🚂 New - Cancel a trip mid-run — an En route Cancel button (with a confirm prompt) lets you call off a journey already in progress. - Auto-select cars — one click assembles the most profitable consist your engine can haul to the chosen destination. - Detach all — clear your entire consist in a single click. - Settings tab — tune overlay, sound, and permissions right inside the menu (no need for the tray icon), with a safe, confirm-gated Reset. - Arrival whistle — a satisfying train whistle sounds when a trip completes. - Quick menu from the strip — hover the strip to reveal a MENU button and open the game without hunting for the tray. 🔧 Fixes & polish - Sharper menu — fixed a blurry, low-resolution menu (most noticeable on Windows) caused by a display-scaling mismatch. - Shop no longer lists engines you already own. - Cleaner trip screens — color-coded buttons (green = money, red = destructive), consistent sizing, a centered DEPART label, the Cars count moved onto the attach header, larger Settings text, and confirm dialogs with buttons pinned to the card edges. - Fixed a stray whistle on startup, and the strip MENU chip no longer intercepts clicks while the Steam overlay is open. - Ticket purchases now go through the correct Steam app.
New Items: * Scale Mail, a new early medium armor to balance out the base types * Frost Grenade and Rupture Charge - Two new bombs to use in combat New item mods: * A new set of accessory-only item modifiers has been added to the base pool, which will add elemental damage and update the Hero's base damage type Fixes: * Removed the tablet library from affecting challenges (They'll be tough, once again!) * Fixes a bug allowing special cards to be re-added to the deck, when reloading the game * Fixed Aeon bosses which were incorrectly regenerating health (aka Vigo)
Big one! This version comes with some improvements to the game that have been requested in one way or the other. Mission battlegroups have improved, there are new modules, some changes to the balancing, and even a new mission type!So this one carries something for everyone.As always, changelog is below. And most importantly: Have fun and enjoy!Changelog 1.6Added new mission type “Interception” - you have to intercept a dropship and destroy it before it reaches a safe spot. These missions are rare and give better rewards as you collect the cargo from the destroyed ship.Added additional battlegroup variations in all hubsChanged enemy amount in later hub battlegroupsReduced immediate repetition of enemy battlegroups across missionsAdded display of item tiers for better visual classification, including color coding in item details and reward selectionsRebalanced item frequency - rare or experimental items may appear more often nowReduced the reward level requirement to find experimental items from Mars onwardsAdded 4 new tier 1 modules, appearing in all hubs and reward levels, to increase kinetic or laser weapons’ damage against hulls or shieldsAdded new “Virus” skill for Merlin that attacks the target’s systems, causing critical malfunctions similar to EMP damageMade Armor and Shield penetration modules tier 2 (a bit less frequent)Decreased Armor and Shield penetration module base effectivenessRaised minimum reward level for Armor and Shield penetration modules to Neptune/Substantial, with decreasing reward level requirement in following hubsReduced minimum reward level requirement for Shield Intrusion, Jammer and Engine Disruptor skill modulesShowing items a player could have had if capacity limit was not reached in reward selectionMade Shredder upgrades less overpoweredIncreased Ionstorm fire rate and projectile speed but reducing damage per hitIncreased Scattershot projectile speedAdded separate audio volume slider for alarms and warningsAdded simple objective descr...
General / UI "?" Help drawers — every major card in the game now has a help button that opens a contextual explanation drawer; gold-glowing until first clicked PortalTooltip improvements — follow-cursor mode, auto-repositions near screen edges so tooltips never clip off-screen Fixed auto-prestige stall — auto-prestige no longer halts at the archetype selector between runs Prestige persistence overhaul — compile-time guard ensures no field is accidentally wiped by a future prestige change; Story tab explicitly preserved Click & Combo upgrades persist through prestige — you keep all purchased ranks forever Notification dot placement fixed — mode-tab mute indicators moved to bottom-right so they no longer cover attention/alert dots Save reset restores display setup — resetting your save properly shows the display configuration screen again Fixed combo chain on tab switch — switching game modes no longer breaks an active combo chain Equipment proc frequency capped — proc announcements are rate-limited to prevent arena lag on high-proc builds Pipe trackers appear above health bars — fixed z-order so pie-chart skill trackers no longer hide behind HP bars Fixed "Buy 100%" — the affordable building count was being reported too low; Adventure Powers Power cap set to 30 — you can now only hold 30 powers at once. This makes power selection meaningful rather than irrelevant in long games were uncapped power count resulted in players having nearly every power. Click Power diminishing returns — additional click power ranks now have a 0.3 exponent curve; prevents click power from crowding out other builds 14 powers marked Labyrinth-excluded — dead-weight powers for that mode are filtered out of the Labyrinth pick list Exact Signature & Mastery math — power info panels show the precise multiplier formula and current live value Benefit chips on power cards — more power cards Live proc rates in Compendium — mastery-scaled proc-rate powers show their current % chance in the tooltip an...
We heard your feedback. We read your concerns, including the negative criticism surrounding the launch and the experience of new players entering a PvP world alongside long-established characters.As always, we at Demona Vosz work for our players—and when the community speaks, we act.We are proud to announce that Nythar, a brand-new PvP world, is now officially available!Free Launch Transfer to NytharPlayers who created their accounts on July 17 or July 18, 2026, may be eligible for a completely free transfer from Noctra and Drakmor to Nythar through the Vault.To qualify:Your account must have been created on July 17 or July 18, 2026.You must not have purchased a Soul from the Atelier.Veteran characters and older accounts are not eligible.You must leave your guild or transfer its leadership before moving.All active Market orders must be cancelled first.This special launch transfer has no Drako cost and is one-way. Eligible players will see the “Transfer to Nythar for Free” option automatically in the Vault.Players who purchased a high-level Soul chose to continue with that character’s existing progression, so those accounts will remain in their current world and will not qualify for this transfer.Google Accounts and Steam LinkingWe have also received reports from players who created their Vanya accounts through Google and are unable to link them to Steam because they do not have a traditional account password.We are already working on a secure way to allow Google-created accounts to link directly with Steam. More information will be shared as soon as this feature is ready.Built With Our PlayersNythar exists because we listened.We understand how important a fair beginning is—especially in a PvP world. Our team moved quickly to provide new players with a fresh battlefield while protecting the progress, purchases, and decisions already made by our existing community.Thank you for your honesty, your criticism, and your continued support. Vanya is shaped by its players, a...
新增:境界技能特效和战斗界面优化。 修复:大字模式下装备对比悬浮信息不再溢出屏幕(修正坐标空间转换) 修复:异宝和天命装备手动出售异常 修复:自动出售的保护规则的评分保护优先级提高
Hi everyone,In less than 48 hours, Incremental Infinity will finally be released!While we're definitely feeling a bit nervous, we're also incredibly excited to finally let you all play our game. We've been working hard to squash the last bugs, polish every little detail, and make sure everything is ready for your arrival. The last thing to do now is clicking the "Release App..." button. Not the hardest part... 😅Oh, by the way, Incremental Infinity will launch at $4.99, with a 20% launch discount available for the first few days.Thank you so much for being part of this journey. We truly hope you'll have a great time with Incremental Infinity! 😊Pablo & Baptiste
We've added flag toys themed after the following 26 countries to the National Flag Set DLC.AngolaArmeniaAzerbaijanBahrainBelarusBoliviaChileEstoniaGeorgiaGuatemalaIrelandKazakhstanKuwaitKyrgyzstanLatviaLebanonLithuaniaMoldovaMozambiqueOmanPeruSurinameTajikistanTurkmenistanUnited Arab EmiratesVenezuelaThese flags are "cat toys" themed after the designs of existing national and regional flags. For designs that are extremely difficult to represent in pixel art, we've simplified or altered them somewhat, so some may look a little different from the original flags.We've also made the following updates.Added a slot for Cat Pack 3 to the settings screenAdjusted the logic for reflecting achievements when playing Sill Cats without launching SteamCat Pack 3 is coming soon! Look forward to it!
16 days to go! - Village Spotlight Today we’re taking a little walk through The Village, the main social hub you’ll visit in Upgradia when Steam Early Access launches on August 3rd, 2026. The Village is where the adventure starts to feel cosy. You can wander past the lake, meet NPCs, pick up quests, check the rankings board, visit local buildings, and take a break by the Lake side to fish socially with other players. It’s a place for progress, but also for those quieter MMO moments: chatting, planning your next upgrade, watching other adventurers pass by, and feeling like you’re part of a growing world.It’s also where you’ll begin finding class trainers. The Rogue and Warrior trainers can be found inside the tavern, the Archer trainer is relaxing by a tree north west, and the Mage trainer waits inside the Arcanum. Whether you’re choosing your first path or planning to level every class over time, The Village gives you an early taste of the different journeys ahead.Fish with friends, complete quests, discover trainers, browse the town, and settle into the world before heading out for bigger adventures.We can’t wait to welcome you to The Village! Wishlist Upgradia on Steam: Official Website: https://www.upgradiaonline.comJoin the Discord: https://discord.gg/V5dBzjCwp
Fixes a nautical-chart tutorial that could get stuck when synthesis conditions weren't met; adds an explorable memory in the deepest chamber; and refines the synthesis-bar UI and long-text display. New Content Abyss Chamber · Memories: In the deepest chamber far below, a set of clickable markers and a miner's remains now hold short stories to uncover. Gameplay Improvements Nautical Chart · Synthesis bar: The synthesis bar atop the Collectibles page now matches the Blacksmith great-ship blueprint layout; status text now wraps instead of being cut off (fixes overflow in Korean, German, and other long-text languages). Bug Fixes Nautical chart tutorial: Fixed a case where, if synthesis conditions weren't yet met (e.g. the stele's base chart not yet obtained), the tutorial dialog lacked a confirm button and could get stuck; you can now always click Done to continue.
We fixed 4 achievements which were working in the demo version but not in full version , we believe everything should be flow how it should now
Legacy of the Ark — v1.9.0 "Core Imprints" Your progress is safe — no reset, and nothing you own is taken away. NEW Core Imprints — a permanent ARK-Core upgrade system on your Player page. Dozens of upgrades across 8 categories that persist through every prestige. ARK Operations — four playable mini-games (Emergency Reroute, Minutes That Aren't, Signal Watch, Deep Salvage). Your idle game keeps running while you play — win to earn a reward scaled to your production and chase your personal top-10 records. Legacy Resonance — a new Legacy page. After your next Legacy Cycle it calibrates permanent, personalized resource-gain upgrades to your own production. Settings cloud-sync across devices, and a Tutorials menu with replay + skip-all. FIXED Time Shards no longer show a passive "drip" that never actually banked; Memory/s now includes your Archival storage bonus. Endless Echo prices no longer spiral on very large saves. Exploration: deep zones once again require the primary upgrades they're meant to. Failing a run returns you to Zone 1 (your best zone and upgrades are kept); existing deep runs are gently capped, never reset below what you earned. Long-running stat counters no longer overflow. POLISH Exploration crews now show a countdown to the next zone. Automation is capped at 500/sec per channel (fixes a rare auto-buy stall). Completed Time-Scars now survive a Legacy Cycle.
Hello everyone!Here are the main changes in this update: Feature Adjustments:Removed most interaction restrictions while the boss is working — however, TAB movement still requires the boss to be idle — simultaneously reduced the upgrade experience requirements for Growth Levels starting from level 20 — existing saves will have their Growth Level recalculated based on current Growth EXPAdded dynamic sizing for the customer transaction interface based on different camera zoom levelsTIPS in the top-right corner no longer block click events, allowing normal closure of overlaysUpdated arena odds algorithm to widen the payout spreads — also increased the power rating bonus from player-provided equipmentAdded Fishbone Coins as an additional reward after completing Barracks Monster Bounties — more monster materials will be added in future updatesFixed the issue where defeating Monster Groups at level 2 or above in Barracks bounties did not yield \ — existing saves will receive a compensation grant of this item based on the number of completions recordedFixed a battle report error caused by Bloodwood's skill \Fixed a display issue in the Workshop Management interface that occurred after dismissing employeesData Adjustments:Increased monster EXP in dungeonsReduced the power requirements for Barracks Monster Bounties against groups of levels 2–5, and increased the power rating of mid-to-high-tier equipmentReduced the basic raw materials and core resources required for blueprint refinementIncreased the yield from the Gacha Machine / Auto Cat ToyRaised the Anvil cap to 15 — other methods to increase staff limits are being considered for future updatesAdjusted starting gold to 1000 and starting iron ore to 150If you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions. \
Idle Catfarmia 1.1.2 update is now complete.Major Update NotesImproved main menu text for each languageFixed an issue where the back button could be pressed again before the transition was completeImproved text hover color in the main menuImproved some upgrade button textsAdded gold-per-second display to the EXP gauge barIncreased maximum resource level capAdded an effect where the click area expands as Click Power upgrade level increasesAdded mass spawn events for rabbits, wolves, and birds (After Lv.50, certain animals will raid your farm!)Improved Slime and Rat Hunter buff effectsImproved Rat Hunter arrow targetingAdded resource text synthesis systemLevel-up rewards now continue beyond level 100Improved sound overlap and amplification issuesImproved gold balanceAdded 135 new achievements to the existing listVarious minor improvementsThank you for playing. Have a wonderful day!
⚜ Rebirth Refinement & the True Best-in-Slot NEW — Rebirth Refinement Rebirth now permanently refines every piece of combat gear you wear. Each Rebirth grants +5 refinement to all weapons, armour, rings, amulets and arrows — free, no forging, no gold. At the Rebirth cap that's +50 on every piece, layered on top of whatever you've forged at the anvil. Automatic and retroactive. Already reborn? Your gear is already refined the moment you log in — nobody gets left behind. A fully-forged, fully-reborn piece now reads +60, and every point is real attack/defence. BALANCE — Best-in-Slot finally feels like it World Boss armour (Hollow Tyrant · Sky Piercer · Malzareth) is now a decisive step up from Legendary gear instead of a sidegrade — the chestpiece alone jumps ~65%. Lich Mortality Ring, the game's best ring, massively buffed so it clearly out-classes the tier below. Forging to +10 now lands a real capstone bonus. The final refinement is a payoff you can feel, not a rounding error. QUALITY OF LIFE Crack crates straight into your bank. At skill Lv 100, crate materials (ores, logs, fish, bars…) flow to the bank exactly like gathering them — backpacks still take priority. Stolen Sigil & Pickpocket's Charm now work from your backpack, not just main inventory. Stop burning an inventory slot to keep a passive alive. Storming the Throne now requires Hunting 90 (was 100), so you can level Hunting while running the realm's final dungeon. FIXES The Celestial Meteor timer is no longer buried by popups (Ancient Surge, crate opens, salt activations) — the event message stays readable.
Text descriptions have been added to the main action buttons in the game. It’s now much easier to navigate the main menu and other areas. Some section and subsection titles have been slightly revised to improve them. Fixed a non-critical bug where inactive puzzle pieces would sometimes move to the background for no apparent reason.
Greetings, esteemed Masters of the Treasure Pavilion! This small patch includes the following:Corrected the description of the Dragon Gate Barrier, changing it from "blocks treasure drops" to "blocks Dragon Ball drops," and simultaneously updated the relevant text in the Tiangong Fragments.Fixed an issue where the Black Tortoise Stone, when near the Pearl Vessel and the vessel was nearly full, would absorb Dragon Balls from the vessel but fail to properly transfer them back into the vessel. (If the Pearl Vessel is already full, the absorbed Dragon Balls will not be transferred back into it.)Fixed an issue in the DLC "Canghai Yuzhu" where, during the challenge against Jieyuan, if both the left and right stages were cleared and the True Dragon Imperial Path was in the pending‑trigger state (i.e., all runes were fully lit), the system would fail to reset, preventing subsequent triggers from working correctly. Now, all rune states are uniformly reset after the settlement animation ends.Special thanks to the members of our player community for reporting the above issues!
Good morning. I did not think I would wake up to selling over 300 copies. Thank you so much! I need to repay this of course. So I am going to be adding more things to this game. First thing I want to do is start getting more art in. There are some epic story moments we can illustrate, and character portraits could be fun. I have some ideas. As for what I am doing next well... I really want to get the Steam workshop going for this game. The potential for modding is there. Adding new buildings and projects is totally doable, and not even that difficult (I will make a template mod). More importantly, it will also allow the playerbase to make fan translations if they want. These two things together definitely makes it worthwhile. Then there are some reworks I want to do that will probably show up as a difficulty setting (so it can be opt-in). The first one I want to talk about here is "space access capacity". The space elevator is too powerful currently. In practice you would need multiple (thousands?) of elevators to do the kind of things we do in this game. And on some worlds (like Venus) a space elevator is practically impossible so you need alternate solutions (such as skyhooks). Thank you again
I made some small changes to better navigate the new squished tabs. Tabs will now highlight when there is something available to buy! Roles tab will highlight if there are Janitors left MP Upgrades tab 1 will only light up if there are point upgrades to buy Added more information to the stats tab! Thanks for your feedback! I'll be working to make this both easier to use and navigate! If you have any ideas, requests or feedback, let me know!
Update Notes The star rating system has been improved. A new facility has been added. Minor bugs have been fixed. Various small improvements have been made.
Improved some skill, fish, and monster icons. Added an extra pet deployment slot for Hundred Beasts Mountain. Added a sect leaving feature. Fixed some bugs.
Hello!Only 5 days remain until the release of Memory of Memorie : A Chill Story.Starting today and leading up to release, we’ll be sharing one installment of our countdown four-panel comic, “Go! Go! Memorie-chan,” every day.Here’s the first installment!A new countdown comic will be released every day from tomorrow onward. We hope you’ll continue to support Memorie and Memory of Memorie : A Chill Story!Look forward to tomorrow’s comic!
🎥 Launch LivestreamWe invite you to watch the team play Petunia's Purgatory💬 Join Our Community Want to stay up to date, share feedback, report bugs, or share your farm? Join our Discord community! We'd love to hear about your experiences, see your screenshots, and grow crops with you! https://discord.gg/UuyX85syc Thank you for growing and harvesting alongside us, and don't forget to feed the Elder God!
Update #3The big one this time: score difference now pays out in money. Several of you pointed out that winning 10-0 was worth the same as scraping a 2-1. Now a win doesn't only grant you points and a flat fee, but the exact goal margin converted into money, so investing in your team pays off double.Also, Steam Achievements should now trigger under all preconditions. This one bugged us for a long time and we're really sorry for the inconvenience it caused some of you. If there's anything still the issue, please report it to us :) Economy & progressionScore difference is now paid out in money as described aboveCooldown upgrades now shorten the current cooldown as well, not just future onesYou can now open the prestige tree and back out again without being forced to buy the first upgradeFixesAll achievements are now awarded under all preconditionsGoals now spawn properly spread apart, no more buying a goal that lands next to an existing oneTeam members no longer chase the ball after they've scored, but choose the next one immediatelyHUDYour current rank and your opponents' ranks are now shown in the HUDPlus assorted minor tweaks and fixes.Keep it coming Discussions are still where we're getting most of this. Thanks you so much!Frog Hammer
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.43 is now live! Today, we are bringing you one of the most highly anticipated milestones in the history of our boba empire: 🛠️ Steam Workshop is Officially Implemented! After countless hours of engine restructuring, the Steam Workshop API has been fully integrated and activated! (Our cyber-engineers have officially opened the underlying universe to all of you! All you rogue coders, cyber-tailors, and creative wizards can now start brainstorming your ultimate mods.) 🔮 Next Update Sneak Peek: Official MOD Manager & Creation Templates! We know that modifying raw code can easily cause a quantum collapse in your shop. That’s why in our very next update, we will be introducing a built-in "MOD Management Tool" alongside a foolproof "Official MOD Creation Template"! (Whether you want to draw hilarious new outfits for your void cats, replace boba with quantum batteries, or inject your own custom BGM tracks, the upcoming official template will let you package and upload your mods with just a few clicks!) Please restart your Steam client to apply the update. Get ready, managers—the era of endless community creations is about to begin!