August 10 - New Content Update: New Skill, Dailies, Reputation and more! The game will be updating shortly, Please allow a 30 minute window for the services to update. Hello Adventurers!Update 1.0.149 is here, bringing a new shared skilling update, new daily quests, new guild characters, more reputation rewards, fresh cosmetics, combat improvements, and plenty of adventures across Arcadia. Active Mining:Active Mining has been added as a new skill.You can now mine shared ore nodes together in:*Farm Quarry*Village Mine*Town Gates Ore nodes have shared quantities, deplete as players mine them, and respawn over time. Higher tier ores can appear in the right areas, and ores require the correct Mining level. Active Mining now has:Skill XP and level progressionProfile supportRankingsJournal trackingArea-specific ore discoveries and special drops. Active Mining can reward:Ores, Stone, Uncut gems, Geodes, Crystal Shards, DyesEvent drops during eventsUltra-rare ore cosmetic hats, each ore hat drops from its matching active mining node. Daily Quests:Daily Quest Boards have been added to Farm and Village. *Farm board:Farming dailiesMining dailies *Village board:Combat dailiesFishing dailies You can choose 2 daily tasks from each category per day. Daily rewards can include:XP, Reputation, Gold, Seeds, Ores, Materials, Food, Potions, Gems, Shards, Geodes Adventurer Guild:The Adventurer Guild has new faces. *Seren, the Skill Reclaimer:Offers combat skill point resetsOffers class active/passive skill point resetsUses Village Reputation. *Kael, the Adventurer Trainer:Introduces the next Adventurer quest path. *Lacy, the Guild Master:Runs the Village Reputation Shop New Adventurer Quests:The Adventurer quest line now continues with new quests for:Highland PassAncient RuinsAbyssal Depths Reputation ShopsReputation shops now include more useful materials and new cosmetics.*Farm Reputation Shop:Farming cosmeticsActive Farming cosmeticsForaging cosmetics*Village Reputation Shop:Materials...
DNA Reshaping TechPassive permanent growth skill. Gain 1 permanent gene locus space for every 50,000 zombies eliminated.Update Impact: Provides unlimited long-term cultivation progression. Expand your gene capacity continuously by defeating zombies, breaking the late-game growth limit and bringing more strategic build possibilities.
The Road Ahead Stellar Odyssey has launched with its core intact. Three further systems are finished and running, and they will open in stages rather than all at once, so that no commander arrives to find every system in the game asking for attention at the same time. Here is what is waiting, in the order we intend to open it. Base Building About a month away. A permanent foothold of your own. You establish it with materials drawn from the Laboratory, and from that foundation you install up to eleven modules. Some produce passively, working while you are somewhere else entirely. Others answer on demand. Between them they reach into every part of the game, and every module you add gives the base more to do. What a base offers is not a single reward but a direction: new capabilities, new materials, a set of quality of life improvements, and a line of progression that keeps opening for as long as you are willing to invest in it. Colonization Roughly a month after Base Building. Settle the galaxy, and then govern it. Systems differ in the economies they support, so where you travel decides what you are able to produce. Claiming a system is only where it begins. From there you balance materials, keep work queues in motion, and direct resources toward whatever your empire needs next. An empire run well does not stay confined to its colonies. What they produce returns to you as bonuses. Dungeons Early 2027. Instanced runs, undertaken alone or with your squadron on a weekly cycle. You enter, you meet the objectives set in front of you, and you come out with rewards. Those rewards are not an end in themselves. They go back into the progression of your account, which is what lets you go further the next time. On timing Base Building is roughly a month out. Colonization should follow it by about a month. Dungeons is the long one, and we are looking at early 2027. Those are estimates rather than release dates, and we are giving them because "sometime" is not an answer. If any o...
🔥Survival ModeStep it up a little! In the new Survival Mode, you must end a crushing session manually, or you'll get nothing.🔴BallatoryMy latest incremental game, Ballatory, is out! It has an introductory discount right now, and since you already own Rock Crusher, you can get it even cheaper and enjoy a bonus skin.
List of changes: 🌍 Colonization (new mechanic) New mechanic: settle unclaimed land — deserts, tundra, jungle, arctic islands and other unowned territory on the map Tap free land → a price card pops up → press it → paint the exact area you want with a brush right on the map (just like a peace conference) → send the expedition Colonies grow organically along the coastline instead of a perfect compass-drawn circle — shape depends on the terrain Price rises with distance, but distance is no longer a hard wall — far-off land just costs more, it's never simply forbidden Overseas colonization now requires being an actual colonial power (economic and military weight plus a coastline), not just having the biggest landmass on the map — countries like Mexico or Persia used to qualify while France and the Netherlands didn't The AI competes for the same land too, with staggered start times so one bot can't snowball into taking half the unclaimed world Only available in scenarios from the right era (Victorian Era and similar) — 1936, WWII and the modern world simply have no free land ⚔️ War and combat Fixed: wars between two developed countries would literally grind to a halt at 1-4% captured territory even at max game speed — such wars now actually get fought to a conclusion Fixed: attacking through mountains, forests, marshes and hills was in places mathematically impossible — troops would "just stand there" on exactly that terrain. Hard terrain is now slow instead of impassable Fixed (observer/sandbox mode): divisions never marched at all, drawn attack-plan arrows were ignored, and switching the viewed country wiped out the army you'd built — all three bugs at once Putting down a rebellion now has its own declaration screen instead of looking like an ordinary war with a neighbor: rebel flag, a "CRUSH THE REBELLION!" button, and a clear line showing which government the rebels want to install The war declaration screen has been reworked: your side is always shown on the left, b...
Hi, it's FVS, the solo dev of Ballatory here!Thank you for all the support by wishlisting the game and giving feedback.After 10 months of working on this project, I now proudly announce the launch of the game 🎉🔴🤘🥳All the skills, all the systems, all the balls, all the bosses...are finally there, ready for you to conquer 📈Let's ball!
Guild upgrades used to be six rows at the bottom of the Shop. They have their own window now, with a drawing of the house at the top that fills in as you buy. Open Collections (menu) first. It is one click and it is the fastest way to see what this update did to your save. The Guildhouse8 upgrades over 41 stages, where 5 stood over 20. Three are new: the Barracks boards a second hireling, the Wain adds two pack slots a stage, and the Cellar keeps Shop boons alive 25% longer a stage, so a five minute boon runs thirteen at the sixth. The second hireling is the biggest thing in the release. A mule adds four pack slots, a torchbearer makes travel 20% faster, an apprentice regenerates your MP 15% faster, and until now you picked one and watched the other two go by. If you already bought upgradesEvery stage is worth less than the stage it replaced, because the ceilings did not move and the ladders got longer: the Bell pays 0.8% speed over five stages where it paid 1% over four. So your stage counts are moved up when the save loads, to the stage of the new ladder that pays what your old one paid, and the game says so in a line. A Bell at 4 of 4 comes back at 5 of 5 and still gives 4% speed. The Stable lands two points short, because six stages of 5% is where its ladder ends. Everything else you paid for, you keep. The Board of FeatsEleven feats, and three doors on each: a deed licenses it, prestige unlocks it for every run after (3, 4, 6, 8, 11, 14, 18, 23, 28, 34, 41), and gold hires it onto the run you are playing (40,000, then 350,000, then 4,000,000). You wear one at a time to start with and eight with all seven levels of the Warden's Papers. Every one of them is a standing choice or a standing fact: you set the board, and then you play. The first kill on a floor is always a crit. A 19 counts as a 20 on checks. Unmet beasts are hunted first, and the weather favours skies carrying beasts you have not killed. Refused gear hangs on the trophy case wall. Two are set once a...
Thank you so much for your continued support of TASMON: Taskbar Monsters.We had planned to release the game on August 10th. Unfortunately, the Steam review process has not yet been completed, and we must delay our launch beyond the originally announced date.We also want to apologize for how late this notice is coming out — reaching you only on release day itself.We're sorry for the disappointment and worry this causes to everyone who's been looking forward to playing.Since the timing of the review is outside of our control, we're unable to commit to a new release date at this time. As soon as we receive approval, we'll announce the new date right away.We're doing everything we can on our end to move things along as quickly as possible, and we'll share updates here and on our X account as soon as we know more.Note: many of you have asked about the ability to trade items and monsters on the Steam Community Market. We want to let you know that this feature is not planned for launch. We've shared your feedback with the dev team, and we'll post an update here if there's any progress to share on this front.ProjectZeta
Hello! A new V1.9.0 update is now live. It adds the Wooden Fish as a new long-term use for your funds and addresses more player-reported window, interface, save, and Steam-sync issues. Wooden Fish Wishes Purchase the Wooden Fish from the store's Decor category, place it, and click it in the farm to make a wish. Hover over it to see the “Click to pray” prompt. Each wish costs 100 funds, with batch options for 1, 10, 100, or 1,000 wishes. At least 100 funds are always reserved, so wishing cannot leave you unable to buy your next chicken. Reaching 10, 100, 1,000, and 10,000 total wishes unlocks distinct commemorative seals. The final seal has its own crowned silhouette. These seals are visual keepsakes and do not change research odds or inspiration-egg output. Farm and Characters Updated the Lucky Goddess artwork and kept her facing forward while idle. Her automatic collection of nearby inspiration eggs remains unchanged. Clicking the Lucky Goddess explains her role, and automatic collection now shows the funds gained from that egg. Refreshed the Cozy Cottage artwork and added clearer decoration descriptions, purchase feedback, and a preview of its fixed position. The Research Catalog now points out the publisher closest to completion and the research tiers still missing from the selected set. Interface and Desktop Experience Improved selection and restoration when multiple monitors share the same name, plus safe-area and right-toolbar layout on compact and ultrawide displays. Fixed notices that could ignore interface scaling, appear above a confirmation dialog, or sit too close to screen edges. Improved tooltips and keyboard/controller focus, including focus loss after a decoration purchase and stale Wooden Fish button states. Added copyable version and build diagnostics in Settings to make issue reports easier to investigate. Save and Steam Achievement Reliability Prevented very large fund totals, lifetime counters, and selected statistics from wrapping around or dis...
Quick patch live that fixes a few issues:Fixed some layering issues in several locations in the world;Fixed an issue where gratitude/journal entries would be wrongly replicated in previous days in the calendar Fixed an issue where video settings weren't being saved properlyFixed settings pertaining to playlist behavior (settings > playlist > \Thanks so much for your continued feedback and support! We're doing our best to address everything you're reporting and suggesting, making the game the best it can be.On that note, if you've had a chance to play for a few hours, please let us know if there's anything you think needs improving or tweaking. We plan to shape the game in the future together with the community, so let us know in the replies! - Stuck In Attic
Fix Point Preview - Fix Point has been rebuilt around a new four-stage convergence battle. - Farm Another Spiral to gain Residual Damage, which helps you progress through Fix Point’s convergence phases. - Each phase must be completed before the next part of Fix Point’s HP can be damaged. - Fix Point now uses your normal Battle Spiral stats instead of inheriting Another Spiral’s special bonuses. - Fix Point progress is now displayed more clearly and can continue during offline time. - Fix Point now has fixed rewards, including Hanoi DPS and several Battle Spiral stats. - Clearing Fix Point for the first time unlocks the new Banach Fixed-Point Equation. Hanoi - Fix Point rewards can now permanently increase your Hanoi DPS. - The Banach Equation increases Hanoi DPS by x2 per level, up to x16. - Rebalanced Tornado Prestige scaling and Hanoi upgrades to use diminishing returns at extremely high levels. - Hanoi upgrades and units now have long-term level limits. - Analysis and Topology have been redesigned as major long-term progression goals. - Their difficulty and Core rewards are now balanced separately. - Improved several Hanoi damage and reward calculations. Battle Spiral - Another Spiral now always rewards Residual Damage instead of using a random reward table. - Removed irrelevant Reroll, Rarity, and Scavenger controls from Another Spiral and Fix Point. - Improved the display of Residual Damage, Hanoi DPS, and other very small reward values. - Fixed several Nuke Mode reward, difficulty, and progression inconsistencies. - Improved offline Battle rewards and progression. - Fixed extreme Attack Speed values bypassing some Battle modifiers. - Improved Battle and reward consistency between PC and mobile. Fix Point Is Still a Preview Fix Point is still highly experimental, and several parts are intentionally placeholder. Its mechanics, pacing, rewards, UI, visual presentation, and balance may all change during the beta. We would especially like to hear your ideas about t...
{STEAM_CLAN_IMAGE}/45994743/e6525b8971f87bc8b4cb10b6f7545f9fc185e6b6.jpg Update 1.03.00 is here! Added T2 upgrades for Jaeger turrets: Flamethrower and Machine Gun. Added T2 upgrades for Drone Hives: Drone Hive and Rescuer. Reworked the main menu interface. Reduced the cost of most Boosts. The Repair Drones skill has been replaced with the new Drone Structure skill. The Absorption skill is now activated when selling a structure. {STEAM_CLAN_IMAGE}/45994743/6f142afce411036c6047d13c11e19b058df68d51.jpg {STEAM_CLAN_IMAGE}/45994743/fcda93873598a90436dad852abc520d068d93651.jpg
Youth Academy — dedicated tab, career-start 7–10 youth players, summer top-up, masked OVR until graduation, promotions / age-21 leavePlayer development — stronger weekly growth for youths, season OVR/attribute deltas in UI, Squad Development notesMatch ×¼ speed (plus pause/overlay polish); assistant shout DismissGeneral Game SmoothnessCareer boot screen + full-width start menuAdditional assistant career tipsTransfer/UI polish (country column, filters, card layout)In-game Guide & Changelog — Office hub for guide, FAQ, editor help, and patch notes (stay in-career)Fonts — IBM Plex Sans , Source Sans 3, RM0102; optical size normalized across facesAssistant discovery — min potential filter (1★–5★)Active Leagues — foreign active countries get Youth Academy intakes at career startCanvas backgrounds — custom upload (device-local) + customizable plain backgroundQuality of life fixesPlayer Overall Added to column squad viewEnhanced Manager and Coach profiles
\Added descriptions for the Prison feature.\Saving is no longer performed during combat to improve performance.Removed Godsworn portrait animations to improve performance.Adjusted some bullet VFX and hit effects to improve performance.Improved the Banish Godsworn tutorial wording to avoid misunderstanding.\Outlands Essence rewards doubled to better support Renovation needs.Rare Affix strength on Mythic equipment reduced to 150%.Rare Affix strength slightly reduced.Monster Crit and Dodge slightly reduced.Hunter Specialization \ slightly nerfed.Hunter \ resistance reduction slightly nerfed.Warrior \ skill mechanics improved.Hunter \ skill mechanics improved.Mage \ skill mechanics improved.\Fixed display issues with some combat VFX.Fixed an incorrect tutorial image.Fixed high performance cost on the map screen.Fixed Minions and Allies missing death animations.Fixed the Legendary Affix of Legendary Equipment \ not taking effect.Fixed missing localization translations.
Hi, Ohs! Hole Is Mine is OUT NOW!! 🥳It has been an intense 7 months journey, but Hole Is Mine is already here for you to enjoy. Around 4 hours of incremental adventure, 300+ upgrades in 4 different trees, 500+ combinations with the equipment system and lots of Mini'Ohs to play with! Also, the launch version includes 12 languages. The price is 7.99$, with a 10% discount during the first week! ⛏️We are also bundling from launch with a couple great games, and also we have our own Incrementalist Bundle with our previous game Astro Prospector. We are also launching a Supporter Pack very soon for those who want to help us continue making games, with a special statue in the Village. A massive Thank You from the Village to the 2200~ playtesters who have played early versions of the game and gave us feedback. It has been truly helpful for delivering a better game 🥰Thank you for your time, and remember... The Hole Has Spoken! 🕳️
Optimized the Star-Absorbing Technique skill Improved descriptions for some pills Added alchemy support to the activity queue Added a white-background, black-text theme Improved sidebar click behavior Improved handling when idle training reaches its cap Unified translations for cultivation EXP and spirit stones
1:新增BOOS掉落:五行精魄,升灵符,回返符 2:新增【五行图谱】图谱点亮,消耗五行精魄提升五行强度 3:升灵符:选择已经装备进行升级为传承装备并追加最高等级,最多三次。 4:回返符,回到五行秘境最高层。 5:新增兑换码:兑换奖励100道果 6:其他若干修正完善。
Gameplay Changes > When you destroy storage buildings via siege, you will now loot the resources before the storage collapses QoL > \ Sim in Editor button from combat logs now imports and includes all the real battle conditions to the combat simulator; Defender tile defense, your own building levels, SPUs, directives and other launch buffs > Combat simulations now include attacker and spied-defender flagships, hide unavailable infrastructure, and clarify that unknown enemy SPU bonuses are excluded. > Improved construction queue control hotkeys allowing M to be used as confirmation for placement > Excluded rare metal mining outposts from cargo destinations because they don't need resources > Stretched the colony portal skyline and kept base coordinates visible > Added descriptions of each mission type to explain what they do in the star map->send fleet option list > Colony/Freighter Heavy Support ships now display in their own training queue > Interceptions should now show underneath their target in the radar > Added partial aid board claims with clearer amount controls and limits. > Tidied up victory screens a bit Bug Fixes > Fixed a display bug where spying on non player tiles would leave the result permanently loading > Fixed multiplayer garrison double-debiting after fleet dispatch. > Prevented wasted shipments to faction strongholds and removed duplicate stronghold ledger entries. > You can now use more cargo capacity than just your colony ship when colonizing > Long HUD text now wraps without collapsing sidebars > Smoother battle replays with higher visual frame cadence and cheaper redraws. Online Server Hosting Experience > Added a setting for 'Independents can create factions' where independents can create and recruit anyone to their faction > Added a setting for 'All Independents' where everyone spawns as an independent (linked to above, for a full 'natural' faction formation experience) > Added a setting for 'All Humans Play in Same Faction' allowing you to...
Fixed a bug that caused certain repeatable actions to lose count and reset Added automatic scaling that adjusts the default UI size to your screen resolution Added an option in Settings to adjust tooltip size
This patch:Fixes starting pals not being granted to some players.Fixes new store pals not being available.
The early-game New Player Guide is still being improved (the developers have already heard about it 9,999 times). 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 following test reward items are available to claim (remaining: 96/100): Trade Voucher x1 Auto Battle Unlock Voucher x1 Pet Egg x1 1. Fixed an abnormal algorithm used by Battle Drops. 2. Removed the repeated heading at the top of the battle configuration column, and adjusted the layout of the skill slots and quick-item slots. 3. Added "Unequip All Skills" and "Unequip All Items" buttons, which can separately unequip all 5 skill slots or all 5 quick battle item slots in the current configuration with one click. 4. Added consecutive enhancement failure achievements: "Black?": Fail a probability-based enhancement 30 times in a row on the same equipment or tool at any enhancement level. Reward: Luck +1. "Black Pineapple?": Fail a probability-based enhancement 40 times in a row on the same equipment or tool at any enhancement level. Reward: Luck +1. Failures where enhancement protection takes effect still count toward the consecutive failure total; any successful enhancement resets the total to zero. An achievement triggers only when a new failed attempt causes the same equipment to cross the 30- or 40-failure threshold for the first time. It will not be granted retroactively merely by loading an existing historical count. 5. Improved interface synchronization after enhancement completion. 1. Please conduct trades through the Market. The Market does not charge any transaction fees. Issues arising from private trades will not be handled. 2. If you encounter a bug with the Steam Community Market, please contact the developers through the QQ Group, Telegram, or Discord. 1. Improve the Main Quest and Side Quest features. 2. Add a Thank You feature. 3. Update the Leaderboard feature.
Hey all,I want to start by saying I really appreciate all the feedback I have received for this over the last couple of years, both good and bad. I had a long moment where I felt demotivated to work on the project further.As many of you know, I planned on releasing in Early Access but forgot to set it up 🙃 That however, has not meant the end of updates. We've seen the introduction of Mining and Smithing, construction updates, controller support, steam deck release, and even skill locked; A game mode where you unlock 1 skill at a time (personally my favourite way to plan). So, what's next? Idle Fields Update 2.0This update will reshape the game by introducing more progression that touches gameplay, new ways of training skilling that doesn't involve your worker doing it for you, outfit bonuses, new areas, food providing bonuses, and more. Here's my current plan: Add new ways to train skills actively. So far I have added crab traps and tree saps.Rework the inventory to be less static. This means only showing items you have. This will include some QoL such as sorting and searching.Refine outfit experience bonuses.Work out what skills needs to be rebalance, or even reworked slightly.Add lots of QoL + polish.Add more progression to the game. This includes workers getting better, ways to earn more xp through upgrades.Add a proper gold sink. Gold is fairly useless. I want to change this.Rework the tutorial for the game.This is just the initial plan. I want to do more, and I want your help. If you wish to provide feedback or help come up with ideas, head over to the Discord channel or share feedback on Steam.This update will be available on a testing branch soon before it goes live. It will not have everything mentioned above as I need to build it all. I want to change parts based on feedback before anything goes live. This could even mean remove parts I have added if you all dislike it. I just have a few things to finish before I push the test update.Thank you,KotieDev
Guilds of Mountgate — The Road to Version 1.0Soon, Guilds of Mountgate officially enters Early Access.With the release getting very close, I think this is the perfect time to look a little further ahead.Early Access is not the finish line for Guilds of Mountgate. It is the foundation I want to build upon together with the community.Over the course of Early Access, the existing world will continue to grow, unfinished locations will receive their own content and identity, existing systems will become deeper and more interconnected, and entirely new parts of the game will be introduced.So today, I'd like to share the current: Early Access Roadmap — The Road to Version 1.0The roadmap is currently divided into Content Passes.These are not tied to fixed release dates. Some will be relatively small, while others will fundamentally expand the game.The order may also change depending on development, technical requirements and — most importantly — player feedback.But this is the current direction for the journey towards Version 1.0. Content Pass I — AmberbendVineyards, Quests & WineOne of the first stops right before or after the Early Access launch will be Amberbend.The vineyards will receive more purpose, Amberbend will get its own quests, and wine production will become a more meaningful part of progression.Planned:Amberbend questsMore interaction with the vineyardsWine productionAdditional production and progression balancingThe goal is simple: Amberbend should not just look like a wine region — it should actually play like one. Content Pass II — Living CharactersNPC Memory & RelationshipsOne of the systems I'm particularly excited about.NPCs will gradually become more than static quest givers.Characters will be able to remember relevant interactions, react to things you've done and develop different relationships with your character over time.Planned:Persistent NPC memoriesReactions to previous quests and interactionsRelationship progressionDynamic dialoguePersonal quest...
Dropdown menus are now drawn in-game instead of by the OS. This fixes dropdowns never opening when playing through Proton on Linux, and they now match the game's style everywhere. Added a forced redraw after switching tabs, aimed at the black screen some Linux players hit on the TRADERS tab. If you still see it, please tell us on Discord. No gameplay or save changes. Windows players are unaffected apart from the new dropdown look.