• Spooky Event replace Summer Event and last till December (it also have 2 event pack in the shop). Hopefully we can release a small trailer before christmas or early 2026 of the rework
Added an option to start on the secondary monitor for users with multiple displays (during testing occasional unexpected situations occurred ,awaiting feedback).Known issues:None for nowKnown but unresolved issues:This app forces fullscreen, which can cause Wallpaper Engine wallpapers to stop playing when the “pause when maximized” setting is enabled.Due to z-order/layering issues, some taskbar-transparency software may lose taskbar transparency.Enabling GPU acceleration in this software can cause severe stuttering.Background transparency can fail due to fullscreen optimizations. (Steam → gear icon at top-right → Manage → Browse local files → right-click game.exe → Properties → Compatibility → check Disable fullscreen optimizations — this resolves most cases.)
Industry Idle's server will soon enter its 5th year of service. The game has a small but active player base, and the server has been instrumental in keeping the community together. However, running a game server comes with challenges — there are ongoing costs, and maintaining anti-cheat systems (especially for a game available on six different platforms) greatly increases those costs. For the past year or so, the game has not been making enough revenue from Expansion Packs to cover the server expenses. In fact, I’ve been using income from CivIdle and my own funds to keep the server running. To make the game sustainable, the community has suggested introducing a player trade limit, which would help reduce the cost of anti-cheat measures. If completely preventing cheaters is too expensive, the next best approach is to make sure cheaters can only ruin their own experience — not everyone else’s. How the Player Trade Limit Works Every player will be subject to a daily trade limit (based on trades made within the past 24 hours): Limited Account: 1T Verified Account: 1Qt Account with 1 Expansion Pack: 3Qt Account with 2 Expansion Packs: 5Qt With This Change The current trade limit for Limited Accounts will be replaced by the new daily limit. Trade Tokens will be retired. (They have caused issues with save transfers under poor Internet connections — this change should make save transfers smoother.) The Leaderboard will be shut down. Existing player trades will be canceled or wiped when the change goes live. This is only a proposal at this stage — the decision to adopt it or not should be made by the community, not me. The goal is to improve the overall player experience. You can comment on this post to share your feedback. Cheers, FishPond
Fixed BugsFixed an issue where offline progress mixed up Solo and Season modes.Temporary fix for some workers that appeared with only their heads visible.Fixed a bug where some workers did not train properly from level 9 to 10 during offline progress.
Fixed an issue with the Steam integration that was causing immediate crashes on Apple Silicon devices (I think). Also fixed some minor UI issues that occurred at extreme aspect ratios, and found and fixed a bug where window size changes made in the nursery were reset when returning to your pot.
Hello again — it’s me, your stone.Remember when I dreamed of not lying here alone? It seems that time has come. There aren’t many events around — it still feels a bit like Zen mode — but now I won’t be alone!Now in Stone Simulator you can play together — up to four players at once. Create a private lobby and invite your friends, or open a public one so that any wandering stone can join.Yes, now we can simply… be together.I also learned to move… or maybe “teleport.” I’m still figuring it out. In multiplayer mode you can change your resting spot — just press “E.”Do it ten times and you’ll earn a new achievement. Another one awaits if you create or join someone’s lobby — in search of the meaning of existence, of course.And to celebrate my social awakening, the game is now 30% off.It’s the perfect time to invite friends and just… lie around together.See you in the lobby, my contemplative friend. I’ll be waiting on the stone next to yours.
More Sushi! is now available on Steam!I'm happy to announce that More Sushi! is out NOW!Here’s what to expect from the game:Satisfying incremental gameplayPrestige to replay and progress quickerLots of sushi and upgrades to unlockShort and relaxing experience (~2 hr playtime)Chill lo-fi soundtrack by Takeo SuzukiThere is also a 10% launch discount that will last for 7 days!Thank you to everyone who supported me throughout development.follow my developer page to be notified whenever I release a new game!
As you can imagine by the name of the update, the game now features workshop integration allowing you to create and share skins for most of the elements in the game. Here is what you can create:Dice skinsMerchant SkinsBoard SkinsBackground SkinsCustom Notification SoundsThis update celebrates the 1st anniversary of the game (which is the 5th of November but I won't be able to be active on those dates). The game will have a 30% discount from the 5th to the 12th of November!You can create, explore, and manage your mods from the new "MODS" menu in the settings menu.I am all ears for suggestions and feedback.This is all for now, thanks for playing my game!
A lot of people have played the game and they took the time to let me know how they felt. I take to heart every compliment and word of thanks. Issues have also been brought to my attention. I have summarized and ordered by priority the problems we currently have. I'm not sure if I can fix all of those problems or when I can fix those problems. For some of those issues, I'm not even sure if fixing them will improve the game according to my vision. But I will consider all issues and I plan to fix a lot of them in the upcoming updates. I make no promises though.DPI problems, fullscreen, mouse scrolling, and big monitor handlingFixing troublesome english terms that do not mean what I think it means"Wood art" path to unlocking late game stuff being too convolutedLack of skill points and being locked out of a path because of skill choicesBetter release process to avoid bugs on hot fixesrevise font size for other languages to make them thicker (bolder?)Grind related to late game mind resource generationGrind related to gratitude / faithLosing logs when re-starting the gameFurther information on what is unlocked (type of unlock, resource, task, etc)Complete mystery on class availabilityPlayers who want to be directed and have goals can feel a bit lostSome of the actions you can do in-game can be too dry on rewardsThe priority ordering is a bit loose. That being said, the first 4 items are quite big problems in my mind.if I missed anything, comment here please.I'll get working on the next update!! If you're curious about what is coming, you can get an idea of what is coming to version 0.28 here: https://www.perennialhearts.com/beggar_builds/menu.html That being said, I think I'll add more content to 0.28 to handle some issues listed above. I might only get those fixes when I get to version 0.30 though. We'll see
Greetings, fellow Demon Kings! The long wait is over - our new game **《StarAbyss Heroes》** has officially launched its store page! **《StarAbyss Heroes》** is a Diablo-like adventure looter action game where players become survivors of the "Starfall Catastrophe," gradually uncovering the truth behind the disaster through exploration and combat. Players can assume different character roles, obtain various unique equipment during battles, and utilize diverse in-depth auxiliary features to build their own unique playstyles! Our development team consists of passionate Diablo-like game enthusiasts. Our previous titles **《IDLE DEVILS》** and **《EndlessJourney》** were actually experiments blending idle gameplay with Diablo-style looting. After playing most Diablo-like games currently on the market, we've noticed some shortcomings in the experience, such as: Overly complex content lacking proper guidance that leaves players confused and struggling to get started; games that are easy to pick up but lack depth (especially in mid-to-late game), making gameplay boring; games that deviate from the core fun of "looting" where most players only "grind" but don't find "treasures"; and visual styles that are too "hardcore," overly emphasizing realism (especially characters) while lacking aesthetic appeal. Therefore, based on the above, we're committed to creating a looter game that's easy to understand, enjoyable to play, deeply engaging, and visually accessible - thus **《StarAbyss Heroes》** was born! We'll dedicate ourselves to developing this game to bring a better gaming experience to everyone, including ourselves! Finally, we're delighted to share our excitement with everyone here. If you also like **《StarAbyss Heroes》**, you can on Steam - not only would it be a great encouragement to us, but it would also help bring together more like-minded players. Your small effort makes a huge difference to us indie developers! Steam Store Page Everyone is also welcome to join the **《StarAbys...
\Added the clothing texture replacement functionFunction Entry: Outfit Change Interface - Textures\Optimized the AFK Gift Box functionAdded a guaranteed mechanism for hidden costume sets: A hidden costume will be obtained after every 500 openings.Reduced the amount of silver coins required to unlock the multiplier, from 50,000 to 10,000 silver coins.Removed Steam achievements for two DLCs.Optimized the character customization interface to support switching between currently worn costumes for preview.\Fixed several other minor issues.
Right so in an effort to communicate my intent better I have made some changes on the beta branch and they're starting to feel really good. Thus it is time to alert you all to some changes that are coming soon.SlipstreamThis buff has always felt wrong, it makes task speed buffs irrelivant and overall I never really had a solution until now. Slipstream is now a game speed modifier, it still only lasts to a certain distance but that distance isn't affected by cauldron cards anymore. Instead they affect the amount speed increases.Gear RaritiesIt was never the intention that you could get vastium super early game within an hour. As such we have decided to remove the chance for cores to roll gear above the rarity of the core you are using.This change makes gear feel far more rewarding for far longer and as a result I have been able to increase the caps on Damage, Armor, Health, Movespeed, and RegenTasksOriginally I tried changing tasks to be unlocked via milestones. This change felt good to me but would have required a rather big overhaul to the quest system. And ultimately it felt very overwhelming and had a huge chance of letting down people who love the existing questlines.I reverted this change and instead I have added the weights and some toggles to the tasks tab in the statistics tab.The way this works is that when you toggle the task to an on state its weight (A kind of chance mechanic) is adjusted to be double what it was. Along with this almost every task in the game has received new weightings as they used to all be 1. A major impact of this is that later tier resources will now feel a lot more rare. Along with the doubler I have added rewards to certain threhsolds of task completion10% bonus base weight when the toggle is on per tier. starting at 10 completions and again at 100, 1,000, 10,000 and 100,000. For a total of 50%ExampleA task with 1000 weight and 0 completions would have 1,000 weight with the toggle off and 2,000 with it on.That same task with 100k ...
(Fixed) Background music overlay bug (Adjust) Simplified and Traditional Chinese Localization (Fixed) Duck not attacking more than once bug (Added) Completed shiny animal versions
Hey everyone! Thanks to Felix, we're pushing another update for Lyca that improves things significantly under the hood: - Performance overhaul: The terrain system has been reworked into a tile-based system that drastically improves performance, especially on lower-end PCs - Controller support overhaul: The controller functionality has been completely reworked to make it much smoother and intuitive to play! - Other smaller fixes and tweaks This update brings the Steam (Windows) version up to date with the Switch version. Speaking of which,Lyca is now available on Nintendo Switch (and Switch 2)! If you're wanting to relax, run through a meadow as a dog (or cat) and listen to chill lo-fi music, you can now do it on the go! (or in your bed or couch or wherever you play your Switch). It's been a dream of mine to have my game on the Switch, so I'm really grateful to be able to achieve that today! This couldn't have happened without Felix, who handled all of the porting, and Pretty Soon, who are handling the testing and publishing. But most of all, it's thanks to all of you, the players, who have supported the game and helped get it where it is now! See you all soon, - Shaun (dev)
Just some quick fixes in response to early feedback from the Crystal Gyroscope Update.Viridi will now launch in windowed mode by default. The ESC menu has a button to toggle between windowed and fullscreen modes.Viridi will attempt to remember your selected mode and resolution and will re-launch in that mode.The bottom/main menu, spritz, and hoist buttons will now shift around as you resize the window, to keep a functional, good-looking layout. The minimum width of this menu area has been expanded to support even longer plant names.The ESC menu will now unhide UI when it opens. (There is a semi-secret function of the Z key hiding/unhiding the UI. ESC will force unhide, which I think will be easier for people when they accidentally hide the UI without knowing what's up.)The rename UI will now properly close when you click away from a plant without finishing rename. Thanks for your feedback and your patience! Let me know if anything else is busted. 🐌
Fix the "heart" screen-pinning buttons on the left hand side menu
More Sushi! launches on Friday 24th October at 09:00PT / 12:00 ET / 18:00 CEST!It will cost $2.99 / £2.49 / €2.99 and there will be a 10% launch discount that will run for 7 days.follow my developer page to be notified whenever I release a new game!
Demo updated — you can now leave a review! Hello, everyone! We’ve updated the Backrooms: Lost Runners demo page — reviews are now enabled. Your feedback helps us prioritize fixes and improve the game. What to write about: 1–2 sentences with your overall impression: atmosphere, was it scary, how did the co-op feel. Was the game’s performance comfortable/smooth? Suggestions for improvements. How to leave a review: Open the demo’s Steam store page → click "Write a review" → share your experience. Even a few lines help a lot. Backrooms Lost Runners Demo We read every review and ship updates regularly. Thank you for supporting Backrooms: Lost Runners!
Horses, Pandas, Capybaras...Short update: You can now ride all the things! All the launch mounts are implemented and working. They're currently purely cosmetic, but I got basic logic implemented so that they could also function similar to items and give the rider some stats boosts. Let's see what ya'll think!Also finished some UI tweaks and QoL issues that got raised over Next Fest. There's now a HP bar that shows on hovering a hero and a little context menu that shows their gear and progress levels on clicking the hero. And some other small stuff. Am now well underway on the heroes - just finished the Monk - and have 7 more to do there! Not nothing but should be easy for the looming release deadline.
Changelog: Added Customize Menu for Using the Cosmetics from Steam Shop Added Max FPS Limiter to Settings Removed Green Racer Horse Added Blue Racer Horse as Replacement https://ik.imagekit.io/horsedev/green_pile.png?updatedAt=1761091821775 Sad announcement: I haven't had a lot of time to work on this game recently and this may be the final update, I hope to make another game in the future but this one has mostly just been a great learning experience for me. Unfortunately it just doesn't make me enough money to give me enough motivation to set aside time to work on it, maybe if it gets super popular I'll release a much better sequel or overhaul update of some kind. Thank you for playing.
After several years, it was time to spend some time updating everything a bit. Several visual bugs have been fixed, and some texts have been modified (especially in the special mission of Level 17). The engine version (nw.js) and the libraries (Steam) have also been updated.
Our first Viridi update since 2018 😅. Hello from the future! We've updated the engine and done some selective optimizations, so the game should run a little smoother. We finally have a 64-bit OSX build! There are two new pots, "The Dansk of a Lifetime," and "Bronzino." If you don't know, you can change your current pot while keeping all the plants by using the 'Repot ___' option in the Nursery.We've added a new environment, the Elven Throne. This environment will be unlocked for free for anyone with the achievement 'The Elven Artefacts' from Tenderfoot Tactics. It's a tough one, you basically have to beat the game, heheh. You can also buy the Crystal Gyroscope in the Nursery to gain access to the Elven Throne. Other changes:The ESC key, when pressed in the pot scene, will now bring up an \ button, so you no longer have to just alt-F4 out of the game.The bat 🦇 now only has a chance to come out on Halloween (it was bothering some people).Snow has been tweaked to look a little nicer imho. ❄There is now a toggle button to disable/enable weather events (looks like a 🌧) in the primary menu, next to the music toggle.It's easier to select the snail now. You used to only be able to click the soil near them, but now you can click them direct, even if they're on the back side of your pot. 🐌Tweaked the plant name UI to better support longer names.Added credits in the Nursery.Thanks so much for all your support over the years! 🐌💕
🛠️ ImprovementsSeason mode added: a new gameplay mode that resets every 30 days. The idea is to allow more experiments and content updates beyond the endless save, along with competitive rankings.Ranking system added (still in testing): You can now view the Top 10 Global players (based on a formula with weighted values for item types and rarities), and the Top 10 Gold per Hour players — exclusive to Season mode.Windows wallpaper updated.Some planned upgrades were removed or postponed for now.⚖️ BalancingWarranty base price increased: from 30 to 135 (⬆ 350%)Video base price increased: from 90 to 360 (⬆ 300%)"Sloth" debuff percentage reduced by 50%
· Significant optimization to address memory usage growth during prolonged AFK sessions. Based on tests, the game can now run continuously for 100 hours without memory explosion issues! Our programmer sacrificed half of his hair for this achievement! · Major optimization to reduce lag/stuttering at high game speeds. Tests show that at 30x speed, the game can maintain roughly 55-60 FPS on a system with a 3060 GPU and a 10th Gen i7 CPU. Our programmer sacrificed his remaining hair for this result. · These two items required considerable effort, but they significantly improve the long-term AFK experience, making it worthwhile. · Most other changes in this update are bug fixes, including issues like being unable to craft high-tier pills after using high-tier recipes. · October's focus will primarily remain on routine fixes and optimizations. We plan to start adding new content in November, and we hope it will meet your expectations then. Haha! · Comprehensively fixed the issue of continuously increasing memory usage. · Thoroughly addressed lag/stuttering issues at high game speeds. · Skill: "Rupturing Edge Sword Art" · Skill activation settings; conditions can now be enabled or disabled. · Weapon skills not being auto-enabled by default after equipping a weapon. · Mouse cursor requiring a tab-back into the game to appear. · Abnormal display of resource gain rates in the top resource bar. · Slightly optimized performance in the Merchant view. · The Rare Treasure Pavilion can now refresh all weapon types. · Abnormal issue with concocting Breakthrough Pills. · Issue where the unlocked state of queue slots in views like Manufacturing, Alchemy, Nurturing, and Deconstruction was not being saved. · Added automatic cleanup for erroneously decomposed queue items. · Improved the layout of the Work Speed list in the Land Sidebar. · Upgrading "Spiritual Expansion"; it can now upgrade Swamp tiles. · The "Flesh & Blood" effect of Swamp tiles; Swamps can now correctly gain Flesh & Blo...
Thank you to all who played the Woolly demo during Next Fest!I'll keep the Next Fest demo available until 24th October, for those who would still like to try it.If you encounter any bugs, let me know in the discussions - I appreciate all of your feedback!The full release is coming soon, so look out for news on the release date!