Desktop Dinos is here! Now you can have your favourite dinos wandering your desktop while managing your habitats, or while using other applications. Desktop Dinos opens with Pocket Dinos and can show dinos from any of your save files at the same time. Dinos on your desktopAdd up to 10 dinos from any save to your desktopAdd up to 30 items of scenery to create a mini habitatShow and Hide Dinos, Scenery or both at any timeChanging a dinos hat in Pocket Dinos will update in Desktop DinosAdjust the hover transparency so you can always see behind themUse the taskbar or your current monitor (fullscreen) as the floor Rainbow dinos upgradeRainbow dinos used to have a pink border with a light rainbow over the top, and with some of the darker colour dinos it didn't look great. I've reworked the design so the rainbow replaces the pink border, and it shows up better in the dinos body markings. Dino Card FixesYou can only sell a dino once (in some rare cases the card would stay around for sold dinos allowing double sales)Selling a dino card no longer hides the next card in the gridLocking a card now locks in both the Dino Stats and the right sidebarSelling a dino no longer pulses the card list twiceUnder the hoodSwitched from Forward+ to Compatibility rendering to support a wider range of PCs. This was also vital to get transparency working for Desktop Dinos. With switching rendering comes a trade off in terms of some effects and visuals. Thankfully there were very few differences, apart from some font rendering and darker shadows. However, if you notice anything odd, reach out. In case you missed thisResearch has been made cheaper at the top level (capping at $1,000)Habitat Level is now properly capped at 100 along with the rewards (tooltip also updated)Thanks to everyone giving feedback, user testing the beta branch and leaving comments and requests in the Discord, it's really helpful. - Diesel
V1.2.3 Patch NotesThe formula used for the Pound for Pound Derby has been adjusted to better represent the spirit of the derby Fixed a formula error with Fish Accuracy (ACC)Most Heal over Time skills have been converted from Recovery to Buff tags, in order to prevent recasting over top of an existing HoTFixed an issue where the Vampire skill Torpor Form wouldn't properly trigger it's healing component
Rune System Rebinding ImplementedAdded Materials Storage PanelFixed Accidental Interaction Caused by Inventory Detail Menu ShiftingOptimized the One-Click Take-Out Popup for Gem ForgingEquipped Items Can Now Be LockedEquipped Slots Now Support Right-Click / Double-Click to UnequipFixed Misaligned Stack Count Labels for Frost-Type EffectsCompleted All Rebirth Contracts and Aligned Level Contract Requirements with Their Thresholds
Highlights: This round smooths out the stretch right after the Great Ship is built. The hull would finish and the dock would still look empty — easy to assume the ship wasn't done, and easy to miss that you still had to head back to the Shipyard to load supplies. Now the ship sits at the berth the moment the hull is finished, hovering over it tells you what comes next, and one click opens the Shipyard straight to the Great Ship tab. Once supplies are aboard the send-off starts on its own. Islanders scattering when you quit and return mid-farewell is fixed too. Gameplay Improvements Great Ship · Docks as soon as the hull is done: The ship used to appear only after every last supply was loaded. Now it is at the berth the moment Build completes, so you can see how far along you are. Great Ship · Hover it to see what is next: Hovering the docked ship tells you whether it is time to Load Supplies or whether you can already Set Sail; clicking it opens the Shipyard on the Great Ship tab. Shipyard · Opens on the page you need: Once the ship enters its two-stage build, opening the Shipyard lands on the Great Ship tab, with the next step spelled out on the status line. Hull completion now announces itself too. Great Ship · Supplies loaded, send-off begins: A line of dialogue with a Finish button used to sit in between, covering the same ground as the send-off opening. It is gone. Great Ship · Set sail yourself: If the send-off does not begin on its own, you can start it from Set Sail on the Shipyard Great Ship tab. Bug Fixes Great Ship · No longer stuck at the dock: Fixed cases where the ship was fully provisioned but never departed, and clicking the Shipyard did nothing. Send-off · Leaving and returning mid-scene: Fixed islanders scattering — and the farewell being impossible to resume — after saving and quitting partway through. Reloading repeatedly no longer shuffles where everyone stands, either. Send-off · No more standing on the buildings: The islanders seeing you off n...
Hello, Commanders!The first round of our Steam store page sharing event for Genesis Idle: Infinite Farming has wrapped up successfully!Winners have been sent individual Steam friend requests — please accept them. Note that digital gifts will be sent 3 days after the friend request is accepted.So many Commanders took part that we're running a second round! Once again, we'd love your support and shares.🎁 Event Details & PrizesAdd our Steam store page to your wishlist and share news about the game with your community! Winners will be drawn to receive Steam digital gift cards.(10 winners) Steam digital gift card worth ₩50,000 (approx. $36 USD)📅 Event Period & Winner AnnouncementEvent period: through Monday, August 31Winner announcement: on or after Tuesday, September 1, via notice📝 How to ParticipateVisit the Genesis Idle: Infinite Farming Steam store page and click "Add to Wishlist."Share the store page to a community you frequent.Personal social media posts do not count toward event participation.Access the link below and submit the URL of the post you shared — that's it!\ https://forms.gle/65FePDh8kXXjjEtz5⚠️ Please NoteIf the post at the submitted link is not visible or is set to private, the entry will be excluded from the drawing.About Steam digital gift cards: per Steam policy, gift cards can only be sent 3 days after the friend request with the winner has been accepted.Winners will receive a separate Steam friend invitation.Removing the game from your wishlist after winning may result in the prize being cancelled.Prizes are issued based on the KRW amount, so the amount credited to your wallet may vary depending on your country's exchange rate.Round 1 winners are eligible to enter again.🎮 Official Community \ 👉 https://discord.gg/GyYsQ2xrPxWe'll be back soon with more great news.Thank you!
Fish will come, fish will go.Fish will be ready on Sep 22, 2026 10:00am (GMT+12)The fish thank you for your support, and want you to know they're very excited to watch you while you work, study, play and sleep 🐟
Hello, Commanders!Here are the winners of our first event. \ Round 1 WinnersWinners are listed by the first 4 digits of their Steam Friend Code. - 1823**** - 2554**** - 1123**** - 8001**** - 7717**** - 1601**** - 4583**** - 4146**** - 3290**** - 6844****Congratulations to all ten winners!As previously announced, please note that digital gift cards can only be sent 3 days after the friend request has been accepted.Thank you!
The Quality Compendium results area now uses a scrollable 10×10 grid. Materials in the current filter are placed deterministically by stable item identity and display their item art and quality border. Submitted materials are marked in green and currently submittable materials in gold. Left- or right-clicking a slot opens the detail card with its name, quality, current progress, and the server-approved submission action. Compendium and achievement-completion reward icons are no longer shown in the main Buff bar, reducing permanent slot clutter. Their bonus effects remain fully active. Town owners and warehouse administrators can now create Market buy and sell orders directly from the Town Warehouse, settling with Town Bank gold and warehouse items. Town-side trades are tax-exempt, orders display the Town name, and warehouse stack splitting and incoming-capacity reservations are handled automatically. Town owners and warehouse administrators can now place Trade Market orders on behalf of their town. Town trades use the town bank, are tax-exempt, and reuse the existing market interface. Town warehouse trades support multi-stack locking and incoming-capacity reservations. Buy orders can target supported items not currently stored, while locked, available, and reserved quantities are shown explicitly. The Town Members list now shows each member's current Auto-Battle Limit between Online Today and Permission Level. This value reuses the existing auto-battle entitlement and free-trial rules: purchased entitlement takes priority; otherwise, the remaining free-trial count is shown. Town Logs now use structured, business-specific tables while retaining date and type filters. Bank tax entries share transaction, item, quantity, amount, taxpayer, rate, and tax fields, while warehouse, approval, and other activities use their own relevant columns. The Town Log dialog now has a 1200×750 minimum size and no footer status bar, giving the log list more room. Read errors are recorded...
Hi everyone! ^^We’ve got some cozy news for you! 💙The Lakeside Bar Digital Deluxe Bundle is back with an amazing 🎁 50% OFF 🎁!🗓️ Limited-Time Offer: Untill August 30 (20:00 PDT)🎉 Exciting NewsSeaside Wash, our new game, is about to announce an exciting new milestone, and we can’t wait to share it with you!🚢✨ Come aboard and get ready to join us for what’s coming next!
Changes:The Damage, Kill Gold, and Skill Power limited-time event bonuses, as well as the Damage and Gold premium purchases in the Store (Combat Bundle), now scale with your highest wave (+100% every 10k waves), ensuring their bonuses remain strong and relevant in the late game. QoL Improvements: Giftcode bonuses are now correctly displayed in the 'Permanent Rewards' section of the Stats menu.Bug Fixes:Fixed an issue with the Weekly Community Mission not resetting correctly. Miscellaneous: Added more anti-cheat and auto-ban logic. Updated several third-party plugins. Several backend improvements.
Server MergeDear Players,To create a more vibrant gaming atmosphere and enhance your overall social and competitive experience, we will be conducting a Server Merge for select servers in the Asia-Pacific and NA/EU Regions.Maintenance Schedule:Asia-Pacific (UTC+8): Aug.24, 10:30 AM – 11:30 AMMerge ScopeAsia-Pacific Region:1、Cultivation Server 298 Cultivation Server 2992、Cultivation Server 300 Cultivation Server 3013、Cultivation Server 302 Cultivation Server 3034、Cultivation Server 304 Cultivation Server 3055、Cultivation Server 306 Cultivation Server 3076、Cultivation Server 308 Cultivation Server 3097、Cultivation Server 310 Cultivation Server 3118、Cultivation Server 312 Cultivation Server 3139、Cultivation Server 314 Cultivation Server 31510、Cultivation Server 316 Cultivation Server 31711、Cultivation Server 318 Cultivation Server 32012、Cultivation Server 319 Cultivation Server 321Important Notes:Access Restricted: During the merge period, players from the affected servers listed above will be unable to log in to the game. Please plan your gameplay accordingly.Unaffected Servers: Players on all unlisted servers can continue to play as usual.Maintenance Completion: The actual completion time may vary slightly. Please stay tuned to our official channels or in-game notices for the latest updates.We sincerely apologize for any inconvenience this may cause and thank you for your continued support and understanding!Best regards,Crazy Oddballs: Idle RPG Support Team
Official Release V2.0.2 Update Log1、Fixed several known UI‑related bugs.2、Fixed abnormal behavior of the challenge button for Sect Trial Path‑Lord.
- Fixed an issue where returning to a previous level in the shop could cause the shop to break if the number of pages had changed. - Fixed an issue where switching between devices using different date formats (DD/MM/YYYY vs. MM/DD/YYYY) could cause the main menu save file selection to display incorrectly. - Fixed an issue where the Mimic Ball was incorrectly available in Level 2. - Updated Russian translation.
Bahast 1.3.3 is available. This corrective update improves item comparisons and gear rolls, smooths the opening difficulty of Divine Writs, prevents ordinary post-hit recovery from reversing death, and makes the combat log easier to read. Cryptic Arena also has its intended battle backdrop. Thank you to the players who sent reports, screenshots, and saves. That evidence made this patch possible. Read the full patch notes. — Bahast
Hey guys, just added a quick update to the app to also include Safe-Mode for Lost Vessel. It disables hardware-GPU and renders software-side. This helps some very specific cases who otherwise have issues with the Chromium and Electron-wrapper. Thanks for playing Lost Vessel! Next content-update is close, too.
Hello, Chroma Engineers!Here we come with some small patches and improvements to the game! Next patch will have have a special extra, make sure you don't miss out! ;) Patch Notes - Version 2.1.3GLOBALAdded: The Null Store now shows how long you need to be away for Null Essence storage to fill.Fixed Bug: The main menu now shows your real story stage instead of an earlier one.Fixed Bug: The unsaved PIP template prompt no longer locks up the game and now responds to its buttons.Fixed Bug: Star Chart, Genesis Forge, structure and monument buttons no longer flicker or swallow clicks while resources are ticking.Fixed Bug: A maxed Warp Engine now reports your real speed cap, including Fractured Void Relays.VOID DIVEFixed Bug: Obstacles no longer thin out to almost nothing at deeper tiers.Improved: Fast-moving obstacles now leave a motion trail so they read as moving instead of flickering.Balance: Deep tiers no longer ask for more dodges per second than anyone can make.Balance: Speed above Tier 50 grows at half the previous rate, so Tier 100 is now around 32x.STAGE 1Added: Hovering a tank now shows the estimated time until it is full, including how far an active Time Warp reaches.STAGE 5Fixed Bug: A subversion timer no longer appears to restart when Time Warp ends mid-subversion.STAGE 8Improved: The Collision Chamber auto-fire buttons now say whether they affect one chamber or all of them.CONTINUUMFixed Bug: Two Continuum achievements now name C instead of Echoes.Changed: Pristine Lattice now requires a full Lattice built without Keepsake preserving your Seed.Fixed Bug: Daemons watching the ambiguous echoes value now use c for C and echo for Echoes.Added: Each of the twelve Echo eras now reshapes the reality it names, with its own gains and costs.Added: The new era axiom shows the current era and every change it makes to your reality.Added: The Echo Lens and the era badge now list exactly what the current era changes.Changed: Your first reality now runs unmodified, eras beg...
Rather big update, if you find any issues, let me know ChangelogPrinters with barely any filament left will now take on orders and finish them off a fresh spool, instead of sitting there while the rest of the room does the work. A printer that jams partway through a batch no longer forgets the rest of it. Repair it and it carries straight on, so the order doesn't quietly run out of time.The interface scales itself on screens bigger than 1080p. No more squinting at the catalog on a 1440p monitor. Toned down the colours. Pinned orders now show which filament they need. The pin button says PIN ORDER, so you can tell it's a button. The ORDERS button shows how many order slots you're using, and turns red when they're all full.Declining an order now tells you it costs reputation.Renamed Round Robin to Stock, Every Type, and every print mode now explains itself.Fixed the workers help, which said workers accept orders for you. They don't, you accept them and the worker fulfils them.Your save slot no longer says Empty while you're playing it. Settings shows the real version number 1.1.0
We said DLC would go on sale from August 20, and then kept you waiting. Sorry about that.DLC has to clear Valve's review separately from the base game, and it is taking longer than we expected. The Material Set is on sale now. The remaining 8 will be enabled one by one as they clear review.The base game stays completely free, exactly as before. You can finish it without buying any DLC, and we are not going to balance the game around DLC. Think of it as a tip jar.One more thing - if you have played it, a short review would help a lot. It tells us what to make next.
Core- Added manual backups management in settings and profile selection screenLoadout- Added a way to browse previous/next operative while in the gear screen via pressing new UI buttons ( keyboard A,D,Left,Right keys also works )Inventory- Added quick-salvage system players can set up their quick-salvage settings based on Rarity, Gear type, Equip Status. players can also specify a minimum highest base stat to keep or/and a minimum base total to keep, protection for enhanced gears and failstack gears is available.- Added faction tag in inventory- Made the search field correctly interact with the salvage filtered buttonEnhancement:- Refined material auto selection behavior Known issues- some temporary alternate unit-art ended up in the build unintentionally
Heyo Looplers! First and foremost I hope you’re all excited for the release, with that in mind a new release trailer has been posted, a bite size video to highlight the game and of course its release date. Okay, so here’s a few updates, first off: The Demo Update. The current demo was released back in February, super old. So it will be getting a huge update to reflect the full version of The Loopler. With this I hope to offer everyone a chance to get a look at what’s to come with the full game and feel a little less lost come release because, spoiler alert, the game has come a long way since the demo debuted.(Note: Current demo progress will be reset)What this also means is that the playtest will be taken down and no longer be available. However do not worry if you never got the chance to try it as the demo will reflect what was on the playtest. Wrapping this up I want to make it clear that what The Loopler has become is the game I envisioned way back at the start of this journey. And the feedback received from these months of both the demo and playtest have been great for refining that vision. Incredibly grateful for all of you who have played the game, given feedback and joined the community. With all of that said: The Loopler releases September 11th at the price of $9.99 with a 10% discount on launch. On top of that a Supporter Bundle, containing Cosmetics and the Official Soundtrack, will release alongside for those interested (Completely Optional). I hope you will enjoy The Loopler and all of its new features such as:9 Tracks with 5 Difficulties each9 Different cars with unique abilitiesThe Loadout System5 Unique Challenges50 Cards30 Gates70 CharmsAnd of course Infinity Mode Plus more! Hope you all have a continued wonderful day/evening/night Cheers, Mheep
Hello players!Following an extended period of scheduled maintenance, Collectibles! has been returned to service.Last year we removed the entire game. We stated that the truly major update was ahead. Some of you interpreted this as a joke. Our shareholders interpreted it as a roadmap.Today we are pleased to announce that both interpretations were correct.Restoring the productThe game has been brought back from a state of complete non-existence.The core has been rebuilt from the ground up. Not improved — rebuilt.The visual design has been fully reworked across every screen.Effects, transitions and feedback have been reworked to make collecting feel like an event rather than a database write.Features under revisionPins have been temporarily removed.Tasks have been temporarily removed.We analyzed both systems in depth and reached an uncomfortable conclusion: they worked, but not well enough to belong in the game we are building now. Rather than ship them in a state we would have to apologize for later, we have taken them offline for rework.Both will return — reworked, deeper, and properly integrated into the new core instead of bolted onto it.Pack Opening: the RouletteOpening a pack is no longer an instant transaction that happens somewhere far away from you.A live roulette now runs at the moment of opening, showing the drop being determined in real time.You watch the outcome arrive instead of being informed of it after the fact.The result is identical to what it would have been anyway. It simply now takes long enough for your heart rate to participate.Sticker Burning: reworkedThe burning screen has been completely redesigned around ergonomics — fewer steps, clearer selection, less accidental grief.A full burning animation has been added.Your stickers no longer disappear silently. They now disappear ceremonially.Sticker Crafting: reworkedThe crafting screen has been rethought from scratch.A crafting animation now accompanies the process.A dedicated reveal animation play...
Hello Spaceshooters!Since launch, I've been going through your feedback and keeping an eye on a few areas that could use some improvement. This update focuses mostly on balancing, small quality-of-life changes, and some visual and audio polish to make the overall experience feel smoother.Also, thank you to everyone who has played the game, shared feedback, reported issues, or left a review. It genuinely helps me see what needs more attention and decide what to improve next!Here’s what changed:Enemy & Boss BalancingI received a lot of feedback about this. I didn't realize just how frustrating the Kamikaze enemies could be. Kamikaze enemies have been rebalanced to make encounters feel fairer and less overwhelming. Their movement speed, health, and spawn frequency have all been adjusted.The Fracture boss has also been made more accessible. Its health has been reduced, while the reward for defeating it has been increased.UI & Audio ImprovementsThe Energy Bar growth animation has been smoothed out, making progression feel more fluid and responsive.I’ve also adjusted the sound effects at the end of a run to give the ending a more satisfying feel.Ricochet Description FixI noticed that the Ricochet stat wasn't displaying the correct value. It now correctly shows how many times the bullet can bounce. This is purely a description change and does not affect the current balance or behavior of the skill.Achievements are now working properly on Apple computers.Previously, some achievements were not being unlocked on macOS, but this issue has now been fixed.Boss movement patterns have been adjusted.Some bosses could get too close to the player or move too far away, which could create awkward situations during fights. They now follow more controlled and meaningful movement paths.The final boss no longer drops Boss Currency.Since there are no additional skills to unlock after the final boss, receiving currency there could give the impression that there was still something left to pu...
With the launch of Berry Bury Berry on XBOX Series X/S, Playstation 5, and Nintendo Switch last week, we can officially announce we've broke 300,000 total players! That's *insane*! Thank you so much for all your support. I know it's cliche at this point - but I never imagined so many people would resonate with the silly little berry game and all the love and support has been completely surreal. It's also given me the space and funding for all of my future projects and for that, I really can't thank you all enough. It's genuinely been a dream come true! To celebrate all the recent milestones, we're doing a Limited Edition Ms. Rainbow Plush campaign. It only runs until September 17th - so don't miss out if you're interested! I have the prototype they sent me and it's adorable! {STEAM_CLAN_IMAGE}/45863579/9e5797c8f6b53a9f878431f84c6e8df436edf3f2.png With all that said, I've been quietly working on a couple of new games. When it's ready, I'm excited to show everyone what I've been cooking these past few months. THANK YOU again and stay safe out there, Sprouts!
- Added an option to the Accessibility menu that toggles on and off the skill tree's initial expanding animation when loading a save file.
Hello GoodBoysYes, you read the title correctly. The game is DONE, and it will be released in less than 2 weeks from now!The game releases on September 4th!After 3 years of development, I'm finally releasing my first game! This was always a dream of mine. Since I was a kid, I can't remember a single moment in my life when I didn't want to become a game developer, and now it's closer than ever.Thank you so much for your support throughout the entire development. I read all the feedback and applied everything that made sense for the game's current direction.What happens to the Demo after release?Well... it stays there, and you can even carry your progress over into the full game. But I'd suggest starting a new save, especially if you played a long time ago.I've implemented a ton of quality of life features in v1.0.0, and there are also new items for you to craft. You can always go back to the first act and craft them again, but in my personal opinion it's nicer to experience the game as a whole.The only exception is if your save file is older than July 2026. In that case it won't be compatible with the current version, so you can use the same save slot to start a New Game +, where you begin with a few potions to make your progress easier :)What's the difference between the Demo and the full Release?The Release contains an entirely new act, with:5 new monsters2 new bosses7 new resources to collectA new gathering skill: BugCatching70 new items2 new crafting stations15 new challengesThat adds roughly 20 hours of gameplay (depending on how you play). v1.0.0 also includes a lot of QoL (Quality of Life) features:You can use items from your chests when crafting. (This one came from your feedback)You can use items from your chests when unlocking a new monster in the CombatPortal.The map now shows what you'll find when you unlock a tile, giving you a visual cue of what's coming next.You can cancel an ongoing craft by clicking the "X" in the corner.The Stove stops consuming fue...