships just passing through without stopping\ Fix control borders player names sometimes being incorrectly added or removed after control changes in systems without a star\ Fix the button to create a new alliance staying enabled after an alliance had already been created\ Fix default system mouse cursor visible when hover disabled buttons, dropdowns and checkboxes
- Slightly increased the delay before allowing selecting level up options to prevent accidental selection. - Fixed an issue that was causing the log tooltip to flicker
Thank you so much for all your feedback and reports! Based on the input we received, we have implemented the following updates: ■ UI Freeform Inventory Placement: You can now place equipment in any grid slot you like. Drag to move items to an empty slot, or drop them onto an occupied slot to swap positions. Fixed Item Positions: Unequipping or storing equipment will no longer automatically shift or collapse the remaining items to fill the empty space. Manual Sorting Only: Sorting is now executed only when you click the "Sort" button, leaving your custom layout intact during normal play. (A confirmation message will appear when clicked.) Freeform Storage: Storage now uses the same freeform placement system. Changes are saved immediately as you move items. Valuables System: Keys, Evolution Stones, and Crystals are now classified as "Valuables" and automatically stored directly in Storage (they will no longer clog your Inventory). You can use them directly from Storage. Key Transmutation: You can now synthesize keys via "🗝 Key Transmutation" in the Item Synthesis window (3 keys of the same difficulty → 1 key of the next difficulty level). Removed Inventory "✗" Icon: We removed the "✗" button when right-clicking equipment. To bulk-sell items, please use "Sell All Common + Rare" or the "🔥 Alchemy" option in the Synthesis window. Storage Slot Count Adjustment: Storage slots now count equipment only (Valuables use a separate quota). Egg Rarity Adjustments: Eggs now hatch monsters of that egg's rarity or higher (with a rare chance for one tier higher). Mission Egg Rewards: Added a chance to receive random eggs as rewards from missions. Accessory "Skill Target: All" Rework: Recalculated the "Skill Target: All" stat for accessories based on rarity. Higher rarities now offer stronger effects, with randomized stat variance (upper/lower bounds) even within the same rarity tier. (Previously, all higher rarities were capped at the same static value.) Existing equipment will automa...
【全新界面】界面全面重构升级:响应更快、切换更流畅,全部面板 / 日志 / 弹窗 / 增强交互完整保留并优化 【战斗体验】悬停怪物 / Boss 显示词缀详情;伤害飘字改为真实伤害(含防御、减伤与护盾吸收),与怪物血量条完全一致;战斗受击 / 暴击 / 击杀反馈强化 【存档云同步】多机同步"云端 / 本地取最新":公司玩完上传云端,回家自动同步进度;删除存档彻底清理备份,防止误恢复 【日志系统】战败 / 错误日志新增未读提醒数字;战败记录 / 战斗结算 / 数据统计支持滚动查看;系统日志类型筛选与数字高亮 【阵法】阵法加成上限大幅提升:100 亿 → 1 万亿,布阵挂机收益不再触顶 【兼容】旧存档无损升级;存档多重保护(五级回退 + 滚动备份 + 紧急备份),云存档安全同步
Fellwood is officially available on Steam!Fellwood is available now for $6.99 USD, with a 10% launch discount.A huge thank you to everyone who played the demo, shared feedback, wishlisted the game, created videos, or simply followed along during development. Your feedback and support have made a massive difference throughout the development of Fellwood.If you enjoy Fellwood, leaving a Steam review is one of the best ways you can support the game and help more players discover it.Thanks!Josh
Good Friday. It's been very nice being to spend time and just making tweaks instead of rushing for more content. This week I actually had the chance to sit down and try out a lot of these difficulty settings I added. In particular, I wanted to test space access capacity alongside some lopsided ship energy cost multiplier (200 before, 15 after in my case). I have made some QoL changes to it and buffed it a bunch. In this update, I also added aerobraking. It's not particularly useful on default settings (and in fact can be dangerous for your planet) so it's an optional difficulty setting. It's mostly useful with space access capacity on. With aerobraking you can convert the potential energy of your import directly into heat, and save on space access capacity. However, anyone who does the math on this kind of stuff will quickly realize that at the rate we actually import resources in TT this will typically lead to an apocalypse of sorts. I found it quite enjoyable to try out on early story worlds. However, if I am left to tweak things I could just tweak things forever. I need to take a break from tweaking and actually add some content once in a while. I'll be working on a new challenge world next. Changelog - Misc bugfixes - Space access tweaks - Aerobraking - Significantly reduced boiling rate (more plausible, may slow down terraforming times in some cases) - Reworked Rapid Extraction WGC Stance - Added some energy cost values to scripting - New advanced research - Buffed hydrogen reservoir - Modified requirements for the "Classic Renewable" achievement (this makes it harder) - Added a tooltip to Hephaestus Construction Yard - Added listed requirements for researches
Season 6 has started!Participate in the Season 6 event of Tap Ninja and start a new Ninja run in the fateful invasion of a city!Complete various seasonal tasks to unlock The Soot Bandit - Tomak skin and The Invaded City background!(The cosmetics are temporarily exclusive!)In this season Enemies and Fireflies appear much more often with every Firefly dropping even more enemies.Season 6 is active from August 14th to September 20th!
Hello captains,A whole bunch of fixes and some rebalancing for the boarding minigame this time. Let us know what you think.Update availabilityThis update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.Added/Changes- New Ship: Bogatyr-Class Size 6 Battlecruiser (RedStar Forge)- Added a close button to the Hull Upgrades window- Changed the value of captured ships to be slightly higher when sold- Ship purchased in a Shipyard will not be removed from the selection, so you buy as many as you like- Directional Wormhole will have a distinct color- Fighter docking has been cleaned up a bit so it looks better- Fighters will pick up 'fleet' generated loot in the same way that other ships will, after a certain grace period all same faction ships can pick up loot that belongs to them, not just the ship that generated the loot- Changed the Armor repair aspect (Nanites) to keep working for fighters when docked- Fighters will keep trying to unload their cargo if docked and the carrier's cargo is full- Improved calculation for carrier with fighters for deciding ECHO's activity- Added option to barricade a compartment to the boarding minigame, giving the occupants a defensive bonus- Slider for count of units to send into compartments is back, scroll while relevant hotkey is down helps changing it quickly- Autopilot boarding will not send pilots towards the boardable ship- Whilst boarding the game will now remember your crew selection (pilots are excluded by default), ammo and stealth choices- Grenades in the boardable minigame have been changed to an active action, deals damage to units in a compartment and adds a dazed periode in which they have reduced firepower. It also deals a set percentage of integrity damage on use. - Reduced operations log to keep the last 50 instead of 200- Autosell and au...
Fixed an issue where some icons/special characters appeared as number codes on Steam Deck and Linux (all 12 languages) Tutorial and info popups in the upgrade screen now follow the "Text Size: Large" setting, with larger popup panels Replaced several icon glyphs with text so the UI looks identical on every device
Hi there, Ohs!First of all, THANK YOU 💖The welcoming of Hole Is Mine has been incredible. We are at 20.000+ copies in just 3 days, and we have received lots of feedback and nice comments from you. We have released a couple hotfixes (or holefixes, how we like to call them :P) yet, and today we are releasing another small update.We have also just released a Supporter Pack, for those of you who want to help us continue making fun incremental games. It includes a very cool statue in the Village, with your Steam name on it. It's just a funny detail as a way to say Thank You for your support. You can get it here! 👇Hole Patch #1 Changelog:Blocked high-cost Tentacle upgrades until you unlock the Tentacle Totem generator, so it's more clear that you don't need to farm resources on previous Caves.Added some indicators in the Final Boss so it's more clear what you have to do when the Boss is protecting itself.Added how many Costumes/Equipment Combos of each type you have equipped.Added some VFXs when using a Druid Potion and in other small places.Added a Thank You message for those of you who have Astro Prospector in your library