The following fixes and adjustments have been made. - Adjusted the conditions that trigger banter between two stick figures in the Partner Pack DLC - Improved rendering so stick figures look sharper when enlarged - Fixed some issues with stick figure poses - Fixed some issues with the clock display in the menu - Stabilized the logic for counting and unlocking achievements - Fixed various other minor issues
Bahast Updates 1.2.1–1.2.3 These updates improve combat clarity, smooth out late-campaign difficulty, introduce Potions, and refine the Battle HUD. Release 1.2.1 — Combat Clarity and Campaign Balance Combat Readiness now estimates a sustained 30-second single-target rotation, accounting for skills, cooldowns, Basic Attacks, Mana, Barrier, Critical Strikes, and repeated hits. Removed excessive monster Life scaling after Monster Level 25 in the standard campaign. Active late-campaign fights migrate automatically while preserving each monster’s remaining-Life percentage. Improved player-submitted diagnostics and the visibility of Pinnacle reward notifications. Release 1.2.2 — Potions and Late-Campaign Survival Added rechargeable Potions that restore 30% of maximum Life over 3 seconds. Potions activate automatically at low Life in Auto Combat and can be used manually with Q. Smoothed monster damage growth and improved Dodge effectiveness from Monster Level 26 through 50. Combat Readiness now accounts for Potion recovery and enemy Critical Strikes. Improved Life, Mana, and Barrier presentation in the Battle HUD. Release 1.2.3 — Monster Life and DPS Visuals Adjusted visuals displaying monster life and DPS.
Major Changes:- After surviving DOOM, new Mode unlocks - Endless- Endless Mode introduces Roguelike style upgrades- Implemented Leaderboards for the new Endless ModeWith time I'll add new unique upgrades to the Endless Mode.Let me know what you think!
Welcome to the launch broadcast for Swish Ball Clicker! It has a compelling 30% discount.Swish Ball Clicker is officially available now! Grab your copy today, start clicking, and drop your feedback or questions in the Community Hub below! Cheers 🏀
Sword Heart Domain effect reworked – no more weak tickling damage. Fixed multiple arbitration logic issues – no more unfair lockdowns. Optimized data exchange logic – no more lag and stutters. Balanced adjustments to Geng Metal Blade – no longer underpowered. All 4-set bonuses enhanced – no more weak tickling damage. Improved combat fluidity and increased character movement speed – no more slow crawling. Visual effect optimization for Heaven Gate Unsealed by Ten Thousand Swords – just make it look awesome. Removed save-file deletion logic – no more corrupted or lost saves. Added a compensation skin, available for exchange at Su Xinglan.
Update 1.5.3Version 1.5.3: two fixes straight from your reports.BUG FIXESThe Full Fleet achievement now unlocks even when your relic bonuses make rockets travel instantly: every pad that launched within the last few seconds counts as part of the fleet.Automation "Machine Count" conditions now count your machines across all mines, matching what the shop shows. They used to count only the active mine, so routines like "buy until 50 jackhammers" never stopped.OPTIONSNew Preferences toggles to turn off the rocket arrival, research complete and depth point notifications individually.Thanks for the reports!
Hi,Thank you so much for your great feedback and playing and sharing Pocket Dinos with your friends. It's meant a lot that others enjoy this as much as I do! In this build are some hotfixes and a small change. HotfixesFixed a rare bug where some dinos showed $0 Lifetime earningsFixed a bug wtih the shop loading the habitat books for the first loadRemoved the Feedback button (legacy) - please use Steam Community (https://steamcommunity.com/app/4715900/discussions/) or the Discord (https://discord.gg/eNe5KVnGDV)Bond EventsIncreased Bond Events to last for 30 minutes (previously 5). This is to allow players who have the game in the background/muted to check back in and claim them.Again, a huge thank you for making this a successful game launch. I really appreciate it! - Diesel
The wait is over! ⚒️ Dig deep, collect valuable ores, upgrade your mining power, unlock new content, and build your mining empire. Whether you're a fan of idle games or enjoy watching your progress grow, there's always another upgrade waiting for you.Thank you to everyone who supported the game during development. Your feedback and encouragement made this release possible.🪨 Start mining today and let us know what you think! ⭐ If you enjoy the game, please consider leaving a review—it helps us reach more players.Happy mining!
Redeem Codes Update 🎁Hey everyone,This update adds Redeem Codes to Idle Life.Redeem Codes are a new way to claim special rewards directly in the game. They can be used for items, coins, crystals, special rewards, or future event-related rewards.The system is now available, and to start things off, there is already a first code you can redeem. New Redeem Code System 🔑You can now enter special codes in Idle Life to claim rewards for your save.When a code is valid, the reward will be added directly to your inventory or save. If a code is invalid, expired, already used, or no longer available, the game will show you a message.Each redeem code can only be claimed once per Steam user. This means you cannot claim the same code multiple times on different saves.This system gives us a new way to share small rewards, thank-you gifts, special items, and future community rewards without needing a full update every time. First Redeem Code: EARLYACCESS 💚To celebrate the new system, the first redeem code is available now.Use the code:EARLYACCESSThis code gives you:1 Unbreaking Book125 CoinsThe Unbreaking Book can help you improve an item with an Unbreaking upgrade, while the coins can be used for shop trades and future progression. Important Code Rules ⚠️Redeem codes are linked to your Steam user, not only to a single save.This means that each code can only be claimed once per Steam user. If you already claimed a code on one save, you cannot claim the same code again on another save.Some codes may also only work for a limited time, may have usage limits, or may only be available through special updates, events, or community posts. Why this was added 🎯Redeem Codes make it easier to give players special rewards over time.They can be used for Early Access rewards, small thank-you gifts, event bonuses, testing rewards, or special community codes in the future.This also gives Idle Life more flexibility, because rewards can be added and shared without always needing to build them into a...
There is currently a game breaking bug (I can not exaggerate this enough) where pressing Buy Max on Lab Assistant or Brain Booster will cause integer overflow and mess up almost all numbers in the game, causing potentially irreversible damage to values. If you are a player who is gaining unfathomably large numbers, please try to refrain from using any sort of Buy Max buttons. I do not have a fix for this right now and will only be able to push an update out by tomorrow morning.I think I noticed this specifically happens when the price of the button shows 0 instead of the actual amount needed, however better be safe than sorry and not use it at all.I am terribly sorry for the inconvenience.
Changes: - Added initial $ after Overloading. This will make starting new runs less tedious.
Quick hotfix for major bugs with the release of 5.0 - some FPS issues tackled here. Fixed the card drop bar filling up thousands (or trillions) of times past the threshold while only paying out a trickle of cards. The game previously granted at most 100 cards at a time which was meaningless before 5.0, but now very meaningful since endgame vial income is enormous. Card payouts now scale to any income level, so if your bar was showing something absurd like 14qa/7000, your next click will grant the full mountain of cards you're owed. As well, fixed a massive FPS drop (as low as single digits) when playing with very high click rates. This was the same root cause as the above: the game was trying to process 100 card drops on every single click, so running an autoclicker on 0.01s per click would cause some damage. Fixed a startup issue where the game asked Steam for the server time before Steam was ready.
- Fix ascension bonus preview display When hovering over an Ascension node with an ascension bonus of, for example, x2, the displayed resulting bonus was inferior. Please note this bug was only about the PREVIEW of the bonus that would be given. The buffed bonus was correctly applied after the Ascension, so you didn't lose anything. We just fixed the display.
⚔️ Combat & Progression 🔸 Renamed Combat Automation modes to ADVANCE and REPEAT for clearer control 🔸 ADVANCE cycles through Area Combat and Dungeon enemies from first to last, while Tower, Spire, and Frontier continue forward 🔸 REPEAT continuously fights only the selected enemy 🔸 Completing Act II now reveals all six Nightmare Dungeons through one persistent message with a View Nightmare Dungeons button 🗺️ Frontier & Divine Gear 🔸 Frontier battles now appear directly below the complete route map instead of redirecting to Area Combat 🔸 The Frontier map and briefing remain visible during combat without overlapping or compressing the battle screen 🔸 Winning a Frontier battle now automatically selects the newly unlocked next node 🔸 Divine equipment panels now clearly show the current Divine grade, exact stat bonus, and the rule that gear advances every 100 Tower floors 🎒 Bank, Account Vault & Crafting 🔸 Every Bank tab now contains 300 slots, providing 1,500 total Bank slots across all five tabs 🔸 Bank Bulk Actions now support Select All Filtered, clearing selections, and selling only explicitly selected stacks 🔸 Account Vault Bulk Actions now support filtered batch deposits and withdrawals 🔸 Completed equipment crafts can now use available Inventory, Bank, and Delivery Cache space 🔸 A full Inventory no longer delays crafted equipment or its Crafting XP 🔸 Gathering and Crafting queues now use compact two-row layouts without vertical queue scrolling 🔸 Gathering and Crafting pages now show only their own production queue 🔸 Tradebridge has been moved to its correct Production Mastery position and no longer overlaps nearby talents 🌍 World Boss 🔸 World Boss registration and cancellation now show clear REGISTERING and CANCELLING states 🔸 Canceled World Boss battles now remain canceled instead of unexpectedly reappearing 🔸 War Chest donations remain available until the selected World Boss battle actually begins 🖥️ Interface & Quality of Life 🔸 Active Effects and Options tabs n...
Hello, fellow cat travelers. This is Jebi, developer of Outta Space. To mark one month since launch, I wanted to share a few casual thoughts with you all.Outta Space actually started out as a side project. It all began the day I saw news coverage of Artemis II's lunar flyby, then spotted someone wearing NASA gear on the subway — that's when I decided to start building it. Because of that, the original concept wasn't even about cats at all; it was about a spaceship. That changed during development, when I decided I wanted to put my own two cats into the game. Haha.Being a side project didn't mean it got any less love, though. I commissioned the cat artwork from an outside artist, and it was only thanks to the steady time I kept putting in that I was able to ship it at all.To be honest, there are no updates currently planned for the game. It's a free title, and my hope has always been for people to enjoy it as something light and easygoing — that was the intent behind making it in the first place. I know it's still holding a steady concurrent player count, which does weigh on me a little, but this decision is so I can focus on planning and building better games going forward, so I hope you'll understand.If you follow my Steam curator page, you'll be able to hear about my next game as soon as there's news.Thank you to everyone who's played, who's playing now, and who plans to play in the future. I'll wrap this up with some photos of our cats. Thanks so much for playing.
1. Optimized and reworked sword cultivator skills. 2. Added backpack pagination and improved game performance. 3. Added dedicated fishing equipment slots. 4. Added dedicated event displays for fishing, mining, and woodcutting. 5. Added the gem system, including crafting, socketing, upgrading, and more. 6. Added satiety limits for cooking and fishing, and improved the display of pill toxicity, satiety, resistance, and other status effects. 7. Fixed incorrect display issues when adding fuel to the furnace fire. 8. Fixed an issue where some tree seeds could not be planted. 9. Fixed an issue where mining and woodcutting resource events could interrupt auto-gathering. 10. Fixed an issue where Time Worm cultivation bonuses did not take effect. 11. Fixed issues where the “Idle Wanderer” and “Across the Wilderness” achievements did not activate. 12. Adjusted the skill training formula to be more player-friendly. 13. Added and updated multiple batches of icons for items, materials, equipment, pets, and skills.
We have made the following adjustments. • Stabilized DLC ownership detection • Strengthened the mechanism for saving your settings • Stabilized Steam Cloud synchronization • Other minor bug fixes
🐝 Bonus Reward Display Fixes | v5.0.66 This small update fixes visual issues affecting Bonus Reward animations. 🎁 Incorrect Collectable Name Fix Fixed an issue where some Bonus Reward systems could display the incorrect item name, even though the correct pet icon or reward were awarded. This was only a visual text issue and did not affect the pet you received. ✨ Bonus Reward Animation Fixes A few additional minor bugs affecting Bonus Reward animation playback have also been fixed.
Patch Notes 1.0.4July 25, 2026New ContentNew skill - Smart TargetingWith the Smart Targeting skill, Mage Tower will always focus the enemy with the most health in its range.Quality of LifeRunes - New tooltip to indicate when the next stat will be unlockedNew settings have been added to disable Chromatic aberrationRoadmap added to the menuBalance ChangesHard mode's health and damage multipliers have been increasedIncreased health of Snowball and Swamp enemies by 10%FixesTutorial videos now appear properly on LinuxCurrency now uses BigInteger instead of long (Fixes currency turning into negative)Ask for review popup is removedFixed Frost Nova healing effect not triggering in certain casesFixed unlock condition for achievementsFixed disappearing stats on old runes
The largest update the game has seen. Throughout the game's release until now, I always had a lingering thought about progression being too slow for normal players and too exploitable for autoclickers, so I tried rebuilding the entire economy from the ground up. Nothing is reset, your saves carry over and even benefit from the new changes if you've made it far in.Gameplay/UINew Mechanics:Focus: While you're actively playing, a multiplier builds up to x2.5 on all vial income. Stop clicking, and it winds down. This multiplier is found under the VPS counterThe Golden Rat: Every so often a golden rat scampers across the screen. Click it before it escapes for a x5 vial frenzy for 20 seconds. Gotta keep an eye out!Click Energy: Your first 8 clicks each second earn full value. Anything beyond 8 clicks per second deplete energy and will give 10% of your vials while energy recovers. Normal clicking will almost never notice this unless you played MCSG back in the day - and while this does slow down progression made with an autoclicker, it is still a slightly faster method of progression than an average CPSPrestige Currencies now make you stronger just by owning them! Your first Core doubles your Vials Per Click, your first Ion is x2.5, first Atom is x3, first Quark x4, and units in further updates will keep compounding on top. If you already own a ton of these, you will log in to a massive buffUpgradesConversion costs now escalate in the Infiniteable Shop (each Core/Ion/Atom/Quark costs more than the last).Upgrades Shop:Lab Assistant Rework: Each level now generates 10% of your Vials per Click every second - changed from a flat +1 per levelBrain Booster: +1 vial/click changed to +1 vial/click AND x1.07 VPC per level (multiplicative!)Lab Reboot Shop:Lab Effiency: +2 vials/click changed to +2 vials/click AND x1.1 VPC per level, price scaling 1.1x to 1.3xVial Surge Rework: Charges over 90 seconds of active play. Once charged, trigger an 8 second burst of x3 vials - changed from ...
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.54 is now live! As the cyber-stock market becomes increasingly cutthroat, we’ve heard the feedback from our top-tier traders. To grant you more granular control over your capital during corporate warfare, this update introduces brand-new micro-management trading tools: 📉 New Mechanic: Granular Position Closing Proportions We have added more fractional options (e.g., 25%, 50%, 75%) when choosing to close your positions for settlement. (Say goodbye to the "all-or-nothing" kamikaze trades! You can now flexibly close your positions in strategic batches to secure profits or cut your losses. In Cyber-Wall Street, there is no absolute loyalty—only realized gains!) 🎚️ UI Upgrade: Stepless Margin Slider System We have officially implemented a sliding scale mechanism for adjusting your margin inputs on the trading interface. (The ultimate micro-management of leverage is here. Ditch the tedious clicking; with the new slider, you can precisely control the exact amount of margin injected into the market just by dragging your mouse. Whether you're playing it safe down to the last decimal or risking your entire empire on a single drag, your fate is now literally at your fingertips!) Please restart your Steam client to apply the update. Happy trading, and may your margins always be green!
Thru'a's Heart PulsesAct 3 reaches its finale in the game's first ever RAID, a multi-phase boss fight with several unique mechanics. To complement this finale, combat has been reworked, new animations and weapons have been added, and story beats now have accompanying artwork.Crystil ClusterGrow Crystils to enhance the strength of Resonated Armor Skills, and discover patterns to mutate and create new kinds. Work your way up through 5 different rarities per Crystil, and implant them into Ersil's Spire to reap their benefits.2 Years on the Isles!No new major events, but the Birthday Hats are back if you didn't get them before! I'm just glad to still get to be working on this game 2 years later. Thank you all for playing! While we're at it, here's an early roadmap for the year ahead. I'm incredibly excited for this next phase, as this is when a lot of systems and story beats will come to a head. You can expect the next two Isles with their starting content, as well as new content across the previous Isles before the next anniversary! However, before the next major content update, I'll be releasing a less exciting but very necessary update that rounds out all the missing/lacking content up to the end of Act 3. This includes expanded side-quests, NPC's being able to give hints and react to the world, the Library finally becoming a place of learning, UI improvements across the board, and more!Price Increase soonIt's finally time! With the next update, I plan to overhaul the Steam page and finally put out a new trailer that's not absurdly outdated. With this, I think the game is finally in a state where I think it's worth what I plan to be the final price tag. After this next month or so, the price will be going up to $12.If you're reading this, you probably already own the game, but spread the word in case you have any friends waiting to pull the trigger! This should be the final price point of the game, as I think the amount of content and quality now matches games of sim...
Copilot said:“Epic Rage” Bug Fix Event – Phase 29As a small indie team, we sincerely appreciate your support and positive reviews! If you encounter any bugs or issues, feel free to join our group and reach out to us directly: 149577079. Thank you!This UpdateHighlightsAt last, we've fully embraced the "idle game" spirit! With the addition of the Auto-Battle feature, the game finally feels a bit more like an online RPG... 😆Lucky players, get ready to farm, farm, and farm!P.S. Before letting Auto-Battle do all the work, you'll still need to build up your core team. Be sure to spend some time exploring the Character Star Upgrade system! Currently, the strongest player cleared Hard Difficulty using only eight Red-tier cards. Without proper star upgrades and skill combinations, mowing through enemies won't be quite so effortless.New FeaturesAdded Auto-Battle to Battle Rebirth progression. Don't forget to unlock it through the upgrade system!Auto-Battle SettingsConfigure behavior based on enemy classes and difficulty levels.Set stop conditions and timing.Configure refresh-card targeting preferences.Scheduled FarmingSit back, collect rewards, and enjoy the gains!Coming Soon① Targeted Refresh System & Routine Maintenance Updates② Next Major UpdateEndless ModeCustom Card AppearancesCombat OptimizationsNew Gameplay MechanicsThank you for your continued support, and happy farming! 🍀🎮
Made Shockwave Cannon projectiles detonate when reaching spot their target was at if it died alreadyLocalization updatesFixed Spaceversary base skip (hotfixed last patch but mentioning here)Fixed some issues with fleet auto battle in backgroundFixed enemy ship health bars not updating in a timely fashion
Changes 2 more upgrade levels added to sand generation for late game automation. Collector item duplication bug fixed. Save file systems updated to fix save file corruption issue. Sorry for the upload size being 2GB on the last build, we accidently uploaded "Do Not Ship" files. Big thanks to the player who informed us about that! 🥇 Thank you for staying updated on Forage Wizard!