We're proud to announce that Soda Dungeon 2 is now available for Steam (WIN+OSX) and mobile! We want to give a heartfelt thanks to all the users that have helped us during our testing phases, as well as those of you that have just been patiently waiting for news. We have a ton of updates planned for the game and will be looking to start on new content as soon as possible. Please leave us a review or comment with your thoughts on the game, we'd love to hear it! https://store.steampowered.com/app/946050/Soda_Dungeon_2/
"Boss Key" can now be used normally~
1.Fix bug :the refining value of the "Ring of the monarch" is abnormal; 2.Optimized the problem that the achievement cannot be unlocked in some cases;
《我来自江湖》是一款高自由度的开放世界武侠游戏,结合了角色扮演、模拟经营建造等多种元素,仅现有公开的demo就让玩家体验了数十小时以上!在游戏中,你需要扮演一个小势力的掌门,带领弟子在开放的江湖里自由探索,发展自己的势力,经营不同产业,在风云诡谲的江湖里生存下去。 https://store.steampowered.com/app/1058770/_/
Optimized some text translations in the English version
Hey Heroes! Today we’re releasing a new update to Clicker Heroes that completely revamps the Clans system. Thanks to all of you that participated in the beta! New Raid System: We have revamped the entire clan tab with a new UI and a whole new raid system. The new raid system rewards two currencies: Rubies and Immortal Souls New Feature: Raid Progression -- Immortal Souls can be used to increase your level and thus, increase your damage per click against Immortals. -- While you'll start off gaining only small amounts of rubies, the stronger you grow, the more rubies you'll earn by defeating higher level Immortals. New Feature: Raid Classes. -- Raids now have you choose one of the three classes to do battle against Immortals: Rogue, Mage, or Priest -- Immortals are weak to a different one of the classes everyday so work with your raid to have all the types covered. New Feature: Bonus Fights. -- After completing an Immortal for the day, your clan has the option to buy an additional fight for rubies based on the level of the Immortal. -- The bonus fight allows you to gain even more Rubies and Immortal Souls per day. -- Only one member has to pay for the whole clan so work with your clan to spread the wealth. New Feature: Immortal Locking. -- Immortals in the new system are much tougher than before and some will require farming in order to beat. -- Clan Masters will be able to stop the automatic progression of Immortal fights so that they can stay on an Immortal they can beat and therefore continue to get rewards. New Feature: Check-In -- Not every Immortal will take your entire roster of ten to beat so as long as you show up for the day, even if the Immortal is dead, you can check-in for the rewards. Apart from those features, here are some other key differences compared to the old system: -- Only 3 Autoclickers are allowed in the fight at a time -- The fight timer is 16 seconds -- Only the best of your scores counts against the Immortal but you can pay 10 rubies to try...
As we approach final testing and the launch of Soda Dungeon 2, we thought it would be a good idea to cross-post these updates to the Soda Dungeon 1 page to make sure we don't miss anyone! I often receive messages asking when we plan to update the original game and many are surprised to learn that a sequel is on the way. You can wishlist it right now! https://store.steampowered.com/app/946050/Soda_Dungeon_2/ Our goal has always been to maintain the feel of what made Soda Dungeon 1 enjoyable while adding to it and improving on it in any way possible. AKA "If it ain't broke, don't fix it." While this has been a guiding principle of ours, it also doesn't mean we wanted to copy Soda Dungeon 1 verbatim. We've talked before about brand new features and mechanics for the game like crafting, quests, and custom battle commands (Soda Script). But I also wanted to cover some of the smaller changes we've made to the mechanics moving forward into part 2. You can hire six team members There was always room for six, why not let players make use of it? There is now a separate "Status Resist" stat In SD1 you either had protection from status effects, or you didn't. Now there is a percentage chance depending what class you're using and what items you have equipped. We still have unique items to outright prevent certain effects on your character, but you can no longer "prevent all negative effects" like you could in SD1. There is now a "Speed" stat Some enemies can slow down your team's turn order, and some also have natural speed boosts that let them attack before you (or even twice in a row!). We tried not to get carried away here, because manipulation of the speed stat can result in wildly different outcomes at different dungeon levels. There are no more "one use per battle" items In SD1 special items (such as the heal stone) could be used once per battle, per character. This didn't seem incredibly intuitive, so now all abilities that your character has (whether granted innately or ...
New UI / Icons A much needed reskin and UI system will be available with this content update. This brings a fresh new look to the game, The UI will allow for a less cluttered screen! In addition to the new UI layout, we have added new Icons and sprites for Pickaxes, Ores & User Icons. They go for a more pixelated look done by Luic. https://i.ibb.co/RY8PDsm/compare.png Research 1.0 The new research system is meant to be more "involved". Unlock research by upgrading the research center, Instead of spending money for researches you now spend a new currency called "RP" (Research Points). This can be obtained by purchasing scientist for RP (You are given 1 to start with) the more scientists you get the more RP you will gain per 30 seconds. Right now there are not many types of research but that will change as we add more weekly! Adventure 1.0 The new adventure systems allow players to take their army along a storyline type of adventure, The further you get the harder it will be. Adventures will allow you to find new content and secrets. Right now it is minimal but eventually, we will add events, Weekly, and daily adventures.
Previously, when you booted up the game, you'd be greeted with a black screen for a few seconds as the game calculated your offline rewards. Now, the game will show a % indicating how far along the processing is. This should hopefully improve stability as well, as the game application itself is no longer unresponsive (from the operating system's perspective) during that calculation time. I suspect that this is what was causing many of the crashes that some players were experiencing when the game was starting up. The change also affects the importer, so your game shouldn't soft-freeze while importing save exports anymore, either.
- Added some optimizations to the game. - The card-buying animation should be instant now. - Realms in general should run a little faster, especially the ones that were getting laggy (Plains of War). - Removed the estimated launch date of the Cityscape expansion due to delays. Still on the way eventually. Mod support is in an early state of development as well, but it's too early to announce anything yet.
UPDATE #16 v1.2.1 -Added Spring 50% off Sale -Gave Everyone 2000 Philosopher Stones. We know a lot of people are bored stuck at home, so we wanted to give out some philo stones to help you have a little fun. -Added Tier 4 liquid gold.
Hi Folks, are you ready for the NEW Ultimate Idle Racing GO update? It's OUT NOW! 1. Discover new in-game animations and UI changes. 2. Have fun with totally new daily challenges with extra rewards for each completed task and for completing several tasks in a row as well as for completing a minimum of 4 tasks daily for 5 days a week. 3, Enjoy the game completing weekly challenges, 4. Collect 3 new Mythical rare cards to level up to 10 levels. 5. Get most of CPU which affects the number of prizes you can win in tournaments - at the maximum level the player receives: 5 more blueprints for the garage, 4 times more coin and diamond collector, 10 cash cases. 6. Make sure you upgrade the Transmission which has an influence on the player's performance multiplier during the taping. The maximum level doubles the tap multipliers. 7. Discover the KERS which affects the maximum speed of evading opponents. After reaching the maximum level, the player can evade opponents twice as fast Try to collect some of the 15 sets of cards folded from all cards falling out of the afterburner packs. – Set to increase the performance of the player's car - it can be improved indefinitely – Set to raise player's earnings in offline mode - also improved indefinitely – Set to increase earnings for defeating opponents - endless upgrade level – Set reducing the cost of car parts - up to level 20 which translates to 50% of the price of the part – Set that reduces the purchase price and upgrade of skills - also to a maximum of 20 levels at which the discount is 50% – Set increasing the ascendant currency multiplier - a maximum of 20 levels, a maximum of 200% more ascending currency – Set that increases the chance of a van with extra money appearing - 25 levels for 50% more chance – Set that increases the money multiplier for defeating a van with extra money - it can be improved indefinitely – Set that increases the time to defeat the boss - improved indefinitely – Set reducing the cooldown of all acti...
懒人修仙传
2406 days ago
· LostXXX
版本更新至1.1.5 宠物可以升到唯一品阶,获得大幅度成长提升 新增批量出售装备的功能,锁定的和法宝不会出售 新增一些mod会需要的机制 调整了大部分战斗属性的上限,不包含双攻 修复骰子升级到法宝会导致游戏崩溃的问题 当玩家处于元婴巅峰时点击突破按钮时给与正确的提示 修复洞府修炼数据可能会异常的问题 修复副本中战斗结束后,不触发恢复逻辑的问题 修复战斗统计数据溢出的问题 修复部分数字过大没有显示简写的问题 修复了部分情况下导致存档损坏的问题 修复了重新进入游戏时年龄条未保存的问题 修复了防御反击和反震类技能在特殊条件下会异常的问题
INDIECN发行互动电影游戏3月6日发售 https://store.steampowered.com/app/1061010/_DEEPSEA/
v 2.0a -Minibuffs and consumables are scaled up a bit to make them easier to read. -You can now find a (+) on top of minibuffs and consumables if you wish to collapse them. These will default open. -If you click on the currency area (top right) you can now toggle off the extra currencies. ---Note: Curios currency in that area has been removed for now. -Reset button in Class Tree should function correctly again. -DoT markers have been moved next to the dice box (top leftish next to health bar).
v 2.0 -Huge UI update -Auto progress "disable" after time has been removed. (Where it turns the button black and you have to search for an urn) --- Your autoprogress will still turn off if defeated. -50% off sale and extra GP on spins. While I realize it's not "content" per se, I wanted to give the game some love and I'm only the artist not the programmer so this is what I could do for you guys ^_^. I was attempting to make it cleaner, easier to read, easier to use, and more straightforward with its text. Hope you enjoy it none the less.
EDIT: -FPS Cap and Spend Rate – Patched in a bug fix. This now limits the FPS back down to 60fps. This will also help with the extreme spending rates of everything that was happening. Sorry about the inconvenience. UPDATE #15 v1.2 -Skills – Skill Tree now has a ”Quick Fill” button after your first time shift. This will apply your currently available points to your previously applied skills of your last time shift. -Skills – Skill Points from the Faction Window bonus no longer automatically fill in themselves so that they can be applied with the Quick Fill feature that was added. Note: They will temporarily remove themselves from your ‘skill points spent’ for the window faction bar until you spend them. Keep in mind to reassign these before time shifting if you don’t want what they had defaulted to! -SALE – 50% off of the price of philosopher stone packs for the rest of this month. -Purchasing – Purchasing any of the real money items will now have an added permanent 1-time benefit of +50% HP and DMG. (This benefit can only be obtained a total of one time. Philosopher Stone packs, the value pack, and Beholder pet can all activate this bonus. Previous purchases do not activate the bonus. If the bonus is activated you will see a green +50% HP/DMG on the main gameplay area in the bottom lefthand next to the Mage’s Healthbar). -NEW Knowledge Point Badges - New badges have been added to the Liquid Gold window. Specifically on the 500 stage marks between tiers (500,1500,2500). You can now see a badge that increases the EFFECTIVENESS of your KNOWLEDGE POINTS. This makes each knowledge point you have and obtain give you even more EXP gains. (You don’t have to time shift to activate this bonus). -EXISTING Liquid Gold Badges - The existing liquid gold badge you unlock at each tier has been increased from a x2 bonus to a x3 bonus. -NEW Liquid Gold Badges - New badges have been added to the Liquid Gold window. Specifically on the 500 stage marks between tiers (500,1500,2500). You...
Fix freeze in adventure Deprecated quests deleted
Add 32 bit (x86) system support
Old saves loading fix. Recipes fix. Other minor fixes.
{STEAM_CLAN_IMAGE}/33524494/03d69dab7c25870bd9ac55070e8db3f5355b2f27.gif The process of buying recipes in the boutique was changed. Added the ability to save character's equipment sets and change them out in just one click. Heroes can now automatically replenish their heal potions supply from the stables. New equipment and weapons now available for the first tier adventure and endless adventure. Recipes can now be unlocked based on the village rating. Fashion contests have been redesigned, now you can bribe the judges with gold during the contest. By removing intermediate materials, the crafting process has been simplified. Hotkeys have been added for the most common actions. Bosses now drop unique items. Now you can leave feedback right inside of the game. Swag and Sorcery arrived on iOS! Now you can cross-play the game on your PC and iOS device!
UPDATE #14 v1.1 -Time Shifting – Time Shifting now only Shifts you to half of your MAX stages reached. For example if you reached a max stage of 800 and you time shift you will only go to stage 400 on your time shift ((Your mage level will also be 400)). Everything will reset as normal, but you will have skill points of the same Mage level’s worth (400 levels worth of skills points to spend in this example). You still have to spend everything like a normal time shift. This is mainly to speed up your climbing back up to your max path and MP/KP gains/farming. -- This should still allow you to have your burst killing speed of time shifting without making the grind of getting back up to your max stage quite as much of a hassle. It also has an added benefit of making your Master of Time buffs useful regardless of your distance into the game. -- Also note - After time shifting you’ll have 0 MP as you would normally but your rate of building it back up will be over a much shorter amount of stages. Your multiplier (The 3x 9x etc over you mp/kp on the main screen will act as it normally would, if you time shift and are above stage 250 you’ll remain at a 3x etc). -Skulls – Skulls and their experience deficit have been removed. -Offline Progression – Offline progression has now been added to the game. You can now advance STAGES while offline. -- If you were offline long enough to progress stages you’ll see a message in the Offline Rewards window in orange. If you did not progress any stages you will not see the message. -Idle Chest – An IDLE CHEST has been added to the game. You can find it in the bottom left hand corner under the Curse Eater window icon. The Idle Chest generates additional loot (Liquid Gold, EXP, and Arcane Scrap) while the game is running. (It does not generate loot while offline). You can see how much it is generating from the numbers next to it. Increasing in stages or increasing your bonuses (for example through the liquid gold window) can increase how mu...
I built this feature last weekend, but held off on releasing it due to the visual glitch when dragging and dropping. But enough people have requested (or outright demanded :P) it that I figured it's better to release it with the minor glitch in place than to not release it at all. The glitch is that, if the window has been resized, the card you're dragging will appear a little off-position. This doesn't affect anything except that it looks a little weird. After the next expansion is out, I'll be spending some more time looking for ways to improve it and get rid of that tiny glitch.
Re-release of 556.3 on Steam "Runtime" branch. To access: Back up your save file Right Click "ClickRaid" and select "Properties" Select the "Beta" tab Enter beta code "ibackedupmysave" Select the "runtime" branch from the drop down This branch will host the new game updates until all further runtime issues have been identified and resolved. More stable then "daily" branch, but still some risk so please do actually back up your save before switching branches. Let us know what issues if any you find so we can integrated fixes asap and resume our normal updates asap.
Pricing information You may have noticed that the game switched over from free-to-play to a regular game while still in its prerelease state. The price is set to $1.19 for the first week after launch, and $1.99 after that. My plan originally was to release the game free-to-play with microtransactions. But making the microtransactions appealing would have required slowing the game's progression down, making it less fun for anyone not willing to shell out a few bucks. If you've played the Kongregate version, you know that while Creature Card Idle has some idling involved (it's right there in the name!), it tends to progress at a much faster rate than most idler games. You could unlock three expansions in a week if you strategized well. But the flipside of that is that there's no reason to pay for the microtransactions that are so commonly used in these types of games to speed up progress. The "speed boost" is already built into the design for free. So adding microtransactions would have made the game much less fun to play, except for those who were willing to shell out $10+ worth of cash to bring the game back up to its normal progression rate. There were also a number of technical issues to sort through if I wanted to get microtransactions to work in the first place. That would have taken away another week of development that could have been used for other improvements and new content. Ads were another option, but they're annoying. Nobody wants a 30 second ad every time they start up the game. Adding paid DLC expansions-- along with keeping the existing expansions for free-- was another idea that was floated, but wasn't a popular one in the Discord when I asked. All in all, I honestly think I'll make a tiny fraction of the money this way compared to if I'd released it free-to-play with microtransactions. But hopefully the quality and originality of the game, coupled with the low price, generates enough word-of-mouth sales to make up some of the difference. Cloud save...