Hey shopkeepers! This one's a cleanup pass. I went through the whole store with a broom in hand, squashing the bugs you reported, smoothing out rough corners, and adding a few comfort features that make running your market a lot less fiddly. Nothing flashy this time. Just a shop that behaves the way it should. New Features Move Mode. A dedicated mode for repositioning things you've already placed. No more removing and re-buying just to shift a shelf two tiles left. See-through placement. Objects now turn transparent when they overlap while you're moving them, so you can actually see where your product is going to land. Preview before you buy. Try out floors and walls in your store before spending a single coin. No more buyer's remorse over that tile pattern. Quick Mute button. One click, instant silence. Perfect for when someone walks into the room. Improvements Customers now scale with your store. Even after raising the shop's customer limit, the place still stayed nearly empty. Customer flow is now tied to your store's maximum capacity, so the bigger your market gets, the busier it gets. Vertical shelf product menu. The product selection UI is now fully vertical, which makes it much easier to scan and pick what you need. "Panels can be moved" hint. A lot of players never realized the panels were draggable, so now the game tells you. Expansion warning. The expansion tab now clearly states that the purchase can't be undone, before you commit to it. Tutorial rework. I fixed a number of misalignment issues, and added short video tutorials with simple, to-the-point explanations for the features people were getting stuck on. Tutorial video panel polish. Cleaner layout, better readability. Grid placement polish. Snapping and alignment feel noticeably tighter. Bug Fixes Fixed the max customer count creeping upward every time you quit and relaunched the game. Fixed cleaner staff showing 0/6 even when you had cleaners hired. Fixed the grid disappearing in Edit Mode. Fixed t...
Hello everyone!First of all, a massive thank you to everyone who jumped into the Playtest, tested out the progression loops, and shared feedback or reported bugs. Your help has been incredible and invaluable for fine-tuning the game!We wanted to let you know that the Steam Playtest will officially close on September 10th.With the playtest coming to a close, we will be heads-down reviewing all the gathered data, polishing features, and preparing everything for the official release later this month.If you haven't checked it out yet or want to squeeze in a final session before the servers close, you still have a couple of days to jump in via the store page.Thank you all again for your amazing support! Don't forget to join our Discord to stay tuned for the upcoming launch details.— GOAlvesPT
Hello everyone,My 'holiday break' is finally over and so it is time for a quick update (and a reminder that I am still alive and working on the game again :) ). LocalizationsAs promised, I will be starting with localization preparations from September. This is going to be the tedious grind through the code, catching up on all the YAGNI work from 4 years ago.It includes reworking text-printing, updating fonts and reducing text overlaps. After that the partitioning of texts to translation keys and building up the externalized resource files which will then be sent to translators.In my current capacity I expect all this to take at least until November (there's more text in the game than it looks - not long texts but it is in lots of places). At that point I would start reaching out to translators and then integrate translated texts into the game around the end of the year.Which Languages will be supported?I have run a very quick check of the playerbase of Microcivilization versus player population estimates versus non-english speaking rate estimates and it looks the most impactful translations might be these (not necessarily in this order):GermanSpanishRussianFrenchPolishItalianJapaneseChineseKoreanSo for now this is my working list for which I would prefer having a professionally-translated texts (ideally also tested by third party - depending on my budget). I will probably also include machine-translations as an alternative (i.e. not initially tested by any humans)Version 1.2 when?These localizations will be core of the next version update. Because the change will be very broad, I will definitely run another beta test round. But in order to give people some motivation to run the game again I plan to also include a bit of content extension. This means some extra workload (e.g. a month - depending on the content size) before the next version is released. My guess would be that 1.2 will be coming out around March 2027 with (hopefully) most of the translations and some o...
The wait is over! Bones and Coins is now available on Steam with a 25% launch discount! Build your party, unlock powerful weapons, create hero synergies, explore increasingly dangerous dungeon rooms, and collect legendary loot in our incremental auto battler dungeon crawler. Get Bones and Coins on Steam https://clan.fastly.steamstatic.com/images//45897542/549672127171cc5031560b483d32d2076d487c38.jpg What Awaits You The full release includes: 8 dungeon rooms with different enemies, challenges, and loot 16 weapons with unique attack styles and animations 6 recruitable heroes with different abilities and upgrade paths 9 unique enemies with exclusive item drops A massive Skill Tree with 180 skills and permanent upgrades Hero Blessings for creating powerful new party combinations Expeditions with additional challenges and rewards Tons of weapons, upgrades, loot, and builds to experiment with https://clan.fastly.steamstatic.com/images//45897542/9d31318621ea85086141d948088f85f6e03cddfb.jpg Build Your Party Recruit heroes with different abilities, combine their strengths, equip them with powerful weapons, and use Blessings to create new synergies. There are plenty of party compositions and strategies to discover, whether you want to optimize your progression or experiment with completely different builds. Keep Getting Stronger Progress through dungeon rooms, defeat enemies, collect loot, complete Expeditions, and invest in permanent Skill Tree upgrades. An optimized playthrough takes around 4-5 hours, but experimenting with heroes, weapons, Blessings, and different party combinations can keep you progressing for much longer. https://clan.fastly.steamstatic.com/images//45897542/a35e7504e5255559145de39b79cc3799ddc2131a.jpg 25% Off at Launch To celebrate the release, Bones and Coins is 25% off for a limited time! https://store.steampowered.com/app/4134650/Bones_and_Coins/ Thank you to everyone who played the demo, wishlisted the game, shared feedback, and supported Bones and C...
Based on reports that opening cores required frequent attention, hunts stayed unsettled after an enemy appeared defeated, and enhanced equipment was not reflected in auto-equipping, we have improved idle-play convenience and the reliability of hunting and equipment updates. More core storage and 8 hours of auto-opening The Beast Market - Grand Warehouse core-storage DLC is now even more useful. Its capacity has increased from 240 to 500 cores, and it now includes automatic core opening every 10 minutes for 8 hours. Existing DLC owners can use these improvements at no additional cost. Turn auto-opening ON or OFF in the battle window. It is OFF by default. Turning it ON activates it for 8 hours from that moment. While it is ON, manually opening cores resets the expiry to 8 hours from that moment. Both opening all cores and opening individual cores from your inventory count. You can press “Refresh to 8 hours” even while time remains, so you can refresh it before bed. This also works with 0 cores. The remaining active time and the countdown to the next automatic opening are shown separately. Please note Without the DLC, capacity remains 100 cores and auto-opening is unavailable. Automatic opening does not extend its own 8-hour duration. Refreshing sets a new expiry 8 hours ahead; it does not add time to the remaining duration. Cores that exceed your storage limit between the 10-minute openings are lost. The 500-core capacity and auto-opening reduce the need for manual attention, but do not guarantee that cores will never overflow. Offline rewards are settled when you return. Existing offline reward multipliers and time limits are unchanged. Want to spend less time returning to the game just to open cores? Switch on auto-opening before bed or before heading out, and make your daily hunts more convenient. With expanded storage and auto-opening in one package, now is a great time to consider Grand Warehouse! Check out Grand Warehouse on Steam See the Wiki: Combat and Core ...
Hello everyone, This is a small patch to address some bugs as well as adding some minor features/content! FIX: Cancel after current UI bug, where if players click on the actual checkbox the crafting does not cancel correctly. FIX: Item Upgrade Window now moves correctly to stay on-screen when upgrade costs change near the edge of the screen. FIX: MAX level calculation when upgrading items fails and over-counts the maximum level past player resource availability. ADD: new Grabber (II) item, and its blueprint. ADD: Middle mouse button now turns off/on items quickly. BUFF: Energy Amplifier from 5% to 10% amplification (per level). NERF: Concentrators from 20% to 15% amplification (per level). Localization work for IDLE_DIRECTIVE is still being worked on, and because it is taking longer than expected; I've went ahead and made v1.1.3 to address some issues players have been encountering (as well as addressing some minor feedback)! Thanks for reading, and thanks for playing! -Kevin
Achievements 19 Steam achievements are now live. Fill a loot chest, evolve 10 Minimons, reach wave 25 on a path, win a Brawl Bracket, and more. The full list is on the Achievements page. Japanese Language Support Minimon is now fully playable in Japanese. Every menu, ability, item, and tutorial line has been translated, and the HUD uses a font picked and tuned for Japanese text. The game follows your Steam client language automatically, and you can switch languages any time in Settings. Auto-Recast Abilities Right-click an active ability slot to toggle auto-recast. When the cooldown ends, the ability fires on its own with a 50% longer recharge. Handy for stepping away during long Raid and Endless runs without losing all of your output. Auto-heal only fires when an ally is at or below 80% of their max HP. Auto-recast toggles are saved with your loadout. Hold to Spend Points The + buttons on the Abilities and Upgrades screens now repeat while held. Spending a pile of points takes one press instead of a dozen clicks. Fixes The Abilities and Upgrades pages no longer stack duplicate copies of themselves. Fixed a freeze on the plan screen when starting a second Brawl Bracket in the same session. Japanese and French tutorial text no longer overflows the Continue button. Filled in missing French, Portuguese (Brazil), and Simplified Chinese translations. Thanks for playing. If anything looks off, let us know on the forums or Discord.
Fixed long player names on the leaderboard pushing playtime scores off-screen • Scores now stay fixed on the right • Names longer than 7 characters are automatically truncated with "..."
Thieving Thieving is the thirteenth skill. You steal from market stalls, pick pockets, and crack locks. Steals can fail. Each job shows its success chance right on the card, from 85% on the bread stall down to 40% on a merchant's safe. Your level and the passive tree push those numbers up. You gain XP whether the steal works or not. Coins and goods only come from a successful steal. Fourteen jobs Eight market stalls: bread, seeds, fish, herbs, timber, ore, silk and gems Four pockets: a farmhand, a merchant, a guard and a noble Two locks: a strongbox and a merchant's safe Stalls give goods, not just gold A stall hands over what it sells. The fish stall gives raw fish, the ore cart gives ore, the gem stall gives gems. A stall will never give you a tier you have not already earned yourself. Rob the ore cart with Mining 1 and you get copper and tin. Rob it with Mining 70 and runite is on the table. Twelve stolen goods Pockets and locks carry things worth real money. The first few are a Cut Purse, a Silver Plate and a Signet Ring. Keep levelling and the better ones start turning up: a Silver Censer out of a shrine, a Smuggler's Ledger off the docks, an Heirloom Locket from a manor, an Officer's Sabre from the barracks, a Banker's Seal from a counting house, and a Shard of a Crown from a palace. The general store will only pay a small amount compared to the Nightmarket guilds store. Gear and rewards Six tiers of lockpicks, Bronze at level 1 through Eclipse at 80, plus Everflame Lockpicks at 95 The Thief's Set: hood, jerkin, trousers and boots. They drop while you steal, and the full set gives +20% Thieving XP The Thieving Cape at level 99 A Pocket Magpie, the Thieving familiar A 98 point passive tree, same as every other skill The Nightmarket The thieves' guild was already in the game, but iit was locked behind Agility. It now requires Thieving. You need Thieving 15 to join. It buys what you steal. The general store pays a third for hot goods. The Nightmarket pays more th...
Dear Adventurers,Greetings!To thank you for your continuous support, our limited‑time Double Experience & Double Drop Rate event is officially online.During the event, all monsters grant doubled character experience, and item drop rates are doubled. This will help you level up faster and obtain more rare loot.Event Period: 2026.09.09 — 待定We keep iterating the game, including gameplay mechanics, class balance and overall gaming experience.Whether you have encountered bugs, want adjustments for existing mechanics, or hope for brand‑new content, your suggestions are highly appreciated.📝 Ways to submit feedback • Post a thread in Steam Community Discussions • Use the in‑game feedback form • Leave comments below this announcementWe closely follow community feedback. Many future updates will take player ideas into consideration.Thank you for playing. Wish you great loots on your adventure!
1.调整万灵境挑战层数解锁奖励 20层-圣级灵宠技能书 40层-瑶池蟠桃 60层-祭炼石 80层-仙灵之息 2.灵宠探索窗口中的奖励信息同步更新 3.建筑中的三界悬赏,新增10级功能-一键刷新 20级功能-悬赏锁定 一键刷新可将所有未接取的悬赏自动刷新至选择品质 悬赏锁定开启后将不会随机刷新前一个地图的悬赏任务 4.乞灵阁的仙礼兑领密令更新了
各位玩家:先前因 Steam 用戶端更新導致的儲值異常,我們已透過遊戲更新徹底修復。修復後,儲值需要「Steam 內嵌介面(疊加介面)」處於開啟狀態。先前公告中的臨時方案(關閉內嵌介面)已失效,請勿再關閉。如果您之前依照我們的臨時公告關閉了該選項,現在會出現無法儲值的情況,請依以下步驟重新開啟:1. 在 Steam 收藏庫中對本遊戲按右鍵 → 「管理」→「內容」2. 點選左側「一般」3. 將「在遊戲中啟用 Steam 內嵌介面」開關打開(見下方截圖)4. 完全結束並重新啟動遊戲 說明:- 新玩家或從未修改過此設定的玩家,該選項預設為開啟,無需任何操作。- 請同時確認 Steam 用戶端已更新至最新版本。造成不便深感抱歉,若仍有問題請聯繫客服。
Dear players, The top-up (purchase) issue caused by a recent Steam client update has been fully fixed in the latest game update. After this fix, the Steam Overlay must be ENABLED for purchases to work. The temporary workaround from our previous notice (disabling the overlay) no longer applies — please do not disable it. If you previously disabled the overlay following that notice, you will now be unable to make purchases. Please turn it back on:1. In your Steam Library, right-click the game → Manage → Properties2. Select General on the left3. Turn ON "Enable the Steam Overlay while in-game" (see screenshot below)4. Fully quit and restart the gameNotes:- New players, or anyone who never changed this setting, already have it enabled by default — no action needed.- Please also make sure your Steam client is updated to the latest version.We sincerely apologize for the inconvenience. If the problem persists, please contact customer support.
Dear players, The top-up (purchase) issue caused by a recent Steam client update has been fully fixed in the latest game update. After this fix, the Steam Overlay must be ENABLED for purchases to work. The temporary workaround from our previous notice (disabling the overlay) no longer applies — please do not disable it. If you previously disabled the overlay following that notice, you will now be unable to make purchases. Please turn it back on: 1. In your Steam Library, right-click the game → Manage → Properties2. Select General on the left3. Turn ON "Enable the Steam Overlay while in-game" (see screenshot below)4. Fully quit and restart the game Notes:- New players, or anyone who never changed this setting, already have it enabled by default — no action needed.- Please also make sure your Steam client is updated to the latest version. We sincerely apologize for the inconvenience. If the problem persists, please contact customer support.
Ammunition Stacking on Equip Equipping arrows or bolts from your inventory now combines directly into your active equipped ammunition stack if they match the same type and refinement level. Your equipped arrows will no longer be unequipped and sent back to your inventory when adding more ammunition to your loadout. Equipping a different arrow or bolt type will still swap normally, and the equip action now defaults to your full inventory stack size for quick restocking. Concurrent Multi-Elixir Stacking Players can now enjoy multiple different alchemical elixirs active at the same time. Drinking an elixir while another is already active will no longer overwrite your existing buff. Each unique elixir tracks its own independent duration across both live gameplay and offline progression. Drinking an elixir of the same type refreshes its duration back to full.
Mochi Community Market Is Growing! 🐰💛It’s been amazing to see the Mochi Community Market slowly come to life.More and more Mochi items are finding their way onto the Steam Community Market — from cozy furniture and decorations to little collectibles that can become part of someone else’s room.Collect, trade, decorate, and make your Mochi space truly yours.And most importantly, thank you to everyone who has downloaded and spent time with Mochi.Whether you’ve been decorating your room, spending time with your little companion, focusing together, trying Room Battle, or simply keeping Mochi around on your desktop — it means a lot to us. 💛Mochi is still growing, and seeing people actually playing, collecting items, sharing rooms, and participating in the Community Market makes all the work behind this little world feel worthwhile.There’s still so much more we want to build, improve, and add to Mochi.Thank you for being here this early and for helping this little community grow with us. 🐰✨See you around Mochi!— Mochi Dev
General - Fixed a bug that could occur when using the Phoenix Feather. - Added Event Keys to Chests. - Adjusted the drop rates in Free Chests. - Added a notification when Double XP expires. - Updated the Cat skin. - Reduced the maximum number of Dungeon Keys from 45 to 25. Ranked - Ranked mode can now only be unlocked at Level 20.
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...