Notice: The early-game tutorial is not yet fully implemented (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 Test reward items are available to claim. Update Details: 1. Fixed issues with Auto Battle in solo and multiplayer battles. If you still encounter a problem, please log out and back in. 2. Improved the Farm system's one-click operations, allowing players to perform actions such as tilling and planting in batches. 3. Reduced the stats of the Windhowl Wolf, added new item drops, and increased its item drop rates. 4. Added the skill "Backstep", which grants 1 second of invincibility. 5. Fixed a bug that caused the "Burn" skill to deal true damage. 6. Unlocked part of the Personal Technology content (there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway +1). 7. Unlocked part of the Server-wide Technology content (there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway +1).
Sorting & filtering - Sort your cars by type, enhancement, most recently bought, or how many you own - Filter the car list to a single cargo type - Sort engines by cars pulled or top speed - Both work in the Rail Yard and on the trip screen when you're picking a train — and the sort you choose carries between them Fixed: the trip screen was cut off - DEPART, the engine and car checkmarks, "Detach all" and the right edge of the destination boards were all being clipped off the right side of the window. This happened at every window size, not just small ones. Fixed. - DEPART is now greyed out until you've attached at least one car, instead of letting you leave with an empty train The Collection is readable now - Locomotives you haven't collected yet were rendering almost invisibly against their dark tiles — they now show as clear silhouettes - Colour variants no longer share a truncated name: you can tell (Gray) from (Green) at a glance - Each livery shows how many trips you've run in it - Tiles are a consistent size, so the grid lines up Readability - Buttons you can't press keep readable labels everywhere — the price on a greyed-out BUY, UPGRADE, Sell, Paint or Enhance is legible again instead of fading into the button - The trip progress percentage was invisible for the first half of every journey - The arrival ticket's edge lettering no longer runs off the card - "Skip tutorial" no longer prints on top of the destination list - The paint picker and How to Play now show a scrollbar, so a part-visible row reads as "more below" rather than as cut-off text - Bigger, properly sized Cancel button on the Steam purchase screens
Dear Players,To enhance gameplay experience and create a more active in-game community, we plan to carry out server merging adjustments. Details are announced as follows: Servers IncludedServers 1 to 50 Merge ScheduleServer merge will start at 08:00 UTC on August 3rd. The process is expected to finish within 30 minutes. Important NotesDuring the merge, you may be unable to log in, or encounter brief lag and disconnections. Please arrange your gaming time accordingly.After the server merge is complete, affected players will receive corresponding compensation. Thank you for your understanding and support. Issue FeedbackIf you encounter any problems during or after the server merge, feel free to contact us via email. We will resolve your issues as soon as possible.E-mail:callofgirls@proton.me
Bug Fixes & Server Optimization | v5.0.70 Update v5.0.70 is now live, featuring additional server optimizations, marketable Boost Potions, and full anti-cheat enforcement. Server Optimization Trove Hub calls have been further optimized to reduce server stress and improve overall gameplay responsiveness. These changes should result in smoother Trove Hub interactions and improved server stability during periods of higher activity. Marketable Boost Potions XP, Luck, and Hatch Boost Potions can now be listed and traded through the Steam Community Market. This is an early expansion of the Community Button item economy. Drop rates and potion balancing may receive minor adjustments as more live economy data becomes available, helping ensure that Boost Potions remain rewarding and sustainable long-term. Each Boost Potion is rolled independently while clicking: • XP Boost Potion — 1 in 10,000,000 per click • Luck Boost Potion — 1 in 10,000,000 per click • Hatch Boost Potion — 1 in 10,000,000 per click Because all three drops are rolled independently, your combined chance of receiving any Boost Potion is approximately 1 in 3.33 million per click—around three times better than receiving one specific potion. Potion drops are rolled using your boosted click count, meaning account progression and click multipliers have a major impact on your effective drop potential. Click here to view the Steam Community Market Anti-Cheat Enforcement The upgraded anti-cheat system is now fully enforced. The system continuously calculates a smart click limit for each player based on their account progression, active multipliers, playtime, and recent click activity. If a player attempts to submit more clicks than the system determines could legitimately have been generated: • Excess or fraudulent clicks will be discarded • The account will receive only the verified progression value • The account may be flagged for manual review Flagged accounts will continue to connect to and play the game normal...
Got a report of dropdowns shifting off screen, scaling was shifting it over by the wrong % Dropdowns should now do dropdown things correctly regardless of scale, thanks for reporting :)
Changelog for Version \Bug FixesFixed an issue that prevented the quest granting the maximum building limit expansion reward from workingContentAdded an in-game mailbox where you can receive messages from the administrationAdded a new building type: Elemental Nexus (Synthesis)Added 10 unique dragons that can be created in the NexusAdded a new perk: Dinner Is Served!Added new shard types: Fried Fish and Toxic Mushroom, which can be created in the Kitchen with the corresponding perkImprovementsRandom events on the map now display their danger level using skull icons, helping you estimate the event's potential riskThe Rulebook has been completely updated with more information about the game rules, an improved structure and navigation, and a new visual designDeliveries can now be initiated even from empty warehouses and shipsYou no longer need to pay the full repair price. You only pay for the actual damageThe Scheduler has been reworked and now supports launch rules based on the availability of a specific resource in your warehouse, as well as more advanced condition checksBalanceSignificantly increased ship durabilityReduced repair costsSignificantly increased ship capacity
Hey everyone, This update is almost entirely built from your requests, starting with the big one. Fullscreen By far the most requested feature since launch. The Skydeck, Drive and Garage screens can now go fullscreen. {STEAM_CLAN_IMAGE}/45746073/201125fbba171fe7c047890e07cca17794bed267.gif Click the expand button in the corner of the screen or press F11. Esc brings you back. This is not just a screenshot mode. Everything keeps running, so you can drive, walk around the Skydeck and click things while fullscreen. The game window grows to cover your monitor and returns to its exact old size and position when you exit. Closing the game while fullscreen will not mess up your window either. Ultrawide players: the image is capped at 16:9 with black bars on the sides, so nothing gets stretched or warped. Right click window dragging and the window hotkeys are disabled while fullscreen so you cannot accidentally yank the view around. New Settings UI Sounds slider. You can now turn down button clicks and interface sounds without touching the radio or the engine. Thanks Ily! Skydeck crosshair size. The little dot can now be resized from 0.25x up to 2x, or turned off completely. Also an Ily request. Camera Motion slider. If the driving camera moves too much for you, turn this down. At 0 the camera stays completely calm. Good news for anyone who gets motion sick. Driving Camera The chase cam was throwing itself around way too much, especially on fast cars. It leaned into corners too hard, the FOV kept breathing in and out, and the camera dove down at speed. All of that has been toned down. The NFS feel is still there, your stomach just gets a say now. See you on the road – Tolga
Just a few changes.. Fixed order complete popups sometimes reading +$0 instead of what you actually earned, mostly at faster game speedsFixed prestige keeping achievements it was meant to reset, which results in a random.. "You Built an Empire" completion screen on a fresh runPrestige menu no longer claims achievements are keptMusic volume/mute preferences are savedWorker wages changed to a flat $15/hour instead of the stupid $2 per printer bonusCleaned up Help menu tabsReputation now shows as 100/100 instead of 100.0/100Added a print quantity/type dropdown to the Start All buttonSmoothed out printer progress percentage and time left countdownRemoved the CAD guy.. Thought it might have been good to speed up unlocks, but it doesn't take long enough to warrant the CAD guy, so he has been kicked outFixed the days counter not updating (not sure how I didn't realise)Money popups now appear from the printer or room tab that earned themAdded a countdown showing how long you have left to earn the order tipComponent upgrades now show on the printerOrders panel now shows total order count instead of a fractionBatch print quantity/dropdown selections now persist between menu visitsImproved keyboard accessibility for the Settings menu (you can pretty much play the game via kb)Fixed a tooltip getting cut off on factory workersFixed printer fill achievement progress not tracking correctlyMillionaire achievement now shows a clear $ progress readoutFixed any filament workers unfairly favoring one filament type (they loved PETG)Fixed the orders "FULL 3/3" badge not reflecting the activeorders upgrade, will show 3/6 etcFixed completed orders not showing up in Order HistoryFixed the Print Now button silently failing when no printer was availableWorkers now prioritize the fastest available printer for new ordersFixed a performance bug causing high CPU usageFixed a delay before new printer slots appeared in Endless ModeAchievements now reset each time you prestige so you can get the bon...
Hello Adventurers!We are so excited to say that Upgradia Online launches into Early Access tomorrow!The gates open at: UK 12:00 PM BSTPacific 4:00 AM PDTEastern 7:00 AM EDTEurope 1:00 PM CESTJapan 8:00 PM JSTAus East 9:00 PM AESTThank you so much for all the support, wishlists, feedback, and encouragement so far. We have a long road ahead, with plenty more updates, balancing, polish, and optimisation to come, but tomorrow is a huge first step for Upgradia Online!We can't wait to welcome you in!See you in Upgradia! Join the Discord:https://discord.gg/8Ut3FAWeNC Wishlist Upgradia on Steam:
- Fixed some issues related to distance calculations offline
Rail Yard sorting & filtering - Sort your cars by type, enhancement, most recently bought, or how many you own - Filter the car list down to a single cargo type - Sort engines by cars pulled or top speed - Cars now group by type by default, so big collections stay readable Paint & liveries - The paint picker is much larger and easier to read - Each livery now shows how many trips you've run in it - Bigger, properly sized Paint and Cancel buttons The Collection - The index now tracks engines you've actually driven, not just ones you own — one trip in an engine/colour combo marks it collected - Engine thumbnails fit their frames instead of being cropped - Fixed the lag when opening the Stats screen Controls & clarity - The DEPART button is 25% larger and pulses, so it's obvious when you're ready to roll - Buttons you can't afford are greyed out, with readable dark text instead of washed-out labels - Enhancement rolls now reveal on the split-flap boards instead of applying silently Fixes - Fixed a crash that could close the game when the graphics surface ran out of memory — it now recovers and saves instead - Fixed station levels being restored above their real maximum on older saves - The menu now redraws while you resize the window, instead of freezing until you let go - Enhancing is allowed mid-trip again, and tickets can no longer be spent without delivering the upgrade
Increased the maximum level of buffs/debuffs. Fixed a bug where the experience required for pet upgrades no longer increased after level 1000.
{STEAM_CLAN_IMAGE}/34327637/dbf945e1a64ae109cc6e0a2c5f9462435cef6be8.png 1.82.0 update, "Jewel of the Realm", is now up. - New feature: Town Manage and improve a town built around your wizard Tower. There, you can build and upgrade Structures which can affect various aspects of both the basic game and the Town. To build, you need some or all of the four resources: Gold, Stone, Mercury and Automatons. Every Structure provides some Gold, while a specific Structure provides other resource types. The Tower serves as a hub that unlocks new Structure tiers, upgrades and increases your Gold. Balance: - Reworked Source Memetics efficiency bonus: The bonuses now apply to final value of Source memetics' bonus, with a scale specific to each type of bonus. The bonuses were scaled up to be in line with other Paramnesics and God Memetics. This is still an overall nerf and was done due to the stat itself way overperforming compared to our initial expectations. - Reworked Enchanting dust bonuses: Enchanting Dust now has 2 types of global bonuses: "Gain", which applies to any Enchanting Dust gained in any way, and "Output" which applies to sources of Enchanting Dust related to somehow crafting it (compared to receiving a timed reward, ware etc.). This is done to help us structure it better and make it more transparent. There are specific bonuses that only apply to a specific source, but they're always limited to that one source only (e.g. Bat Rewards). UI: main ingame font changed And a couple of balance changes and bug fixes along with that Come visit us!
This update focuses on save stability, progression issues, upgrade behavior, and several long-standing gameplay bugs. New Features You can now hold the "Buy Cheapest Node" button to continuously purchase nodes Purchasable nodes now pulse, making them easier to spot Save, Rewards & Achievements Fixed save corruption after a PC crash that could make the game unplayable Fixed starting a New Game not resetting everything correctly Fixed sacrificing not awarding gems Fixed gem rewards being lost when an error occurred while granting them Fixed the "First Blood" achievement not unlocking The "First Blood" achievement now unlocks retroactively if its requirement was already completed Fixed achievements being permanently lost when Steam was not ready Combat & Upgrade Fixes Fixed Gemini Cannons disabling corn popcorn, potato zaps, and cauliflower projectiles Fixed Hollow Sun's damage radius shrinking over time Fixed the attack indicator not matching the actual hit area Fixed crop spawn interval upgrades making crops spawn more slowly Fixed Dark Matter collapse interval upgrades increasing the interval Fixed Greenhouse interval upgrades increasing the interval Fixed Laser Bunny attack speed upgrades making it attack more slowly Fixed Controlled Ecosystem producing crops that were not available on your farm Skill Tree, UI & Audio Fixed the "Buy Cheapest Node" button overlapping the Treasury and Castle tabs Fixed the bottom branch of the Space Farm skill tree being unreachable Fixed audio clipping when purchasing several nodes quickly Thank you for reporting these issues and helping us improve Agrivore! Don't forget to leave a review on Steam! https://store.steampowered.com/app/4045540/Agrivore/
Crafting Improvements Crafting now has the approved consolidated header, showing the active batch, progress, Mastery loadouts, production controls, timings, and queue together. Added a dedicated timer for the currently active Crafting batch. The Crafting workbench now scrolls internally so lower recipes and Craft buttons remain reachable at different resolutions and UI scales. Fixed finite Crafting orders disappearing when materials run out. The exact unfinished quantity now remains waiting. Gathering resumes while a Crafting order waits for materials. Waiting Crafting orders automatically restart when enough materials become available. Affordable later orders can still continue while an earlier order waits for materials. Offline Crafting now preserves and resumes unfinished orders using the same rules as online Crafting. “Craft All / Until Empty” remains unchanged and still ends normally when materials are exhausted. Display & Interface Scaling Fixed interface elements scaling independently when resizing the game window or entering fullscreen. The complete game interface now resizes together as one coordinated canvas. Manual interface scaling is automatically limited when the selected size would extend beyond the available screen. Larger displays can still use 120% scaling when sufficient space is available. The approved Crafting header now keeps its intended structure instead of rearranging into mismatched sections at narrower sizes. Inventory and Crafting remain fully reachable without allowing panels or controls to become clipped. Dungeon Combat Fixed active Dungeon encounters sometimes displaying the player’s previous Gathering or activity screen. Dungeon damage numbers no longer appear over an unrelated activity interface. Entering or returning to an active Dungeon now reliably opens the proper Dungeon combat screen. Dungeon combat routing remains correct after character switching or restoring an active encounter. Talent Build Reliability Fixed selecting a sub...
Fixed:Auto-battle rewards have been increased. Players now receive more money and weapon EXP cards.The system that hid unowned modules has been removed. The Weapon Workshop now displays every module compatible with the selected weapon, even if it has not yet been obtained.Missions: Selected mission search filters are now saved.Missions: The player’s resources are now displayed on the mission map.Missions: Added a reward category filter.Missions: Filter icons have been slightly enlarged.The fire rate of the M4A1 “House Keeper” has been reduced by 10%.ASTRA, Beretta PMX “SNOWFALL,” Barrett M107 “BEREZA,” and the “Vant VM II” shield have been removed from the shop.The Chinese localization has been updated.Fixed an issue that allowed modules to be installed on the “None” weapon.Fixed an issue with event reward distribution. Event missions have been reset for players who had already completed the affected events, allowing them to earn the rewards again.Fixed the description of the weapon module loot box.
Notice: The early-game tutorial is not yet fully implemented (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 Test reward items are available to claim. Update Details: 1. Fixed issues with Auto Battle in solo and multiplayer battles. 2. Released a basic version of the Wiki, accessible by selecting Encyclopedia at the top of the screen. 3. Unlocked the Scroll Boss technology. 4. The Warehouse's Items tab now displays the amount of each currency owned by the player. Currency balances were previously shown under Character > Player Summary. 5. Corrected the incorrect top-up description that stated a 1 Rabbit Coin to 1 USD exchange rate. 6. Fixed the season display. The season now changes every 12 hours as intended. 7. Fixed an issue that prevented players from selecting an item instance when processing armor. 8. Added a Loadout Slot with a quick Unequip option. 9. Added the Level 1 Stone Soul material used exclusively by Warrior skills. 10. Unlocked the server-wide boss Windhowl Wolf. Required challenge count: 50. Respawn time: 10 minutes. 11. Fixed the incorrect drop rates for the LV1 Battle Gift Box. 12. Reduced the material requirements for Apprentice-series (T3) equipment. 13. Updated the descriptions for Auto Battle, Level 1 Auto Battle, and Level 2 Auto Battle. 14. Published the probabilities for each gift box. 15. Improved the experience display by adding the exact amount of experience required. 16. Adjusted skill values (there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway). 17. Adjusted monster drops (again, there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway +1).
Highlights: This round clears two bottlenecks—space and resources. The terrain around the pond and lake has been reshaped: the stretch right of the lake used to fit only one large building and now fits exactly two. Sapphire and diamond consumption has been rebalanced so they no longer gate your late game. We've also fixed the Chef tutorial getting stuck—saves already caught there don't need restarting. Gameplay Improvements Building · More room along the shore: The terrain around the pond and lake has been reworked so the buildable shoreline is more regular—the stretch to the right of the lake previously fit only one large building and now fits exactly two. Laying out big footprints like the Gem Workshop or Blacksmith Shop leaves you noticeably more room to maneuver. Balance · Sapphire and diamond no longer gate you: Advanced Boots now last 30 minutes instead of 18—they're the one piece all five professions can wear, so they burned through far more gems than anything else. Advanced Gloves get a smaller bump to 20 minutes. The Mage Forge Crate now takes Cut Ruby, so it no longer competes with boots for sapphire. And the Adamantine Blade cuts for considerably longer, making it finally worth what it costs. Mining · Hover to identify ores: Hovering an ore vein now shows its name and a soft outline, so the variety down in the deep mines is finally readable at a glance. Mining is still done by your Miners—hovering is for identification only. Crafting · Standing orders stop flooding the queue: Multiple restock batches of the same item from Standing Orders now merge into a single slot instead of filling up the crafting queue, so the tasks you lined up by hand don't get pushed out. Bug Fixes Tutorial · Chef: Fixed the Chef tutorial being unable to continue while making Basic Feed when ingredients ran short. Saves already stuck at that step don't need to be restarted—just load the game and carry on. Fisherman · No longer idles when a spot disappears: Fixed the Fisherman occas...
1.Added a damage ranking display for skills and towers in the pause menu. 2.Enhanced the "Law of Adversity" rune effect, increasing the damage bonus from 50% to 100%. 3.Fixed an issue where the rune shop could appear empty after switching maps. 4.Fixed a conflict between the rune shop interface and the upgrade interface that caused operation issues. Thanks for your feedback! I'll keep improving the game!
Commanders!The Dynamic Buff Display System has been implemented in this update.When you gain buff or debuff effects, the stats panel will display buff icons and value changes.You can clearly track all active status effects without guessing values, allowing for better tactical decisions in combat.We will continue to optimize animations, icon layout and display logic. Feel free to share your feedback after trying it out!
Fixed cures not working: a cured fish now stays healthy instead of falling sick again seconds later. Fish now need 7 days without food to get sick, up from 24 hours, and time spent in a background tank no longer counts against them. Fish that are currently sick under the new limit heal themselves automatically.
After a period of development and optimization, Kin and Conquest will launch on Steam on August 3!Deep beneath the surface lies a mysterious mine where danger and fortune await. Venture deeper underground, discover valuable resources, defeat the enemies blocking your path, collect materials to strengthen yourself, and create your own path of growth.In the full release, you will:⛏️ Explore more maps and uncover new underground adventures⛏️ Face stronger enemies and increasingly challenging battles⛏️ Gather resources and enhance a wider variety of weapons and equipment⛏️ Unlock powerful new skills and challenge deeper layers of the mineAs you continue your journey, you will discover new resources, gain greater power, and uncover the secrets hidden deep beneath the surface.Whether you enjoy fast-paced combat or the satisfaction of watching your character grow stronger through continuous upgrades, Kin and Conquest hopes to bring you an endless journey of exploration and progression.Thank you to everyone who has followed Kin and Conquest, played the Demo, shared valuable feedback, and added the game to your wishlist.Your support has helped us continue improving the game and has prepared this mine for more brave explorers to uncover its secrets.On August 3, begin your journey of conquest!
Beta Updates & Road to 1.0 💚Hey everyone,Last week’s update was the final public update for the current beta branch before 1.0.To keep the full 1.0 release a surprise for everyone, everything we are working on from now on will stay behind closed doors for a while.This includes new items, new features, system changes, balancing, improvements, and everything else that is still being added before release. What happens now?Development is still continuing, but future changes will no longer be shown step by step in the beta branch.The goal is to make the 1.0 release feel fresh, exciting, and worth discovering when it finally arrives. One thing we can say 👀The 1.0 update is not too far away anymore.There is still work left to do, but we are getting closer and closer to the point where Idle Life can finally leave this long Road to 1.0 behind. Thank you 💚Thank you for playing, testing, reporting bugs, and following the development of Idle Life.Your feedback during the beta updates helped a lot, and we are excited to keep working on the final steps behind the scenes.
1. Added Bankruptcy Palm and Star Siphon Art.2. Optimized woodcutting and mining event drops.3. Added four new adventure events.4. Added automatic claiming for daily and weekly quests.5. Added sect raid dungeons, making the full codex achievement completable.6. Optimized right-side message display.7. Optimized attribute tooltip descriptions.8. Added the talent system.9. Optimized window resolution display.10. Optimized codex categories.11. Added an auto-cooking toggle similar to auto-forging.
Hello everyone! this patch has the following changes:FIX: Buying and Selling from traders using the percentages buttons can cause a floating-point error, corrupting your save file unknowingly until you next load up the game.ADD: Related to the above, I've added backup-system for save files, if the game detects that the current save state is somehow unusable, it will revert to a valid backup. Now, Players who have a corrupt save file will now lose partial progress instead of everything.ADD: Steam Achievements are now checked on game-load. If the game somehow didn't manage to connect and update Steam achievements as it occurs it will now update when the game loads.FIX: Smart grabber now correctly grabs WIRE from POIs correctly (and stores them in Wire Boxes).FIX: Databank showing the wrong maximum item count, leading players to think there were 5 more items to discover.FIX: Z-index issue for item tooltips when you have the MAP options panel open.FIX: Auto Explore is now properly turned off when stuck in a wake-up loop.CHANGE: "Travel" achievements now require way less kilometers logged to achieve:TRAVEL II now requires 500 instead of 1,000 kilometers TRAVEL III now requires 1,500 instead of 5,000 kilometers TRAVEL IV now requires 3,000 instead of 25,000 kilometers TRAVEL V now requires 5,000 instead of 50,000 kilometers EDIT:Additional quick fixes:FIX: Z-index issue for item tooltips patch from earlier causing the energy icons and floaters to cover up the MAP options panel when it is open.FIX: Biocell being listed as craftable when it isn't.ADD: Indicator icons for Blueprints found in POIs so players can easily see which one is new.That is all that is included in this patch, I am truly sorry for anyone who have lost their save-files due to the first bug mentioned aboveThanks for reading, and thanks for playing! -Kevin