Just a couple small fixes patches up before a big UI change. You cannot sell equipped gear anymore. Skill list can now be sorted by category. Fixed a small issue with skill icons layering/going black. Please feel free to continue to report bugs or share your ideas through the in-game menu, or through the discord. Thank you!
Based on player feedback, Exit Game has now been added to the Pause/Main Menu, with Exit to Menu being renamed 'Return to Menu'. The confirmation page has also had some slight updates with wording and button colour changes to keep it simple.
Added custom drag-and-drop sorting for the left-side menu. Added the activity queue feature. Optimized and refactored the Alchemy recipe UI. Optimized and refactored the Cooking recipe UI. Optimized and refactored the Forging recipe UI. Added quantity display in the Backpack. Optimized the Thorns affix, changing it to normal reflected damage. Optimized Luck-based money drops. Optimized some pet skills. Optimized some pill recipes.
Tower Ascension introduces a permanent, repeatable endgame loop. Conquer each rising gate, restart at the real Floor 1 with everything important preserved, and return stronger to climb farther than before. 🏰 TOWER ASCENSION 🟠 Defeat the Floor 2,000 Guardian to unlock your first Ascension. Later Ascensions require Floor 4,000, Floor 6,000, and continue rising by 2,000 floors each time. 🟠 Ascending resets the active Tower floor and checkpoint to the real Floor 1. Character levels, Skills, equipment, Inventory, Bank, Gems, Honing, Elements, Grandworks, reward progress, and lifetime Tower best are preserved. 🟠 Every owned Divine item upgrades to the next Ascension gate, including items in equipment, Inventory, Bank, delivery storage, and buyback. 🟠 Permanent Ascension Mastery helps each new run advance faster and farther. 🟠 You may keep climbing after Ascension becomes available, but Overreach pressure rises beyond the gate and creates a hard wall roughly 500–700 floors later. 🟠 The Ascension option remains available until you choose it. 🟠 Tower Archives, Ascension Marks, Eclipse encounters and rewards, Eclipsed Gems, Crown Imprints, and the extended Celestial Forge are now part of the main game. ⚒️ GRANDWORKS & HONING 🟠 Grandworks and Honing are now available in the main game. 🟠 Nightmare equipment can be honed to Rank 5 and Divine equipment to Rank 10 with guaranteed upgrades and persistent stat binding. 🟠 Stoneworks automation now shows exact material totals for the selected number of Honing Stones, where each stone is made, and any Aether or Spire-only blockers. 🟠 Starting, stopping, switching, closing, and resuming automation plans now keeps Gathering and Crafting activity synchronized. 🛡️ PROGRESSION & RELIABILITY 🟠 Tower XP is now bounded by Tower-floor difficulty. Farming easy low floors no longer becomes more rewarding as Combat Level rises, while appropriately deep progression retains its intended rewards. 🟠 Deep-Tower kills remain on the correct bounded XP ru...
Hey everyone, sorry for the late updates and news announcements, I was so focused on getting this ready for early release I only kept the discord channels up to date. Cindervale Idle is officially OUT NOW in early access! The game is available starting August 7th, with a 20% discount launch price. Thank you, to everyone who bought the game, and especially to everyone who took their time to leave feedback and report bugs! I have gotten a wide variety of feedback across all aspects of the game and I plan to work on these in the upcoming patches. Some of the feedback and changes I will be focusing/working on • The UI feeling very plain and needing some changes to make it feel more like a game rather than a bunch of text. I do have a lot of plans for UI updates coming very soon so please stay tuned! • Working on a proper tutorial to help users get acquainted quicker to the game, the current tutorial is very short and doesn't explain too much compared to the overwhelming amount of content at first glance. • Adding music/soundtrack to the game. I did have plans for this and already have some music available, I just haven't put it inside the game yet. • Properly implementing the story/lore for the world of Cindervale. Currently there is almost none, and I definitely want to add more interesting background and depth to this subject as the game gets closer to a full release. • A lot of bugs and other feedback that has been reported will be fixed in the next update which will come later today. This is a one person project, and almost every change that can happen will come from the players feedback. I want this game to truly feel special. I will continue to dedicate as much time as possible to making this game amazing for you. Using the in-game report bug or suggesting idea button on the menu will always send the feedback straight to me. Anything you come across, small or large, feel free to use that to get in touch with me. We also have a discord available that can be found a...
Yes, it's finally time to roll out the Beta Testing! For those that are keen on testing out brand new features before they reach the main game, then this is for you! First, I'll share what's new in the Research Rework, then go through how to jump into the Beta branch.Research ReworkWhy was it reworked?Research has been removed from individual eggs, and into it's own dedicated page. This was based on some fantastic user feedback highlighting that updating individual eggs felt quite tedious and clunky at times, felt underwhelming when it didn't trigger and there was no way to impact global stats. Visually, it has been redesigned into a branching skill tree that reveals with each purchase. Every Research Potion now contributes towards permanent upgrades that improve hatching, variants, affinities, income, and much more (don't want to spoil some of the goodies in there!).Research Potions have now been added to the main header (next to Income per min) so you can keep track of them easier. New Hat and Achievement > Ramen!I didn't want to rework something without putting in a new hat (many more hats will be added in a future update!). There's also a new achievement for completing the entire Research tree. Balance ConsiderationAs this update adds in a huge amount of minor and major changes to various items in the game, this will likely have some knock on effects and cause some of the earning/speeds to be impacted. I will be watching and listening to the Beta feedback to rebalance around this. Before Joining The BetaPlease back up your save file. Beta builds may not be compatible with older versions of the game, so a backup lets you safely return to the Main branch if needed.Paste the below into a folder search bar or Windows+R.%APPDATA%\\Godot\\app_userdata\\Pocket Dinos\\Back up the entire Pocket Dinos folder somewhere safe. (Restoring it later will return your save to exactly this point in time.)Ready? Switch to the Beta BranchThe beta branch is designed for quick rounds ...
Upgradia 8 August Hello Adventurers!We hope everyone is having an amazing weekend filled with humble farming and shiny loot!Give us a shout if you run into any issues. We’re super excited for next week, so stay tuned! 🎉 Improvements Starfruit can now drop from all current dungeon chest tiers, active fishing, active farming rare rewards, and the ingredient store.Star Thistle now has additional limited sources from dungeon chests, active fishing, active farming rare rewards, and the ingredient store.Dungeon chest previews now show Starfruit, Star Thistle, and rare cosmetic dye chances.Wild Herb can now be gathered from Foraging Lv 8.Aura & Vex completed story quests start collapsed, with green checks and a Hide Complete toggle.Active Quest tracker now has Visible, Ready, Hidden, and All filters, plus hide/unhide controls.Upgrade Station separates equipped gear from inventory gear.Farm seed daily limits increased, tree saplings now have daily limits, Farm Rep seed prices are cheaper, and Farm Rep seed buys have separate daily limits from gold seed buys.Passive Farming crop selection now shows how many seeds you have for each crop.Level 40+ monsters have cleaner balanced values.Starter non-health alchemy recipes now use early-game ingredients instead of high-tier herbs, crystals, demon drops, and late fish.Combat HP, Mana, and Stamina potion restore values now match the Alchemy unlock ladder, with early potions increased from 50 to 100 and the next potion tier increased from 150 to 200. Fixes Party combat backgrounds stay on illustrated scenes.Faster monsters can correctly open first in solo combat.Dungeon chest claiming has a stronger click guard.Party support skills can target selected allies.Dungeon bosses no longer trigger area boss cooldowns.Solo battle skill hover tooltips show current upgraded effect values.Equipment linked into chat should show item names and exact stats.Fight-count potion and elixir buffs now stack their remaining fights properly when used agai...
Two things in this one: auto-assign takes instructions, and the skill tree got a lot of overdue work. Auto-assign takes instructions Open Skills, hit Focus, tick a quarter. Auto-assign spends there before anywhere else, and the first quarter you tick is the oath it offers you. It used to follow your trade's road and nothing else. Measured on a Fighter: with nothing ticked it never reaches the oath of the old things inside 900 points. Tick it and it opens after 155. It also solves the shortest road to the oath you asked for, so your own trade's oath comes sooner too: 214 skills ticking nothing, 142 ticking the stroke. If you tick nothing, auto-assign behaves exactly as before, and existing saves start with nothing ticked. The skill tree The 8 quarter progress bars were drawn at a radius that was outside the tree when it had 3 rings. It has 5, so they ran through the skills you read them against. They now sit outside the whole tree, clear of every skill. Oaths hung off six rings at the edge of a quarter and four of those roads cut through a ring in between. An oath connects to the middle of two rings now, and neither road passes near anything else. Ring spacing is one rule instead of six numbers, so nothing overlaps. Two skills used to sit 1.9 units apart, which is one dot you cannot read or tap. Closest pair is 28 units now, and a phone tap target went from 22px back to 32. Road stones slide clear of the skills they used to land on. Masteries moved to the middle, and major skills and oaths keep a minimum size when you zoom out. Closing your first ring in a quarter gives that quarter a bonus It paid +0.1 on a d20 for twelve skills of work. It pays that quarter's own currency now, once per quarter: +2% clean strokes in the stroke, +4% attack in the fury, +0.9 rarity in the finding. The first ring in the stroke takes clean strokes from 1.6% to 3.6%. Fixes Masteries open on any major skill in that quarter, like the text says. Taken: X of Y and the quarter bars can reach ...
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.61 is now live! Since the launch of Multiplayer Mode, Cyber-Wall Street has descended into unprecedented chaos. To bring order back to the market and add a bit more flair to your desktop companions, we’ve deployed the following hotfix: 🛠️ Multiplayer Stock Value Anomaly Fixed Fixed a critical bug in multiplayer lobbies where simultaneous, aggressive short-selling and market manipulation by multiple players caused stock values to overflow and completely break the candlestick charts. (The Tiandao calculation engine has recalibrated the gravitational pull of the NASDAQ. Your stock prices will no longer levitate into outer space via infinite leverage exploits. Please stop pushing the boundaries of our backend physics!) 💬 UI Visual Upgrade: Comic-Style Bubbles for Cat Counter We have fully upgraded the cat counter on your desktop pet UI with dynamic, comic-book-style speech bubbles. (Say goodbye to boring, floating numbers! Now, whether you're tallying up your massive profits or just poking your cats, the counter will burst with exaggerated comic-style effects. Break the fourth wall and let your desktop overflow with the chaotic anime energy of your feline workforce!) Please restart your Steam client to apply the update. Happy trading, and may your newly fixed stock charts always point up!
Hello everyone, Patch 2 has been moved to the default branch and is available to download now! To keep up with updates, participate in votes, or make suggestions, join the official Discord:https://discord.gg/VtqdPytCc Here are the complete notes for Patch 2. COREVarious UI fixes.Fixed currency values overflowing their containers.Improved performance as save data and inventories grow over time.Operatives can now star up immediately while on missions, training in Combat Sim, or assigned to District Accounts.STAR UP ALL AVAILABLE now includes assigned and deployed operatives. * OPTIMISE LOADOUT now works during missions, Combat Sim training, and District Account assignments. * UNEQUIP ALL now works during missions, Combat Sim training, and District Account assignments. * *Mission and District Account values are snapshotted when operatives are deployed or assigned. These values will remain unchanged until the mission or assignment ends. QUESTSMinor wording and punctuation improvements.Changed how chapter names are displayed.Improved the dialogue flow in Quest 12.Added the chapter-ending quests 16A, 16B, 16C, 17B, and 17C, based on the three player choices made during Quest 15.Changed how quest objectives are delivered. Instead of requiring the player to complete a random mission, the quest will now spawn a specific mission card that remains pinned to the Operations board until completed. LINUXNative Linux support has been temporarily disabled until it can be properly tested. Proton or Compatibility Mode should work in the meantime. DEPLOYMENTAdded warnings when the next mission outcome could reduce a vehicle to 0 HP.Added the ability to clear a team and save it without deployed units, preventing operatives from becoming soft-locked.The CLEAR button now correctly removes vehicles from the selection. SHOPSShop purchase buttons now use the gear item's rarity color to avoid confusion.Added a rarity filter.Added the missing Savage Bunnies shop. DISTRICT ACCOUNTSAdded filteri...
Last week I updated the climate model to accommodate phase change heat and I said it was a mistake. It was a mistake. We've had so many climate-related issues this week. I need to apologize for one of them : runaway greenhouse effect from water was far too common. This update rectifies this. It also includes a large nerf to safe GHG. Not really because it needed nerfing, but because it was just too powerful for what is physically plausible. In terms of new stuff we have a new very late advanced research. I want to add more advanced researches in that part of the game. It's a bit barebones right now. I also added a new difficulty setting for space capacity. This is effectively a major nerf to space elevator. It probably needs balancing, but I want to do so after I also added aerobreaking. They will be able to work together. There is also a major rework of atmospheric chemistry. Stuff like methane combustion if you ever noticed it. Now ammonia and hydrogen can do the same... and they now all generate some heat! So if your atmosphere is indeed set on fire you are going to feel it. Changelogs Climate model tuning Phase change heat tuning Misc bugfixes and features request Optimization More autosaves Yard complexity Bulk life points purchase Art gallery auto investment Script reordering Space capacity Atmospheric chemistry rework Kerati Hive automation Vanado Buoyancy
Journeybound Idle is out now!Welcome, adventurers! I hit the release button a little early this morning. Journeybound Idle has officially released. The launch discount lasts for a full week from today! In just the last few weeks, a handful of fantastic playtesters have given some amazing feedback to bring you the most polished experience possible. Thank you to Cypher, Jaut, Raine, and Shadow!In the last few weeks, there have been a large number of improvements and additions to the game. I've wanted to squeeze in a bit of extra fun before release. Some of these additions include:Challenge Dungeons for Ranks D, C, B, and A. All four have their own mechanics and twists, increasing in difficulty and required preparation. They all also have their own unique drop tables, with items that cannot be gotten elsewhere in game. You can even unlock new songs, UI themes, and abilities for your character!New Loadouts for your Sanctum! To make things easier for swapping your Sanctum grid and relic pieces, there are now 3 loadouts from the start of the game that you can utilize.Additional ways to expand your action queue. Later in the game, you can now unlock additional slots for the queue system. In Journeybound, if you want to queue up a string of actions for your character to do while you're at work or school, you can do that! You start with three available queue slots, and can expand to five through progressing the game!Greatly expanded the Achievements list in game. 100 of these in-game achievements are also now Steam achievements! You'll have plenty to work towards at all times in Journeybound Idle. Some of these can be accomplished in your first few hours. Some will take you many hundreds!More items, more tools, more rare drops, more QoL features, and a ton more!The full Changelog can be found on both the Discord, and on the Main Menu in-game.Welcome to the Guild!-Nick, the Developer of Journeybound Idle
Lowmoor Idle RPG: An Adventurer's Chronicle is now available on Steam.Choose one of 12 folk, 12 trades and 12 origins, sign the Roll, and watch the chronicle play itself. Your adventurer hunts, gains rank, learns workings, equips better gear and descends. Watch the full chronicle, choose Fold for Companion Mode, or close it.The complete release includes a Long Charter of 2,108 skills, 179 illustrated beasts, 100 Steam achievements, 51 spells and martial knacks, tens of thousands of equipment combinations, two finished adventures and six endings.Lowmoor is permanently free. It has no ads, in-game purchases, fail state or developer telemetry.Existing browser players can move a chronicle with Export Save and Import Save. Start a chronicle on Steam today.If you would like to help shape where Lowmoor goes next, the Guild keeps its hall here. Bring your reports, your petitions and your vote, and you will see each change before it reaches the store: https://discord.gg/wn5vCCRnZnHAVE FUN!
Greetings, Boba Empire Proprietors! After relentless code-refactoring by the Tiandao Studio team, our massive v1.0.0.0.60 update is officially live! Cyber-Wall Street is about to be hit by a wave of cross-dimensional social chaos and ancient Eastern mysticism. Clear your inventory, equip your rarest cats, and get ready to crash your friends' shops: 🌐 New Core Feature: Cross-Dimensional Multiplayer Mode The multiplayer gates are open! You can now visit your friends' lobbies to show off your meticulously styled cats and cosmic artifacts. More importantly, you can engage in ruthless commercial warfare on the same stock market—colluding on trades, executing hostile short-squeezes, or sneaking into their shops to deploy "hacker commands." (Keep your friends close and your assets closer! When your buddy comes over with a smile and a boba, they’re probably plotting to short your company.) 🏮 New Drop Pool: "Floating Life Pawnshop" Collection A brand-new series of Steam Inventory loot crates infused with classical oriental fantasy has been added to the drop pool. When ancient mysticism collides with cyber-capitalism, the laws of physics are rewritten. 📦 【Drop Rates & Classified Item Archive】 T4 Live Base Models (Total Drop Rate: 0.72% | Individual: 0.24%) Equipped with ultimate passive auras that manipulate the market and defend your turf. Water Ink Black Cat - : When facing a margin call and bankruptcy liquidation, splashing ink will forcefully negate the bankruptcy and cancel your debt (Once per run). Linqing Lion Cat - : Possesses the ability to read the NASDAQ. 5 seconds before a meme stock surges or crashes, the UI candlestick charts will flash with a glazed warning light. Jianzhou Four-Eared Cat - : A robust ratter. Thanks to its "four ears," the cooldown for all hacking/infiltration commands in multiplayer is permanently reduced by 20%. T3 Haute Couture, Secret Recipes & Wonders (Total: 2.09% | Individual: 0.30%) Levitating Nine-Dragon Cup (Wonder) - : Replaces the Tu...
Eldara
2 days ago
· Bo Jangles
https://pbs.twimg.com/media/HPFdCHFXAAA0VPK?format=jpg&name=large Buy Now!
We're excited to announce version 0.1.1! This update introduces a brand-new permanent ascension upgrade to automate Thieving and features alchemy updates.Added thieving automationAlchemy updatesAs a small development team reviews help a lot. Please consider leaving a review, much appreciated!
List of changes ⚔️ Army Plans & Combat Order reach now scales with the arrow you actually drew instead of a tiny fixed distance If an order genuinely can't be carried out anywhere, your other fronts return to their normal advance instead of standing still forever The HUD now warns you when an order is not being carried out anywhere Arrows pointed at the sea no longer stay active forever and command wars declared long afterwards Armies line up along the full width of the arrow's jump-off line instead of stacking on a single point Army advantage matters more — total army dominance is now worth up to x2.2 (was x1.75) Hard terrain (forests, hills, marshes, mountains) is around 15% faster to capture National exhaustion no longer weakens your attacks. Instead it makes the army far costlier to maintain (up to x4 upkeep) and drives revolution risk and capitulation — tooltips now explain this properly 🕊️ War Report & Peace Completely rebuilt War Report. Every figure is a two-sided comparison bar: war score, manpower losses, equipment losses, occupied land and exhaustion — you read who's ahead from the shape of the bar Clear progress toward capitulation, with the 75% rule explained The peace button now tells the truth: dictating terms is free, and it no longer advertises a 25 diplomacy cost on wars that were about to open the conference for nothing Every stat has a tooltip explaining what it actually measures The report now fits on short screens and small windows Peace conference claims are painted as smooth, contiguous regions instead of the scattered "noise" you got with several co-belligerents Allies who contributed nothing no longer take a seat at the table — they no longer cut your own claim to a third for nobody's benefit Allied turns at the conference are much faster, and you now get a moment to actually see what each ally took 🤝 Diplomacy, Vassals & Releasing Nations NEW: Starting Diplomacy editor. Before the game begins, set up alliances, wars, vassals and relations ...
Upgradia 6 August Hello Adventurers! - In today's update we're focusing on optimisation, fixes and balance. Attempted Fixes Reduced lockups when toggling Auto actions across gathering and combat-related activities.Reduced lingering PvP/Arena lag after closing a match by cleaning up leftover battle visuals, timers, and UI effects.Improved travel stability by lowering repeated client update pressure. Improvements & Fixes Legendary item sell confirmations should now work as intended.Dungeon travel characters should animate their legs properly again while moving.The first dungeon-room entry scene should show the doors opening again before players walk in.Other players' character-page costume slots should stay visible in multiplayer Village/Camp areas.Other players should now move properly inside Arcanum, Adventurers Guild, and Smithy interiors.PvP/party combat avatars should now use character-page costume slots for appearance.Two-handed weapons and weapon subtype aliases now apply weapon skill damage bonuses more consistently.Shield-style offhands such as Mithril Bulwark, Azurite Aegis, Void Ward, Titan Aegis, and Eternity Ward now count properly as shields for shield XP.Level 32-68 monsters have higher health so midgame fights last longer.Monster speed/initiative has been reshaped so faster enemy types feel much quicker.Monster speed now contributes to monster dodge chance properly.Level 70+ monsters have higher health, attack, defense, and stronger speed/initiative scaling.Event item trade correction.Staff and wand crafting recipes now ask for Wild Herb.Party combat reward popups no longer show extra unsaved Combat XP.Valerius's Trial III can be resumed if players leave during the anvil challenge.Combat skill hover tooltips show current skill levels in party, dungeon, and PvP combat.Stale Party chat tabs no longer try to send messages after the party is unavailable.Duel player list now worded better.Character equipment tooltips no longer appear behind HP/resource bars...
Hi everyone!Thanks for playing Slot Grind. It's my first project, so I made plenty of mistakes along the way =) Here's what I fixed based on your reports over the last two days:Upgrade menu now starts expanded - a lot of you couldn't click it back open after buying a second slot. The underlying bug is fixed too, and the menu should be more reliable overall.Slot prices no longer overflow the frame and get cut off.Steam Deck: scrolling the upgrade panel should now work normally.Mac: reworked shader loading to reduce the late-game performance drop some of you were running into.Fixed a few typos.Fixed a minor bug in New Debt+.Thanks again for playing, and keep the reports coming!
Hello Everyone, I just wanted to give an update on the progress of patch 2 and the creation of the discord community. For those interested in participating or simply if they prefer discord for announcements/suggestions etc i have created a server that can be joined at https://discord.gg/VtqdPytCc patch 2 preview: I have been focused on fixing bugs and adding QoL options that have been suggested in the steamcommunity and discord, a preview version of this patch can be accessed from Game Versions & Betas > bleedingedgetest This version also contains WIP starts of quests 16 so if you want to wait for their official completion I would suggest waiting for when the patch is deployed in the official default version.the full list of patch 2 preview changes can be found on discord Thank you for the attention
Eldara
2 days ago
· Bo Jangles
Eldara Hotfix A new hotfix is now available, focused on improving reward reliability and addressing several community-reported issues. Fixes Improved the reliability of rewards earned during offline progression. Resolved several cases where skill rewards were not placed into the expected storage location. Fixed certain temporary encounter bonuses ending earlier than intended. Corrected inconsistencies involving some item stacks. Please restart Eldara to ensure the latest update has been applied. Thank you to everyone who continues to report issues and help improve the game.
Hi again! Just added a Window Size setting (visible when in Windowed Mode) and a fix to the size of the Window when loading on smaller screens. Have a great week!
HelloIf you’re a new player, just remember that Incremental Birds includes three different gameplay modes.You can change the gameplay mode from the Main Menu.- Cozy Gameplay Mode (No Pressure, Just Play): No fail state and no downside to missing.- Difficult Gameplay Mode: If too many birds escape you will get a Game Over but keep your Score/Balance/Upgrades.- Passive Gameplay Mode (Hands-Off Play): Letting a bird escape grants bonus score and balance.So, if you want something relaxing, choose the default mode (Cozy). If you want something even more relaxing, go with the Passive mode. But if you prefer being very active and enjoy tough challenges, then the Difficult mode is the right choice.Thanks
Hi all,Just a small patch to fix some issues that have been pointed out - thanks to all whom give feedback and suggestions, it really helps!Fixed hats not loading correctly in CollectionFixed loading window size being forced to the wrong sizeLook out for the next big update on Research, coming this month!
Attempted Fixes & Improvements - 5 August 2026 (Maintenance is due completion within the hour) Thank you for the continued reports. This update focuses on quest progression, stability and some smaller changes. Please continue to provide reports where needed