Multiplayer Layout SettingsThanks to all of the suggestions for this feature on the Discord!You can access via the Multiplayer tab using the “Spawn Settings” button.Use 1 of 8 patterns to automatically align your friends' catsEvery pattern has an anchor that defines where it startsCat slots can be disabled so that certain screen regions can be kept free (click on a preview cat to enable/disable a slot)Rotate all cats at onceSwap two cats by dragging one onto anotherSnap Cats lets your cats snap into the pattern-defined slotsThe “Recalculate” button lets you re-evaluate the layout instantly. All cats you placed outside of the pattern will remain in their positionsUse F6 when in a lobby to show a preview of all current slotsAnd some more pattern-specific settings!Quality of life:Open and close your inventory with Esc, M (Bongo Cat needs focus) or the middle mouse button (while hovering over your cat)Patting can be turned off (Settings > Interaction > Pat Cats)much shorter white flash on startup (we tried everything, looks like we cant fix this fully : Interaction > Translucent On Hover)Bug fixes:Fixed inventory sometimes not refreshing correctlyFixed randomly resetting emote wheelFixed “Multiplayer Popup” setting where players couldn’t be gifted when the setting was turned offFixed BongoDex hiding items from a fully hidden collection even though you have some of that collectionHolding Enter doesn’t spam the chat anymoreFixed tooltips staying on screen although the menu was closedAnd many more thanks to you!! 💖I’ll have a look at some performance improvements next. And there is an even bigger update in the making :)Don’t forget to update your game!Thank you for your Support
Hello everyone, I'm here again with a minor patch that is more or less a continuation of 1.1.0 from a few days ago! The following are the change logs: ADD: "Mute on Unfocused" setting (defaults to off), that mutes all game audio when window focus is lost. ADD: Varying audio pitches to make Spinners, Pulsers and Biocores sound less annoying. ADD: Middle Mouse button shortcut to use Blueprints and Consumables. FIX: Non-storage items showing the "recycling storage container" warning. FIX: Databank item-name search box not being flagged as typing, causing WASD to cause map movement and hotkeys. FIX: Flawed check handling for item-wiring, this only affected the Cultivator. FIX: Disconnected Grabbers still counted as "Functional" by Auto Explore; causing it to wait indefinitely. FIX: Mouse held-down behaviour for Metal and Biomass buttons (for POIs). The buttons now correctly register mouse up and down events (no more weird moments where holding down the button does nothing until you click once first, as well as no more Biomass storage warning spams when the panel switches thanks to Auto Explore). FIX: Text typo in Emergency Stop warning ("Trigerred" instead of "Triggered") FIX: Fog of War generation and rendering, causing the POIs to be revealed while still hidden behind the black fog on the MAP. This hopefully also fixes the fog-drift too? but still unproven. CHANGE: Audio for Biocore altered to have less bass and volume. CHANGE: Increased "Repair Speed" level cap from 6 to 8, now repair speed can be further reduced to just 20% of base repair time. And that's all the changes in this patch; thanks for reading, and thanks for playing! -Kevin
https://store.steampowered.com/app/4267800/_/ After the last round of playtesting for Bandit Simulator TD, we received a ton of feedback and suggestions from our players! Now, the game has entered the full-content development phase. We'd like to continue sharing some of our recent fixes and progress with you: Advanced Tech System Complete Overhaul We've completely reworked the advanced technology system, consolidating the previously cluttered tech tree into distinct technology branches that correspond to specific building types. Now, you only need to upgrade simple technology directions to not only gain multiple tech bonuses simultaneously but also unlock higher-tier buildings. {STEAM_CLAN_IMAGE}/45936264/28cbfccf1eb331be8ba5140edbc0375441182636.png Base Tech Tree Optimized The corresponding base technology tree has also been optimized, with more logical and streamlined progression steps. {STEAM_CLAN_IMAGE}/45936264/53022510ff8fb884395e5f62550611a032309838.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the ga...
UNHUMAN IS OUT NOW UNHUMAN is an incremental extraction game. You send your operative into corrupted zones, fight through raids, drag the loot home, gear up and dive deeper. Crank SIGNAL CORRUPTION on a map for higher risk and better rewards, fill the WARDEN bar, and take down the thing waiting at the end. And when you need a break from reality, there is always the INSANITY terminal in the hub. The full version is live today, shaped by months of demo feedback from this community. Demo progress transfers: launch the full game on the PC where you played the demo and your save carries over, with prestige points rebalanced fairly. Your first-time corruption clears also count toward the new SIGNAL HARVEST mastery tree retroactively, and achievements you already earned unlock on first launch. What's beyond the demo: Prestige 4 to 10, each layer with new systems unlocking along the way Corruption levels 8 to 10 and the SIGNAL HARVEST mastery tree The full augment system: cyberware slots, augment quests and upgrades Mythic-tier gear with its own ability slots, rolls and crafting 84 Steam achievements, retroactive for demo veterans A final encounter for the story to end. No spoilers. The demo stays up, and it is still the best way to try the game before buying. Join us on Discord for feedback, bug reports, questions and help with the game, or just to argue about builds. Reports land right in front of the dev there, and hotfixes ship fast. If you hit a silent crash, blackbox.log helps us fix it even faster (see the patch notes).
https://store.steampowered.com/app/4267800/_/ After the last round of playtesting for Bandit Simulator TD, we received a ton of feedback and suggestions from our players! Now, the game has entered the full-content development phase. We'd like to continue sharing some of our recent fixes and progress with you: Building Visual Upgrades We've replaced the original building designs to achieve a more unified and consistent art style. {STEAM_CLAN_IMAGE}/45936264/c3ee9dc0c04dbc51ee3b52cd9758937e89c4ba5f.png Better Map Integration Buildings now look more coordinated and harmonious with the surrounding map environment. {STEAM_CLAN_IMAGE}/45936264/59014f1492422d2281292295466bb6a96926cff4.png Rich Building Progression The game features a deep and varied building upgrade and evolution system. {STEAM_CLAN_IMAGE}/45936264/a10ec587d455a7340b530e1d1fcb3889b8526f6c.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the game survive and thrive! https://store.steampowered.com/app/4267800/_/
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 issue where the Gold amount was not displayed after a battle victory, as well as abnormal multiplayer battle matchmaking. 2. Updated the Battle Drop pity algorithm: In solo battles, the player's actual completed battle count is evaluated against each item's final drop rate. Once the pity condition derived from the drop chance is met, the item is granted automatically. In multiplayer battles, both shared random drops for the current battle and independent battle-count pity for each player are retained. Shared random drops enter the team ROLL; when a player's personal pity is reached, the reward is granted directly and does not enter the ROLL. When the Warrior skill Lucky Execute successfully executes a target, its effect changes from calculating this battle's drops with double Luck to counting this successful battle as 2 progress attempts for the caster's personal drops. 3. Added speed-up functionality to the Battlefield system. 4. Fixed a bug affecting Battlefield formation quantity editing. 5. Added the Item Collector Steam achievement. 6. Added the Boss Key feature (testing phase). Press Ctrl + Space to toggle hiding; the shortcut can be customized later. 7. System Shop: Added Unit Land. It costs 6 Rabbit Coins and each purchase grants 1. Added the Sponsor Monthly Card: 10 Pet Eggs are distributed over 30 days, once every 3 days. 8. Adjusted monster drop items and probabilities: Grain-Pecking Chicken: Egg 40%-->50%, Health Potion Ingredient 40%-->50%, Mana Potion Ingredient 40%-->50%. Grayfeather Scout Bird: Feather 40%-->50%. Old Bell Wraith: Old ...
Hello, writers!Thank you so much for playing Idle Bookstore and sharing your feedback with us. We have been reading your comments carefully, and we have made several changes to improve the demo experience.Here are some of the biggest improvements:A More Meaningful Progression SystemSome players felt that the early game progressed too quickly and that there wasn't enough direction on what to work toward.To improve this, we replaced the previous leveling system with a new upgrade tree.Now, instead of simply gaining experience to unlock upgrades, you can complete small tasks to unlock new abilities and earn rewards along the way.This gives you more freedom to decide what you want to unlock and when you want to unlock it, while making your journey as a writer feel more natural and rewarding.A New Way to Sell Your BooksPreviously, if a book received a low score, it could be difficult to earn much from it. Now, you can choose to sell your books directly to publishers for a one-time payment.This gives every book a purpose and provides a reliable way to keep your bookstore growing — even when your latest book isn't quite a bestseller.Introducing the Music BoxWe added a new Music Box where you can play relaxing background music while writing your books and managing your bookstore.We also changed how you unlock wallpapers and music tracks. Instead of spending in-game currency, you can now complete fun challenges to unlock new customization options.We are also preparing to announce the official release date soon, along with a preview of everything coming in the full version.Thank you again for supporting Idle Bookstore. We can't wait to share more updates with you!Follow us on Steam to stay updated. ✨
1.物品的描述信息字体变的更大了 2.大幅提升装备的攻击和防御随机词条数值 该数值现在会随着装备品级提升了 (原先只取基础属性不跟随品质取值) 3.优化祭炼时增加的属性范围 4.旧版本拥有攻击力,防御力随机词条的仙器,首次祭炼都将调整到新属性 5.修复致命伤害在属性窗口显示不正确的问题 6.一只神秘的猴子在某处现身了
A recently introduced bug was preventing progression on Story World 14.
New Content: New Tournament upgrade to reduce Automation upgrade times. Changes: Reduced Automation upgrade times for the first 5 levels of each Stat Boost upgrade (damage, gold, energy, and exp) to help new players build a decent stack of these functions quicker and earlier. Reduced the requirements of the Auto Claim Active Play Bonus Function so that the Reward Bonus upgrade is fully attainable for F2P players. Reduced Supreme Alien automation wave requirement from 45k to 40k. Capped Automation upgrade times to a max of 20 days (before reduction upgrades are applied). This makes some of those super long end-game upgrade times more reasonable. Bug Fixes: Fixed various minor UI issues.
Update ContentSignificantly optimized Yumei's animations.The chat AI model can now be integrated very easily, with no cumbersome configuration required. It can run smoothly even on a pure CPU setup. No costs incurred—feel free to chat with Yumei to your heart's content!
Changes THE INF RACE - the score cap is now a finish line. Reaching INF locks your place on the leaderboard by who got there first - the first player to hit INF holds their rank forever, shown as INF #1. Already at INF? Your spot is claimed the moment you next launch the game.Players who reach INF now burn in fiery colors on the high-score boards - and the rainbow passes to the next 3 names below them.The lobby info screen got an 8th channel, and it now waits while you read Fixes Sounds inside the submarine (like the info screen's channel zap) are now muffled through the hull when you view the sub from outside.
UNHUMAN — Ripperdoc Onboarding & Madness Protocol Two big reworks in one patch: the tutorial got replaced by something that respects your time, and the INSANITY terminal grew a full mastery tree. Plus comparisons, clarity, a flight recorder and a stack of fixes. NEW ONBOARDING: THE RIPPERDOCNo more annoying tutorial. (Hopefully.) The old 63-step tutorial is retired. DR. VAHLEN, your friendly neighborhood ripperdoc, now runs onboarding as 17 optional tasks with real pay: cash, custom-rolled gear, FLUX, INSANITY, even a seed cache. No screen dimming, no forced clicks. Every task works your way: do it yourself, hit HINT for a spotlight, SHOW ME to be taken straight there, or SKIP it entirely. Your first raid comes with interactive field notes: routing, sprint, inventory, the secure pouch, healing. The game pauses while you read and moves on when you actually do the thing. Rookie safety net: for your first 3 raids the doc will not let you die. Full patch-up on the spot, free extraction heals, mags topped up. Your very first raid also runs weakened enemies. Veterans: if you finished the old tutorial, you will never see the new one. Start a fresh character and you get a one-time offer instead: take the guided run (rewards included) or wave it off. INSANITY: MADNESS PROTOCOLThe terminal grew a mastery tree. 21 nodes, three branches: CARNAGE (damage, 7 nodes), HUSK (survival, 5), COMMUNION (economy and weirdness, 9). Unlocks at your first REBIRTH. Nodes cost INSANITY and ranks get pricier as you go. The complete tree runs 395,260 INSANITY. Completionists, pace yourselves. Capstones include: SIN FRENZY (+1% raid damage per 1,000 unspent INSANITY, up to +20%), BLOOD DEBT (taking a hit bites back, 10s cooldown, watch for the † mark in raids), HOLLOW SHELL, CROWN'S EDGE (+5% trader sell price per crown tier), CROWN RESONANCE and VOID BARGAIN. BLOOD TITHE: raid kills can drip +1 INSANITY. You will see it float over the kill. RIGGED COIN: the trader coin flip finally leans your w...
Fixed:Fixed the names of the KATHI and TORCH Pawns.Fixed the position of text in the mission menu.Fixed the M4 rail and handguard modules.Fixed duplicate items appearing in the shop.New promo code! "HF1035" — receive 50 key cards for the event loot box, as well as EXP promo codes for Pawns and Weapons.Fixed the loot box system. The chances of obtaining unique weapons have been increased.
🏰 Ascension Recovery 🟠 Ascension gates now follow the intended curve: Floor 2,000 for the first Ascension, Floor 3,000 for the second, then Floors 5,000, 7,000, and 2,000 floors farther for each later Ascension. 🟠 Auto-Ascend now works with Auto-Combat both online and offline. Clearing the selected gate automatically Ascends, returns the active Tower to Floor 1, and continues climbing. 🟠 Characters affected by the post-Ascension zero-XP issue receive a one-time restoration of missed Combat and Hitpoints XP based on the floors they cleared. Normal Tower enemy XP remains unchanged. 🟠 Divine Gear now keeps growing across every Ascension. Every floor cleared in every run contributes to permanent Divine progress, and every 100 cumulative floors grants another Divine Level. Divine items are never reset or removed. ⚒️ Gathering & Crafting Progression 🟠 Fixed a gathering + crafting bug where they were both the same level as Combat. 📖 Clarity & Reliability 🟠 The player stat previously labeled Attack Speed is now consistently called Haste. Haste reduces the delay between auto-attacks and shortens ability cooldowns; its formulas and balance are unchanged. 🟠 Nightmare Dungeon recipe routes now show how many of their four recipes you have actually discovered. 🟠 Fixed clean profiles becoming stuck while loading their first character when no saved music-volume value existed. + Fixed other QoL's and smaller bugs that were reported the past day. I'll keep delivering 1-2 deployments a day, if I forget something let me know 🙂
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Announcing Version 0.1.2!Quality of Life improvementsRight-click is now used to set the secondary action instead of clicking and assigning via checkbox.FeaturesAdded Auto-FarmingMinor ChangesUpdated Combat XP calculationsUpdated Cooking UI
Additions Public API documentation is now available at /api/docs. Each API key is limited to 50 requests per endpoint per day, reset at midnight UTC. Bugfixes Fixed a delay of one to two seconds every time you moved between sections. Navigation is instant now. Fixed the Premium Store hanging when Steam never opened the purchase window. It now tells you what happened after a few seconds instead of waiting in silence, and the order is closed instead of being left open. Fixed a bug where installing a catalyst next to another one with the same stat halved the wrong one, so the result depended on the order you installed them. The weaker catalyst now takes the 50% penalty, and pairs that are already installed will be corrected after the patch hits. Fixed a bug where players who left a squadron, or whose squadron was deleted, could not travel at all. Fixed the Subscription, Logs and Achievements links in the profile menu doing nothing when opened from another player's profile. Added missing translations in the technology boost reset dialog and the skill upgrade messages. Quality of life The chat unread badge now turns red when someone mentions you in a channel you are not reading. Messages arriving in the channel you already have open no longer count as unread. The catalyst install dialog now shows which of the two catalysts takes the 50% penalty. Install order no longer matters, and the wiki says so. Added a wiki page explaining how squadron PvP works.
Version: `260809.08` This tiny release addresses one item. The game clock was mis-aligned to the bottom of the play screen when using the old-style Plant Therapy UI. Thanks to one of our Discord members for bringing this to our attention!
I know last update I said that it was the last regular update before the launch.I'm sorry I lied.This update focuses on progression pacing, combat balance, weapon behavior, bug fixes, and additional localization support.BUILD 1.2.0.3 Progression ChangesThe main mission progression has been reworked:Die Once or Kill an EliteReach Sector 3Reach Continuum 5Reach Sector 10Mission 1 can also progress by either dying once or defeating 1 Elite.Black Hole and Prestige are now unlocked at Sector 2 instead of Sector 5, giving access to these progression systems much earlier.High Bandwidth now capped at Level 5, but its maximum cooldown reduction was also reduced from 75% to 50%, with increased upgrade costs.Homing now grants +4 Accuracy at Tier 1 and +1 per additional effective Tier.Boss BalanceBoss scaling has been adjusted to better match player progression.Reduced boss adaptive damage scaling from 70% to 35%.Improved boss HP scaling based on Player DPS so later bosses, particularly around Sector 4, are not flimsy.Weapon ChangesWeapon switching during combat has been adjusted to prevent several exploits and make switching more deliberate.Fixed rapidly swapping weapons back and forth causing them to fire instantly.Fixed a weapon switching spam bug.Switching weapons during combat now requires the newly equipped weapon to reload before firing.Weapons now charge up normally before their first shot after switching.Fixed weapon switch positioning in the Weapons Market.System and Upgrade FixesFixed Meld Tier incorrectly applying the new system's tier to the previously equipped system.Fixed legacy Overclock Augment levels incorrectly multiplying system tier.Fixed Command Core not displaying its required nodes.Upgrade options now display the actual price when an upgrade is free or discounted.Combat and UI FixesAdded a Disrupt Jammer status icon.Fixed enemies moving behind Flag buttons.Fixed Derelicts wrapping too soon and not around circular boundaries.Updated Difficulty stat calcul...
NEW: Notification customization options: disable animations, change notification colors, and switch between Arrow and Dot indicatorsAdded Buy MAX in Orbs field tabAdded the missing completion checkmark to the Big Bang Antimatter tabRemoved "Move to next Area" button while in Offline PlanetAttempted to fix an issue where some players received no resources after performing a PrestigeFixed the early-game Time Factor Multiplier progression to scale linearlyFixed an issue with Mech #7 EZ Mech Farm where some players could not travel to the Mech area in Insane or start the EZ Mech FarmFixed Black Hole Travel 53 requiring an additional Light Year TravelUpdated the wording of the Free Will optionFixed Quark Damage/HP upgrades incorrectly becoming locked again after a SupernovaFixed Steam Garbage Achievement #77 not triggering correctlyFixed an issue where the Minigames Played bonus could be incorrectly applied during Offline Time even when Minigames were not unlockedFixed an issue where players who triggered the Big Bang could no longer move the spaceship vertically while Auto Move was enabledFixed an issue affecting some players where the spaceship could fire more projectiles than intendedMinor fixesKnown issue: Black Matter Perks saved during Black Hole Travel may not be reassigned correctly, requiring players to manually reassign them
Just a little update: Wrist hurts from drawing artwork, only several more hours of that to go..Made some code changesPrevented workers from fulfilling an extra print every now and againPrevented hovering printers causing them to jump up, inducing a missclickFinal prestige now has the correct thank you screen... I finally completed the game without cheating and didn't get a congratulations
修复 - 香蕉鳗使大部分倒计时效果失效的问题
\Added 4 new Legendary Equipment.Added 10 new Mythic Equipment.Added more Build Recommendations.Added new Equipment appearances.Added a Hide Combat Text option in Settings.\Improved game rendering performance.Improved source descriptions for some items.Defensive Runes now use a shield shape for easier distinction.Improved the Outland Astrolabe activation display.Improved tip display duration.Sealed Affixes can now be sealed by clicking the entire row.Improved descriptions for some attributes.\Fine Affix strength on Equipment and Runes increased by 35%Expanded the slot ranges where some Affixes can appear.Removed the weapon requirement from the Cleric skill \.Adjusted the Legendary Affix effect of Legendary Equipment \.Increased the Shield gained from Mage Specialization \.Modified the effect of Legendary Equipment \ and renamed it.\Fixed missing multilanguage localization for some texts.Fixed inaccurate translations for some texts.Fixed a line-wrapping issue with ability stack displays in combat.Fixed being able to compare Equipment that is already equipped.Fixed a possible memory leak during combat.
Hey guys, just a quick Steam App patch to address the Chromium / Electron wrap mishandling minimizing and idling on longer away-times. This has been an ongoing issue and this is just one part of the tech-side. Still fixing things on the server-side. If you are having issues, let me know in Discord and please report the specifics in the bug-channel - when you can. Thanks for playing!