Changelog: -We’ve fixed the issue with having to double-click RT on Steam Deck and controllers. This was previously causing problems with loading locations (for example, after returning from the piranha quest at the client’s location), and also made some features, such as the clock or lights, difficult to use. Everything should now work correctly, and the fix will automatically resolve these issues for players who experienced them.
Battle Boat suddenly gave too many rewards from world 15 onwards. Have reduced the curve to allow a more steady experience. Enemies will also get harder to adjust for rare/legendary cards and infusing.
Hello everyone.First and foremost sorry for disappointing you and thank you for all your feedback.We are a small team of 2 and this is our first game, so we are learning with the process.But we don't want to use this as an excuse to not giving you guys a great experience. We really want you to have as much fun playing our game as much as we've had developing it over the last 10 months.We've just released the new version 1.1.0, which improves the pacing and scaling of the game.You should now feel more dopamine and much more powerful.We are working hard on further improvements, and we really appreciate any feedback you might have.We want you to help shape the game to make it the best possible experience for you.Hope you enjoy this new update and if you have more feedback you would like to share with us, you can leave a comment on this announcement or join our Discord.Thank you so much for your patience and once again we apologise for letting you down.Below there's a more detailed list of the changes we made:Significantly decrease the pots and enemies health (including elites and bosses).Enemies now have a longer windup before attacking, giving you more time to react to their attacks.All player abilities and sword damage were increase significantly.Player now don't take damage on contact with enemies (except for bosses).Now when the collect all loot upgrade is not yet unlocked, the player will still collect all nearby loot after defeating the elite/boss on the first biome.Maps now have more pots.We adjusted the traps present in all maps to make it less punishing.We also increased health upgrades so now the player will have a max total of 10 health instead of 8.On the final bosses (last biome) the player now has more overall power and the fights are considerably shorter and less punishing.
Fixes various bugs: - Insight timer not resetting correctly - Environmental blocks drop rates for rare blocks improved - Added ability to rewatch end sequence - Other misc fixes
Hey everyone,I want to announce that my next incremental game: Mining and Dwarves, is releasing tomorrow (August 27th). If you have enjoyed Click and Conquer, and want more incremental fun, please add Mining and Dwarves to your wishlist, and purchase it tomorrow.I appreciate your support, without it I wouldn't have had the ability to work full time on games
Consumables: healing now comes in gradually Consumables no longer heal all at once. Each one spreads its healing over five seconds, so when you start eating matters now, not just how much you are carrying While one is regenerating, no second unit of that same type is eaten. When it runs out, if you still need it, the next one goes in on its own Nothing is wasted, same as before: a consumable is not touched unless its full healing fits in the health you are missing Current action window New button on the room panel. It opens a window with what the character is doing right now: how far along it is, how much is left and which skill it is training For that skill you get the total multiplier, the Learned and Innate bars with their level, and how much it has gone up since the previous rebirth Speedrun, action by action Each room in the Speedrun panel now expands and shows what was done inside it, action by action, with the previous life next to it for comparison Repeatable actions count runs; one-off actions show whether they were finished, left halfway or never touched, and how many percentage points were gained or lost against the previous life Chapters fold and unfold by hand, so you can look inside one this life has not reached yet Trials Timed actions accept an attempt limit. If the clock runs out that many times, the action leaves the queue and the character carries on with whatever comes next instead of retrying until it dies. Left blank it behaves as it always did Interface Pencil button on the queue: the repetition boxes only show up when you turn it on Small visual touch-ups across several panels
Hello Everyone!This is the biggest update since launch, and most of it comes directly from your reviews, reports, and screenshots.Over the past few weeks, I have focused on four major areas: making Slayer worth your time with challenging tasks, meaningful rewards, and gear for every combat style; letting you play the way an idle game should be played by queueing dungeons and buildings like any other activity; closing the gap between Melee, Ranged, and Magic with 45 new unique items, rebalanced runes, and new tonics; and giving the game a proper face through redesigned menus, save and character screens, the item wiki, and the bestiary.On top of that, this update introduces fourteen endgame runes, cooking that produces multiple portions, farming that plans its next crop, a reward shop that unlocks chapter by chapter, and a long list of fixes.As always, your existing saves remain fully compatible.NewDungeons can now be queued like monsters — Choose between 1, 25, 50, or endless runs. A run is completed when the final boss falls, after which the dungeon restarts at wave 1 until your target is reached. This works both online and offline.Ranged and Magic are catching up — 45 new unique items, including bows, wands, staves, foci, leather armour, and cloth armour, now drop from monsters that previously offered only Melee equipment. Every item follows the rare-drop rule and carries its own effect. The Hunter Rune now grants Dexterity and Luck, all attribute runes share the same Runecrafting level requirements, two new tonics have arrived—Windstride and Wardveil—and Magic has received a new attack-speed suffix.Fourteen new endgame runes — These unlock between Runecrafting levels 85 and 95, include the first jewellery runes, and can be stacked.A chapter-based reward shop — The shop now contains 47 offers spread across six shelves that unlock as you progress through the story. These include one keepsake per chapter, six idle riders, a consumable, and ten daily tasks for later z...
{STEAM_CLAN_IMAGE}/29347222/bd02a213429882e7c0a1b4879fb76d34185c3355.png As we prepare for our 9th Anniversary next week, we're back with the latest wave of Mastery Variants for August 2026! Today's batch of Mastery Variants is connected to the second adventures in each of the first 8 campaigns (all campaigns except for Vecna & Tales). As a reminder from last month's Introducing Mastery Variants Blog, in order to see the Mastery Variants, you need to:Have all 10 campaigns unlocked.Have completed all three variants of the base adventure Read on to learn more about this month's exciting Mastery Variants, our latest Legendary Feat, and the countdown to our 9th Anniversary on September 2nd! August 2026 Mastery Variants {STEAM_CLAN_IMAGE}/29347222/599bca72172dfc73186edd8a5808476c73a9d2e9.jpg A Grand Tour of the Sword Coast: The Cursed Farmer Variant: Mastery - This Formation is Cursed Investigate the cursed farm you passed earlier with every curse imaginable.A chicken takes up a slot in the formation. Champions adjacent to the Chicken must have at least one ability score that is 18 or higher.A mad cow takes up a slot in the formation. Champions adjacent to the Cow must have a base attack speed higher than 5 seconds.All slots in the formation are cursed, except for one. Champions placed in cursed slots cannot attack with their base attacks or use their ultimate abilities.Complete Area 1,450Tomb of Annihilation: Seeking AlliesVariant: Mastery - Thay It Ain't SoAttempt to get on the good side of some red-robed academic wizards.Three Red Wizards join the formation. An Abjurer at the front, an Illusionist in the top left corner, and a Transmuter in the bottom left corner.Champions placed between the Abjurer and another Red Wizard must be either dwarves or Small Champions (Small Champions are fairy, gnome, goblin, halfling, kender, kobold, and plasmoid Champions.)Champions placed between the Illusionist and another Red Wizard must have a magic base attack.Champions placed betw...
Build 0.6.3 Fixed a bug with bonemeal before the crystal tree was unlocked Crystal trees locked or before 1 day old reward 0.5 crystals. Clicking the crystal tree after 1 day old will award 0.5 if there is a decimal to make the number look nicer. Fixed a floating point error for equipment where stuff like 1 might show up as 0.999999 Target active skill now properly is disabled with silenced or cursed Pyramid boundary fixed Silver/gold/platinum veins now have exp lowered so mining exp stays relatively similar to woodcutting/fishing. Goldfish/etc buffed to match these veins.
Hello all! It's less than 24 hours before Mining and Dwarves launches, and we've just hit 10,000 wishlists!Thank you everyone who has wishlisted, played the demo, taken part in the beta testing, and made content for the game. We are super excited to share what we've spent the last year working on tomorrow.We hope you have fun, and enjoy the game. Looking forward to reading your reviews, and improving Mining and Dwarves based on your feedback.Cheers!Sockhouse
Highlights: Auto Trade at the Trading Post now waits for a full load before departing, and still ships whatever is on hand when coins run low; caravans no longer fail to depart because a transport horse has not reached the post, and swapping transporters no longer drops you out of the loop; the Farmer now waters by how dry a field is and harvests by how long it has been ripe, so distant fields are no longer held back by nearer ones; endgame tutorials now trigger on quest completion. Gameplay Improvements Trading Post · Auto Trade waits for a full load: Looped trading now departs only once the caravan is full instead of sending out half-empty runs; when coins fall below the threshold it switches to shipping whatever is on hand to bring cash back in. The panel states which of the two it is currently doing, and the first run follows the same rule as every run after it. Farmer · Watering and harvest order: Watering now gives absolute priority to fields with no water left, falling back to distance when water levels are close; harvesting is ordered by how long a field has been ripe, so the longest-waiting field is picked first—previously distant ripe crops were continuously held back by nearer ones. Tutorials · Endgame guides trigger on quest completion: The trigger moved from claiming a reward to completing the quest—previously, if you reinforced the Lighthouse yourself but left the reward unclaimed, the Lightkeeper would only step in to explain it after some later claim. Guides the world has already moved past no longer play. Mail · Two redundant letters removed: Royce's introduction letter and farewell letter have been retired—you already know Royce from the opening, so the introduction contradicted it. Unread remnants in older saves are cleaned up automatically on update. Bug Fixes Trading Post · Departure failed while a horse was still en route: Fixed caravans failing to trade when a transport horse had not yet reached the post; swapping transporters no longer knocks...
Fixed an issue where some visual elements could be incorrectly clipped.Fixed an issue where microphone input would not prevent Buddy from entering sleep mode.Optimized Steam stats synchronization to reduce unnecessary requests.Optimized clickable area calculations to improve performance.Thanks everyone for all the recent feedback and bug reports! This update mainly focuses on fixes and optimizations based on your feedback. Thank you for your continued support of Bit Buddy!
Update 1.0.1 Both endings in a single run — reaching an ending no longer wipes your save. You carry on from where you were to go after the other one. "Get unstuck" button in the pause menu, for when you fall through the scenery. Not all upgrades were being saved: the conveyor speed dropped back to its base value every time the game was relaunched. Hiring for the organ line also hired someone for the bolt line. The achievements "He Was Hungry" and "It's Changing Him" never fired. Bodies sank into the floor and became impossible to pick up, and so to grind. The two conveyors doubled their sound, which turned metallic. The blood counter appeared to skip updates. The upgrade text was hard to read: a dark backdrop has been added. Untranslated text: the factory screen, the ending texts, the interaction labels. English, French, Spanish, Russian, Simplified Chinese. About your save: the conveyor speed upgrade needs buying again — its level was never written. Tromby's two achievements unlock retroactively, on load. Thank you for the feedback — all of the above came from you.
The save system has had a major reliability update, particularly around unexpected shutdowns, crashes and power loss. Save ImprovementsSave files are now written and backed up more safely, reducing the chance of both the current save and its backup being damaged at the same time.If damaged save data is detected, Pocket Dinos will now automatically attempt to recover it from a previous backup.Corrupted files are preserved rather than immediately overwritten, giving us a better chance of manually recovering data if automatic recovery fails.If dinos data cannot be recovered, the rest of the save will now be preserved rather than potentially losing access to the entire session.Players will now be notified when save recovery has occurred, and recovery logs are created to make investigating any future issues much easier.A support option has been added to Settings to make locating save data easier if files need to be sent in for recovery.This cannot completely eliminate the possibility of corruption from things such as sudden power loss, but it should make Pocket Dinos significantly more resilient and, importantly, give both the game and us more options to recover data when something does go wrong. Thank you to those who submitted bug reports and went through the process of manually fixing these issues. Bug Fixes and AdjustmentsFixed application focus and unfocus (blocked Esc key from bringing up Main Menu)Potentially stopped some dinos becoming really skinny on edges when flipping directionStopped multiple audio files playing when adding multiple eggsAdded icon for Dino StatsCleaned up missing sound and visuals from Multiselect in Dino StatsAs always, if you notice anything odd, please let me know. Have a great week!
The universe has gone quiet. You have a transmitter, a logbook, and however long it takes. CQ: Calling Any Station is out now — an idle/incremental game you can play by hand or leave running. Key the transmitter and ride the Tempo, or walk away and let Clear Channel work the bands while you're gone. Build the station up from a scavenged oscillator to a pulsar array, chase distant contacts across six bands, and decode what's transmitting back, one fragment at a time. 15% off for the first week. Windows and Linux. Key CQ. Somebody might be listening.
We just launched the Googly Eye Supporter DLC! A black-hole-sized thank you to everyone who has played our game, recommended it to a friend, and left a review on Steam. We still can't believe how many of you have fed the Black Hole! This summer we've been hard at work on our next games (launching 3 of them tomorrow, August 27th), and we wanted to take a break from those to add a way to give your Black Hole cute little googly eyes. This is a 100% cosmetic supporter pack, and all purchases go toward funding future updates to this game, work on our future games, and just maybe work on a sequel. We're open to adding more settings for the googly eyes, so please let us know if you have any ideas. Patch Notes:Added support for the new Googly Eye Supporter DLCYou'll only see the eyes if you own the supporter packAdded a setting to enable/disable the googly eyesUpdated the "Our Next Games" banner with new art and look/feelThe "Our Next Games" banner now hides games you already own
Hey everyone!In the following v3.2.7 update, we've added the following:ESC key now opens in game menuImproved personality engine for characters who have more neutral, middle stats.Improved social media posting & repliesFixed bug where some damaged buildings could not be destroyedNEAR FUTURE UPDATES:1) New character visuals / revamp with more animations.2) New game modes outside of a town sim.Thank you all again!Join our Discord server to discuss new ideas, bugs, and just chat!https://discord.gg/FEVMERmPBF
1.0.7.53 - improved some descriction - added hover popups in the rewind page - removed an exploit - fixed a bug where the game did a rewind when canceling/leaving a challenge - fixed multiple bugs that occurred when using reserved for auto sacrifice while being in an infinite sacrifice challenge - deleted a lot of old code (hopefully I didn't break anything)
With this update, you can now change the design of the settings window.Until now there was only one dark design, but you can now also choose bright and cute designs, so please find the one you like best.The designs available now are as follows.Midnight (the design you have had until now)Night CatsKitten CafePaw PrintsOrigamiCat KomonNeonRetro GameDaylight
修复了玉带伤害增幅异常叠加的问题 调整了玉带效果为伤害倍率会额外提高全身所有装备评分的平均数÷25
Covers 1.0.765–1.0.778.NewAuto-sell & auto-salvage — Set a filter and matching gear is disposed the moment it drops, never touching your bag. Configure it from the AUTO chip in the sell/salvage menus: rarity tiers, an equip-level cap, and accessory handling.Quest claim receipt — Claiming a quest reward now shows a receipt banner (e.g. "+30 Skill Pt") on the Quests panel. It stays until you tap it away. Works for Challenges, Bosses, Expert Bosses and the Level ladder, in all 16 languages.Level cap raised to 1e100 — Level progression now continues far beyond the old 1e24 ceiling.TowerFaster climbing — Floor-to-floor rides are even quicker.FixesThe portrait bag's close button overlapped the floating settings gear. Fixed.Quest receipt text could truncate instead of fitting the banner. Fixed.Auto-filter stepper buttons were hard to hit; widened and realigned.
Build 0.745 Patch Notes Build 0.745 focuses on expedition flexibility, party movement, hunting behavior, pet stability, inventory responsiveness, and safer background saving. Expedition Scaling - Open expeditions now update their party-size difficulty automatically when your active party changes. - You no longer need to close and reopen a portal after recruiting, moving someone to reserves, or losing a recruit. - Enemy health, damage, and additional-enemy scaling now follow the party that actually enters the expedition. - When your party shrinks, excess party-size enemies are safely suppressed. Enemies already engaged in combat can finish the encounter first. - When your party grows again, the same eligible enemies return without rerolling the expedition. - Challenge modifiers, expedition identity, map layout, and portal rolls remain unchanged. - Pinnacle boss scaling now also follows the current active party size. Expedition Levels - Expedition levels can now be selected from Level 1 through your main character’s level +10. - High-level characters may freely return to low-level expeditions. - Level fields support direct numeric entry, so high-level players do not need to click through hundreds or thousands of values. - Your chosen minimum and maximum levels remain selected while browsing different expeditions. Party Movement and Hunting - Party members now retain claimed gathering and loot objectives instead of abandoning them during routine command updates. - Companions supporting another party member’s activity now reach their chosen position and remain there briefly instead of constantly selecting new positions. - Bridge movement keeps the party’s shared direction and column behavior more consistently. - Hunters now commit to a valid firing position instead of repeatedly changing destinations as wildlife moves. - Hunters plant and fire once they reach a legal station, greatly reducing back-and-forth movement during hunts. - Navigation and placement around diffic...
Hello, dragon slayers!The wait is over: the full version of Now THAT'S a Big Dragon! is available now!If you enjoyed the demo, there's a lot more waiting for you:- Over 6 hours of gameplay- 4 handcrafted levels- Unlockable achievements- One hidden secret to discover Your kingdom still needs you. Recruit your warriors, wizards, and adventurers, upgrade their power, automate your economy, and take down that giant dragon once and for all.Thank you all for the incredible support that made this release possible. I hope you enjoy the full adventure!
Hey heroes!The beta playtest is now open to everyone and will last until end of day Aug 28th (PST)! You can click the Join the Playtest button on the store page.Enjoy the playtest and leave feedbacks/bug reports in Discord channels!Best,First Day Dev
1. Added reincarnation bonus to skill training. 2. Fixed inaccurate dungeon drop rate display. 3. Reduced the early-game difficulty of rogue cultivator events. 4. Optimized Spirit Garden events.