This weeks update contains the following bugfixes and tweaks: Increased radius of the "sell area" from 0.25 to 0.35 to reduce accidental misclicks Food taken from a box and accidentally placed outside of the Haven will no longer disappear into the abyss, instead it will reset just above the box it was taken from Fixed a click order issue in which sometimes objects in a box wouldn't pick up if there was a box behind the button Fixed an issue where some cooked food turned into wheat when a monster took it from a crate and put it in picnic basket Ptarmiga, Hydreopard and other mons with "SetPicnic" ability will no longer steal food from a box if no picnic basket is present Fixed many map edge cases that would allow monsters to sneak out of the map and get stuck in cliffs or on water edges The "max level reached" message, which is shown when Lvl 100 monsters eat, will no longer be shown if non-vital tooltips are turned off to avoid late-Haven message spam Monsters with "SetPicnic" as second behavior will now prioritise that over their first behavior Fixed "game not always displayed ontop" setting not saving after game reload Added a possible fix for certain tooltips never disappearing (let me know if the issue still occurs sometimes) Changed "final farm available" text to make it more clear that the just-unlocked area is the last Added a DISCORD server link to main menu Thanks to everyone who's reported issues or given suggestions! More to come!
Hello!Thank you so much for waiting for us.It took a little longer than we originally expected, but we used that extra time to make the game as fun as possible.Motelet is finally officially released! 🎉We sincerely thank everyone who has been waiting for Motelet and playing it since the demo.If you enjoyed the game or noticed anything that could be improved, we would really appreciate it if you shared your thoughts with us.In particular, your feedback on anything that felt disappointing or could be improved will help us make the game even better.Once again, thank you so much for waiting, and we hope you enjoy playing Motelet! 🧹✨🛠️ Bug Reports & ContactEmail: badeulbadeul0516@gmail.comTwitter: @Wobble0516- Team Baeb Sae -
https://store.steampowered.com/app/4267800/_/ Hello everyone! We're thrilled to announce that: Bandit Simulator TD is officially set to launch on Steam on October 12, 2026! Compared to the demo version, we've made massive changes and will be adding plenty of new content and gameplay features! In this edition, we're covering a major rework: Stronghold Defense & City Walls. City Challenge Mode Overhauled One of the most common complaints from our previous playtest was: Enemies in the city wave challenge would circle around the map. When they wandered out of our defensive range, players were forced to drag their units into an awkward "chase" — which added unnecessary mental burden and tedious micro-management. It was genuinely frustrating! We've now reworked the City Challenge into a proper Siege Mode: Enemies now have actual siege capabilities. They will charge straight toward your stronghold walls and, upon reaching them, begin attacking the walls directly. This change ensures enemies will concentrate at your walls instead of wandering all over the map. You only need to position your units near the walls — units that can both defend the fortifications and idle-farm loot from passersby — for a comfortable idle experience while still handling challenges. {STEAM_CLAN_IMAGE}/45936264/8062702002f72620f3d8e9d33831e3be55b898cd.png Fun New Mechanics: Defend & Repair Walls We've also expanded the crafting/skill system. You can now assign characters with strong building abilities to repair walls mid-battle. This "fight while repairing" dynamic adds tons of excitement and tension to the late game. Upgrading, advancing, and constructing walls also adds a whole new strategic dimension to base building. And we're not stopping here — we plan to expand this system further with even more intense modes like massive siege assaults and beast-tide survival. These will greatly enrich the overall gameplay experience. {STEAM_CLAN_IMAGE}/45936264/b3e7b0940a8640679e011d36d1300377884ce1bc.png ...
🟢【新功能】 炼器·异宝铸造(Lv100+,0.01% 起、1 万件保底、跨转生保留) 🟢【新功能】 炼器·双套装归属(Lv200+,单件双套、10 万件保底、消耗 ×10、套装池分层解锁) 🟢【新功能】 离线炼器产出(期望产出 + 保底精确累积,封顶 5000 件) 🟢【新功能】 转生保留生产技能(100 道果,等级跨转生保留) 🟢【新体验】 灵石数字滚动(1 亿内千分位、超过回退缩写,关动画降级跳值) 🔧【修复】 万妖谷「致命一击」主凶归因缺失(补全反射/反击/自爆三类离散致死 + 超时判负标注) 🔧【修复】 生产进度条乱跳/冻结(墙钟实时插值 + 100ms 高频采样) 🔧【修复】 五行秘境图谱点亮/回返符无反馈或误报(返回码映射中文提示) ⚙️【优化】 战斗界面顶部布局(HUD 竖向堆叠容器 + 机制名单一数据源 + Buff 栏 Tooltip 下弹)
1. 无尽海渊新增“自动进入下一层”功能,可随时取消。 2. 更新无尽海渊主界面场景图片。 3. 新增“内门初立”“一宗柱石”“初探海渊”“百层听潮”“千重劫浪”“半越无尽”“海渊尽头”7项 Steam 成就。
Hi everyone!We’ve just released a new update for Incremental Infinity!Today, two new features have been added to the game:Detailed damage statistics per weaponBrick Breaker Explosion Synergy UpgradeWhen hovering over the damage or DPS stat in the stats menu, you will now see a breakdown of how much damage has been dealt by each weapon. It also takes into account whether you are hovering over the damage dealt since the last explosion or the total total damage dealt.You can also check the detailed DPS for every weapon by hovering over the DPS stat.Additionally, we added a new synergy node: Brick Breaker Explosion, which unlocks at Ascension 9. Once unlocked, every Brick Breaker hit will trigger an explosion. This should significantly boost the damage output when using Brick Breaker and Explosion together!We hope you enjoy this new version, and we look forward to hearing your feedback!Thank you for your continued support!The Rablo Games Team
A few community requests added plus more fixes - Added more events per month - Card border colour changes based on Rarity - Fixed lock icon display in daily gift - Sort by attack/HP/Level - More bug fixes
In this update, we let the cats know the following.• Cats that do not act very actively should be a little more active• Cats that hardly sleep should sleep a little moreAs a result, how often they jump and how long they sleep have become more cat-like than before.We have also strengthened the differences in behavior that come from personality, and adjusted some issues.About the adjustments to issuesIn some environments, when the cat scaling feature was in use, the height of the cat's jump was not calculated correctly. We have fixed this.With this update, cats have become considerably more inclined to sleep. Cats are creatures that sleep a lot by nature, but if you have gone to the trouble of starting your PC and launching Sill Cats, you may want the cats to move more. At the moment you can wake a cat by hitting it with the soccer ball, but since it is a pity to keep hitting them with the ball, we will add some other way to wake them. (Although it does make you wonder a little whether waking a sleeping cat is a good thing to do.)If there is anything you would like the cats to do more of, please feel free to let us know on the discussion boards.
The Quality Recycling screen now uses a 7×7 standard grid with all 49 logical cells and keeps player zoom and pan controls. Save, refresh, and logistics controls now share the grid context menu, while the device panel lists only the available Quality Warehouse, Conveyor, and Recycling Machine. Entering Town with a large account no longer loads warehouse source details, activities, members, or applications up front; the first screen now uses a size-bounded final state and loads private details on demand. Town population, wealth, specialty, and ranking summaries are now maintained incrementally by server transactions, so login no longer scans all detail rows as player and Town data grows. Exiting as a battle ends now fully releases the room and waits for the current settlement to converge, preventing the battle flow from getting stuck when the room closes first. Battles now read inventory materials required by equipped skills correctly; “Unequip All Skills/Items” no longer drops clicks during configuration sync and performs the actual per-slot unequip operations. Battles now keep the real material quantity and per-cast requirement for equipped skills such as Lucky Execute; relevant inventory changes from battle costs, processing outputs, tech consumption, and other sources synchronize automatically in the same transaction instead of leaving stale availability. “Unequip All Skills/Items” no longer drops clicks during transient loadout synchronization and resumes real per-slot unequip operations after the latest slot state arrives. Technology research progress now continues correctly after closing and reopening the Technology screen instead of restarting from an old percentage. The Technology map, cards, and detail dialog now share one progress display path, while research completion and effect grants remain fully server-authoritative. Newly obtained weapons and armor now start at 100/100 durability. Equipped items at LV4 or above lose 1 durability when their wearer die...
Halloween comes to the coast, and the market opens The coast is putting on its autumn face. From 15 September to 31 October, nights run longer, candy turns up after dark, and the market stall sells costumes for it. This build also opens the market itself, gives new anglers a first line of errands, and mints a proper coin. https://cozycoast.website/press/steam-art-visitors.png The season (15 September to 31 October) https://cozycoast.website/press/steam-art-night.png The Lantern Keeper drifts into the village square with errands to run. Finish them for a sticker and a haunted glow on your bobber. Wisps drift up after dark, anywhere on the map. Click one for candy; a rare one pays more. A haunted chest goes hunting once in a while. The wooden board says where. It is the biggest candy in the game, and now and then it bites. Three seasonal fish bite while the lanterns are out: one in the pond, two in the deep sea, and the rarest of those only after dark. Contests wear a jack-o-lantern grin for the season: the bar is a lantern's mouth and the cursor is a bat. Candy is spent at the market stall on eleven costumes, from clown masks to the Ghost. Three are out each day and the whole set comes round inside eleven days. Candy never converts to coins, in either direction, and it keeps between years. Maren's seance https://cozycoast.website/press/steam-art-seance.png Sit with Maren the witch on the beach west of the pontoon. She shows you fish; you call them back in the order they came. Every round you clear banks candy, and the rounds get longer. A failed round costs nothing you already banked. The table opens again half an hour after a sitting that paid. The market https://cozycoast.website/press/steam-art-market.png Walk up to the market door in the village to step inside. Walk up to a shelf and press Space, or click the goods, to buy. Rods, lures and the net are on the tables. Clothes and accessories are on the mannequins, and the shelves change every day. Shoes turn up on ...
Hello to all our players.We will be performing a maintenance update on September 4 at 15:00 (GMT+8). Thank you for your patience. The update includes the following:All Awakened Heroic Spirits will receive brand-new hot spring yukata-themed static character art and animated character art. Wrapped in yukata with a touch of tipsy charm, they bring you a whole new visual treat!
Hey everyone! ^^The cozy season at Lakeside Bar just got even better with limited time offer😍 45% OFF Lakeside Bar🎁 10% OFF Supporter Packs 1 & 2🗓️ Sale Period: September 03 – 17, 21:00 PDTIt’s the perfect time to jump into Lakeside Bar, especially with the new Version 1.3.7 now available! 🌿☕🔥✨ And there’s more to look forward to!The Seaside Wash Demo will be officially introduced in the next few days. Stay tuned for the announcement and get ready to discover a new cozy adventure from BITCOVER! 🌿☕✨ We hope you enjoy the sale, have a relaxing time at Lakeside Bar, and enjoy everything the new update has to offer. 💙
1.修复副本或挑战结束,不会立即回到野外地图的问题 2.修复战斗技能配置按钮重新读档后不同步的问题 3.带有宝石的仙器不能放入技能承继的原仙器格子了 4.灵宠新增技能铭刻功能 灵宠达到30,60,90,120级时可消耗妖魂玉开启铭刻技能格 左键点击灵宠技能书时,新增了铭刻选项 铭刻的技能可以通过再次铭刻进行替换 铭刻技能不会受到打书,化灵,领悟等影响 铭刻技能与普通技能格子内的技能不会重复
Greetings, Denizens of the Night! Update v0.2.3 is officially live on Steam! Tonight's release represents a massive leap forward for combat readability, multiboxing support, and economy stability. We have resolved community-reported roadmap tickets (BUG-001 through BUG-009), overhauled vendor sell values, uncapped weekly Coven Marks, and introduced fluid scaling for every window size. Here is the full breakdown of everything included in tonight's update: ⚔️ Combat Arena Overhaul & Responsive Multiboxing • Battlefield Separation: Cleanly anchored player and enemy cards to opposite sides of the screen, creating an open, cinematic confrontation with enlarged animated enemy sprites. • Dynamic Return & Flee Navigation: The floating Return/Flee pill now actively tracks viewport resizing and automatically clamps above the screen bottom—it will never become submerged or unreachable when downsizing windows or multiboxing. • Adaptive Loot Preview Chest: Enemy loot chest preview button dynamically scales—large and prominent on desktop fullscreen, sleek and compact on small quarter-screen layouts. • Weapon 1H/2H & Combat Style Tooltips (BUG-006): Hovering over equipped weapons in your character paperdoll, gear sets, or inventory now clearly displays whether the weapon is 1-Handed (1H) or 2-Handed (2H) and its combat attack style (Stab, Slash, Pound, Crush, Bow, Crossbow, Wand, Staff). • End Combat Loot Summary on Task Switch: Starting any skilling node or quest directly while engaged in combat cleanly halts combat and immediately opens the End Combat Summary modal, displaying all accumulated items, blood shards, and combat XP. • Integrated Combat Sidebar: Integrated a clean 2x3 combat skills grid, style selector, and embedded the Sanctum Crucible directly into the sidebar for fast gear upgrades during battle. • Floating Tooltip Protection: Skill and combat tooltips now portal smoothly to the front of the screen, eliminating sidebar overflow clipping. • Enlarged Consumables Bar:...
Changes & ImprovementsNew: Always Show Focus Hint Added a new setting that automatically displays the Focus Hint whenever game focus is lost. This can be disabled in the Settings for a cleaner UI.Improved Focus Hint Updated the hint to make it clearer that CTRL + ALT + F toggles the game's controls and focus.Visual Hit Feedback Goblins now briefly flash red when hit by a normal spell, providing clearer visual feedback that damage was dealt.Sprite Fixes Fixed several pixelation and visual issues affecting various sprites.UI Improvements Adjusted and refined several UI texts for better clarity and readability.
Hello, everyone! We would like to share an update on the Market Slots Pack DLC, the release of Hell difficulty, and an upcoming reward for all players. Market Slots Pack DLC We are currently experiencing intermittent issues with the Steam Community Market and are continuing to work on improving its stability. As a result, the Market Slots Pack DLC is now scheduled for release early next week. We appreciate your patience and understanding while we work to provide a more stable Market experience. Hell Difficulty Release At launch, we announced that an additional difficulty would become available before the Steam Community Market opened. However, this schedule was delayed longer than expected while we addressed various server and balance issues. To provide new content sooner for players who have already reached the higher stages, Hell difficulty will now open at the following time: September 6 · 00:00 UTC One Week Since Launch & Player Reward September 3 marked one week since the official release of MPIG. It has been an eventful first week, with frequent issues and rapid updates. We sincerely appreciate everyone who continued playing and supporting the game throughout this period. We understand that these issues may have caused frustration and fatigue. As both a token of appreciation and an apology, we plan to provide a reward to all players sometime next week. We are still reviewing the reward details and will share the final information in a separate announcement. There is still a great deal for us to improve, but we will continue working hard to make MPIG a stable game that you can enjoy for years to come. Thank you for playing MPIG!
Patch NotesOur Season of Entertainment is here for one more week!Bring Ludicrously Expensive Plastic to Sardinex to exchange for cool rewards!!New PvP and Trials events have begun!After the Trials event ends, get ready for a Gauntlet event until September 17thThe Rumble Invasion event is here until September 10thAfter the Rumble Invasion event ends, get ready for a Battle Bard Expedition event until September 17thChange LogsFixed an issue with Georu rune, now absorb should work as intended
Minor bug fixes alongside Prestige adjustments. The game is nearly ready for more Prestige Items.
Check out the new features, adjustments, and fixes included in this update! WEEKLY RANKING REWARDS The Top 10 players in each category will receive: 1st place: 10 million Gold + 12 hours of Gold and XP Boost. (Drop Boost has been removed.) 2nd–3rd places: 5 million Gold + 6 hours of Gold and XP Boost. (Drop Boost has been removed.) 4th–10th places: 1 million Gold + 3 hours of Gold and XP Boost. (Drop Boost has been removed.) The five categories are Stage, Total Gold Earned, Playtime, Account Power, and Best Hero. An account may receive rewards in more than one category. The first results will be calculated on September 4, 2026, at 7:00 PM (UTC-3). Rewards will be delivered through Mail and will not expire. SPECIAL STASHES The Chest Stash and Item Stash can now be purchased again to increase their capacity. Each purchase adds 150 slots to the selected Stash. The price increases with each purchase: 1,500, 3,000, 4,500 Crystals, and so on. A notification will be displayed whenever one of the Special Stashes becomes full. RETURN BONUS The Return Bonus now increases only Gold and XP: +50% for regular accounts and +100% for players with the VIP Pass. The Return Bonus no longer increases Drop chances. MARKET AND RITUAL Full tooltips now appear correctly in both Market inventories, allowing players to inspect heroes and equipment before sending them for sale. Navigation arrows have been repositioned so they no longer cover heroes or items. SERVER STABILITY Fixed an issue that could cause excessive memory usage after extended connection interruptions. Increased the server’s capacity to handle thousands of players reconnecting simultaneously after an update or restart. Improved protection against attacks that caused timeouts before requests could reach the game. Added a safeguard that performs an orderly restart if the server becomes unresponsive or reaches high memory usage, prioritizing the saving of session progress. Adjusted network protections that could prevent legitima...
Developer NotesHey there! This patch is aimed at doing another round of system changes and balancing based on player feedback. This time around we focused on power ups, enemy spawning, and tuning the costs/locations of upgrades on the tree. This marks the 9th patch we've released since the game launched last week and we believe the game is in a much better state than it was on launch. We thank you for your patience, feedback, and support while we worked on improving the gameplay and balance.Please consider leaving a Steam review, it really helps indie devs like us a lot!Cory and I will be both taking a much needed vacation next week so you can expect less patches next week. But we will keep any eye on the Steam Discussions and the Discord to hotfix any small issues/bugs.As always thank you for playing our game (or games if you've played our other games) making video games is truly a dream come true for both Cory and myself and we can't thank you enough for playing our game.Cheers, Andy (Aarimous)Patch Notes 1.2General BalanceAdd a 3 second delay to all levels before enemy will start spawnAdded a new +3 seconds to the Run Timer upgrades in level 2 area to ensure there is still time to spawn the bosses given the new delay in enemy spawningWhen an enemy is killed the spawning system will now wait 1-2 seconds before replacing that enemyThis is to prevent the moment where you kill something and then feel punished for doing soInstead we want to give you a bit of a reprieve between killing to go collect the loot and then turn to fightIncreased the value of blue resource from 25 → 30Added a new end game node that let’s orb bounce even moreWasn’t able to ever solve the optimization of so many orbs at onceSo you might take an FPS hit at the end, but boy is it fun to see all those orbsIncreased the money earned from the boss kill quests for levels 1-5The goal is to be able to buy 2-3 upgrades around that level once you beat the bossGenerally adjusted the location/connections o...
Dear Players,This version brings a major core update: the in-game tradable item system is now fully online! Limited props, cosmetic accessories, rare materials, tank skins and other in-game assets have been fully unlocked for trading on the Steam Community Market. This update enables the free circulation of player assets, improves the in-game ecosystem, and delivers a freer and more flexible asset experience for all players.Core Features of the Tradable Item System1. Free circulation of all tradable assetsA variety of in-game assets are now tradable, including stickers, various treasure chests, vehicle skins and more high-quality items. All tradable items support listing, purchasing, trading and transferring on the Steam Community Market, fully complying with Steam’s official trading rules to ensure safe, standardized and traceable transactions.2. Independent asset ownership and full freedom of useAll acquired tradable items will be automatically stored in your Steam inventory with full personal ownership. Players are free to keep and use the items, gift them to friends, or sell them on the market. Listing items on the market will not affect your in-game inventory display, and you can cancel listings at any time to resume normal in-game use.Future PlansWe will continuously expand the lineup of tradable items and regularly launch limited-time tradable props and exclusive accessories to enrich players’ asset collections. Based on community feedback, we will keep optimizing the trading experience and adjusting relevant rules to build a healthy, free and sustainable in-game trading ecosystem.
Fixed an exploit where rapid clicking could queue duplicate expeditions with the same party, causing hidden extra rewards. Fixed underfilled raids showing misleading “100% clear” forecasts and allowing tiny parties to earn full raid rewards. Raids now require at least 4 members to launch.