Official Version V2.0.6 Update Log1、Add input prompt for Reincarnation Points2、Optimize stuttering issues during million‑scale alchemy computation
奥术回响、余震权杖、元素裁决、破城者效果调整 双手武器的宝石收益为双倍
Added cell-by-cell industrial land unlocking: the 12×6 grid starts with the upper-left 2×2 open. Each cell costs Industrial Land ×4 and Common Red Crystal ×10 and must share an edge with an unlocked cell. The industrial device catalog and inventory now support two-level category filters. Quality warehouses and conveyors remain hidden in the industrial catalog. The Level 1 Quality Dismantling Machine now occupies 2×2 cells and supports material dragging, matrix plugins, independent server processing, and target CC, speed and progress displays. Machines work automatically while fire-energy requirements are met. Energy outages preserve progress, which resumes when energy returns; closing the interface does not interrupt work. Completed jobs wait at 99% when output space is unavailable. Recalling a machine collects completed pending rewards; the material and progress of an unfinished unit are not refunded. Improved party preparation updates and battle state syncing; settlement timeout processing can continue while players are offline.
Hi everyone! We've been reading your feedback and suggestions closely, and this update is built around them. This time, our main focus is on quality-of-life improvements and making the overall experience smoother.This update includes the following changes:added reference information explaining the color coding for different Temporary Vein typesadded reference information showing the base income multipliers for different rock typesadded the ability to demolish the Jeweler, Black Market, Hunters' Camp, and Cleaner and choose the alternative upgrade branch instead, making achievements easier to obtain without having to repeat the entire progressionPorters now pick up gemstones lying on the fieldadded the option to pause automation for the Crusher, Smelter, and Forgeadded expanded settings for disabling individual sound and visual effectsadded a more detailed tooltip for the experience barIf you've found a bug or localization issue, or would like to share a suggestion, let us know on our Discord server: https://discord.gg/r5FpxeU7Z5
Updates 0.753–0.755: Guns, Ascendant Pinnacles, and Equipment Upgrades Four new endgame encounters, a new weapon class, more ways to improve your favorite equipment, and important improvements to saving and Pinnacle fights. Four New Ascendant Pinnacles - Challenge four new Pinnacles at main-character level 150: The Court Without Appeal, The Unclaimed Household, The Certain Horizon, and The Mercy That Will Not Release. - Each encounter has its own expedition-themed arena, introduction, combat phases, reinforcements, rewards, and new lore. - Each new Pinnacle offers one free first attempt. Your first victory against each guarantees a Legendary reward. - Expedition Guardians now guarantee a standard Pinnacle Key, with an additional 30% chance to drop an Ascendant Pinnacle Key. - Receive four Ascendant Pinnacle Keys through Mail at level 150. Existing characters already above that level receive the reward too, provided it has not already been granted. - Replaced all eight Pinnacle Portal-card illustrations with new artwork matching the bosses you actually fight. Guns Have Arrived - Added Pistols, Blaster Rifles, and Energy Magazines, with 24 expedition-specific equipment pieces and matching crafting recipes. - Gun equipment begins dropping at level 26. Guns are not sold by the Outfitter. - Purchase the permanent Gun License for 10,000 aurels in the Barracks to authorize your entire roster, including reserves and future recruits. - Dual-wielding pistols requires both the Gun License and Paired Hands. Blaster Rifles require a reusable Energy Magazine in the same weapon set. - Added the Guns proficiency and eight new Masteries. Guns develop alongside Marksmanship. - Added Sniper’s Mark, which makes a target take more damage and allows qualifying party and summon hits to inflict Bleeding. - Added Double Tap, which fires two shots in quick succession and alternates hands when dual-wielding pistols. - Both abilities have learnable Bookseller books. Gun abilities cannot be use...
1.0.6 - Your level moves again, and the game finally tells you what to do This one is almost entirely from your reports. Thank you - several of these were things we could not see from the inside. PLAYER LEVEL COULD GET PERMANENTLY STUCK If your level sat at 0 with the bar frozen part-way, you were not imagining it and you had not missed a step. Player XP came only from clicking. The moment you started idling - which is what the game teaches you to do - the bar stopped exactly where you left it. Worse, the auto-clicker upgrades that would have kept it moving cost player points, and points only come from levels, so if you stopped clicking at level 0 there was genuinely nothing you could do about it. Your survivors now earn you XP as they gather, at a tenth of the rate clicking does, while you play and while you are away. Clicking and auto-clicking are still worth ten times as much per resource, so playing hands-on is still rewarded - it just is not the only thing that counts. The player chip now also shows the actual numbers over the bar, so you can watch it climb, and hovering it explains exactly how levelling works. ACHIEVEMENTS COULD SILENTLY STOP UNLOCKING The game waited on a single message from Steam to decide it was connected. If that message was ever missed, every achievement you earned for the rest of that session queued up and nothing ever retried them. Fixed - and nothing was lost: queued achievements unlock as soon as the game next talks to Steam. "EVERYTHING IS LOCKED AND NOTHING TELLS ME WHAT TO UNLOCK IT" Fair. Three things: - A Next Goal card on the camp page: what you are working towards, what to press, and how far along you are. - A Guide (Settings > Guide, or "View all" on the card) listing the whole route from your first handful of water to the Anchor Test - what is done, what you are on, what is still ahead. - Locked pages explain themselves. Hover a padlock and it tells you what unlocks it and how close you are, instead of just sitting there. EXP...
Added auto case opening for premium users
Greetings fellow rulers! It's been a few days since release and we are super stoked to see how many people enjoy the game! It's something we really didn't expect and we are extremely grateful for everyone of you playing the game. Cheers to you! In regards to that, the game was exposed to a much bigger audience which finally gave us a good base for gathering more valuable feedback. This time, the patch targets some of the midgame balancing regarding Gold - something that ended up feeling a little bit like a show stopper. Many of you perceived the introduction of Gold Ore/Bars as a very grindy phase and after we played this part of the game again we have to agree. After playing the game over and over again, it looks like we lost a bit the feeling for this particular section of the game. This patch makes a lot of changes to Upgrades and similar that require Gold Ore/Bars and adjust a few other areas that felt a bit unbalanced to us. Also, this patch includes a little fix. Fixed an issue with the "Royal Mortar Enhancement Cap" not showing up properly Increased Gold Ore dropped by all golems and increased Gold Ore rewards from earlier Combat Quests Reduced the crafting cost for Gold Bars by 33% Added Gold Ore as a reward for the "Rescue The Baker" and "Spider Pests" Quests Decreased the first "Gold Bars Crafted +1" Upgrade's Gold Bar requirements by 50% Decreased the second "Gold Bars Crafted +1" Upgrade's Gold Ore/Bar requirements by roughly 40% Decreased the first "Gold Bars Additional Crafting Line" Upgrade's Gold Bar requirements by roughly 40%, other requirements by roughly 50% Decreased "Advanced Tooling" Upgrade's Gold Bar/Tool requirements by 33%, Mushroom/Animal Claws requirements by 50% Decreased all "Unlock Master " Upgrades Gold Bar costs by 25% to 60%, Tool costs by roughly 40% Decreased all Tier 3 Worker Upgrades for collecting resources Gold Bar/Tool requirements by roughly 50% Decreased all Tier 3 Worker's creation Bread/Tool requirements by roughly 20% D...
Added a buffer for ore duplication. When the ore limit is reached, duplicated ore is held with priority. If the ore count drops within one second, the duplication is able to succeed. Nerfed Funnel Furnaces. Created new guides for Ore Duplication, Radioactivity, and Funnel Furnaces. The buttons in the guides menu are now properly grouped. Rewrote various tutorials for increased clarity.
Greetings Vampires, Update v0.2.11 delivers persistent Global Chat with a draggable floating window, full T2–T6 drop parity for Shadow Archery and Blood Sorcery armor sets, authoritative server combat loot persistence, a comprehensive Notification Settings tab with 22 toggles, and multi-stack crafting fixes. T2–T6 Armor Drop Parity & Authoritative Loot Persistence • Full Tri-Archetype Armor Drops: Distributed all missing T2–T6 Shadow Archery (Nightstrider, Veilstalker, Gravewalker, Shadow-Weave, Phantom) and Blood Sorcery (Hemomancer, Sanguine, Soulbound, Blood-Prince, Void-Conduit) armor pieces across enemy loot tables, bringing complete 5-piece set availability in line with Melee armor drops. • Drop Rate Parity: Drop chances strictly mimic existing Melee rates (0.035% on standard enemies, 0.25% on elites/bosses, and 0.3% on dungeon encounters). • Authoritative Loot Banking: Combat item drops now immediately hit the authoritative server via /api/inventory/bank-loot. Drops are safely committed to database storage so they never vanish on logout, page reload, or cross-device play. • Zero Client Duplication: Fixed an issue where real-time combat drops could be counted twice in client inventory while only once on the server. Client inventory and database records now match 1:1. • Capacity Overflow Protection: When your inventory is at maximum capacity, dropped equipment and items are safely held in Loot History, allowing you to claim them once bag space is cleared. • Server Drop Table Sync: Synchronized server-side enemy drop tables with client tables so background and offline combat tasks award the exact same tri-archetype loot. Global Chat: Persistence & Floating Draggable Window • Persistent SSE Heartbeats: Added a 15-second server keepalive ping on /api/chat/stream, eliminating proxy, Cloudflare, and NAT dropouts during quiet conversations. • Resilient Auto-Reconnection: Built-in connection health tracking with automatic exponential backoff reconnection—no more loggi...
UI Overhaul (v1.0.4) Every screen now shares one navigation bar at the top. Under the hood: the fire rate cap is gone, three elements got their own on-hit powers, two new legendaries, and a stack of fixes. UI rework: one bar for everything A single command bar sits at the top of every screen: Home, OPERATIONS, LOADOUT, SKILLS, TECH TABLE, TRADERS, QUESTS, INSANITY, then Settings and Exit on the right. Same place, same order, everywhere. The old scattered buttons are gone: BACK in the bottom left of Loadout and Operations, the link strip on the Operations map, LOADOUT links in Skills and Traders, the X in the trader shop, HUB in Insanity. If you want to go somewhere, look up. The hub menu and its hotkeys (1 to 8) stay as they are. ESC still takes you home. The bar hides during a raid so the raid screen keeps its full height, and comes back when you extract. The bar scales with UI Scale and its labels follow Font Size. Steam Deck: the Insanity title no longer covers the layer selector. Tutorial steps that said "click BACK" now point at the Home icon. Hub leaderboard shows 15 rows at a time; scroll for the rest. Field Log: Highest Single Hit and Abyss Highest Single Hit have a small reset button next to the label. One click, no confirmation. Fire rate cap removed Effective fire rate was silently capped at about 12,000 RPM by the engine timer. The cap is gone: a 250,000 RPM build now really fires 250,000 rounds per minute. How it works: shots are counted by time, not by timer ticks. Every fire cycle the game computes how many rounds should have left the barrel since the last one and resolves them as one packet. Damage, ammo, heat, durability, recoil and every per-hit proc are multiplied by the packet size. Jam and miss chance become an expected value across the packet. Weapons under 3,750 RPM keep the old one-round-per-shot behavior. Per-hit mythic abilities and prototype procs scale with rounds, not packets: Fatal Error, One-Tap, Double Tap, Stagger, Volatile Rounds, e...
NEW- The enchantment system is here: enchantments fitted to your pickaxes, suits and pets raise your damage, critical hits, gold gain and heat resistance.- Enchantments come in four tiers: Common, Rare, Epic and Legendary; higher tiers mean both stronger effects and more properties on a single enchantment.- Every enchantment rolls its own values the moment it is crafted and never changes again, so no two enchantments of the same tier are alike.- An inventory has been added: everything you collect is kept here.- The Crafter page has been added: you craft enchantments from the dust and pieces that drop while breaking ore.- The Trader and the Crafter now sit as two sub-tabs under the General tab.- Dismantling has been added to the Trader: pick an enchantment you no longer want and turn it back into materials.- Enchantment slot indicators are shown on pickaxe, suit and pet cards; the slots unlock as you go deeper.- Daily missions have been added: complete the missions that refresh every day and collect currency and timed boost rewards.- Floor jumping has been added: the floor selector now moves in 1x, 2x, 5x and 10x steps.- An activity log has been added: everything important that happens shows up as a short notification in the corner and is collected in the log.- You can click the notification to open the log.- An in-game update notes panel has been added: when a new announcement goes live it opens once the next time you start the game.- A shared reward panel has been added: prestige, boss, task, achievement, daily mission, daily reward, wheel, worker collection and purchase rewards are now all listed one by one in the same panel.- Shortcut keys have been added: hold Shift to see the keys on the buttons, then press Shift together with that key to trigger the button.- An indicator showing your prestige level has been added.- A tooltip has been added to the temperature gauge: it shows the temperature at which the effect starts and how much damage you are losing.- Four ne...
The First Major Update Hello, this is the developer. This is our biggest update since launch. The Awakening system has been fully reworked into three categories — Common, weapon-specific, and Armory-specific — while Ascension tiers bring stronger monsters and new mechanics. If you have Re:Blade installed, the update downloads automatically — please restart the game. ⚔️ Awakening System Overhaul This is the heart of the update. Awakenings are now divided into three clear categories, making it easier to understand which effects are available to each weapon. ▶ Common Awakenings — on any weapon Shared passive Awakenings, such as attack, attack speed, crit chance, crit damage, and attack range, can now be learned with any weapon. ▶ Weapon Awakenings — Swords, Daggers and Greatswords All 45 weapon-class Awakenings have been redesigned and are available only to their respective weapon classes. Their effects respond to combat situations such as hitting full-health enemies, landing Head Attacks, striking consecutively, or hitting multiple enemies, rather than simply increasing stats. ▶ Armory Awakenings — Armory weapons only Six new sets — Sacred Sword, Clockwork, Landmine, Venom, Gravity, and Hero Summon — bring the total to 12 Armory sets. Each set is available only to weapons from its corresponding Armory. ▶ Masterpieces — the culmination of each set Collect all the Hidden Awakenings in a set to fuse them into its ultimate Awakening, consuming the materials in the process. Ten new Masterpieces join God of Slaughter and Sword God, giving all 12 sets a Masterpiece of their own. ▶ All Awakening icons redrawn 🗡️ Classic Ascension T1–T10 The second major rework introduces tiers that unlock as you progress through Raids with each weapon. Higher tiers bring stronger monsters and new boss mechanics. Clearing all 20 Raid stages on any tier counts as completing that weapon's Awakening and unlocks its ending. Progress is tracked by weapon and tier, with higher tiers offering greater...
Hi everyoneWe got 30 patreons so now theres up a event with x2 fate coins.Note that patreon supporters get x3 that value, that means a x6 fate coins for patreon supporters.This will be up for 1 week!If we get 50 free patreons there will be a 1.5x fate coinsIf we get 50 dao masters(supporters) this x2 will be x3 for 3 weeksThese two are multipliers, so the final value for a dao master is 3*1.5*3 -> ~~14x bonusesHeres the first code to redeem and enter the event FATEX2Heres a code for you all to redeem and get 1000 fate coins:STEAMLAUNCHThis updates have mostly bug fixes related to cave drops and grand elders sending your elders to hell(literally)
Changes Made• Fixed an issue where achievements were not unlocking properly. If your achievement is still not unlockedAfter updating to this build, please play the game for a little while. This should give Steam enough time to update and trigger the achievement. Also, please make sure:• Steam is running in the background before launching the game. • After starting the game, check if the Steam Overlay notification appears in the bottom-right corner. Steam can unlock achievements while playing offline, but sometimes Steam may not properly recognize or sync the achievement. Keeping Steam running and making sure the Steam Overlay is active should help it sync correctly. Thank you for your patience and for reporting the issue! ❤️
The following adjustments have been madeFixed an issue where the cats would disappear right after startup on some systemsFixed an issue where the cats would sometimes not appear after waking from sleepAdded the ability to erase all settings and records and then exitAdjusted the wording around the notices in the settings screen
This update focuses on making the beginning of Aim Clicker smoother, giving players more control over their aim setup, and making long-term progression easier to understand. Smoother New Player Progression The beginning of the game has been reworked around a clearer series of Getting Started quests. New players are now gradually introduced to the core systems instead of being shown everything at once. Hit your first targets Buy your first Upgrade Start building your Upgrade Tree Complete your first Challenge Open your first Case Visit Case Collections Deposit your first skin Each objective provides early-game rewards and a direct GO TO shortcut to the relevant system. The early Cash and XP progression has also been adjusted, making the first upgrades and unlocks feel smoother while keeping the long-term grind intact. Your current tutorial objective is now displayed directly in the sidebar together with its progress, so it is much easier to understand what to do next. Full Crosshair Settings Your gameplay crosshair is no longer tied to the crosshair items you own. A dedicated Crosshair Settings menu has been added, allowing you to customize your actual aiming reticle independently from your cosmetic collection. You can customize: Crosshair Style Size Gap Thickness Alpha Center Dot Outline Available crosshair styles now include: T Dot Square Classic Hollow Circle Your settings are saved between sessions. Crosshair items still remain part of collecting, progression and profile customization, but you are now free to use the aiming setup that feels best for you. Improved Case Collections Case Collections now explain the deposit system much more clearly. Opening a skin and permanently adding it to a Collection are now clearly separated actions. When depositing a skin: Click the skin to select it Review the selected skin and deposit warning Press DEPOSIT to confirm Depositing permanently consumes one unlocked copy. The game now clearly warns you before the item is removed ...
Patch Notes v0.1.8 · The Forge learns its trade Dear Adventurers, Smithing is a craft with rules now, Power is a real fight instead of a formula, and eight Challenges wait behind the new Hub. Your save upgrades itself; read the notice at the end. New Content Power is a tower fight. Your Power comes from a real simulated fight against the Darkness Gravemaw on a tower that gets tougher each floor, no potions. The number changes for everyone. The Hub. The Quest Board button opens a hub with four doors: Quests, Hunts, Challenges and Familiars. Eight Challenges. Each one starts a fresh hero of your class in a hidden slot with one rule that changes the whole run: The Mirror, The Pilgrim, One Life, Own Forge, The Night, Dark Birth, The Pact, The Countdown. Your real hero waits untouched. Each pays a title and a small permanent gift. The Blacksmith forges your pickaxes. Pickaxes are no longer items. After 'Prove Your Steel' he runs four quests, Bronze to Meteorite: bring ore, gold and Marks, and the tier unlocks for good with a fixed Mining Speed. The Smithing Hammer is gone; its job is now a rule of the tier. Schematics can be commissioned. Every learned schematic has its own category on the Contract card, Masterwork included. The Mage can Vent. Miasma has a second path next to Blast: Vent releases part of the charge and burns the stacks it releases, so the rest keeps building. Reworked class nodes. New or ported effects across all four trees, from the Knight's Colossus rank 2 and Deathless, to the Necromancer's Deathmarch and a second power for the Ancient, to the Archer's Hunter's Resolve, Hamstring and Windrunner. Hover a node; every one says what it does. Auto-Descent: Repeat and Climb. Climb starts at tier 1 and climbs until defeat, then restarts; rewards stay. The vault card names every floor's foe with its resists. The Glassworks and the Athanor work while you are away. In steps, and the Welcome Back card reports it. Theorycraft: Exalt in the editor. And a Unique fr...
🧟 FREE UPDATES - Operation Outbreak Idle Future Roadmap The outbreak is only getting started. 🧟♂️ Thank you to everyone who has played Operation Outbreak Idle, shared feedback, reported bugs, and supported the game since launch! 🛠️ Phase 1 - Month 1Our first priority is polishing the current experience:• Bug fixes • Steam Cloud Save • Game balancing • Performance improvements • Arena camera zoom in/out • Controller support🧟 Phase 2 - Month 2Then we’re looking at expanding the outbreak:• More maps • More skill nodes • More evolved weapons • More chaotic zombies • Optimized 3D models • Improved visual quality for low-end devices • Planning for Android / iOS / Linux releasesThese updates will be free for everyone who owns the game.The roadmap may evolve based on game performance, player feedback, and development priorities, so some plans may change as development continues.If you’re enjoying the game, leaving a Steam review really helps us and lets us know what you’d like to see next. ❤️The outbreak isn't slowing down. More chaos is coming.🧟 Operation Outbreak Idle Survive. Upgrade. Evolve. Repeat.
The factory size now permanently increases from 48x48 to 60x60 when you reach Grade 2! Added four new prestige items unlockable at grade 100+, including a new ore type. You can now press F1 to toggle the visibility of the UI. Switchable conveyors and ore gates now maintain their state between saved layouts and save files. New Steam achievement for refining shiny solone ore. Added new information icons within the prestige menus, providing easier access to the tutorials. General bug fixes and rebalancing, including adjustments to the prestige item pools.
1.0.5 - It keeps running now Two changes from your playtest feedback. THE GAME NO LONGER STOPS WHEN YOU CLICK AWAY Until now, clicking on another window froze everything - gathering, expeditions, research, the settlement - and that time was gone. It was not given back as offline progress when you came back. For an idle game that was exactly backwards. The game now keeps running in the background, so you can leave it going behind whatever else you are doing. EXPEDITIONS ARE HALF AS LONG The four trip lengths are now 30 seconds, 7.5 minutes, 30 minutes and 3 hours - down from 1 minute, 15 minutes, 1 hour and 6 hours. You told us the long trips left you sitting with nothing to do. To be clear about what this does and does not change: a trip brings home an amount based on how long it was, so a half-length trip brings home half as much. Your resources per hour of expedition time are exactly what they were. Survivors found on expeditions and new areas to settle are still paced off your total expedition time, so they arrive at the same point on the clock as before - the longest trip now takes two runs instead of one to turn up a survivor, over the same six hours. What you get is twice as many trips and twice as many chances to change your crew.
1.0.4 - Store fixesThis update fixes several problems with in-game Store purchases. If you buy anything from the Store, please update before your next purchase.PURCHASES NOW WAIT FOR THE STEAM CHECKOUT TO FINISHPressing Buy could hand over the item immediately, before the Steam checkout had actually been completed. Purchases now wait for Steam to confirm your payment, and the Store shows"Complete the purchase in Steam..." while Steam's checkout window is open.TIME WARP COULD BE LOST IF A PURCHASE WAS INTERRUPTEDIf the game was closed, or crashed, while a Time Warp purchase was still going through, it could be used up without ever being applied. Time Warps are now redeemed directly from your Steam inventory, so an interrupted purchase is granted the next time you launch the game.THE STORE COULD STOP WORKING FOR THE REST OF A SESSIONIf Steam declined to open the checkout window at all - no connection, or the Store brieflyunavailable - every later purchase in that session failed instantly without opening checkout.The Store now recovers from this and lets you try again.ALSO IN THIS BUILD- A purchase left sitting open in the Steam overlay no longer ties up the Store indefinitely.- Your purchases are re-checked against your Steam inventory after every attempt, so a purchase the game didn't see confirmed is picked up automatically rather than lost.Thank you to everyone who reported this.
Added new attribute "Crit" and "Crit Damage"Remade the "Rebuild" system,now is kind of complex than beforeNow Flan need to rest 5s after exhaustedBalanced the costs of weapons,building,bonus etc.Some sorts of bug fixed
MEET SOMNIUS — OUR NEXT WEIRD ADVENTUREHey, rocks! After working on Stone Simulator – Just Be a Rock, we decided to make something a little less peaceful.We’ve just announced SOMNIUS — coming to Steam on September 22, 2026! You’ve mastered standing still. Now try keeping a dream from falling apart. GET YOUR FRIENDS. ENTER THE DREAM.SOMNIUS is a chaotic co-op extraction game for up to 6 players. Dive into collapsing dreams, turn anything into ammo, feed the portal to buy more time, and save the Dreamer before the dream burns away. Work together. Improvise. Accidentally launch the furniture your friend was trying to grab. Things will probably go wrong. Every run brings a new collection of rooms, enemies and ridiculous situations. You can help your friends save the dream. Or make everything significantly worse. FROM ROCKS TO DREAMS — THANK YOU ❤️Thank you for being part of Stone Simulator and supporting our strange little corner of gaming. We’re excited to share what we’ve been working on next.If you’ve enjoyed being a rock with us, we’d love for you to check out SOMNIUS. Watch the announcement trailer on our Steam page, send it to your friends, and see what you’ll be getting yourselves into. Wishlist SOMNIUS to get notified when it launches on September 22!
调整了部分ui的显示的问题 新增了终极天赋【能量爆发】