Ver1.0 Update Details<You can now collect “Special Firewood” while gathering firewood.>When gathering firewood, you now have a very low chance of obtaining “Special Firewood”.When burned together with regular firewood, Special Firewoodbrings special effects, such as changing the effect when the fire's intensity increases.(Special Firewood cannot be used as fertilizer. Firewood gathering settings do not affect obtaining Special Firewood.)<Lightweight Mode (2D Pixel Art) has been added.><English language support has been added.>・Added ? new types of Special Firewood obtainable through gathering.<Game Balance Adjustments>・Adjusted to make maintaining firepower easier. (Reduced the rate of firepower decay when firepower is sufficiently high, and increased the firepower boost from mouse clicks by 1.5x.)<Other>・Adjusted the campfire sound to be more relaxing.・Unlocked items not yet acquired now display as “???” (revealed upon unlocking) based on progress.・You can now switch pages in the Collection screen by scrolling with the mouse.・Temporarily hidden the unlock count for later cats.・Added unlock sounds and effects. Volume depends on the firewood gathering sound level.・Adjusted the order of settings items.・Made minor visual adjustments.
The official Steam Next Fest demo for Re:Blade is now live.This is the final major update for the demo. During Steam Next Fest, we’ll focus on bug fixes and stability improvements.What you can experience in the demoFast-paced cursor-based combat with a living bladeAwakening-driven progressionArmory upgrades and build experimentationA boss fight showcasing the core gameplay loopWhat’s improved in this buildCombat pacing and balance adjustmentsUI clarity improvementsBoss behavior and AI refinementsOverall performance and gameplay polishFeedbackIf you run into any bugs or have suggestions, feel free to post in the Discussions. Your feedback will directly help shape the full release.If you enjoy the demo, please consider adding Re:Blade to your wishlist. It truly helps support development. Thank you!
Hello everyone. Unfortunately, I couldn't release the patch during the week, but I managed to get one ready by the weekend that adds new content, refines guilds, and much more. But let's start with the bug fixes:91 code changes for game stabilityFixed an issue with installing the game on MacOSIf you're reading the patch notes, you know about the promo code RAIDS which will give you a cool cloakNow for the main highlights:Implemented a level-up system for charactersAdded 29 items for characters8 raids to help level up your characterReworked guild functionality: invitations, regeneration of invite codes, creating open or closed guilds, guild descriptions, avatars, and much more!The next patch, which will refine boss content for guilds and a design overhaul (as you might have noticed from some windows, I've already started on this but couldn't finish it before the patch), expect it by next weekend. If you encounter any issues that hinder your gameplay, please write in the Steam Discussions, Discord, and Telegram. Hotfixes will be released whenever possible.
* Fixed issues where splash screen was not displayed correctly * Added setting to disable progress bars on buttons (Advanced options -> Show additional mobile UI features)
Hi everyone!We have just deployed a new update for the game, incorporating several improvements and fixes based on the feedback we have received from the community. Below is a summary of the key changes included in this patch:Capture System RedesignThe capture (pot) system has been reworked to provide a more visual experience:It is the same logic behind it but more intuitive and visual. Thanks for the feedback.Players can still toggle between the "Modern" and "Legacy" styles within the game settings.New Cupid Dungeon on LernaAdded a new dungeon in Lerna, featuring Cupid and its global counterparts.Fixes and minor changes:Combat Stability: Resolved an issue where generic and demonology & angelology pots would cause the game to freeze during combat,Credits: The acknowledgments section has been expanded, adding playtesters and early feedback.Companion Unlocking: Fixed a bug where newly unlocked companions would take an excessive amount of time (or require a restart) to appear in Mining, Music, or Writing tasks.UI Updates: Fixed an issue where the experience bar failed to update in real-time during active tasks.Companion Grid Logic: Updated the Sun Tzu: Art of War arrays to correctly represent positions on the companion grid.We are looking forward to the upcoming Steam Next Fest. To stay informed about the latest news, updates, and gameplay tips, please follow our official social media channels.Thank you for your continued support.Mythos Anvil
Hi all,Steam Next Fest is finally here! Try out the demo and leave a review, the development of the full version is still in progress so any feedback is great to have!Additionally, for Next Fest, I added localization for the following languages:Simplified ChineseJapaneseBrazilian PortugueseSpanishLet me know if you see any errors or have any suggestions.Hope you enjoy the demo!Monty
✨ Glimvale is at Steam Next Fest !We’re excited to announce that Glimvale : My Mini Overworld is participating in Steam Next Fest !The demo is now live, and this is your chance to step into Glimvale and become a kind Game Master. Create your own little world, shape your own tiny MMORPG, and welcome players into a cozy overworld made by you.✨ Exclusive Demo Reward During the demo, you can claim an exclusive in-game decoration. Once unlocked, you’ll keep it forever and it will carry over to the full release of the game !If you enjoy your time in Glimvale, please consider adding the game to your wishlist. It helps us more than you know✨- Play the demo - Claim your exclusive decoration - Add Glimvale to your wishlisThank you for being part of the adventure !
I’ve been working hard to get this one out before the start of next fest - its been a lot of work but worth it i think! Hope you think so too :)I recommend starting a new game with this update as i’ve introduced entirely new systems so not sure how the old save will hold up!NEW : Fuel Factory + New Resource AddedThe biggest addition this update is the brand-new Fuel Factory! It’s an entirely new progression system and panel to give you more to do alongside the satisfying harvesting loop. My aim for this was to break the monotony of the main game loop based off players feedback - I think it greatly improved the experience and makes for a more well rounded experienceWhat’s IncludedOrbs and Spores to Fuel:You can now deposit your resources directly into the factory which converts them to Fuel Cells, a 3rd resourceOffline Production:Your factory keeps working even when you aren't! The system simulates production while you're offline or away - so if you want to deposit a load and step out, it’ll continue running even if you quit the game (note: the auto deposit feature will not kick in offline)Upgrades: I’ve added more upgrades in the skill tree that link to the factory. You can upgrade your factory’s efficiency in the factory itself too.New UI: Added a dedicated Fuel Factory panel that displays the progress of current conversion time, and shows other useful stats on the factory- Areas are now unlocked by spending Fuel Cells Balancing- Egg variants Gold and Diamond are now locked behind area 2 and 3, giving you something to look forward to when you unlock them- Certain upgrades are now area gated as well, improving the overall flow NEW Tutorial System (First Time User)Added some lightweight tutorial pop-ups to notify the payer of key moments like when you buy your first upgrade, unlock the factory and enter the 2nd areaUI & Quality of Life- Implemented a save file check and a warning pop up to tell the player if they are playing an outdated build- Toned down the screen e...
I’m going to speak plainly.Reaper’s Ledger in its current state is very simple.Some of you have pointed that out clearly. There are few mechanics. There is limited depth. It feels bare.You are not wrong.This launch is not a finished product. It is the foundation stone. The bones of something larger.Reaper’s Ledger is being built as a community driven experience. I did not want to build a massive system in isolation and hope people liked it. I wanted to start with a core loop and grow it based on what you actually want to play.Right now, the game is basic by design. The systems are minimal so they can expand in the direction players push them.But here is the important part:Now that it is live, development shifts from “my idea” to “your direction.”If you feel there is no depth, tell me what depth should look like.If you want meaningful progression, describe it.If you expected reaping mechanics, management systems, balancing souls, or something entirely different, I want to hear it.Negative reviews do not discourage development. Silence would.This is Early Access in its truest form. A beginning. Not an end.Here is what I am actively working on next:Expanded progression systemsMore interactive mechanics beyond simple upgradesA clearer gameplay hook tied directly to the “Reaper” fantasyVisual and feedback improvements so progress feels meaningfulIf you are willing to stick around and help shape this world, join our Discord. You can find the link on the store page or down below.Leave feedback. Share your ideas. Tear systems apart constructively.The Ledger is empty because it is waiting to be written.Let’s build something worthy of the title.- Michael Pettit
Audio New background music tracks have been added. UI & localization A “How to Play” screen has been added. You can open it by clicking the question mark (?) button shown below.
ChangelogGameplay ChangesOne new click per second skill tree upgrade added for each helper!One new global toilet paper density skill tree upgrade added!Upgrades after "Peestorm" are now more expensive.Other Changes"Next" option added alongside of x1 x10 x100 and MAX in helpers menu. Fixed a critical bug where very fast sheetbucks earnings would be skipped.Fixed a bug where very fast roll changes would prevent toilet paper switch.Fixed not working Bidet skill.Helper level up bonuses now visibly shown before purchasing.Added an accessibility option to turn off cat paw cursor.Remove font accessibility option now persists after closing the game.Popup messages no longer obscure settings and offline earnings windows.Fixed an issue where Peestorm and Flush prestige upgrades weren't registering.
Hi Everyone,I'm super excited to announce the new Arcade game mode is now live!Archmage Psilocybe needs your help! His Nemesis, Dreadmage Mycotoxin has found the location of the holy giant puffball that gives us our magical mushroomy powers! He is sending waves of fungal forces in an attempt to destroy it and nullify our abilities! It is vitally important that he does NOT succeed.Please, Mushroom Mage, use the powers you have already learnt to push back Dreadmage Mycotoxin's forces and save the puffball!Collect spores from the Goblins in each waveAnd upgrade your skills in a completely new skill treeThere's a bunch of new achievements to get stuck into as well so get involved and push back those fungal forces!This update also includes a few QoL updates, Cloud Sync, some bug fixes and FULL STEAM DECK AND CONTROLLER SUPPORT!! (although because of the nature of this game being a clicker game... I'd still recommend mouse and keyboard ;) )As usual, any bugs/feedback send me an emailwizardshrimpgames@gmail.comEnjoy!JoshWizard Shrimp Games
FixesFixed an issue where tasks could not be created using the "Ctrl + Enter" shortcut in the to-do list. (Reported by Swansonhart, thank you!)Filling Burrito Studio
LabyrinthThe Labyrinth consists of floors of skilling and combat challenges with increasing difficulty. Navigate through a grid of rooms to progress, collect loot, and advance to deeper floors.Each floor contains skilling challenges, combat encounters, treasure rooms, and a floor exit.Bring supplies into each run: Torches, Shrouds, Beacons, and Crates. Each comes in three tiers.Earn Labyrinth Tokens, Purdora's Boxes, and Labyrinth Refinement Chests. Rewards increase with floor depth. Spend tokens in the Labyrinth Shop on upgrades and unique items.Item rewards include: 4 Skilling Capes, 3 Combat Boots, and Seals which is a new type of item that grant timed personal buffs.Automation system with per-room loadouts, skip thresholds, and full auto-pathing.4 new achievements related to the Labyrinth. Achievement tier buffs will require the completion of newly added achievements, although they should not be too difficult for those who have the rest of the tier completed.New collection items and bestiary entries for labyrinth monsters and items.Labyrinth points and labyrinth depth leaderboard.See the Game Guide for more details.Seasonal:New Spring Festival seasonal cosmetics: chat icon, avatar, and avatar outfit.QOL:Browser notifications for various events. Configurable in Settings. (experimental)Allow "Start Now" to optionally insert actions to the front of the action queue instead of replacing it. Enable this in Settings -> Game.Queue Party Ready can now be queued after solo actions, so you can automatically return to party combat without being present.Unrefine alchemy action: converts refined equipment back to its base version, preserving enhancement level and returning half of the refinement shards.Party combat experience debuff now requires a minimum of 10 level gap before it can take effect. This prevents low level players partying together from being debuffed.Increased the number of buyable loadout slots by 10.UI:Special chat icons now display in most places with char...
* Added splash screen to layout artifacts during loading * Shift key will now affect game tooltips properly * Added Norwegian and Dutch languages to the game * Fixed various missing or incorrect translations around the game * Backported progress bar indicators from mobile for cases where buildings or upgrades are restrained by maximum resources.¹ * Game engine updated to v 1.5.0.0 (please see full changelog in-game)² __ ¹ "change is never fine", so please let me know if you actively hate it, I can make it optional or roll it back ² This update is based on the latest beta code, expect some potential bugs.
⚡ Performance Overhaul & Caverns Polish The dungeon just got a whole lot smoother! This update tackles the persistent memory leaks that have been haunting the Caverns, with comprehensive fixes across display objects, AI pathfinding, battle logs, and more. We've also added highly-requested features like shop restock timers and empty equipment slot tooltips, so you'll always know when new gear arrives and what goes where. Plus, Flying Jellies have been brought back down to earth (literally). "The Caverns remembers everything... except now it actually forgets things properly." - The Dev Team ⚡ Performance Improvements Fixed multiple critical memory leaks in Caverns - including display objects, AI pathfinding, unit conditions, battle log entries, and visual objects Switched to bitmap fonts for floating text (reduced CPU usage) Smoothed out UI transitions when returning to surface from Caverns Fixed memory leaks from improper cleanup of visual objects ✨ New Features Shop restock timer and animation - now you'll know exactly when new items arrive! Button to show/hide battle logs in the Caverns for a cleaner interface Equipment slots now display backgrounds and tooltips when empty, indicating what type of gear belongs in each slot 🎮 Quality of Life Hero stat bars in Caverns now animate when losing HP or spending AP/MP Temple gold sacrifice slider now caps at maximum effective amount (no more overspending!) Inn battle logs now indicate whether battles were attacks or defenses Active XP potion tooltips now show time remaining instead of total duration Improved Caverns battle log by batching "inspired" and heal messages for better readability Caverns Battle Log now stops when party is defeated Added Russian translations for all devlog entries and announcements ⚔️ Gameplay & Balance Changes Nerfed Flying Jellies (they were a bit too spicy) Players who maintain maximum tier (10) in Inn Tournaments now receive upgrade rewards Caverns rooms now generate with at least 20 additiona...
Added Linux client.Fixed some steam cloud issues.Fixed a bunch of bugs, such as harpoons sometimes failing to hit the highest den.Various number tweaks.
This honestly still feels surreal to me. I never imagined that my first game would reach the screens of so many players across the world. When I first started this project, it was just an idea, something I worked on late at night, unsure if anyone would ever even see it. Back then, I remember thinking how amazing it would be if even one person out there enjoyed something I created. The thought of 25,000 people playing it was beyond anything I could have imagined.There were so many moments during development where things felt uncertain, long nights, challenges I didn’t know how to solve, and times when I questioned whether I should keep going. But knowing that people were out there supporting the game, sharing feedback, and simply having fun with it made every single moment worth it. Seeing players connect with something that started as a small personal project has been one of the most meaningful experiences of my life.I’m incredibly grateful to everyone who gave the game a chance, left a review, shared it with a friend, or supported me in any way. You turned what began as a solo passion project into something real, something shared, something alive. From the bottom of my heart, thank you for playing, for supporting, and for being part of this journey. I truly couldn’t have done this without you.Happy mining. ❤️
-All optimizations now cost 1 Optimization Point -Updated French, Japanese, Spanish and Traditional Chinese translations
Après 3 mois de travail il est temps de prendre part à la seconde Croisade Infernale !Découvrez le Trailer sortie pour l'occasion :🔥 C'est la plus grosse mise à jour en date depuis les débuts du jeu. Qu'est ce qui vous attend en jeu ?Venez le découvrir avec moi, préparez vous le Patchnote est massif !Nouveautésːalbionshieldː GUERRE DES ROYAUMES : Un Nouveau Mode de jeu AFK/Idle dans lequel vous aller pouvoir recruter des Héros de Guerre pour les envoyer au combat. Faites les progresser pour déverrouiller leurs Talents, équipez les de Reliques Martiales. Système de combat tour par tour idle tactique rapide mais captivant inspiré de Labrute.ːyubiː Je trouvais qu'Alquiem avait besoin d'options totalement idle supplémentaires au delà des quêtes dont la durée est de 20 min au maximum. Maintenant vous allez pouvoir profiter de récompenses quasi journalières. La durée des guerres s'étend de 2h à 6h, idéal pour faire une pause et revenir plus tard. Ceux qui souhaitent les accélérer le peuvent via les talents de certain héros ou des outils héritages (+ d'info sur discord). La Cache Infernale : Un nouveau butin de guerre pouvant contenir une relique martiale brisée mais aussi des Éclats de Bravoure permettant de réparer ces reliques et de recruter d'autres héros. Peut également contenir un nouveau matériau unique : les Essences de Colère. Pour débloquer ce nouveau mode de jeu il vous faudra avoir bâti la Table Ronde, un projet urbain.ːyubiː Dans Alquiem vous pouvez passer un prestige et recommencer une partie de zéro ou presque. En effet les bâtiments construits dans votre ville appelés Projets Urbains sont conservés pour toujours. Et pour pouvoir réparer les Reliques martiales il vous faudra débloquer la Confrérie d'Or. LA CROISADE INFERNALE : Le second Passe de Combat introduit dans Alquiem. Toujours aussi généreux avec 100% des récompenses de progression étant gratuites. ːyubiː Les seuls éléments premium (sanctifiés) sont l'apparence d'armoirie unique propre au pass comme ...
Quality Update!For an improved user experienceMUSICFirst of all, I'd like to share that ALL PREVIOUS MUSIC has been removed and REPLACED with the known copyright claim free king of music KEVIN MACLEOD.This is for the content creators out there. You can now safely create content on Drop and Grow without any extra hassle. (Apologies)CursorEasily the most controversial feature in this super chill game about growing plants.There are now Left Handed and Right Handed cursor options.In addition, the cursor changes to a writing quill when navigating menus, saving the dew drop leaf for gameplay exclusively.I do realize that the pointer being on the bottom is STILL against the extremely common convention everyone is used to. I will be keeping a close eye on the cursor reactions and will adjust appropriately.Improvements / Changes Options Menu restructured into Tabs (may be expanded upon in future)AudioGameplayUI Art UpscaledUpgrade OverhaulMost Upgrade Icons are now coloredMost Upgrade Icons include a modification indicator symbol for improved signalingSome Upgrade Descriptions have been re-written for better claritySome key words have been 'colorized' in upgrade descriptions (English only)Transparent Dither Amount Increased to more easily see behind large objectsAmazing New Water Shader (more improvements coming)Wind Shader Improved and added to Bushes & FlowersAdded New Backgrounds!Backgrounds will now change after a variable amount of days. Hope this add some more visual variety and keeps things feeling fresh.Balance ChangesSlight changes to early Upgrade Costs (Demo Version)Slight changes to Goal Thresholds (Demo Version - The 'Ending' should now be more achievable)Bug FixesFixed one reasonably nasty bug regarding the upgrade menu and loading into multiple saves. Now the upgrade menu should display properly when loading more than one save file without closing the game down first.Main Menu Highlight should now reset when returning to the main menuPrevious ChangesJust in ca...
Game development is hard.. That last update was a little bit of a "I rushed it while tired" situation.Hopefully this update is for the better. I am trying to rebalance the game, which as a guy with absolutely no experience in game dev, quite difficult. But with your feedback we should be able to get it to a fair, nicely curved progression.I've included fixes from the last update and some more I found. Made workers slightly easier to find, and added a few features I liked from the discussions.Final note before the changelogEarly access is a difficult tightrope to walk. On one hand, the original goal needs to be fulfilled, and some breaking changes will be necessary to progress toward that goal. On the other hand, I am listening to user feedback and being as careful as possible not to disrupt your playthroughs. I will continue to reshape the game to preserve what players enjoy.As always, thank you for playing, and please keep the above in mind. :)Changelog: Bug FixesFixed completed prints not fulfilling active ordersFixed auto-sell only processing new prints instead of sweeping all inventoryFixed sell actions not triggering milestone checksFixed "Maximum Capacity" achievement being earnable without all rooms unlockedFixed selected printer border disappearing when printing or brokenPer-Printer Worker SettingsSet filament type and print priority individually per printerRoom-level dropdowns act as bulk "Set All" with a confirmation promptMixed settings shown as "Mixed (per-printer)" in orangeWorkers TabMoved worker management to a dedicated WORKERS tab in the bottom action barAppears after hiring your first workerDynamic Spool StorageStorage scales with printer count: 5 slots per printer (minimum 10)Shop filament cards show current/max capacityRoom RebalanceBedroom: 4 slotsGarage: 4 slots $500Office: 8 slots $3,000Factory: 16 slots $15,000Escalating Printer CostsEach additional printer of the same type costs 12% more than the lastShop displays current price based on how ...
Bug Fixes: Fixes fuseFactoryTech so it now properly unlocks the Fuse Factory (including localization and save backfill for already-completed research).Fixes repair kit progression timing: Basic Repair Kit Factory Tech is now available before purple science (moved to Military Tech Tier 2 path).Fixes overlapping same-direction hub connections (e.g. copper plates/cables stacking and becoming hard to select).Fixes research unlock text mismatches:Basic Electronics now only lists Gen 1 Chip Plant.Silicon Production Tech now lists Silicon Furnace. QoL Feature: Adds Shift-drag axis lock in map view:live horizontal/vertical lock switching while dragging,in-canvas guide line + lock label,clearer drag-origin indicator.Live on v08-beta branch!
New FeaturesMore Convenient To-Do ListYou can now directly create a new task in the To-Do list using ctrl + enter. (Thank you, Swansonhart!)You can easily change the order of tasks in the To-Do list using alt + up/down. (Thank you, Swansonhart!)Added undo / redo buttons to prevent accidental clicks.More Colors AddedAdded 7 new colors. Enjoy a wider variety of colors. (Thank you, Swansonhart!)Bug FixesFixed a bug where the transparency value was not remembered when restarting the To-Do list. (Thank you, Swansonhart!)Developer's NoteThis update was developed based on requests from Swansonhart. Please feel free to request any features or changes you'd like to see in Poua at any time. Steam Discussions or Discord, either is fine.To give you a sneak peek at the next update, sub-tasks in the To-Do list are currently under development. The sorting feature is also almost complete. Also, expressing total focus time in hours doesn't always feel very impactful. So, as a small addition, a Level system will be implemented. Please enjoy!Filling Burrito Studio
Gameplay Fish death removed – Fish can no longer die from sickness. Sick fish stay sick until cured. Decor passive income – Decors now give passive gold while the game is open. Amount is based on the decor’s required level (e.g. level 3 = 3 gold/hour). Does not apply when the game is closed. Offline EXP limit – Offline EXP cap reduced from 30 days to 1 day. Fixes Fish EXP bug – Resolved an issue where fish sometimes did not gain EXP after loading the game. Fish EXP reset – Fixed a save/load race condition that could reset some fish to 0 EXP. Code cleanup – Removed an unused variable that triggered a compiler warning. UI & Localization Decor passive gold text – Each decor in the store now shows its hourly passive gold income. Translations – Added the passive gold text to all 23 supported languages. Technical Save system – Improved save/load order to avoid overwriting fish data with an empty list during loading. Load flow – Fish loading now waits for required managers before clearing and respawning fish.