Hello future Adventurers and current Guildmembers!I've been hard at work on 2.0, putting in some very long nights to come up with some fun new ideas and a massive content patch for Journeybound. 2.0 is going to be a free update, despite being a truly DLC-sized update. It will be releasing later this year, with quite a lot more to do in the game! Currently, a 100% Completionist run takes about 800 to 1,200 hours for all achievements, completing the Collection Log, hitting Rank-S, and reaching 25 million experience in every skill. 2.0's content will unlock once you reach 25M all, adding several hundred more hours of fresh content! Just some of the new things coming are listed below:S+ Ranking! The new highest rank is now going to be S+, called "Ascended". The prior level 99 cap is going to raise to 150 once you reach this point of the game.Every Skill with an Ascension Twist! No skill will have the exact same mechanics as the 1-99 section of the game. Not even things like Grovecraft or Stonecraft, which are typically the most simple of gathering skills in most games. There will be new systems, optimization paths, and mechanics to solve game-wide. Production skills are going to produce all new types of items and consumables, especially to go with the details for the Combat Expansion :)Combat Expansion! The 1-99 section of the game has one-on-one battles against a wide variety of enemies and bosses. Ascended's 100-150 will feature combat against up to three enemies at a time. This will introduce a huge amount of change, with brand new weapons and abilities with various targeting capabilities. AoE is going to be an important mechanic, and the defensive requirements higher than ever, with much stricter combat tuning in terms of difficulty. Combat is deserving of its own teaser in the future, so keep an eye out!New Skills! The roster of skills will be both changing and expanding. You'll have a brand new gathering skill called Cosmicraft, and a new production skill called R...
Combat timing · All three modules now show combat results at the end of each round. Enemies defeated in one round reach 0 HP when the hunt finishes. Fight durations and rewards stay the same. · HP and MP changes follow the completed rounds online and offline. Fights already in progress keep their saved timing until they finish. Vale prestige · Vale retirement now pays prestige after completing Chapter I. The prologue's former 20 points move to that chapter, closing the rapid retirement loop with Old maps. Rewards from Chapter I completion onward stay the same. · Existing characters in Chapter I must finish it to receive retirement prestige. Prestige already earned and purchased upgrades stay intact. Sea skill points · Sea chapters now grant 100, 130, 180, 240, 330 and 440 skill points, totaling 1420. Up to 75% arrives through expedition work; the boss pays the remainder. · Completed preparations and side expeditions grant 5 additional skill points each, once per voyage. Inherited surveys grant no bonus. · Active Sea saves receive the difference for completed chapters, recorded current chapter work and completed expeditions. Retired chronicles keep their existing records. Sea speed · Sea actions now use 100%, 50% and 25% speed scaling. The former minimum durations are soft thresholds. At four times the speed of the first threshold, scaling falls from 50% to 25%. Tasks already in progress keep their saved timing. Mimic statistics · Statistics now show chest rewards recovered from slain mimics and the current chance. Older saves count from this update. Artefacts · The Left Boot of the First Surveyor now applies its heavy-going speed bonus whether the Footing check succeeds or fails, including journeys with a second event. The travel log reports the bonus correctly.
Squadron board hotfix from last patch
Added friend assist fishing (help reel), improved multiplayer outfit sync and party size, more reliable loadout saving and multi-monitor display, and more stable achievement progress.
Hey everyone!Due to big system changes made to the game, it was too difficult to make demo saves sadly won't work in the full game.Because of this, and also because we feel the demo is already very much behind the full game and does not properly represent it, we will be removing the demo from Steam once the full game launches (September 23) Apologies to anyone this may effect, and thanks for your understanding! See you on launch day ❤️
Sweeter nights: candy reaches the idle loop The season opened yesterday, and the first real sessions said the same thing: four hours at the rod banked 168 candy against a stall that adds up to 28,050. Every source of candy needed a click or a walk, and this is an idle game. This patch fixes that without touching the hunt. Candy Beach chests carry candy on top of their coins while the season runs. A common chest pays 5 to 80, a locked chest 25 to 400, the kraken hoard 150 to 600, rising with the coin roll. Auto Open counts. The three seasonal fish pay candy on the line when you land one live: 10 for the pond one, 50 for the Sea Pen, 120 for the night legendary. Wisps pay 5 instead of 2, and a rare wisp 25 instead of 10, so the walk across the village is worth it. Maren's rest after a seance now depends on how deep the run went: 30 minutes up to round 3, 45 minutes from round 4, an hour from round 8. Losing on round 1 is still free. Also Forge All no longer freezes the game on a big scrap pile. It is instant now, however much you have. Balances past a billion read as B rather than a four-digit M. The website's wiki has a Seasons page with every candy source, the stall, the cooldowns and the achievements, and the season page introduces the two visitors: https://cozycoast.website/season Worth knowing Out of the window every chest is exactly what it was. No candy, no change. Candy still never converts to coins, in either direction, and offline time still pays coins only. Candy you do not spend carries over to next year.
修复了部分问题 现在可以按住ctrl点击左键来快速移动道具了
Additions Squadrons now have a Board. The leader, or any rank with the new Board permission, can post a message of the day that every member sees highlighted in the Squadron chat, and the full history lives in the new Board tab. Trade packs are now available in the market: swap the four common resources of one body type for the four of another, same quantity of each, always filled evenly. Find them in the new Pack orders tab, or post one with the Pack mode of New trade. The galaxy map now marks systems with active players, outside starter systems. Hover to see how many, or click the system to see who is there. Bugfixes Fixed the Craftron XP preview showing less experience than you actually get at high crafting levels. Fixed a bug with the Material generator setup showing a blank choice that took one of its 4 slots. Fixed a bug with the Metal scrap generator ignoring the crafting scrap bonus of the catalysts in your Crafting profile. Fixed email verification codes not being accepted when pasted with an extra space. QoL The trade dialogs now show what you receive and what you give, with your balance, a Max button and a summary of the swap. New trade now shows how much you have of each resource. The pet store now lists every pet on every tab, and each pet shows which slot type it goes in. The gathering rewards now show the round total across all your droids, including how many survived. On phones, the Battling and Gathering pages are now split into tabs instead of one long scroll. On phones, pet slots now show as compact cards, two per row. Tap one to open it in full. On phones, tapping another squadron now opens its info in a panel instead of loading it below the list. SOS signals now have their own wiki article under Exploring. The base building wiki now explains that you get a single base that cannot be moved, and lists the income bonus of each body type.
Fixes & Improvements Fixed Unique and Set items being unsellable. You can now manually sell them from your inventory (locked items still need to be unlocked first). Keep the reports coming in the bug thread, I read it every day ːsteamhappyː
Heyo Looplers! First patch is live now! I've been seeing yalls feedback and bug reports so I hope these changes are helpful to yall. It's been incredibly heartwarming seeing the reception for the game. Thank you to everyone who has tried it out and reviewed it. Currently sitting at 237 reviews! If you haven't left a review yet, doing so would help me out an incredible amount. Patch V1.0.1----------BUGFIXES----------Fixed a bug where flasks could multiply Liquid Assets gold payouts by batched loops, causing excessive gold gainsFixed a bug where certain cards didn't display the Emerald and Diamond decreases in their tooltipFixed a bug where controllers could not inspect hazards and bosses while inspecting the track from the pitstopFixed a bug where Blueprints rejected depleted and disabled cardsFixed a bug where Drift By Ghost capped its speed bonus before it reached the ghostsFixed a bug where an Overload Gate emptying a tank made fuel depletion skip refuel cardsFixed a bug where the game would recognise peripherals as controllers incorrectly (peripherals with xinput as xbox controller will still be recognized)Fixed a bug where Inspect Track, Open Pitstop and Exit Pitstop labels showed empty boxes in Japanese and ChineseFixed a bug where the Peek Rewards and Reward Details map hints didn't update with languageFixed a bug where the garage button on the map stayed greyed out for the rest of the session after leaving a run with the garage openFixed a bug where the Tax Gate coin counter was left tilted and out of place if the car hit the gate during the forfeit animation after a repairFixed a bug where cards, charms and gates unlocked from level 6 onwards were never added to the loadout automaticallyFixed a bug where the 100% lucky chance achievement did not trigger when the luck came from Lucky DriftFixed a bug where the text animation setting only applied the next time a menu openedFixed a bug where placing a gate on a glitched version of that gate would not replace it...
First of all, thank you to everyone who has bought the game, given feedback and left reviews. I have poured a lot of my personality into this project, so it's awesome to see you're all enjoying it.Of course there has been some feedback, which I am watching every day. So here is a small patch which addresses some of it (while being super careful not to break anything haha):Fixed an exploit which would allow unlimited accumulation of resources while the pause menu was open in a harvest session. Added a dark mode. I have received some feedback that the game can be quite harsh on the eyes for some, so if that's the case for you I have added an option in the settings which changes the background nebulae to a darker variant. Who doesn't love dark mode?!Fixed some sounds that would still play while FX volume was set to 0. There was a few, so hopefully I got all of them.
New route in chapter 1: the Pilgrims' Path Before Lord Tharon, pilgrims reached the temple through the forest without going through the citadel. The path is still there, half swallowed by the undergrowth It is a route designed to raise Willpower, Social and Crafting It has three class passages: the Hollow belongs to the ranger, the Checkpoint to the soldier and the Stairway to the mage. They are passed by the matching class or its escort, and the other classes always have another way through in the same room Any character can finish the path, even if you play with just one However, all of them have to work together to get the offering that grants a combat skill In The Thicket there is something you won't see at first. Whoever pays attention will find a new unique boss, much tougher than Lord Tharon The escorts on this route have their own lines for each passage Offering skills At the end of the path you can present an offering to the Goddess, which makes you remember a combat skill from another life Soldier, Ram: hits like a Normal Attack and resets the timer on the enemy's next blow. 50 second cooldown Ranger, Poisoned Arrow: hits like a Normal Attack, and the poison takes off another 50% of that blow over 5 seconds. 50 second cooldown Mage, Magic Missiles: fires 3 missiles that add up to 50% more than a Normal Attack. Against a group, each missile goes to a random enemy. 50 second cooldown The skill only lasts for the life in which you get it, and it already works against Lord Tharon In lives where you don't have it, it shows in grey as Not learned and combat skips it, but it keeps its place in your attack order In Milestones, Magic Missiles shows under Spells learned, and Ram and Poisoned Arrow under Skills learned Event log Many of the messages that were already in the event log have been changed Some now refer to quests on the new route Combat instructions from anywhere In Automation, the blow by blow fights under Room actions have a ⚙ gear The gear opens that ...
The “Click!” prompt on the chest now appears when you have a combined total of 5 tickets across the three ticket types.Shortened the auto-harvest time for all three rare mineral types.Changed the Yeti Hunter’s sound effects.Added a brightness adjustment option.Reduced the coin cost of all research by approximately 10%.Reduced the coin cost of unlocking all minerals, hunting grounds, and chickens by approximately 10%.Added a tutorial for the Gacha Machine.
Hello everyone! First of all, thanks for the discussion on the previous post about turning the shop into an incremental system. I saw that most of you prefer to keep the game simple and cozy, unlike my first impulse. Maybe you just saved the game's concept! Hahaha. My idea was actually the opposite: even while being incremental, keep it very simple. Where each item could be upgraded several times and arranged in a tree layout where you don't know what it will unlock next. But since most of you are happy with the current system for now, I'll shelve my fantasies for the moment. At least until this incremental games trend passes and I can think more rationally instead of following a trend that's affecting my personal taste. {STEAM_CLAN_IMAGE}/45293601/6f95d61906683250537545d217fcca200e29dfb4.png The problem with Frenzy Mode! Today I'm bringing up another topic where I'd really like to hear your opinion, because after several years developing the game I no longer have as clear a sense of the game's pulse as the players who play it every day. Frenzy Mode is starting to become a problem (and this includes Livestream Mode, which is based on the same rules). When I designed Frenzy Mode, the idea was for time to be the generator of chaos, delivering burgers fast, clearly setting it apart from the Relaxed and Pomodoro modes, which are much calmer and let you make dishes with more care and love. The problem is that, as I've added more ingredients and orders have become more complex, I've had to keep adjusting the time limits over and over. Right now it's not fair to compare the time it takes to put together a simple burger versus a full one, and that's making me consider dropping the timer altogether. My question is: will Frenzy Mode still feel different and interesting without the time pressure? Or will it just turn into Relaxed Mode with more frequent orders? Because if I stop to think about it, when you play Frenzy Mode you always want to deliver orders quickly, since that ...
- Improve main tutorial for new players - Added 2 new towers Scrap Sentry and Rusted Sentry, as part of new player tutorial - Sentry I is now unlocked in map 1 - ModCards now unlock at map 5 instead of map 25 - You can now skip a ModCard offering. Skipping spends the pick. - Build Tower upgrades no longer roll a downgrade. Upgrades now roll 1 to 6 tiers above the current tower.
#ERROR at some fields in certain languages — fixed. Occulusion Settings Fixed
Update 1.2.2.0NEW DRONESArtillery Drone: Fires explosive shells with a 30-radius blast, increasing by 5 per tier.Shield Recovery Drone: On shield break, skips exhaustion and boosts regeneration for 3 seconds. Resets after drone death/revival or a new POI. Each tier increases regeneration seed.Stasis Drone: Freezes an enemy’s movement and weapons for 2 seconds, gaining 0.2 seconds per tier. Recharges for 10 seconds afterward.Vortex Drone: Fires a projectile that pulls nearby enemies toward its target for 2 seconds. Each tier improves fire rate and duration.Deflector Drone: Blocks a lethal hit below its maximum hull, sacrificing itself. Restore the ship's Hull with the drone’s max hull. Each tier adds +1 percentage point to the threshold. Slow revival.Hijacker Drone: Attaches to a fodder ship without a drone and forces it to attack random enemy ships. Dies with its host. Tier 1 uses the host’s damage; each additional tier adds +1 damage. SystemsNow able to see the name of the broken SystemNow able to reorder systems with drag and dropDrones projectiles now looks different from player’s ship projectileDrones now have assigned color per typeHUD/UIAdded a Flag All button on on each side to flag up to 3 enemies at onceAdded Pin Mode to Core Upgrade, letting players pin favorite upgrades and receive an alert when they can afford them.Added Enable Hardware Cursor toggle in options menuRadar now shows remaining derelicts in the areaHull low threshold alarm can now be toggled muteRetrofit milestone now update progress by melding AugmentsCore UpgradesSALVAGE XP VALUE Salvaging unwanted loot now awards XP alongside credits Optimal Salvaging now increasesFlaggingFlag bonus icons now breaks to the next row after 15 flagsEach flag now also increases that area’s difficulty.Flag count is now included in the difficulty tooltip by hovering radarBugsDeath Defy now only consumes 1 Socket Insert on each death. Having 3 Death Defies, now gives you 3 livesFixed late-game performance drop d...
Thank you everyone who played Pibcremental on the first day of launch! We are very excited to see the reception and also to make the game even better for you all! Thanks to the feedback and diligent bug reporting of our lovely community, we've pinpointed some major issues we've fixed in this first patch. This update fixes the following issues:The Stargazer Pib no longer gets distracted and/or confused at the bottom of the tree when reloading the game. It now finds its way back to its assigned task without getting stuck!Minor localization improvements in Simplified and Traditional Chinese, Japanese, Korean, Italian, and SpanishFixed an issue that was leading to players receiving CU3 less often than intendedFixed an issue where players were unable to buy Special Menu items in the Market as intendedFixed an issue where unassigning Pibs would lead to losing the effect of some costumesCoupons and tax returns are no longer being wasted on spawning PibsImprovements and bugfixes applied to cutscenesImprovements and fixes for UI not always displaying correctly such as incorrect juice or market pricesFixed a bug that was causing unintended behavior in buy and sell price fluctuations in the market. Players can no longer print infinite Pibbits by repeatedly buying and selling the same resource. Unfortunately, we had to put a stop to this very legitimate financial strategy We are planning on continuing to support the game including not just bug fixing but making sure some more obscure mechanics are explained better, as well as some content updates in the future! If you want to keep up to date with what's we're working on, share your thoughts, or report new bugs, feel free to reach out to us via one of the following methods:Discord (recommended): https://discord.com/invite/29MaUnhWyEGoogle Forms: https://forms.gle/9F78gvkVZXL5r67NAEmail: support@arcanecabinet.com
DLC: Home...sweet home. is here , a cozy little addition for your desktop corgi. 🏠🐾Your corgi now has a small room-like home that can sit right on your desktop, giving it a little place that feels like its own. Put it next to your workspace, tuck it into a corner, or simply place it wherever makes your desktop feel a bit more lived-in.After watching the corgi wander around the screen, nap, and quietly keep you company, it felt only natural to give it somewhere to call home.It is not meant to be a huge or complicated feature, just a small, cozy detail that makes your desktop feel a little warmer and gives your corgi one more place to belong.The home comes in four styles: Base, Green, Pink, and Red. You can also switch the doorway to face either left or right, making it easier to fit naturally into different desktop layouts.After purchasing the DLC, please restart the game to activate the new content. If you encounter any bugs, please leave a comment in the Discussions. Thanks~We hope your corgi enjoys its new little home. 🐶❤️
Fixes & Improvements Fixed Unique and Set items almost never dropping once you had any Luck, Overdrive, or Fortune active. The more you invested in drop-rate stats, the less likely you were to actually see a Unique or Set item. Should drop normally now regardless of your build. Keep the reports coming in the bug thread, I read it every day ːsteamhappyː
Here is a recap of the information announced during Chill with You: News Station Vol. 2, along with answers to the questions we received.Please note that we have addressed the two most frequently asked questions beforehand in an "Important Notice," so please check that out first if possible: Now, let’s jump straight into the recap!Upcoming Updates for Chill with You: Lo-Fi StorySeptember 14: Satone's Gift Update (Available now on Steam)October: Autumn UpdateNovember 17: 1st Anniversary UpdateFor the Autumn Update, we plan to add Autumn outfits for Satone. Regarding the previously planned "Grow with Satone" update, after considering how players have been enjoying the game since launch, we reached the conclusion that implementing our original concept might not be well-received. Therefore, we have decided to cancel it. We sincerely apologize to everyone who was looking forward to this feature. In its place, we will be adding a major main story expansion as a free update for the 1st Anniversary. This update will feature the next chapter of Satone and the player's story. Additionally, we are also planning paid DLC for the 1st Anniversary.Merchandise Info Some of the merchandise previously sold at POP UP SPACE -AKIHABARA- since late December last year is now available for pre-order on the Nestopi Official Store. If you had given up because you couldn't make it to Tokyo, please take this opportunity to check them out!"Plushie Satone" Pre-Orders Open The round and adorable "Plushie Satone" will be released by Good Smile Company! As a special design feature, her glasses and headphones are removable. Pre-orders are currently open at the link below, with the release scheduled for March 2027: https://www.goodsmile.com/ja/product/1144275/ Also, "Nendoroid Satone" and the POP UP PARADE figure series "Swacchao!" are currently in production, so please look forward to them! Both are scheduled to open for pre-order within 2026.1st Anniversary Illustration Contest We will be holding a...
I've added maximum active food items and fixed some minor issues.
Thank you as always for supporting Chill with You:Lo-Fi Story. Today, we would like to address the two questions we received most frequently via email and SNS after the Chill with You: News Station broadcast. This is an important update, so please take a moment to read through.Updates for Chill with You:Lo-Fi Story Will Continue After announcing our new title, Chill with You : SHIOI's Sparkling Scenes, during the news station, some expressed concern that updates for Chill with You:Lo-Fi Story might stop once the new game is released. With the announcement of a new game coinciding with our 1st anniversary, it may have seemed like a milestone ending, causing anxiety for some of you. However, as mentioned during the broadcast, Chill with You:Lo-Fi Story will continue to receive updates even after celebrating its 1st anniversary. To be entirely frank, our current sales performance makes it highly likely that we can comfortably sustain updates throughout our second year, so please rest assured.Furthermore, our goal in announcing a new title was actually the opposite of discontinuing updates for Chill with You:Lo-Fi Story. It was meant to boost the entire series and allow us to continue updating both titles for a longer period. Through Shioi, who possesses a different charm from Satone, we hope to pique the interest of even more people in the Chill with You series. In fact, since Shioi's announcement, traffic to Chill with You:Lo-Fi Story has increased, and sales have grown as well.This expanding reach serves as support for ongoing updates. Moving forward, we aim to build a series that everyone can enjoy for a long time while building momentum for both titles together.Why Release It as a Standalone App?We have also received many questions asking, "Why isn't the new title released as DLC?" The main reasons come down to securing development funds and ensuring technical freedom for future development.1. To secure development funds and ensure continuous updates DLC is primari...
Hello everyone!Based on user feedback, we’ve released a quick update to fix an issue with the item grant timer.What Changed: Previously, if you closed the game, the 30-minute timer required to receive an item drop would reset back to 30 minutes.With this update, closing the game will save your progress. When you launch the game again, the timer will resume right where you left off rather than resetting!Thank you to the community for reporting this issue and helping us improve the game. Happy gaming!
Hello captains,A few fixes and some new music for you to enjoy, the new tracks will also be added to the soundtrack DLC. In the meantime we are hard at work for the upcoming beta which will involve Empire functionality. We're quite excited to show more soon. Thank you all for your feedback and keep it up. :)Added/Changes- When selling items, the inventory the item belongs to will be checked first for removing it. Before it looked in armory before cargo, making it look like you could keep selling the same item- New music added: Magnetic (by Firefly)- New music added: Stardust (by Firefly)- New music added: Dreaming (by Firefly)Fixes- Jumpgate passes can now unlock jumpgate lines from both sides of the jump- Skills are properly set inactive when the skill is deactivated- Fixed rarity upgrade of items in the workshop giving power substats too much extra power- Fixed Core miners not releasing their correct slot on an asteroid in some situations- Cancelling recipes in the forge will return the ingredients to their proper category instead of always to the materials- Fix for ships of forbidden factions showing up for the normal ones- Fix for carrier trying to move to tractor an item already tractored by a fighter, causing the whole formation to move without the tractorable getting closer to the fighter- When a crewpod is unknown to contain friend or foe it will no longer be tractored if both brig and crew are already full- Fixed drone abilities also triggering for fighters in some cases (why are they blue!)- Fix for repair speed variations based on order of equipping modules- Fix for Salvage Grinder turret not properly working after manual deactive, save and then reactivateCheers, Bat Roost Games