Game Updates

Patch notes and dev posts · 1,376 Steam updates
Orb Breaker
Orb Breaker
32 days ago · Aarimous

Day 2 Hotfix 1

Fixed a bug where the player could get really close to the final boss and kill it by shooting orb inside the shield area. Now the boss just can't take damage when the shield is up. Thanks for reporting this kielsie.
Orb Breaker
Orb Breaker
32 days ago · Aarimous

1000 Players + Day 1 Patch Notes

Over 1000 Players Day 1 🎉First off, we must say a huge THANK YOU to you for playing our game. Cory and I are blown away by how many of you have played our new game Orb Breaker! If you haven't already please leave us a Steam review, it really helps indie devs like us a lot! What We're Working OnYesterday we were prioritizing fixing any bugs, crashes, and reading all your feedback. So this morning (after a bit of sleep and a coffee) we've decided to take our first past at adjusting the balance. This patch is aimed at smoothing out the progression curve with more rewards quests, changes to the boss upgrades, and a few system changes (read the full notes below). Please let us know if you still feel any pain points, while Orb Breaker is inherently a skill based game we also want to make sure you are properly challenged. 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 NotesLocked UpgradesUpgrades the next tier of upgrades are no longer unlocked by beating level bosses. We made this change for Normal and Hardcore modes.Expert mode will still have the upgrades locked behind boss kills to keep the challengeBoss UpgradesAdjusted the boss upgrades to make them feel more impactful, in some cases this was adjusting the values, or adding in some new nodes, and removing others.Added descriptions to the power up unlock nodes to explain what they doLevel 3Level 3 boss is a bit easier to spawn, has a less health, and we’ve adjusted the enemy spawning logic to have less total enemies at onceQuestsIncreased the quest reward for beating the bosses in levels 1,2,3,4 to make the early game a bit less of a slog and to reward you for beating the hard bosses with some $$$Adding in more quests for level 5, 6 to smooth out the mid game progressionMiscellaneousAdded polish to various gameplay elementsFixed s...
Terraforming Titans
Terraforming Titans
32 days ago · Thratur

2026-08-28 Weekly Update

Small update this week. I have been trying to slow down and am liking this slower pace. I added two new advanced researches that are fairly weak, but pack in a bunch of flavour and I like flavour. It serves to fill up more of the higher cost advanced researches. I also added a new difficulty setting for "Life thermodynamics". It's a bit experimental still, and may need some adjustment. There could be some bugs with it too. It will limit life growth to actual energy input, and provide some cooling as well. Finally, there is a new small guide/starter preset for ship automation. I would like to also add one for life and a guide for presets. Changelog Misc bugfixes 2 new advanced researches Biostorage now also enables space food Life thermodynamics Ship automation starter guide Buffed manufacturing shop points curve slightly Optional transfer weight sliders for space storage GOTO in scripts can now specify a line Variables in scripts can now be renamed The gravity calculation on dynamic mass has been tweaked + you can now see material density in the gravity tooltip
Pocket Dinos
Pocket Dinos
32 days ago · ManChickenTurtle

Demo will be taken offline in 2 days

Hi all,The Pocket Dinos demo will be taken offline in 2 days, around 30 August 2026 at 11:00 UTC (7:00 PM AWST).The current demo will be retired while I rebuild it to better match the full game. Right now, demo saves cannot be transferred into the full version, which is a major issue, and the demo is also missing a number of quality-of-life improvements and newer features such as Research and Desktop Dinos.The rebuilt demo will include these improvements, along with the ability to transfer your save into the full version. It will also allow more frequent updates to align with some of the new features coming to Pocket Dinos in the coming months.Unfortunately, this also means that existing demo saves will not carry across to the new demo, so you will need to start a new save once it becomes available.After this rebuild, the demo should have a much more stable foundation and remain playable throughout Early Access without needing another reset like this.Thanks, Diesel
Delvegg
Delvegg
33 days ago · HOU

V1.12 – New Features & Bug Fixes

The Magic Tower cap has been increased to 300 floors. New floor challenge rewards will no longer increase beyond this point — push your limits!The Crucible has been raised to Level 12, significantly increasing its gold storage limit.Fixed the bug where the Tavern would not drop level‑70 equipment.Fixed the bug that caused the game to freeze when releasing a large number of pets.Fixed the error report bug with Experience Cans.
Idle Fleet
Idle Fleet
33 days ago · Andy - MGG Studio

Patch 0.1.75

Expedition fuel is taken when you launch now. Trips always finish, even if you sell your fuel mid flight. Cancelling asks first. Expedition cards show your real trip time, not the base one. Market: you can undercut the cheapest listing again. The price field shows what's allowed. New Transactions list on the market screen. Shows everything you earn and spend. Added a Chinese chat room. Guilds can buy extra member slots. Very expensive on purpose. The Leviathan has way more HP. It was dying too fast. Fleet goals now scale with what people actually play. UI scale setting, report a bug link in settings, roster shows who's online, and a bunch of small fixes.
TEEFS
TEEFS
33 days ago · swampdonkeyinteractive

Much mo' Betta' Optimizashun and urninz

The Great Green RebalanceA progression overhaul: prestige now pays, achievements and offline time finally earn, the active layer stops going quiet, and six long-standing bugs come out including three finished minigames that could never appear. Build 2026.08.27 Status Unreleased Engine Godot 4.4.1 Scripts touched 21 Save format Unchanged Measured impact Captured from a real headless boot against the development save 9 resets, 13 buildings, 30 achievements before and after the changes below. Development save, identical starting state Metric: Before After Change Effective production 2.61 / sec → 44.89 / sec 17× Click value 4.33 → 18.43 4.3× Global multiplier ×1.000 → ×5.395 5.4× Offline earn rate 0% → 25% newThe global multiplier resolves as Greenskin Legacy ×4.15 (nine resets) × achievement bonus ×1.30 (thirty unlocked). Neither existed previously; the entire meta-upgrade tree had been worth roughly +5% in total. Progression & economyThe prestige loop previously returned almost nothing, and several stats stopped growing partway through a run. Both are addressed. New Greenskin Legacy Completing a Great Green Reset now grants a permanent multiplier to both production and click power, scaling with every reset point ever earned. A first reset is worth roughly +35% to +105% immediately, and the effect compounds across runs. The multiplier is applied before the existing anti-runaway governors, so growth stays bounded. Legacy is the payoff; the fourteen-upgrade tree now shapes a build on top of it rather than being the entire reward. Existing saves are credited. Saves written before lifetime point tracking existed report zero points earned. Legacy reconciles lifetime points, banked plus spent points, and completed resets, taking the highest so long-running saves are not denied the bonus. No save data is modified. New Achievements now pay Every unlocked achievement grants +1% to global production, applied through the standard multiplier pipeline. At the full set of 69 that is...
My Party Is Grinding
My Party Is Grinding
33 days ago · Nacheon

[v1.0.13] UI, Early-Game Balance & Stability Update

Hello everyone, We will conduct server maintenance to deploy v1.0.13. 🕒 Maintenance Time August 28 at 05:00 UTC ⏳ Expected Maintenance Duration Within one hour We will post another announcement once the servers are back online. This update includes UI and quality-of-life improvements, early-game balance changes, DLC Automation improvements, and stability updates. 🖥️ UI & Quality of Life • Locked equipped-skill slots in the Inventory now display a lock icon • The Hero button now displays a notification when stat points are available • Added 250% and 300% window size options • Pressing the Blacksmith or Mage Tower button again now closes its open popup • Improved an issue that prevented the game window from being moved • Improved Game Log display and readability 🛠️ Blacksmith & Mage Tower • Accessory crafting at the Blacksmith now begins at Magic grade ⚖️ Progression & Rewards • Increased base Coin rewards by difficulty and Act • Reworked two early-game Coin Orb effects • These Orbs now grant a fixed amount of Coin for every 100 monsters defeated • Increased DLC Pet Coin and EXP bonuses to 2.5% each 🤖 DLC Automation • The Automation popup can now be closed manually • Other menus, except the Inventory, can now be used while Automation is active ⚔️ Combat & System • Fixed Pets disappearing below the screen after a defeat • Improved abnormal gameplay detection to reduce false positives • Restrictions on accounts incorrectly flagged by the system will be removed during maintenance Thank you.
Lowmoor Idle RPG: An Adventurer's Chronicle
Lowmoor Idle RPG: An Adventurer's Chronicle
33 days ago · buy gold, bye

v1.6.4 - weather finally does something

The deep has kept a sky of its own for a long time: cold rain on the rim, still air in the workings, black water rising through the drowned temple. Sixteen skies turned over the descent and exactly one of them did anything, the red moon. The other fifteen wrote three lines into the log and left, and a player who watched one come and go for an hour could not have said which one they were under. A lever that cannot be felt reads as a broken lever, and fifteen of them read as fifteen. Both halves of that are fixed in this build. The sky now stands at the top of the screen while a chronicle runs: which weather it is, how long it holds, and what it does while it holds. And every sky does something: cold rain keeps a quarter of the ambushes in their holes, a cold current brings up chests half again as often, still air puts 2 on your watch against traps and ambushes. The figures are authored small on purpose, and no sky touches experience, gold or speed; those stay the red moon's own coin. The rest of the release, one line each: The Red Hour relic sits next to the weather display and counts down with the red moon. Your spells and tricks are now listed under their school, so you can see what fires and why. Tap or hover a name for details. The armoury book now shows which set an item belongs to, how many pieces you have found, and what the full set gives. Three new hidden achievements. Each one shows "Kept after hours" until you find the secret behind it. Fixes The Red Hour wrote to the log many times a second. It writes once now. With Simple wording on, the school tooltip promised spell names and never showed them. The names are on the panel now. The ability row slid under the header when you scrolled the list. It stays in place now. When two spells were tied, the wrong one sat on top. The one that actually fires sits on top now. If you cleared the wall before v1.6.2, the achievement "The Hand That Walked Out" never arrived. It arrives now, on your next load. Four set acces...
Orb Breaker
Orb Breaker
33 days ago · Aarimous

Hot Fixes #1

A quick update to address some initial feedback. Up next will likely be a balance pass to smooth out the progression curve as well as even out boss difficulty. Changes:Removed the achievements for the Expert and Hardcore modesAdded a setting to the menu to hide promotions for out other games we just launched
Clickbait Tycoon
Clickbait Tycoon
33 days ago · Fluxflashor

Twitch Drops Ending Soon

Hey all! It's been great getting all the feedback so far over the past almost-week since the early access launch of Clickbait Tycoon and it has been an absolute joy seeing more people buying the game.If you've been enjoying the game and haven't reached out, let us know how it's going! You can leave your feedback on our Discord server or you can drop us an email - support@frostyvoid.games or use the bug report feature in-game.Now with that out of the way, the real reason we're here! Twitch Drops are ending tomorrow, Friday, August 28. We've been promoting this in-game on our title screen but I just wanted to make sure everyone has a chance to go and grab a handful of in-game cosmetics before the campaign endsWhere & How to Get Twitch DropsYou can grab Twitch drops by watching any stream featuring Clickbait Tycoon. Head on over to the Clickbait Tycoon category to get going. You will also need to:Be signed into Twitch. You can't earn drops if you aren't signed in.Claim the drops from your Twitch Inventory after you earn them.Sign-in to the Clickbait Tycoon website. This is where you can connect your Steam and Twitch accounts.Once connected, any rewards you've earned will sync to your Steam inventory.Restarting Clickbait Tycoon once items are in your inventory will let you access them. I know, this part sucks, we'll work on a better solution for future potential drop campaigns.When Do Drops End?Twitch Drop end for Clickbait Tycoon's Early Access Launch drops campaign on Friday, August 28, 2026 at 03:59 pm UTC.🇺🇸 8:59 AM Pacific (PDT)🇺🇸 11:59 AM Eastern (EDT)🇬🇧 4:59 PM UK (BST)🇪🇺 5:59 PM Central Europe (CEST)🇯🇵 12:59 AM Japan (JST, Aug 29)🇦🇺 1:59 AM Australia East (AEST, Aug 29)Also I would like to state that I would enjoy it if we stopped using daylight savings time.What is Available?There are five different drops you can get during the early access launch Twitch Drops campaign:Watch 15 minutes to earn the Streamer Tee.Watch 30 minutes to earn the Streambook Pro Laptop ...
Burnout
Burnout
33 days ago · TotalWar

It’s time to make some noise!

I’ve found the cure! I’ve found the cure for Burnout!False, not really. You’ll be just as angry as before, maybe even more. But at least a small part of that anger can now turn into fun.Sound effects have arrived! You can obtain them by opening packs, trade them on the Community Market, and use them both on your own PC and in multiplayer.This update introduces two important new features:• You can prank your friends while playing in a multiplayer Lobby.• You can prank yourself because you forgot you assigned a sound effect to a keyboard key.All details are available directly in-game!This implementation will also include 8 new specific achievements. Bug fixes and improvements• Fixed an issue at startup that could cause save file corruption.• Integrated a new antialiasing system for the user interface.• Improved the appearance of multiplayer items.• Fixed a bug that occurred when switching to another multiplayer Lobby while already being in one.• Fixed an issue where pages were not displayed correctly after hiding the interface using the dedicated button. Currently, I’m developing a new system to make workstations more customizable and to allow recycling duplicated items. See you next time!
FeeBay Simulator
FeeBay Simulator
33 days ago · Lake Country Games

v0.3.0 Underground Update

v0.3.0 - Underground Update Restoration Workshop New Underground tab unlocks at Business Level 3. Restore raw cards with three mini-games: Clean, Press, and Polish. Clean wipes off dust and fingerprints for a small, safe condition boost. Press works out creases and warping for a bigger boost, but a bad attempt can damage the card further. Polish buffs the holo shine on already-decent cards. Each card has a lifetime cap on how much restoration can improve its condition. New achievements for your first restoration, a restoration milestone, and damaging a card with a bad press. Underground now opens with tabs across the top for each activity, so you can switch between them in one click. Print Shop New Underground activity for forging counterfeit copies of a card from your inventory. Buy a Printer and Cutter, then keep ink and paper stocked to run the forge. Pick a card to use as a template, then run it through Color, Print, and Cut. Each step is a timing mini-game that gets tougher as you go, and any failed step busts the whole attempt and wastes the materials. The original card stays in your inventory afterward, but there is a small chance it comes out damaged. A clean run produces a small sheet of counterfeit copies. New achievements for your first forgery, a forging milestone, and busting an attempt. Rip & Ship New Underground activity, and now the tab Underground opens to by default. An illegal livestream storefront - hire Developers, Stockers, and Streamers to run it automatically, same idea as your legit Employees. Developers build up site quality over time. Stockers buy into a hidden stock pile that never touches your real inventory. Streamers go live on a timer and pull in viewers - watch the chat update in real time. Each stream pins one real item up for bid at a time - a card or a sealed pack, pulled from your actual card and pack pool, with a live price and countdown. Bidding stays within 20% of the item's real value either way, so prices always feel grounde...
Cultivation Tower
Cultivation Tower
33 days ago · NoFire

Cultivation Road 2.0 Is Coming Soon: A New Journey Begins

Fellow cultivators, Cultivation Road 2.0 is coming soon. This is more than a small content update. We have rebuilt the core gameplay, interface, and environments around an ever-unfolding journey to the east, so every run feels like a road that truly continues into the distance. A New Side-View Cultivation Journey {STEAM_CLAN_IMAGE}/46235247/94f240c2a08f0fad2b88756890590065fe4cf011.png Your party travels automatically along a continuous side-view road. Enemies and bosses hold positions at different distances, and the protagonist, allies, and enemies fight on their own independent timers once they meet. Clear the encounter and the party continues toward the next milestone. All twelve unlockable allies can join the journey, and they can keep fighting while the protagonist revives. The New Sect System {STEAM_CLAN_IMAGE}/46235247/f57caf984782ca6b476f28892888348fc88ef0a2.png Begin with a humble foothold and develop your Sect from Lv.1 to Lv.50, with a distinct appearance at every level. Five roles unlock as the Sect grows: Supreme Elder, Grand Elder, Second Elder, Sect Master, and Vice Master. Assign the protagonist or an ally to a role and let the Sect provide a steady source of Spirit Stones during the current session. Twenty Layered Environments {STEAM_CLAN_IMAGE}/46235247/ce1dca551976d4ab2772402e8eb0239a54c0bf5e.png Version 2.0 introduces twenty themed environments. Layered skies, distant scenery, and seamless roads form a continuous side-view world, ranging from rainbow-lit mountain paths and starlit coasts to frozen palaces, abyssal frontiers, and celestial gates. The first nineteen cycles unlock new environments in sequence, and unlocked themes can be selected from the Bestiary. Six Spells, thirty-one relics, thirteen protagonist realms, and the enemies and bosses along the road have also been integrated around the new distance-based journey. We are now completing the final build, platform configuration, and release checks for 2.0. We will share the exact launch ti...
Orb Breaker
Orb Breaker
33 days ago · Aarimous

Orb Breaker is Out Now!

🎉 Orb Breaker is Out Now 🥳We hope you enjoy our game! Cory and I are a small 2 person team and your support goes a long way. If you'd like to help us out, please consider leaving a review on Steam. These early reviews go a long way to helping support indie game developers like us. Thank you! Andy (Aarimous) and Cory (Thonrity) We also Release Two Other Games Today! An incremental game where you mine rocks, gather ore, and recruit dwarves. Play actively for maximum gains, or idle and let the dwarves do the work. A short incremental game about catching a lot of fish🎣Got Feedback or Ideas for Us? We'd love to hear about them you can reach us via:Make a post over in the Steam Discussions. We read all the posts and especially during launch week, we're a 2 person team and can usually fix a bug within minutes (unless it's a tricky one!)Join our Discord and make a post in one of the Orb Breaker rolesBugsWe are only human and as such do accidentally add bugs. That being said we are pretty quick at fixing issues when they pop up, and need your help to identify issues. To report a bug please use the above forums and ideally as much detail as you can about the bug and how you were able to trigger it. Crashes In the case you are experiencing crashes you can try these steps to help fix the issue. And if the crashes still persist you can reach out to us directly and we'll try to get you sorted out.
西西弗斯放置(Sisyphus Idle)
西西弗斯放置(Sisyphus Idle)
33 days ago · LazyManGames

20260827 Update

1.Fixed a bug that could cause the game window background to display as a black screen, and added functionality for manual repair and error log output under special circumstances. 2.Added a fully hidden navigation bar mode, which can be enabled in the settings panel. When this mode is enabled, the navigation bar will automatically hide completely when docked to the screen edge, leaving only a semi-transparent small icon. The navigation bar will only reappear when this icon is clicked. 3.Fixed a bug where mouse hover tooltips did not properly adjust according to the UI text size option. 4.Fixed a bug that could prevent the achievement notification popup from being closed early by clicking. 5.Fixed a bug where, under certain UI size options, the peak count and willpower prediction gains in the navigation bar were not displayed correctly.
Autodelve
Autodelve
33 days ago · tamazusa1939

Update 1.2.0 — The Great Abyss

Our biggest update yet. Version 1.2.0 adds a whole new endgame arc beyond Rebirth: a fourth prestige layer, a brand-new game mode, a class system for your party, and a full challenge overhaul. Genesis — the fourth prestige layer {STEAM_CLAN_IMAGE}/46225221/b84f4d1c4038ce6f25411a88004eb2ecc2da1984.png Rebirth, defeat the 8th Stratum Guardian, and you can now perform Genesis: reset everything Rebirth leaves behind in exchange for Will, earned from your composite depth. Spend Will in the new Genesis Tree — 18 permanent nodes, organized by effect category, that empower all previous layers, raise the Rebirth Tree's caps, and unlock everything below. One of them, Research Limit Break, lets you re-research completed research nodes for stacking effects — a permanent sink for your surplus alchemy materials. New game mode: the Great Abyss {STEAM_CLAN_IMAGE}/46225221/ef8dd069979f7bf62da890317e63254e83dc097c.png A separate descent into layered floors that grow wider — and meaner — the deeper you go, with hostile layer modifiers and gatekeepers guarding the way down. Your party of up to 6 explores each layer together on a dedicated new main tab, with checkpoints so a wipe never costs you the whole climb. Clearing layers earns essence, two new alchemy materials, and pushes your lifetime records. Classes & abilities Assign each party member one of six classes — Swordsman, Sorcerer, Cleric, Rogue, Berserker, Sage — each with its own combat ability, via the new formation UI. Challenges, rebuilt Three new challenges join the roster (6 total): Mark of Solitude (no companions), Mark of the Classless (class abilities disabled), and Mark of the Deep Dive — a Great Abyss challenge run as a single reserved attack. Every challenge now has 10 stages tracked against your personal-best depth, and rewards are paid in four currencies: Essence, Echo, Core, or Will gain, +2% per stage cleared. More to grow Alchemy & Research: 3 new recipes using Great Abyss materials, plus a 4-node Genesis researc...
Necromancer Idle: The Endless Drain
Necromancer Idle: The Endless Drain
33 days ago · JBlivionDev

Looking for beta testers for the Android version

I've got something big for you, something I've been working on for a while now, along with a bunch of other fixes: there's an Android version of Necromancer Idle on the way, and I need people to test it before it reaches Google Play. I'm looking for around 20 of you What you'll be testing The Android app, not the Steam game. It's the full game, the same chapters you already know, running on a phone with the interface adapted to a vertical screen. What I want to find out is whether it runs smoothly, whether it makes sense, whether anything breaks, and whether there's anything that feels awkward on a phone even though it works fine on a computer There will be bugs This is a test, not a finished version. Expect crashes, things out of place and odd behaviour. That's the whole point: if no bugs turn up, the test hasn't done its job About your save This matters and I'd rather say it before you sign up. During the test, your phone save and your Steam save do not sync. They are two separate games What you can do is export your save from Steam and import it on the phone by hand. It copies over as it is and you can carry on from where you were, but it stays disconnected: whatever you play on the phone doesn't make it back to your computer, or the other way round Once the game is out on Google Play there will be syncing between both platforms, and anyone who owns it on Steam will get the Android version for free (it will cost the same as on Steam for anyone who doesn't own it there already). But that comes later, it's not part of this test My philosophy is to give you the option of playing Necromancer Idle across platforms, not to make you pay twice. I want you to be able to leave the house and keep playing the same game while you're out, but I need your help to get there What you need An Android phone A Google account, which is what gives you access to the test To stay signed up for 14 days straight. Google requires a minimum of 12 people signed up continuously for that long ...
My Party Is Grinding
My Party Is Grinding
33 days ago · Nacheon

Server Maintenance Complete — Servers Are Back Online

Hello everyone, The server infrastructure expansion and stability maintenance have been completed. The servers are now back online, and you can connect to the game again. Completed Work • Server infrastructure expansion and upgrade • Server stability improvements • Resolution of the issue discovered during maintenance We will continue to monitor server stability closely to ensure a smoother experience. We sincerely apologize for the extended downtime and inconvenience. Thank you very much for your patience and understanding. We hope to see you in the game!
Age of Clicks
Age of Clicks
34 days ago · David Nitos

Update 0.62.5

Patch Notes — Version 0.62.5 🗺️ Map and Visuals The maps for Modern World, World War II and Victorian Era have been redrawn at significantly higher resolution. No more blurry zoom-in, details are sharp and clear Mobile devices now automatically use an optimised map version. The game no longer crashes from running out of memory on older phones, and loads faster too Country borders look smoother. The pixel "staircase" effect along coastlines and borders is gone Reworked coastal water visuals: shallow sea areas near the shore now look much nicer Added textures for countries, making the map look better overall ⚔️ War Fixed: in long wars between large countries (especially on Modern World), the front line would barely move even at maximum speed. Campaigns now progress as expected Fixed: after a long session where the map fragmented into 400–600+ countries due to rebellions, the game would lag heavily during battles. The root cause has been found and fixed Battle front lines now update smoothly in real time: the front no longer jumps across the map but moves gradually as territory is captured 📜 Missions and Events Mission choice dialogs fully reworked. Answer options no longer get cut off or overflow the screen on smaller devices Mission result screen redesigned: everything is readable, nothing overlaps 🌍 Countries and Limits Fixed: the game could only handle 254 countries. When enough rebellions and splits happened, extra countries would merge into one and everything would break. The limit is now 4,095 simultaneous countries Fixed: a rare crash on Android during territory map rebuilds. It happened exactly when the background recalculation thread and the render thread tried to use the same map at the same time 💾 Saves and Settings Save system reworked. Saves write more reliably and are less likely to get corrupted if the game closes unexpectedly Save/load menu updated and made more convenient Settings expanded with new options that were previously missing 🎨 Interface Load...
Necromancer Idle: The Endless Drain
Necromancer Idle: The Endless Drain
34 days ago · JBlivionDev

Patch 27 August 2026

Consumables Healing that does not fit is no longer wasted. When your life is full, whatever a consumable has left waits there and goes in as soon as you take damage again. Before, two foods that heal the same amount opened at once and half of it was thrown away against the cap The Consumables panel now shows the life per second of each food and of the whole pantry, with a bar per food showing how much is left in the unit that is regenerating. The row stays while the last unit is still delivering its life, even when you have no units of that food left Interface The Current action window now follows the tooltip size setting and can no longer cover the room panel: it shrinks to fit the width A skill's breakdown stays pinned when you click its box in the HUD, and closes when you click it again or click elsewhere. Before, it went away as soon as you moved the mouse The Event log panel has two buttons to raise and lower the text size
← Prev
Page 20 of 56
Next →