Fixed an issue where one Qianji Gate material could not drop.
Friday 4 Sep — 6:00 PM CDTThe Splintered Seal opens as a Contest premiere. Nobody has a map. The first guilds in go in blind. Live through Friday Sept 25th, 6:00 PM CDT. Contest rulesRaid intel is off. Forecast will not hold your hand.Stars and level are capped so overleveled tanks do not skip the fight.A wipe is a full lockout. The attempt log teaches the next pull.Week 1 — First OathClear between Friday Sept. 4th and Friday Sept. 11th, 6:00 PM CDT, and your banner carries First Oath for the rest of the save. After Week 1, Contest still unlocks hall heraldry: Oath Shatter theme, Splintered Seal emblem, Shattered Bend field, and Oath Amber. Prep this weekClear The Starless Throne, then update to 0.7.4. On Friday, open Raids. After Sept. 25th, the Seal stays as farm. No world's-first board.
The moment is finally here. After endless iterations, optimizations, and redesigns, Node Factory will officially launch on Steam on September 21, 2026!Building this game has been an incredible journey. What started as a solo passion project turned into an intense learning experience that pushed my engineering and design skills further than I ever expected.This game simply wouldn't be where it is today without you. To everyone who tried the demo, submitted feedback, reported bugs, and shared ideas during Steam Next Fest and beyond—thank you. Your input directly shaped the mechanics, polished the user experience, and kept the momentum going throughout development.I couldn't be more excited to hand the full experience over to you in just a few short weeks. Mark your calendars, keep those supply lines organized, and prepare your factories.See you all on launch day!— Kabreet Games
1.虎啸林及以后地图掉落的仙器,出售时不再获得灵韵结晶,而是仙灵之息 2.披风和宝物强化达到100级开启注灵功能,注灵消耗仙灵之息 3.铸造坊的承继页面新增仙器技能承继选项,具体参阅页面中的详细说明 4.离线奖励加入灵宠探索可获得的金币奖励 (离线前灵宠需在探索状态)
Hello all, I recently began work on Chemistower again and started developing the game for android. Right now I have an early build ready for testing, and I'm looking for people to help out. If you have an android phone and would like to contribute, send an email to Wunoumenalstudio@gmail.com with something like 'chemistower playtest' in the subject line. Please use whatever email is associated with your google / play store account because I need to add your email to a list for you to join the test. I'll reply to your email with more info and a confirmation once you're added to the playtest. I'll also send a free steam key (for desktop version) for the first 12 people who sign up to playtest! I've already done a few balance updates, quality of life changes, and expanded the research tree a bit which will all launch on the desktop version once I officially release the mobile version. Hopefully the launch of the mobile version can lead to content updates for both desktop and mobile versions of Chemistower! I'll send further updates and patch notes for the ongoing changes within the next few weeks.
The enhancement screen now explains that with valid protection, protection materials are preserved on success and consumed on failure while keeping the current enhancement level. Default and key-based gift-box openings now use the same formal single-layer probability rules. This fixes the “Use failed” regression caused by mismatched rule fields, without consuming boxes or keys on failure. Sponsor Monthly Card pet-egg benefits now finish in eight days: one egg per day on days 1–7, then three eggs in one mail on day 8, ten total. Active cards continue from each card's delivered count until ten eggs have been sent.
New Content 1. Added the Thousand Mechanisms Sect dungeon. 2. Added 6 new puppets for systems such as Woodcutting, Mining, and Talismans. 3. Added the Hundred Arts module. Optimizations and Fixes 1. Improved color display for some themes. 2. Removed the popup confirmation for batch item consumption. 3. Fixed a bug related to leaving a sect. 4. Redrew the map icons. 5. Added batch purchase support for sect shop purchases.
Thank you so much for your enthusiastic participation!More than 800 players signed up for this public playtest, and over 50% of them actually launched the game and played it! We also received a great deal of valuable feedback and suggestions from many players, and we're carefully reviewing every single one.While we may not be able to implement every suggestion directly into the game, your feedback has been incredibly helpful in shaping the direction of future updates. Once again, thank you so much for supporting and enjoying Deadline Savior! About Carrying Over Your Playtest Save DataOnce the playtest version is closed, Steam Cloud will no longer be able to sync its save data. Because of this, players who still have the game running after the playtest period ends may encounter synchronization issues.If this happens, don't worry. Open the installation folder of the playtest version and make a backup copy of the "data" folder inside it. After installing the full version, simply overwrite the corresponding folder with your backup to carry over your save data! What We've Been Working on Over the Past Two Months Over the past two months, most of our development work has focused on improving the overall gameplay experience.This includes additions such as Mini Mode and more settings options. We've also made several balance adjustments.For example, we've increased the skill scaling of the Paladin and Rogue, while also making Mana have a greater impact on combat strategy. We've also added new "Points of Interest" to the map. If you happen to pass by one, why not stop and see what you can find inside? Tomorrow Is The Launch DayThese past two years have definitely not been easy. Deadline Savior is the kind of game that's difficult to fully understand from screenshots alone. Because of that, we've faced some major challenges when it comes to marketing the game. If you enjoy Deadline Savior, we'd really appreciate your help spreading the word. Please tell your friends what the g...
Ladies and gentlemen, friendly: 1. New exclusive protection stone for exotic treasures: , obtained through channels such as Reincarnation Store, Demon King BOSS, Exploration Store, World BOSS Store, Ten Thousand Realms Secret Realm, Treasure Pavilion, etc. 2. Equipment backpack adds set filtering function 3. Added difficulty levels of Endless - Hongmeng and Endless - Guixu, which greatly enhance the enemy attributes of these two levels. At the same time, two new debuffs, 'Mana Suppression' and 'Mana Burning', have been added 【 Mana Burning 】: Every x seconds, burn xx% of the hero's current mana and deal xx% of their true damage 【 Mana Suppression 】: The effective mana of all heroes is reduced by XX% Thank you for your support and feedback. I wish all fellow Taoists continued success on the endless road!
Idle Knight - Update v1.2.5- Added 10 new free skins to the Free Chest poolIDLE KNIGHT NEW SKINS EDITION- New Skins:Dune Knight (Uncommon)Highland Knight (Uncommon)Royal Knight (Uncommon)Glacier Knight (Uncommon)Omnipotent Ascendant (Uncommon)Cyber Overdrive Knight (Uncommon)Genesis Light Knight (Uncommon)Pantheon Overlord Knight (Uncommon)Infinity Void Knight (Uncommon)Divine Archangel Knight (Uncommon)
Based on reports received since launch, this update improves onboarding, workspace controls, quest progression, Steam Market status information, and connection stability. GETTING STARTED • Command has been renamed Home and now presents the next useful action based on your current progress. • Improved the transition from the first-run tutorial to Home so it no longer appears to freeze while data is being prepared. • Added contextual Wiki help to each major screen. Help prompts can be enabled or disabled in Settings. • Home now makes it clear when you have enough materials to craft your next piece of equipment. WORKSPACE AND CONTROLS • Improved top/bottom placement and always-on-top behavior for the main bar. • Subwindows can now remain available while the main bar is pinned. • Fixed cases where the Hunt window became trapped at a compressed size and restored stable movement and default sizing. • Added visible left/right navigation controls when the main menu is wider than the available screen, preventing Workshop, Farm, and other destinations from becoming unreachable. • Improved panel fitting and scrolling when UI scaling is enabled. QUESTS, HUNTS, AND FIRST CLEARS • Quest unlocks now update immediately when an AR requirement is reached, without requiring a restart or another hunt. • Fixed completed quest-change requests remaining behind and blocking later changes. • Fixed cases where first-clear completion and rewards did not settle for some AR75 Standard and AR90 Apex hunts. • Improved synchronization between displayed HP and defeat timing to reduce sudden defeat presentation while HP still appeared to remain. STEAM MARKET DISPLAY • The Market now separates the time Steam was last checked from the time a real price was last received. • It is now easier to distinguish a temporary connection problem from an item that simply has no trade history yet. • Background hunting status is easier to confirm while using the Market. CONNECTION AND STABILITY • Reduced Steam auth...
Depth Pressure II: TempoThe Abyss pushes back (CL 25,000+)Depth Pressure v2: past CL 25,000 enemy HP doubles every 250 CL until 30,000, then every 500 CL. Your wall is where your build stops one-shotting. Hit floor: enemy hits past 25,000 deal at least 3-15% of your max HP. The Underlord (claims above 25,000): 2.5x HP, CHARGE hits for at least 3x the floor. First Strike: capped at 80% of your current HP, limbs and stomach only, always before stuns. New PRESSURE readout in the raid HUD + DEPTH PRESSURE row in the CL panel. Loot scaling unchanged. Damage curve past 25k stays linear for now; I will tune it with your data. (raid summaries are written to raidlog.json in your profile folder; send me yours on Discord) TempoSignal Overclock / Time Fragment are a real 2x: enemy cadence, reloads, looting, extraction, medkits, bullet travel, deploy countdown. Default raids untouched. No 300 ms wait after kills; Blink Hunter teleports instantly on kill. First shot of every fight fires immediately. Search speed and medkit bonuses had hidden 1 s / 600 ms floors (bonuses past ~70-80% did nothing). Floors are 150 ms now. Raid summary shows RELOAD time. Fire rate is real nowAbove ~600 RPM the next shot waited for the bullet to land. Fixed: scheduled from the moment you fire. The hidden 2,400 RPM cap is gone. Visuals throttled to ~30 tracers/s, damage numbers merge, the killing blow always shows. Heat per shot is unchanged: very high RPM overheats faster in long fights. PerformanceFixed a per-fight VFX leak (main cause of late-raid / overnight Abyss slowdowns). Enemy markers no longer pulse; flat frame rate in big raids. Dead markers removed, no inventory rebuild per kill, particle cap, HUD badge flicker fixed. FixesABYSS DEPTH leaderboard no longer stops at 20,000; your depth is re-submitted automatically on next launch. NO SAFE HAVEN now unlocks. Backpack/rig: items can no longer be rotated or placed out of bounds (the overlap trick). Existing inventories are untouched. Game opens ...
Hey everyone,Here are the changes we've made in this patch. Thanks for the feedback everyone has been providing. Apologies for the hasty nerfs last patch it is never our intent to discourage the fun you're having. We are always listening even if we don't respond to every suggestion or piece of feedback!CHANGESHeavily increased the drop rate of Crystalized Mana in Expeditions Orbs now grant Magic Power instead of Magic Speed Bonus (like they were supposed to, my bad) Changed per ascendency scale on God upgrades to be 1/20th of the base stat. Added button to toggle viewing status effects in the dungeon log. Made it so the God Of Life gets EXP when you remove a status effect. Greatly increased the amount of EXP the God Of Protection gets from blocked attacks, dodges, and getting hit. Insanely increased the amount of EXP a god gets when they are summoned. Drastically lowered the time it takes to summon a god. You now gain EXP for the equipped god ability every time you complete a battle. God tooltips now refresh once a second. Lowered God Ability Level Requirement to 25. Upgraded the Dungeon Log to have types on its entries. It is now able to filter out things by type. FIXES Fixed issue where item effectiveness was applied plus modifier twice, and not scaling into the correct number space. Fixed issue where Ability Power Bonus wasn't properly getting reset, resulting in concurrent attacks drastically increasing in power. Fixed issue with legacy expedition timing always reporting that 0 seconds had passed since the last save. Fixed issue where Tower Of The Whale could not block physical attacks. Fixed issue where max level gods could no longer get god ability bar bonuses. Fixed issue where Plague Dress' effect was not properly getting blocked by Mask Of NothingPlease keep the bug reports coming! Please be sure to review the game on Steam as that helps us immensely!Until Next Time
アイテムメニューを開いている時、敵とエンカウントするとメニューが閉じれないバグを修正
Milestone Update 0.748: Tavrani, Conjuration, and Player TownA major Loomsong Chronicle Idle milestone has arrived!Play as the Tavrani, the ninth playable race, with their unique Duskward Shelter trait.Master Conjuration Magic and summon persistent Fire, Frost, and Lightning Elementals.Discover new Tomes, Blood Orbs, summon-focused equipment, affixes, and Masteries.Find all seven recurring NPCs throughout the expeditions and uncover their stories.Unlock the first stage of Player Town, featuring Allan Grail’s Barracks improvements and June Dultche’s Trait and Mastery reset services.Enjoy improved summon behavior, save migration, and legacy campaign compatibility.This milestone lays the foundation for expanding Player Town, Conjuration, summons, and the remaining expeditions. Thank you to everyone playing, testing, and helping shape Loomsong Chronicle Idle!
Star-Spotted Soft Fur*5 (4-->5) + Condensed Radiance Crystal Core*2 + Liangyi Xi Core*2 + Crystal Medal*1 + Battle Medal*1 == Shadow Spirit*1 Laurel Pestle Shavings*5 (3-->5) + Exceptional Molding Agent*5 + Gathering Medal*1 + Farming Medal*1 == Phantom Feather Strand*1 Pinecone Bear Paw Hide*5 (3-->5) + Pig Iron*3 (2-->3) + LV1 Fertilizer*3 (1-->3) == Bone Coating*1 Iron Ingot*5 (3-->5) + Hardwood Lumber*5 (3-->5) == Iron Axe*1 Iron Ingot*5 (3-->5) + Hardwood Lumber*5 (3-->5) == Iron Pickaxe*1 Iron Ingot*5 (3-->5) + Hardwood Lumber*5 (3-->5) == Iron Hoe*1 Iron Ingot*5 (3-->5) + Hardwood Lumber*5 (3-->5) == Iron Sickle*1 Iron Ingot*5 (3-->5) + Hardwood Lumber*5 (3-->5) == Iron Hammer*1 Iron Ingot*5 + Phantom Feather Strand*5 (slot 3*2-->slot 2*5) == Iron Enhancement Hammer*1 Iron Ingot*5 + Phantom Feather Strand*5 (slot 3*2-->slot 2*5) == Iron Alchemy Pot*1 Shadow Spirit*50 (20-->50) + Refined Iron Sword*1 + Bone Adhesive*50 (20-->50) == Dragon Scale Sword*1 Shadow Spirit*50 (20-->50) + Hunter Bow*1 + Bone Adhesive*50 (20-->50) == Eagle Eye Bow*1 Shadow Spirit*50 (20-->50) + Magic Wood Staff*1 + Bone Adhesive*50 (20-->50) == Star Staff*1 Shadow Spirit*50 (20-->50) + Holy Hat*1 + Arcane Adhesive*50 (20-->50) == Shadow Hat*1 Shadow Spirit*50 (20-->50) + Holy Shirt*1 + Arcane Adhesive*50 (20-->50) == Shadow Robe*1 Shadow Spirit*50 (20-->50) + Holy Pants*1 + Arcane Adhesive*50 (20-->50) == Shadow Pants*1 Shadow Spirit*50 (20-->50) + Holy Boots*1 + Arcane Adhesive*50 (20-->50) == Shadow Boots*1 Historical lifecycle metadata for fixed equipment now follows the current lot rules. Fully identical stackable equipment can merge into one inventory row again without changing enhancement, affix, or trade history. Town Warehouse now supports repeated material deposits, including submissions spanning multiple physical groups. Warehouse rows and the player source quantity refresh immediately after success, while insufficient capacity shows a clear notice. Town buy-order and sell-or...
Added a DLC tab to the Store with clearer Q.E.D. Pack ownership status and actions. Saved unlock and selection states are preserved while Steam is unavailable.Separated Daily Bonus and Daily Spiral into dedicated tabs, making remaining spins, reset time, and rewards easier to check.Daily Pack owners now receive five spins per day and 1.5x Spiral Point rewards from Daily Spiral. Players without the pack receive three spins per day.Fixed Critical Damage and Super Critical Damage reward percentages to match their actual effects. Balance remains unchanged.Added support for recognized legacy PC saves containing 7- or 12-entry Equation data.Reduced unnecessary rendering work for hidden Q.E.D. spirals.Improved the readability of right-side menu labels.
Build 0.748 patch notes Tavrani, Elemental Conjuration, and Player Town This combined update begins Loomsong’s next major expansion with a ninth playable race, summon-focused equipment and progression, three fully realized elemental companions, naturally discoverable expedition characters, and the first Player Town services. New Playable Race: Tavrani - Added the Tavrani as Loomsong’s ninth playable race, with complete male and female character appearances. - Added the Tavrani racial signature Trait, Duskward Shelter. - Duskward Shelter increases all barrier gained by the Tavrani and that Tavrani’s owned summons by 10%. - Each Tavrani maintains their own barrier bonus, preventing multiple Tavrani from stacking the effect on the same recipient. - Added Tavrani racial lore, character-creation presentation, animations, equipment compatibility, and save support. Elemental Conjuration - Added Conjuration Magic as a complete proficiency with its own progression and Mastery Cards. - Added the Conjure Fire Elemental, Conjure Frost Elemental, and Conjure Lightning Elemental abilities and Skill Books. - Fire Elementals use Cinder Bolt and Cinder Burst while applying Burning. - Frost Elementals use Rime Bolt and Glacial Lock to control enemies. - Lightning Elementals use rapid Arc Sparks and periodic Forked Discharges. - Elementals are persistent combat actors with their own health, defenses, resistances, statuses, threat, attacks, projectiles, animations, and visual effects. - Summons count as allies for appropriate party abilities, Traits, Masteries, auras, and support effects. - Each caster may control one bound summon at a time. Recasting replaces that caster’s existing summon. - Summons follow their individual caster instead of treating the main character as their universal leader. - Summon movement now uses stable trailing positions, catch-up behavior, and arrival spacing to reduce scooting, circling, and repeatedly crossing in front of the caster. - Summon creation abil...
First of all, to clean up so much confusion: Ore → the forge.Planks → Masterwork weapons (each wood covers one ore tier: Oak for Copper, Sunspire for Starmetal).Farming → grain → Holdfast workers → ore.Athanor → +1% Gold Find per 1,000 Seals, up to +10%. Permanent, applies everywhere.Glassworks → +1% Holdfast diamond prospecting per completed board, up to +8%, plus real Diamonds each board. Now to the patch notes: Ten languages · a hard ceiling on attack speed · quality of life BreakEven speaks ten languages now. Attack speed got a real ceiling instead of a soft one, the Tyrants can be re-fought with one click, and a pile of things finally say what they are for. New ContentThe game is playable in ten languages · German, French, Spanish, Portuguese (BR), Polish, Turkish, Ukrainian, Japanese, Korean and Chinese. Pick yours in Settings. Sort your bag by Value · the gold a sale actually pays, not a second made-up number. With the direction arrow it becomes "cheapest first" for clearing out. Tyrants: "Hunt again" sits right on the victory card · no more walking Depths, Tyrants, Hunt for every single run. BalanceThe attack speed floor is a HARD ceiling now · 0.60s for melee and the Archer, 0.80s for the Necromancer, 1.00s for casters. Haste effects (Shock stacks, skill and set bonuses) close the gap up to it and stop there. They used to go far below it, which nothing in the game ever told you. Slows still push you past it. Coagulate is linear · every 200 Quintessence is one Azoth, and whatever is left over stays for next time. The old curve quietly punished you for saving up: 428 Quintessence bought one Azoth and burned the other 228. ClarityThe Glassworks and Athanor buttons say what they are and what they give the rest of your game · both feed real, permanent bonuses, and now they say so before you open them. Ore and plank tooltips name what they are used for · and the Blacksmith says how many planks a Masterwork weapon needs. Spoils chips list the actual monsters that ...
One line change to implement the i8n translations on the printer sidebar, forgot the import.
Fixed a bug where when loading a previous save you could lose the boss skulls. This was caused by the boss upgrades getting changed between save files. Now the game will check and refund those nodes if the tree changes between sessions.
Fixed an issue with characters reverting their appearance to their 'default' look. Increase drop rate of some trinkets
Someone on Discord asked what a keeper was. Someone else asked about footing. By the end of the night you had written your own glossary in a thread, and honestly, that thread was a bug report about my writing. If a word the game leans on is explained nowhere you can reach it, that line failed. So I wrote a proper glossary. It is in the Help menu. If something is still hard to undertand let me know i ll improve ingame text or add it to the glossary. Also try simplicty mode that can be turned on in options if you are not the fan of old module prose.A folded panel still talksFold a side panel and it now keeps its key number in the header and blinks when that number moves, so folding something away hides the clutter, not the warning. New installs start with three panels folded, and two of them pop open the first time they actually have something to show. Click a panel's name to fold or unfold. Your whole build on one screenThe new Build menu puts every part of your build on one board: its numbers, a box to hand that part to the Guild or take it back yourself, and a button straight to its window. The Board of Feats gets the same treatment, so tick it and the house buys your unlocked feats as gold allows. Off until you say otherwise. Thirty new items, mostly for castersThirteen off-hand pieces, six focus rungs with riders, four light bodies, five trinkets, and a new off-hand artefact. Casters had eight things on their off-hand shelf against a fighter's twenty-one shields, which was silly. Four older pieces used to promise mana they never actually gave. They give it now. Fixes The Hard Stroke now warns you it needs +2 crit range, or you can never crit. Pale beast figures now show on screen: 4x HP, +2 attack, 2x XP, 1.5x gold, +3 trophy roll. Round, surprise round, short rest and the trade titles now carry tooltips. Simplicity now says crit range and shop prices instead of keeper and counter. Red moon announcements now state the figures. The Levied Light now rolls an undead...
As I've been triaging bugs and player feature requests, these are the ones that seemed most prominent to address. Let me know if you have additional feedback or bugs!Just Keep Fishing Discordv1.0.7 Patch Notes (and 1.0.6)Fix input for Linux usersAdded Vsync option to settingsAdded Simplified Chinese to language optionsFull controller support-- Better menu navigation-- Hide cursor when using controller-- Expand/Collapse powerup legend with controllerVarious bug fixesThank you all so much for playing the game and allowing me to address your feedback!(also for those wondering, my wife hasn't had her baby yet - but we're close!)-Thomas
What’s New The Store now displays a red notification whenever a Daily Reward is available. The “Bring from Steam” panel now includes a “Claim All” option. The Market buttons are now labeled Bring, Market, and Steam Inventory. The Skins showcase now displays which skins your account owns before selecting a hero. The battle button now switches between Swords and House icons and clearly displays ON/OFF. The button used to close the game now asks for confirmation and confirms that your progress has been saved. Steam Community Market Selling on the Market becomes available after completing stage 5-10 or while your VIP Pass is active. Equipment names on Steam now include the item level. Items and heroes sent to or brought from Steam now update automatically when the transfer is completed. Fixed items that could remain visible or continue being counted after being sent. Market, Inventory, Discord, Terms, and Privacy links now open through the Steam application even when the Steam Overlay is disabled. The game now explains when a Crystal purchase requires the Steam Overlay to be enabled. Gameplay and Improvements Baton Pass now has a 10-minute cooldown for each hero. Soulbound items and heroes are now correctly identified on cards and tooltips. Results created exclusively from unbound materials remain tradable when they meet the other requirements. Holding the “+” ability button now assigns points at a controlled rate. Improved the appearance of the Skins, Invitations, Account Linking, Ritual, and Forge screens. Welcome Mail and skin-unlock notifications are now delivered in the player’s selected language. Added missing Spanish and Chinese translations. Bug Fixes Fixed international Crystal purchases across Steam’s different tax systems. Fixed the House Skip temporarily rejecting use even when the hero was already resting. Fixed reveal cards incorrectly displaying Soulbound items or heroes as tradable. Fixed fused heroes appearing as untradable even when all materials used ...