v0.1.5 The Huntsman picks a stance The Huntsman stops being a pile of numbers. His four keystones are two stances now, and you choose one. Every quiver changes a rule about your Marks. And the Glassworks no longer goes quiet the moment the eighth board is sealed. The Huntsman Four keystones, two stances, one choice. At Range (Deadwind, Phantom Veil) or In Blade Reach (Bladeflow, Ambush). Forging one quenches the other two. They always pulled against each other-Ambush sets the Gap to zero, Deadwind pays you for every Gap second left-and nothing in the game ever said so. Points spent on Gap could be worth exactly nothing. Every quiver now changes a rule about your Marks. Broadhead spends them all in one finisher. Deepstrike pays for every one you hold. Huntsman heals when you spend one. Warden carries them into the next fight. Featherlight sets one even when the target evades. Phantom refills them when you vanish. Only the quiver you wear counts. Nodes that buy Gap seconds now say when a keystone switches them off. The Glassworks It keeps paying after the last board. With all eight sealed, Emberglow itself raises the diamonds your Holdfast finds-up to another 8% on top of the boards. Every Prism you have ever earned makes Reigniting stronger, up to +50%. It counts what you earned, not what is left, so spending on the Skill Tree never costs you a thing. The kiln remembers. Every 8000 orbs on a board lifts that board's floor by one grade. The bad runs were the problem, not the average: board 8 went from 29 hours in the worst case down to 7. Your best grade ever counts towards sealing - reaching grade 28 on an earlier board is no longer thrown away when you move on. The chain chance cap is 0.62 instead of 0.59. A slice of the Lucky Ash and Kiln Luck you were paying for had nowhere left to go. Quality of life Ordeals got "Run it again", the Descent got "Descend again" right on the result card. The Descent button names the gold toll and stays locked when you cannot pay it....
Printer breakdowns have their own sound.Music no longer goes silent after a save.The Endless Workshop shows its name again.
This update should improve performance by 20% across the entire game. Building autobuyers and talisman autobuyers are upwards of 99.95% faster. Other performance changes: - The challenge row no longer updates per tick, but when exiting and entering a challenge. - The animation for the bars on the Ambrosia subtab are now more performant. - Reduced polling frequency for rune/achievement sweeps. - Obtainium and Global Speed Mult calculations are deduplicated where possible. - A bug that caused the Research tab to update far more than it was supposed to was fixed. - Similarly, a bug that caused the Octeracts and Ambrosia subtabs to update more frequently than expected was fixed. - Other minor performance changes.
Discremental is ready and will be released on September 7th. Until then, I’m making the final improvements based on the feedback I’ve received. The game has currently surpassed 1,100 wishlists and the number continues to grow quickly. I want to thank everyone who played the demo and added the game to their wishlist during this journey.You can help me make the game an even better experience by sharing your feedback or simply sharing the game with others. I’m really looking forward to finally releasing the game. See you on September 7th!
When the 「hood」 and the 「mask」 collide, they generate an imaginary mass explosion known as 「Virtual Form · Hao」. 「Looks like I did pretty well?」 「This is actually my first time taking the exam completely unprepared.」 「But… as long as the result is good, right?」 「In other words……」 「That’s right—Jiaxin won.」
Check out all the new features, performance improvements, adjustments, and fixes included in this update! WHAT’S NEW The Wiki now includes a new section explaining the Birth Rank, represented by the ranks E, D, C, B, A, and S. OPTIMIZATION AND PERFORMANCE We significantly optimized how the game loads textures. Graphics memory usage during startup has been reduced by approximately 70%, from around 1.7 GB to 519 MB. Arena memory usage was reduced from approximately 755 MB to 22 MB before loading the current world. The game now loads only the environment for the world currently being played instead of keeping all five biomes loaded simultaneously. This improvement should reduce freezes and excessive RAM usage, especially on computers with integrated graphics or GPUs with limited memory. Visual quality, texture filtering, and image smoothing have been preserved. RITUAL, SOULBOUND ITEMS, AND THE MARKET Items and heroes created through Ritual fusion no longer inherit the Soulbound status of the five materials used. Fusion results are now created as unbound and may be sent to Steam when they meet the remaining rarity and Market access requirements. This means that rewarded items and heroes may become tradable after going through the fusion process. This change only affects item and hero fusion. Heroes obtained by opening Soulbound Cages will remain Soulbound. The Star Ritual continues to work as before because it upgrades an existing hero instead of creating a new one. RITUAL FIXES Fixed an issue in the Star Ritual where clicking the confirmation button could cancel the selection instead of performing the upgrade. This was caused by the hero’s clickable area overlapping the confirmation button. The clickable areas in the fusion and result panels have also been adjusted to prevent incorrect selections. The hero now correctly receives the star, the three Gems are consumed, and Gold is deducted after the confirmation succeeds. BIRTH RANK — E TO S The Wiki now explains how a h...
The first of the two day charity fundraising event has started!Giveaways of free Amber for every $100 donated!We will be talking about the upcoming v8.0.0 update and what it's going to include! Come join in at https://www.twitch.tv/shamahan/New to this year will be t-shirts which anyone will be able to receive for an appropriate donation!A really nice Scorn art shirt made by the artist himself: @KenthecaptainAnd a luxury bling shirt of Demid to show off your RNG skill, made out of pure gold!NOTE: The Demid shirt is not made out of pure gold, it's only gold in colourGet this year's exclusive banner for a $25 donation amongst many other goodies!The plushies are gifted from the Comfy Morning store, use the code 'PLUSHNINJA' to get 20% off any purchase now! https://www.comfymorning.com/discount/PLUSHNINJA
【平衡】 【万妖谷自爆词缀重做】:50% 概率判定爆炸伤害改为怪物最大生命 100% 等额(原为玩家最大生命 10% 无视减免直扣),爆炸改为可被减伤/护盾减免,濒死锁血/涅槃/天命无敌期间免疫 【不屈】的反击伤害由反击300%攻击力改为100% 【修复】万妖谷反射词缀/不屈反击伤害此前可将玩家 HP 打至 0 却不触发保命链(血条停 0 战斗继续,绝境锁血/涅槃/天命复活全部失效):现与围攻/自爆同权接入死亡守卫链——保命成功锁 1 HP,全失败才判负
Fixed Gold no longer breaks past 2.1 billion. Any balance above 2,147,483,647 wrapped around into a negative number, and restarting the game reset it to zero. Gold is now stored as a 64-bit value, so that ceiling is gone. If your save already went negative, it is repaired automatically the next time you load — you get the exact amount back, not a rounded guess. Selling a full collection stack paid far too little. A stack's total was capped at 2.14 billion gold, so most of its value quietly disappeared. You are now paid the full amount. New 36 new late-game decorations — 161 in total. Sunken cabins and temple ruins, a shipwreck with treasure and cannons, a sphinx and a fallen obelisk, lava rock and amethyst, torii gates and pagodas, and a few oddities: a mushroom house, a yellow submarine, a red telephone box. They unlock from level 126 to level 161. Cure All. A button appears whenever fish in your tank are sick and cures every one of them in a single click for the total cost. Fish now swim behind your decorations as well as in front of them, so the tank finally has depth. Changed Curing a fish now costs 10% of that fish's value instead of a flat 1 gold. Every new line of text is translated into all 23 supported languages.
Added 'Report Bug' option to settings Fixed private lobby names not showing up under 'Host' Added maggot juice Added maggots, mushrooms, and vultures
Hey everyone! The new beta branch is now officially open. I’ve added some massive new mechanics to the game and I really need your feedback on them before the full release. Here is what’s new:Global Supply ChainAdded a brand new "Supply Chain" terminal featuring three sub-tabs: Raw Materials, Processing, and Assembly.You can manage your production lines and sell your end products on the Global Market tab, where values dynamically fluctuate based on supply and demand!Broker '98 (E-Trade) & Hostile TakeoversYou can now actively trade shares of rival companies!Hostile Takeovers: If you manage to acquire more than 51% of a rival company's shares, you can initiate a Hostile Takeover via Messenger '98, liquidate their assets, and fire their CEO!Note: Unlike the corporate Portfolio app, there are NO price limits/caps (like a +/- 15% gap) in E-Trade. Stocks can go to the moon or crash completely to zero. The risk is entirely yours!Messenger '98 & Insider InfoMSN is online! Keep a close eye on your chat windows. A secret informant will occasionally slide into your DMs to give you insider tips and predictions about tomorrow's market movements.The Dot-Com BubbleI’ve simulated the infamous late-90s Dot-Com bubble in the game. The market is highly volatile, so be extremely careful with your investments!HOW TO JOIN THE STEAM BETA: To test these new features, you need to opt into the beta branch on Steam. Here is how you do it:Open your Steam Library and right-click on the game.Select Properties from the drop-down menu.Go to the Betas tab on the left.In the "Private Betas" section, enter the password: 123456789100 and click Check Code.Once unlocked, select the beta branch from the "Beta Participation" dropdown menu. Steam will download the new update.I'm looking forward to your feedback and bug reports in the community discussions. Let me know what you think about the new economy balance! Have fun!
Players confirm a fixed business timezone on first login. After joining a Town, refreshes, statistics, seasons and weather follow the Town timezone while server absolute time remains UTC+8. Level 1 Town population capacity has been reduced from 50 to 30; once a Town reaches 30 active members, additional membership applications can no longer be approved. Town battles now support multiple Boss instances; the Grain Pecking Chicken refreshes on the Town cycle, and an authorized member can summon the Fine-quality Greyfeather Scout Bird by consuming materials from the Town warehouse. Town specialty gathering now separates queue demand from current capacity reservations, with each Wild task reserving at most a 100-action window; specialty administrators can view active members' gathered, reserved and remaining quota details. Tool enhancement no longer consumes matching +0 tools. It now uses only Tool Enhancement Stones as primary material, with Tool Enhancement Protection Crystals as the optional failure protection. Pinecone Clapper Bear is now classified under “Team Trial / Dark Forest”; the retired empty location “Forbidden Woods” is removed, and world Boss challenge counts and refresh times now follow the formal rules. Pinecone Clapper Bear's unit and recommended levels have been adjusted from Lv. 6 to Lv. 3. Players who completed the Holy Set Manufacturing technology now receive the canonical Holy equipment manufacturing permission; Processing no longer reports the retired permission as locked. The retired tier-1 equipment manufacturing permission code is no longer a runtime compatibility entry; it remains only as historical repair and audit evidence.
- Added a Notices menu - Added a Rankings menu During the Early Access period, we are continuously updating the server to provide a smoother gameplay experience. If the game does not work properly, please restart the game and try again. Thank you.
新增装备【真血剑】 新增水晶主动技能【火焰切割】 优化了部分技能卡顿的问题
Increased Alice's movement speed in the Abyss. Not thoroughly tested, but it may help improve things. Specifically, movement speed on floors 1–50 is now 3x the original, and even faster on floors 51–1000. Note that this is a movement speed increase, not combat speed, so I can't be entirely sure it fully resolves the problem. Further optimization will take some time. I've been pulling all-nighters leading up to release, and I'm pretty exhausted lately.
Hi all,This is a very special update because the demo is finally aligned with the main game! This will allow me to update the demo alongside the main game, picking up all the small to large changes and carrying them across in a much quicker and simpler way. But there's more!Demo UpdatesThe demo has been rebuilt so players will have to create a brand new save (as per the previous post -)The demo now includes all the quality of life features, including the bigger pieces such as Research and Desktop DinosNow you can play the demo and IMPORT IT INTO THE MAIN GAME and pick up where you left offThe demo will be updated more frequently going forward to keep it in on par with the big features Both Demo and Main Game Additions: Selling All Dinos, Selling Eggs and Select AllYou can now sell eggs (at very low prices) - this was added to make end game a little less cumbersome when trying to get that last dino - also, it plays into some future updates ;)Select All and Sell Selected is now available on Dino StatsLocked dinos are excluded from selections so you can safely select all and sellAffinity ExplanationAffinity wasn't as well explained before, so this change when onboarding and also in the Habitats shop should help clarifyShader ImprovementsAll of the main shaders (rainbow, shiny, tinted, wind and affinity) have been rewritten to be more efficient which clawed back some of the FPS FPS OverlayAdded an FPS overlay to make debugging easier and included it as a checkbox setting in the menu Legacy FixesA little while ago there was a glitch that allowed selling a dino twice. This left unfinished dinos in the code and had knock on effects (such as not being able to add the final dino to a habitat). I have put in some fixes to clear these dinos automatically, and also log errors more effectively going forward. If you find that your game seems unusually slow or lagging in certain areas, please let me know so I can work with you to investigate it.Again, thanks to those who take the ...
The door is open. The game is yours. Your feedback during the demo shaped the game into what it is today. Thank you. Launch isn't the end of the road. We're already working on new features and content, and all of it will arrive as free updates. Let's decide what comes next together. If there's a feature or mechanic you'd like to see, leave a comment in the thread below. We read every one: Share your ideas
Grim Reach 1.2.1 — Jewellery Rework & Item Card OverhaulHunters,This update is a direct follow-up to 1.2.0, and much of it comes straight from your reports.The main focus is jewellery. Rings and amulets were designed almost exclusively around melee, leaving ranged and magic characters with very little worth equipping. That changes with 41 new pieces and a complete balance pass over the existing selection.The second major focus is the item card. Several of you reported that it was oversized, difficult to read and sometimes cut off entirely. It has now been rebuilt to size itself around the information it actually contains.As always, your existing saves remain fully compatible.NEW: JEWELLERY REWORK41 new rings and amulets have been added. Jewellery coverage increases from 31 melee, 10 magic and only one ranged piece to 38 melee, 24 magic and 17 ranged pieces.Ranged characters now have meaningful jewellery choices throughout the entire game. Ranged jewellery is now genuinely best-in-slot for ranged builds instead of feeling like an afterthought.A complete ranged jewellery line has been added: seven rings and seven amulets with their own recipes, progressing from early leather and sinew bands to feathered relics.Ten new magic pieces carry their themes through their materials and carved runes instead of relying on glowing effects.Five new melee amulets and eight rare finds introduce additional special effects.A new skilling line adds tool-shaped rings for gathering and crafting.Three new jewellery sets have been added.All 41 new pieces feature newly painted artwork.JEWELLERY BALANCEThe ring progression is back on its intended curve. A player reported that the level 55 Diamond Ring provided seven attributes and two skills, while the Grave Warden Band offered far less at a similar level. This was a genuine balance issue rather than a display problem. Thirteen pieces were scaling incorrectly for their equipment slot and have now been corrected.Luck was contributing too much...
Added difficulty ratings to the Choose Your Path essence screen. Each minigame essence now shows an Easy, Medium, or Hard badge under its icon so a first pick isn't blind. The rating covers how much hands-on time the minigame wants and how far off its automation is, not how strong it ends upAdded a tooltip on each badge explaining exactly why that essence earned its ratingRated all six minigame essences. Mage Tower and Singularity Factory are Easy, Iron Fortress and Space Invaders are Medium, Mining Expedition and Space Fishing are HardMade the essence path panel taller to fit the new badgesAdded two-tap handling for the badges on touch, so the tap that opens a tooltip no longer locks in your path before you've read itAdded 45 new achievements for Space, Ascension, curses, and Mimic featsAchievements now tell you how to unlock them before you unlock them (In hindsight hiding that until afterwards was dumb, how were you supposed to aim for anything?)Achievement rewards stay hidden until you actually earn the achievementAdded a gambling branch to the Knight's upgrade tree, growing out of World Cleft. Four nodes for the Gambler's Den and four for the Black MarketGambler's Den upgrades improve your odds. Marked Deck for Higher or Lower, Weighted Coin for the face you actually picked, Loose Reels for the slots, and Crooked Dealings which nudges all three at onceBlack Market upgrades cut what a trade asks for, raise what it pays out, and shorten both the automatic restock and the manual refresh cooldownReworked how the slots pick a winner. Every winning combo now scales together, so maxing the upgrades lifts the jackpot by the same 7x as triple clubs instead of the cheap wins soaking up all of itThe Gambler's Den now shows your real odds with your upgrades counted in, instead of the base numbersUpgrade tooltips now have a Current line telling you what that upgrade is handing you right this secondThe gambling upgrades can't be overchargedRemoved the yellow screen flash whe...
1.0.8.54 - added some help texts - added buttons to and from finished help pages - heavily nerfed logistics planning and material forecasting
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'd like to introduce a new gameplay mechanic: Appointment & Duty System This is the stronghold's position assignment system. You can freely choose who gets to be the bandit chief or take charge of a specific branch. {STEAM_CLAN_IMAGE}/45936264/b4ebae4ce583614c114e066392bcc88f49bbe0ab.png Targeted Character Skill Development Leverage the attributes of the character with the strongest skills, allowing their strengths to benefit the entire stronghold. (The value shows 0 here because the numbers haven't been plugged in yet.) {STEAM_CLAN_IMAGE}/45936264/9a786deaea1b9c708e8a6ec1cda9412dbe056b61.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the game survive and thrive! https://store.steampowered.com/app/4267...
\We have fixed An issue was found where the values for certain equipment were incorrect when the main effect was "Skill Power", "Attack Speed", or other stats.Equipment obtained from now on will have the correct values.Existing equipment in your inventory will automatically be updated to the correct values upon launching the game after the update.Thank you to everyone who reported this issue!
Hi Everyone,🛠️ Thank you for your patience - Patch #2 is now available! Focusing on Performance Improvements, the Level 1 Freeze Error, and additional Late Game Balancing.Patch #2 (v1.00.02)Performance Improvements;Improved drone pathing performance.Improved sludge and gas vent performance.Improved collectables performance (coins, ore chunks etc).Result: Overall increases baseline performance and minimizes lag spikes, particularly in the final levels.Level 1 Freeze Error;Added work around and additional logging for Steam initialization failure.Note: the problem is caused by network connection issues to Steam on game load, particularly in some regions. The workaround allows the game to continue to run, but you will lose access to Steam achievements and cloud saves.Added Steam initialization 'retry' method to try to reconnect to Steam if it failed on load, attempts to restore access to achievements and cloud saves.Late Game Balancing;Added processing Yield upgrades to the bottom of refinery trees, increasing yields from the previous max 20 to the new max 24 then max 28 yields per upgrade level.Increased amount of Coins available from Safes per upgrade level.Increased chance of Diamonds and Gold Coins from Safes on max upgrade.Increased Barrel Cash Rewards on max upgrade.Increased Final Level Job Complete cash reward.Result: Increased access to refined resources, while offsetting new upgrades and overall improving economy by offering more cash rewards.Updating Your GameHow to force the game update: Try restarting the steam client, then validate the game files by either right clicking the game in your Library, or click the gear icon from the game's Library page on the far right > From the drop down menu, select Properties > Select the Installed Files tab and click the Verify integrity of game files button.What's NextOur focus for Patch #3 will be Miscellaneous Bugs; Including improvements and fixes for the Steam Deck, reviewing the Mac 120Hz Monitor issue and addressing...
\ Patch NotesThank you for playing! Today, we have implemented the following updates to the game.⚠️ Important: Safety Fixes & Bug ResponsesSave Data Protection EnhancementIf loading fails, the system will now completely stop writing data and display a notification on the screen. (Your save data remains intact, and you can attempt recovery by restarting the game.)🌟 New Content & Features1. New Difficulties Unlocked: "Abyss" to "Oblivion"6 new difficulty tiers have been added beyond Torment (for a total of 10 difficulty tiers).New Difficulties: Abyss / Catastrophe / Inferno / Apocalypse / Armageddon / OblivionLevel Cap Increase: Raised to Lv. 125New Tasmon Added: 23 new entities (Arcana: 10 / Beyond: 11 / Cosmic: 1 / Celestial: 1)New Jobs: 4 added (2 Rare Jobs / 2 Hidden Jobs)Race-Specific Skills: 252 new skills addedOrigin-Exclusive Eggs: 4 new entities can only hatch from eggs dropped in specific difficulties and acts.New Equipment Level Tiers: 90 / 100 / 115 / 120 / 1252. Refinement System UpdateAdvanced Draw: Costs more resources than usual, but guarantees higher rarity options.100x Draw: Perform 100 draws at once and select your preferred result from a list. (The standard single-draw button remains available.)3. Steam Achievements Support (50 Achievements)Added 50 Steam achievements ranging from hatching your first egg to mastering Death Mode, as well as milestone records for single-hit damage, damage taken, and single-target healing. (Supported in Japanese, English, and Simplified Chinese).4. Battle Pass Tier 31 & Season 1 Final Reward ExpansionFree Tier (Level 31): Added "Secret Crystal" x1 (Allows resetting skill milestones; added based on player requests).Premium Tier (Level 31): Added "Guaranteed Arcana Egg", "Secret Crystal" x3, and "Ocean of Stars Commemorative Coin".⚔️ Battle System AdjustmentsExpanded Skill Slots: Learning unique skills from Rare or Hidden jobs increases max skill slots by 1, up to a maximum of 6 slots. Slots can be equipped with any bas...
【平衡】道果采摘间隔从 5000 层下调至 1000 层(产出提升 5 倍): 每 1000 层可采摘 1 颗道果(原 5000 层),独立于转生、可累积, 每颗消耗 1 亿灵石 + 1 亿修为不变;已有存档无需重置,新公式自动重新计算可采摘数 【修复】装备对比 Tooltip 中万妖谷四凶套装(饕餮/穷奇/梼杌/混沌) 名称显示拼音 ID 而非中文名:useEnhancedUI 套装名解析补全 REBIRTH_SETS 与 HORDE_SETS 查找链路