Patch Notes:Added ability to use materials from near chests when crafting.More space in chests.Added Day/Night Brightness settings.Added UI Sound setting.Coal Generator uses 30% less coal.Fairies are easier to defeat and they no longer spawn near torches.Chat bubble is darker now.Major and small bug fixes.
1. 新增绝品装备“玄黄不灭铠”。初始防御力为1,穿戴时每承受10次攻击,防御力永久增加1点,最高提升至1000点。 2. 轮回灵锁新增“玄黄不灭铠”项目,消耗10000轮回点解锁。解锁后立即获得,且每次轮回都会重新出现在行囊中;装备无法出售,成长进度不会因轮回清零。 3. 优化轮回灵锁界面,为各个解锁项目增加对应图标。 4. 大境界突破增加5秒突破进度。筑基成功率为100%,后续境界逐步降低,最高境界成功率为10%;突破失败会消耗对应突破丹,但不会损失现有修炼进度。 5. 重做“聚气丹”效果。装备后,每次与新敌人开战时自动消耗1枚,使对该敌人的整场战斗攻击伤害提高40%;连续战斗会在刷新敌人时再次自动使用。
Update 1.3.0 — Ascension A fifth prestige layer above Genesis, a seventh party member, a level cap that finally moves, a reworked Golden Cave, and a batch of fixes from your reports — Steam Deck included. Ascension Reach depth 1,500 to Ascend: reset Genesis and below for Sigils. Spend them in the Ascension Tree — 18 permanent nodes that raise caps, carry more through every reset, turn the Great Abyss into real income, and automate Genesis. Ascension Waypoint starts runs as deep as 1,100 after an Ascension. Apex of Axiom adds a seventh party member. Vessels — the level cap moves Uncapped upgrades stop at level 1,000,000,000, and late in an Ascension cycle that ceiling was what stalled your income. The new Vessel nodes make every level of your uncapped Legacy and permanent upgrades count more — up to ×2 each. Effect and cost scale together, so your buying pace is unchanged; tier n unlocks on your nth Ascension. Genesis & Farm New Genesis nodes: Abyssal Contraction, Primordial Vessel, Alchemy Limit Break. Several caps raised. New Farm nodes: Guardian Nest, Mycelium Memory, Root Memory. Higher plot tiers gated by Great Abyss layers. Golden Cave rework Depth cap raised from 50% to 100% of your Abyss record — but enemies and traps are ×32 there. Essence payout doubles per floor below your start, capping at ×64. Golden Vessel (Genesis) and Golden Apex (Ascension) raise that cap up to ×2^22. Result: the Abyss sets records; the Golden Cave is the high-risk, high-reward way to farm ground you've already covered. Combat & AI Deep floors bite back: enemies gain evasion and percentage damage in stages. Regeneration works in the Great Abyss; trap density there is back to normal. Fixed four exploration stalls (retreating after minor damage, circling, loot/explore flip-flopping, room bouncing). Fixed long-running saves wiping in the low Great Abyss layers. UI & fixes Steam Deck: larger text at low resolutions; forced fullscreen when the window can't fit (fixes the unclickable Legac...
Eldara
25 days ago
· Bo Jangles
The Ascension Update The Rebirth journey has been expanded, and a powerful new class of equipment has arrived in Eldara. Rebirth Expanded The maximum Rebirth level has increased from 10 to 20. Existing Rebirth 10 characters will retain their progress and can continue toward Rebirth 11. Rebirth bonuses now continue scaling through all 20 cycles. No save migration or character restart is required. Ascended Equipment Ascended items now unlock at Rebirth 1. After unlocking Ascended equipment, one in five successful Shiny gear rolls will become Ascended. Ascended chances scale alongside all Shiny-luck upgrades while always remaining one-fifth of the successful Shiny rate. Ascended equipment provides +100% base stats. Ascended items feature unique celestial-purple borders, effects, names, and symbols throughout the inventory, bank, equipment tooltips, Codex, and other item interfaces. Ascended equipment can form its own enhanced set bonuses when a complete Ascended set is equipped. Shiny Equipment Rebalance Shiny equipment now provides +50% base stats. Shiny items retain their familiar golden visual treatment and set identity. Fixes and Compatibility Shiny and Ascended equipment now always inherit the exact equip requirements of their original item. Fixed certain variant accessories displaying a requirement one level lower than the normal version. Normal, Shiny, and Ascended equipment now remain consistent across tooltip and equip validation. Ascended and Shiny variants continue to count toward their original Collection Log entry rather than creating duplicate completion requirements. Thank you for continuing the journey through Eldara. The path beyond Rebirth 10 is now open.
Added new talisman crafting recipe from NPCs Optimized talisman grade rules Adjusted selected-state colors for spirit pets Added one new pill and one new cooked dish
New Guild level. 5% of the XP you earn also goes to your guild, on top of what you keep. Your guild levels up, and the guild screen shows the bar. Guild hiscores: level, this week, per member, and raids. One board, four tabs. Guild tax. The owner can set a cut of the credits members earn, up to 5%. Raises are announced a day ahead, and every guild's tax shows before you ask to join. If a guild owner disappears, officers can claim leadership after 28 days, members after 90. Combat targets show the enemy's stats and how the fight will go, instead of a DPS requirement. The market price graph shows real time, price range and volume. Ship slots can be emptied, so you can go back to a smaller hull. Fixed Irreversible guild actions ask twice, with a short countdown. Reclamation has its own name in French, Italian, Portuguese, Romanian, Russian and Ukrainian. General bug fixes.
1. 新增“轮回灵锁”系统,可消耗轮回点永久保留功法、杂学、道门功勋、魔门功勋、道门宝库及魔门宝库的历史最高进度。 2. 新增绝品武器“万魂幡”。解锁后永久获得,装备时每击败10名敌人增加1点攻击,最高提升至1000点,成长进度不受轮回影响。 3. 轮回资质新增“战骨”,每级提高4%攻击力;优化轮回界面、确认提示及轮回后的入口指引。 4. 优化无尽海渊,新增“自动进入下一层”选项;关闭后将在本层结算完毕时停止,设置与挑战进度均会保存且不再因轮回清零。 5. 更新无尽海渊主界面图片与轮回灵锁界面素材,优化无尽海渊奖励弹窗布局。 6. 修复旧存档及备份文件无法彻底删除的问题,并继续兼容旧版本角色存档。
Hello!Thank you so much for waiting for us.It took a little longer than we originally expected, but we used that extra time to make the game as fun as possible.Motelet is finally officially released! 🎉We sincerely thank everyone who has been waiting for Motelet and playing it since the demo.If you enjoyed the game or noticed anything that could be improved, we would really appreciate it if you shared your thoughts with us.In particular, your feedback on anything that felt disappointing or could be improved will help us make the game even better.Once again, thank you so much for waiting, and we hope you enjoy playing Motelet! 🧹✨🛠️ Bug Reports & ContactEmail: badeulbadeul0516@gmail.comTwitter: @Wobble0516- Team Baeb Sae -
1. 无尽海渊新增“自动进入下一层”功能,可随时取消。 2. 更新无尽海渊主界面场景图片。 3. 新增“内门初立”“一宗柱石”“初探海渊”“百层听潮”“千重劫浪”“半越无尽”“海渊尽头”7项 Steam 成就。
Greetings, Denizens of the Night! Update v0.2.3 is officially live on Steam! Tonight's release represents a massive leap forward for combat readability, multiboxing support, and economy stability. We have resolved community-reported roadmap tickets (BUG-001 through BUG-009), overhauled vendor sell values, uncapped weekly Coven Marks, and introduced fluid scaling for every window size. Here is the full breakdown of everything included in tonight's update: ⚔️ Combat Arena Overhaul & Responsive Multiboxing • Battlefield Separation: Cleanly anchored player and enemy cards to opposite sides of the screen, creating an open, cinematic confrontation with enlarged animated enemy sprites. • Dynamic Return & Flee Navigation: The floating Return/Flee pill now actively tracks viewport resizing and automatically clamps above the screen bottom—it will never become submerged or unreachable when downsizing windows or multiboxing. • Adaptive Loot Preview Chest: Enemy loot chest preview button dynamically scales—large and prominent on desktop fullscreen, sleek and compact on small quarter-screen layouts. • Weapon 1H/2H & Combat Style Tooltips (BUG-006): Hovering over equipped weapons in your character paperdoll, gear sets, or inventory now clearly displays whether the weapon is 1-Handed (1H) or 2-Handed (2H) and its combat attack style (Stab, Slash, Pound, Crush, Bow, Crossbow, Wand, Staff). • End Combat Loot Summary on Task Switch: Starting any skilling node or quest directly while engaged in combat cleanly halts combat and immediately opens the End Combat Summary modal, displaying all accumulated items, blood shards, and combat XP. • Integrated Combat Sidebar: Integrated a clean 2x3 combat skills grid, style selector, and embedded the Sanctum Crucible directly into the sidebar for fast gear upgrades during battle. • Floating Tooltip Protection: Skill and combat tooltips now portal smoothly to the front of the screen, eliminating sidebar overflow clipping. • Enlarged Consumables Bar:...
Changes & ImprovementsNew: Always Show Focus Hint Added a new setting that automatically displays the Focus Hint whenever game focus is lost. This can be disabled in the Settings for a cleaner UI.Improved Focus Hint Updated the hint to make it clearer that CTRL + ALT + F toggles the game's controls and focus.Visual Hit Feedback Goblins now briefly flash red when hit by a normal spell, providing clearer visual feedback that damage was dealt.Sprite Fixes Fixed several pixelation and visual issues affecting various sprites.UI Improvements Adjusted and refined several UI texts for better clarity and readability.
Hello, everyone! We would like to share an update on the Market Slots Pack DLC, the release of Hell difficulty, and an upcoming reward for all players. Market Slots Pack DLC We are currently experiencing intermittent issues with the Steam Community Market and are continuing to work on improving its stability. As a result, the Market Slots Pack DLC is now scheduled for release early next week. We appreciate your patience and understanding while we work to provide a more stable Market experience. Hell Difficulty Release At launch, we announced that an additional difficulty would become available before the Steam Community Market opened. However, this schedule was delayed longer than expected while we addressed various server and balance issues. To provide new content sooner for players who have already reached the higher stages, Hell difficulty will now open at the following time: September 6 · 00:00 UTC One Week Since Launch & Player Reward September 3 marked one week since the official release of MPIG. It has been an eventful first week, with frequent issues and rapid updates. We sincerely appreciate everyone who continued playing and supporting the game throughout this period. We understand that these issues may have caused frustration and fatigue. As both a token of appreciation and an apology, we plan to provide a reward to all players sometime next week. We are still reviewing the reward details and will share the final information in a separate announcement. There is still a great deal for us to improve, but we will continue working hard to make MPIG a stable game that you can enjoy for years to come. Thank you for playing MPIG!
Minor bug fixes alongside Prestige adjustments. The game is nearly ready for more Prestige Items.
Check out the new features, adjustments, and fixes included in this update! WEEKLY RANKING REWARDS The Top 10 players in each category will receive: 1st place: 10 million Gold + 12 hours of Gold and XP Boost. (Drop Boost has been removed.) 2nd–3rd places: 5 million Gold + 6 hours of Gold and XP Boost. (Drop Boost has been removed.) 4th–10th places: 1 million Gold + 3 hours of Gold and XP Boost. (Drop Boost has been removed.) The five categories are Stage, Total Gold Earned, Playtime, Account Power, and Best Hero. An account may receive rewards in more than one category. The first results will be calculated on September 4, 2026, at 7:00 PM (UTC-3). Rewards will be delivered through Mail and will not expire. SPECIAL STASHES The Chest Stash and Item Stash can now be purchased again to increase their capacity. Each purchase adds 150 slots to the selected Stash. The price increases with each purchase: 1,500, 3,000, 4,500 Crystals, and so on. A notification will be displayed whenever one of the Special Stashes becomes full. RETURN BONUS The Return Bonus now increases only Gold and XP: +50% for regular accounts and +100% for players with the VIP Pass. The Return Bonus no longer increases Drop chances. MARKET AND RITUAL Full tooltips now appear correctly in both Market inventories, allowing players to inspect heroes and equipment before sending them for sale. Navigation arrows have been repositioned so they no longer cover heroes or items. SERVER STABILITY Fixed an issue that could cause excessive memory usage after extended connection interruptions. Increased the server’s capacity to handle thousands of players reconnecting simultaneously after an update or restart. Improved protection against attacks that caused timeouts before requests could reach the game. Added a safeguard that performs an orderly restart if the server becomes unresponsive or reaches high memory usage, prioritizing the saving of session progress. Adjusted network protections that could prevent legitima...
Developer NotesHey there! This patch is aimed at doing another round of system changes and balancing based on player feedback. This time around we focused on power ups, enemy spawning, and tuning the costs/locations of upgrades on the tree. This marks the 9th patch we've released since the game launched last week and we believe the game is in a much better state than it was on launch. We thank you for your patience, feedback, and support while we worked on improving the gameplay and balance.Please consider leaving a Steam review, it really helps indie devs like us a lot!Cory and I will be both taking a much needed vacation next week so you can expect less patches next week. But we will keep any eye on the Steam Discussions and the Discord to hotfix any small issues/bugs.As always thank you for playing our game (or games if you've played our other games) making video games is truly a dream come true for both Cory and myself and we can't thank you enough for playing our game.Cheers, Andy (Aarimous)Patch Notes 1.2General BalanceAdd a 3 second delay to all levels before enemy will start spawnAdded a new +3 seconds to the Run Timer upgrades in level 2 area to ensure there is still time to spawn the bosses given the new delay in enemy spawningWhen an enemy is killed the spawning system will now wait 1-2 seconds before replacing that enemyThis is to prevent the moment where you kill something and then feel punished for doing soInstead we want to give you a bit of a reprieve between killing to go collect the loot and then turn to fightIncreased the value of blue resource from 25 → 30Added a new end game node that let’s orb bounce even moreWasn’t able to ever solve the optimization of so many orbs at onceSo you might take an FPS hit at the end, but boy is it fun to see all those orbsIncreased the money earned from the boss kill quests for levels 1-5The goal is to be able to buy 2-3 upgrades around that level once you beat the bossGenerally adjusted the location/connections o...
Version 1.0 is finally out! Thank you so much to everyone who wishlisted the game and grabbed it right away on yesterday's launch (Sept 2nd). We'd love for you to join our Discord server! It's the best place to drop your feedback, share your wishlists for future updates, tell us what you love, and let us know what's missing. We are totally open to any ideas you might have!
Hello Adventurers! The update is expected to take place within the hour and take up to 10 minutes to complete. This update focuses on class balance, clearer stat and skill information, achievement sync fixes, client performance improvements, and several important combat and inventory fixes. Camp & VisibilityCamp channels now resync properly after leaving player housing.Players returning from tents should correctly rejoin their camp channel, refresh nearby players, and stay visible to others in the scene.Class BalanceRogue Hemorrhage has been reworked to use a simpler Attack-based rupture formula. It now gains only a small bonus from remaining Bleed/Poison duration instead of multiplying the full remaining damage.Rogue Poison Blade damage over time has been reduced.Rogue Poisoned Edge has been reduced to 4% proc chance per rank and 3% Attack poison damage per rank, maxing at 20% proc chance and 15% Attack poison damage per tick.Rogue passive poison can now only attempt once per Rogue class skill use.Mage Mending Light healing has been reduced from 57% to 40% max HP at skill level 10.Warrior Rallying Cry and Riposte Strike now correctly increase Warrior class skill damage.Warrior Fury, Mastery, and Berserk passives now correctly boost Warrior class skill damage.Speed now gives 0.08% crit chance and 0.08% dodge chance per point, down from 0.15%, without changing the existing crit or dodge caps.Archer class armor now includes modest tiered Attack bonus.Archers now gain +1 effective ranged Attack per 3 allocated Speed for Shoot and Archer class skills.Skills & Tooltips Character stat tooltips have been reworded to be clearer and easier to read.Defense and Magic Defense stat tooltips now better match how they work in combat.Rogue Knife Tempo and Open Wound passive cards now show their current bonuses correctly, matching the Fan of Knives Light Bleed/damage and Hemorrhage rupture bonuses.Warrior, Mage, and Archer passive expansion cards now show current bonuses for their n...
Keys that speed up actions 16 actions across Chapters 2 to 5 now accept a key. Carry it and that action runs at double speed and gives exactly the same experience, because experience is charged for the work done and not for how long you take to complete the action Three kinds of thing already in the game count as a key: key items (Sapper's Crowbar, Vaulting Pole, Spyglass, Felt Slippers, Runic Lexicon, Exorcism Salt, Reed-Snorkel Mask, Fireproof ointment), skills (Climbing, Eagle Eye, Stonecraft, Acrobatic Leap) and spells (Splinter, Levitate) In 11 of those actions the key only speeds things up: without it the action can still be done, it just takes twice as long. The action shows on its card whether the key you are carrying is being applied to it The other 5 are the ones in The Desolate Market, where the key also opens the door The Desolate Market in Chapter 5 Five new ways into the two buildings still standing, each with its own key: through the caved-in roof, by smashing the gate open, through the flooded cistern, across the embers and by splitting the wall along its grain Each way in gives 5 Ashen liquors, the consumable that restores the most life Whoever gets in first takes what was there: as soon as you use one of a building's ways in, the rest of that building's ways disappear. The two buildings are independent Replies to bug reports The reports you send from inside the game can get a reply. When there is one it reaches your notifications bell, without leaving the game and without giving out any data The game checks for a reply when you open it and every half hour while you play. If you have no report pending it does not connect to anything A report waits for a reply for 7 days from the moment you send it. After that it is discarded on its own The wait survives updates and reincarnating Divine aid in boss rooms Asking the room's god for help no longer just announces a full heal: it now says how much life per second it is going to give back to you on complet...
1. 新增“无尽海渊”玩法,化神期后开放,最高可挑战10000层。 2. 优化旧版本存档兼容性,修复部分旧存档及无尽战斗状态存档无法读取的问题。
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.71 is now live! Since the launch of Season 0.5, our backend has detected some highly "supernatural" financial activities. To restore order to Cyber-Wall Street, we’ve patched several critical exploits and stabilized the reality matrix: ⚖️ Market Exploits & Regulatory Fixes Forced Acquisition Exploits Patched: Fixed the zero-cost "free-rider" loophole during forced acquisitions, and fixed an issue where forced acquisitions bypassed the "tech inflation" penalty. (The SEC has finally audited your books! Hostile takeovers will now cost you actual capital instead of exploiting the void.) Endless Subpoenas: Fixed the SEC trading halt "infinite loop popup" bug. (Your screen will no longer be buried under an avalanche of digital fines.) Time-Travel Embezzlement: Fixed a bug where players could farm cash by repeatedly saving and loading the game. (Time-traveling is no longer a viable corporate strategy for printing money!) UI Logic: Fixed the visibility and status refresh logic for the add button on the acquisition menu. 🛠️ System Stability & QTE Fixes Multiplayer Crash Fixed: Fixed a critical bug where the multiplayer system would cause the game to crash. (Crashing your friend's market will no longer crash your actual game client.) Black Swan Broken Record: Fixed an issue where the Black Swan QTE countdown would glitch and repeat like a broken record. Sonic Crits: Fixed a bug where milestone animations and sound effects would overlap in the exact same frame, causing an audio "crit." (Your eardrums are officially safe from your own success.) Optimization: Implemented various backend performance optimizations for smoother idling. Please restart your Steam client to apply the update. Happy (and legal) trading!
1.0.9.55 - added new ways to customize your adjustment step buttons (% of free echoes, % of echo cap) - added keyboard shortcuts that change how many echoes is allocated. Can be adjusted by right clicking the max button. - made it possible to remove the breaking layer info box by left clicking - added customisablity to the avatar (astronaut) as well as new background options - added an quit game button (just in case people did not know the game can be exited using "esc") - you can now change the size and position of the avatar - added 2 avatar backgrounds unlockable by playing and 5 that can be purchased with wardrobe tokens - added wardrobe tokens, which can spent to unlock backgrounds to the avatar and skins (when new skins are added to the game) - fixed a mouse display bug - added a new building status color (yellow = capped in speed, but can't afford cost)
Patch Notes v0.1.7 · The Darkness opens up Dear Adventurers, Two days built from your reports and reviews. The Darkness no longer belongs to one class, the goal tracker finally names the next zone, the upper trees pay like trees, and a dozen things that were true but invisible now say so on the spot. Nothing here needs a new save. Balance The Darkness is flatter from zone 2 on. Monster health beyond the first zone was compressed hard, the Void down to about a seventh. A mid-game Knight or Necromancer now farms zone 2 and the start of zone 3 instead of scraping one monster; the endgame Knight gains T10 drops in the Void. Skills from powder no longer stack. Ironveil and Bastion count once, at your highest piece, so gear skills sit within the +5 headroom of the tree again. Sets still add on top. The Manyeye Band counts resistance overcap only up to 300%. Two bands multiplied each other to +2291% Bonus Damage. Same rule the Coincursed Band got for Gold Find. The Descent has a floor and a ceiling. Monster health keeps climbing per tier (it stopped above tier 23), gold is capped, and negative gold from a wrapped counter becomes the cap. Tyrant gold is paid per second of the fight. 80% of what your own best Void farming spot earns, so a long hunt pays like a long farm. Uniques from Tyrants roll at the normal Unique chance on every kill, no first-kill guarantee. Uniques drop nearly twice as often. 0.065% per kill instead of 0.036%. '+N Skill' follows one rule. +1 below item level 99, +2 from 99, +3 only on Darkness drops from zone 4, +4 only from Ancient Chests. Never boosted, never raised by upgrades; re-rolls and contracts follow the item level. Upper trees pay like trees. From Willow on, each felling drops far more logs (Elderheart 10 to 54, Sunspire 12 to 72) and sawing takes seconds instead of minutes. Log prices drop to match, so gold per hour is unchanged and what grows is material. The Huntsman draws the bow again once his Marks are spent. A finisher that empties th...
Hello, everyone. Maintenance for the Ver. 1.0.17 update will take place during the following period: Maintenance Schedule September 3 · 08:30–10:00 UTC Expected duration: 1 hour 30 minutes Steam Community Market The Steam Community Market will become available once maintenance is complete. Free Trade Vessel slots unlock separately for each player based on their first login after the official release. Slot 1: One week after your first login Slot 2: Two weeks after your first login The Market Slots Pack DLC is scheduled for release within 1–2 hours after the Market opens, provided no major issues are found. Combat & Skill Balance Extended the duration and reduced the cooldown of certain buff and debuff skills. Reduced the HP and ATK of monsters in X-9 stages on Nightmare difficulty. Standardized Life Steal and Healing DPS displays to use the amount of HP actually recovered. Life Steal previously displayed the potential healing amount rather than the amount actually recovered. Life Steal and Healing now both display DPS based on actual HP recovered. Orbs, Star Chart & Passive Skills Reworked the distribution of Defense and Elemental Resist effects among Orbs. Replaced five Defense Orbs with Elemental Resist Orbs. Increased the Defense gained per level from the remaining Defense Orbs. Although the remaining Defense Orbs have been strengthened, replacing five of them means that the total Defense available from the entire Orb system is slightly lower than before. Replaced the Taurus Star Chart’s fixed Defense effect with an All Elemental Resist effect. Replaced the Knight passive skill’s Penetrate effect with an All Elemental Resist effect. Any points invested in the former Penetrate passive will be reset during maintenance. Gear, Enchanting & Blacksmith Increased Gear, Engraving, and Enchant option values related to skill cooldown reduction, skill duration, and Elemental Resist. Removed gear destruction from failed Enchant attempts. Gear destruction chance: 50% → 0% Ench...