Hi shop managers! Quick maintenance Hotfix v1.0.0.0.67 is now live! After surviving a brutal art sprint, the legendary "ultimate container" that breaks the laws of physics has finally descended. Meanwhile, our corporate empire is preparing to expand into entirely new dimensions: 🎒 Ultimate Release: Ramanujan's Big Pack The highly anticipated "Golden Pack"—officially named —is now live in the game! (History says the mathematical genius Ramanujan received his impossibly complex formulas in dreams from a goddess. Now, this "Golden Pack," which completely defies 3D geometric laws, sits right on your desktop. How many unspeakable cyber-assets are hidden within its folded space? We invite you capitalists to explore this mathematical miracle that literally makes our game engine tremble!) 🌐 Roadmap Teaser: The Multilingual Universe Expands Sneak Peek: In our next major update, we will be officially supporting and rolling out several new language localizations. (The sickle of cyber-capitalism knows no borders! To ensure that workers from all over the globe can flawlessly read the NASDAQ candlestick charts and clock into your boba shops on time, the Tiandao translation matrix is running at full capacity. Prepare for true global corporate warfare!) With the final "Big Pack" puzzle piece now in place, the highly anticipated is just around the corner. Please restart your Steam client to apply the update!
v0.5.2 (August 23)Pushing some bug fixes to our Pal mechanics and more! If you have feedback, don't forget to report bugs via the in-game bug reporting interface (pause menu!) or come hang out with us on the FrostyVoid Games Discord server.Name in the GameAdded four more community submissions! Normally we wouldn't remark on this, but...There is now a slightly higher chance of you encountering your own name when finding Pals.PalsNormal Pals will now turn Shiny if a Shiny Pal is dragged on top of them.Added an icon at the bottom left of Pals named by players from "Name in the Game" to indicate they are special in your inventory.Bug FixesGame save importing is now working as intended. Sorry about that!Pals that are named by players from "Name in the Game" now have yellow names on tooltips.Pals can be dragged to other Pals to merge now when clicking on the image.Additional Writers no longer look squished when traveling to their destinations.AI Summarization buff should no longer be able to make an article look like it was receiving multiple clicks per second.Pal context menus can no longer appear under the questing strip.It is no longer possible to have two active Trending Flames... though what a cool upgrade idea...Multiple writers can no longer equip the same mug.Pausing a research project that costs Knowledge Points will no longer require the Knowledge Points to be paid again when it is activated.Community-made Pal titles correctly apply during merges.Boss fights now correctly pause when a modal is open.Plagiarism can never deal damage to you, as intended.Prestige button now shows the correct number of Domain Points earned.Hitting Escape when the Pal context menu is open now closes the context menu instead of opening the pause menu.Fixed an issue where the Spacebar accessibility option was unusable after clicking a button in the game UI.Equipping gear now correctly writes to the save file.It is no longer possible to undelete a save game by entering a game, quitting t...
Recently a save was impacted due to a power outage, which had knock-on effects for the way saves were implemented. This build brings a lot more fallbacks and robust saving to the game, and also moves it off the main thread to keep the game running smoothly. You shouldn't notice any changes day to day, but if your saves are corrupted due to power outage or your computer turning off halfway, this should make it seamlessly use your backups without any work from you, allowing you to keep playing. If for any rare reason your saves are wiped or missing, there are manual fallbacks in place to rectify and rollback (so reach out to me asap if you ever encounter this). Research was also a little too high for the amount casual players earn. As such, all the top end prices have been brought down (capped to $1,000) so that it's a little less waiting for completion. Thanks all, keep the feedback coming. - Diesel
- Fixed an issue where the game paused when clicking off the window or onto another monitor.
Limited lives, limited choices! Fork mode makes you choose between upgrades to create unique skill paths.Fork modeUnlocks after beating the campaignAll weapon systems start unlockedEnergy no longer drains over timeSpend bits to open a fork and choose between two skillsThe skill you skip is purged from your buildEarn tokens from worm kills to restore purged skills on the skill gridEach threat level has limited amount of livesSee how far your build gets you!Other ChangesRemoved passive energy drain in any modeSlightly improved pacing of early gameRun-timer on the upgrade screen and completion popupAdded another save slotAdjusted some dialog text
**🔧 v2.0.1 is live — the ECHOES tab stays open now** If you tapped **ECHOES** on the **ANOMALY** screen and got thrown straight back to the main panel, that was a bug, not you. Echo upgrades were impossible to buy. **What was happening** Anomaly and Awakening have shared one screen since 2.0.0. The Awakening side's lock was re-asserting itself by resetting the *Anomaly* side — and it did that unconditionally, twice a second. It hit everyone who had entered the Time Anomaly but hadn't yet unlocked the Awakening, which is most of you. Selecting ECHOES survived about half a second before it snapped back. Half a second is exactly how often that screen refreshes — which is what gave the cause away. **Thank you** to the commander who sent the screen recording. Counting frames in it pinned the bug before a single line of code was read. Reports like that are worth more than you'd think. Nothing else has changed — no balance, no content, no save changes. Your progress carries over untouched.
Habitat Level is now properly capped at 100. This was always the intended maximum, with rewards ending at Level 100, but progression was incorrectly continuing beyond this point and granting additional Dino and Scenery Slots. If you have already received more than the intended maximum of 40 Dino Slots or 50 Scenery Slots, none of your existing dinos or scenery will be removed. You may instead see that your habitat is now over capacity. While over capacity, you won't be able to add any more dinos or scenery to that habitat. If you move existing dinos or scenery out, your total will gradually return to the correct capacity limit.
Our first patch in early access! We've had a great start to our launch and to keep the momentum going we're making some early game balance changes to help smooth out the onboarding process and to put good stuff in your hands sooner.PalsPals now can be unlocked after the writer questing is unlocked. No longer does this require the Office Tower room.Daycare room in the Office Tower now unlocks the Pal Expedition mechanic.Improved the UI to condense information and make it more clear which Pals are in your party.Eggs can now drop from publishing articles... more reasons to click.Pals now follow writers when they go on quests.QuestsImproved the end of quest popup to show all the rewards earned by completing a quest.BalanceResearch tab now opens after 5 published articles (down from 10).Field Reporting now costs $500 (down from $1000).Tutorial Trending Topic now appears at article 3 (down from 7).Office room upgrade levels have been made more expensive and now also require knowledge points. More decisions to make!Click Bot Network empire upgrade now costs 1 Domain Point but clicks once every 10 seconds at the first rank.Click Bot Network empire upgrade has had ranks 2 through 4 see Domain Point cost reductions.Each additional website unlocked via empire prestige provides more Domain Points. Existing saves will now have additional points to compensate.Name in the GameEarly Access purchases can now use the Clickbait Tycoon website to submit a name of their choice into the game.This feature works with Pals. There is a random chance when hatching new Pals that you can encounter a community-submitted name.All submissions go through a human to verify they are safe before we add them to the game.Note that it requires a game update for us to push new names to the game, even after we accept the name submission.Bug FixesYou can now correctly hit escape when any modal is open to close it. This mimics the controller functionality where "B" closes modals.When first equipping a mug th...
New Features 1. Added 8 new fishing gear tools. 2. Added a log clearing feature. 3. Added Spirit Farm events. 4. Added purchasable Spirit Field expansion. 5. Added locked-item filtering and one-click unlock to the backpack. Fixes and Improvements 1. Optimized dodge attribute calculation and fixed dodge pill consumption issues. 2. Optimized the effect of Furnace Fire Cleansing Pills. 3. Fixed a bug when splitting and studying scripture fragments. 4. Optimized Farm Puppet behavior when seeds run out, allowing it to choose other available seeds. 5. Fixed in-game save import not taking effect. 6. Improved batch item use by changing it to a popup dialog. 7. Locked backpack slots can now be sorted. 8. Added tooltip hints to the cooking list, so switching to the backpack is no longer needed.
1.0.3.49 - fixed the reminder bug in infinite sacrifice challenge - added an achivement for unlocking sacrificial void - added custom adjustment step buttons - added a new timed challenge "1 Echo Climb Challenge" - timed challenges now ask the player if the want to only gain offline progress until 5 minutes before a timed challenge ends, if it would have ended while they were offline.
- The Infirmary's stay is capped at two and a half minutes, was ten, and a camp is made below half your hit points, was a quarter. - The Armoury can show only the kit you are wearing, and can find a pattern by name. - Works endowed in full stand below the works still asking, at the Guildhouse. - Options groups fold away on a click of the group's name, and the sheet of first answers is named the Experience wizard there. It is asked once of every ledger that never answered it. - Playing by hand, a drop that betters your kit says so in the log, and the Armoury button counts the register pieces that wait. - The Roll of Honour takes a reset: every upgrade unbought and every point returned, to be spent afresh. Balance: - The bone-dog pays +2 max HP a growth, was +1. - The physician's leech pays +2 max MP a growth, was +1. Fixes: - Damage figures in the fight log no longer print a tail of decimals. - The armoury wall names its pieces as the sheet does, not by their catalog marks. - No more double articles at the wall: taken off the Maw-boar, not off a the Maw-boar. - Mastered counts only beasts the bestiary lists, so the figure cannot stand above the book. - A worn piece wears its catalog rarity's colour: the kit and the armoury book no longer disagree. - The Armoury's Equip button stands down while the very version it would fit is worn. - The Roll of Pets counts along while it stands open, rather than at the opening alone.
Native Linux and Steam Deck support, still unverified: the game and the demo now have a native Linux version, no Proton needed. Steam Deck support is unverified because it has only been tested on desktop Linux. Try the demo first and report any issue with the "Report bug" buttonFixed a "Farm and leave" bug that let you leave a room without having farmed every consumable to the maximumFixed the Life increase tooltip: it incorrectly stated that damage taken in combat did not count toward the calculation. It does count
Thanks for playing! This update focuses on improvements suggested by the community. Lighter on your machine — Rendering and UI updates have been reworked to reduce CPU usage during long sessions, especially on high-refresh-rate displays. Smoother upgrading — Bulk buying is now available for camp facilities, and bulk purchases behave correctly deep into the late-game number ranges. Late-game balance — Some effects were falling behind after repeated transcendence runs; these have been rebalanced so deeper runs keep their weight. Also included — An additional font size option, readability improvements, and a range of smaller QoL fixes. A big thank you to everyone who posted bug reports and suggestions — please keep the feedback coming on the Community Hub.
Small fix for windowed mode being stuck as a fullscreen mode - now loads the fix at start.
- Fixed the 'Exit Game' button design. - Fixed the Shop URL link.
Patch Notes • New tickets: Wheel of Fortune + Russian Roulette • Tickets now instantly face the player when picked up • 3rd printer max ticket level raised to 30 • Updated ticket & building balance • Better progression for unlocking new tickets • Fixed displayed money numbers More content and balance updates are on the way and will be dropping soon!
TL;DR: Combat is rebuilt on real d20 rolls with a four-slot named kit, every trade has a signature ability that grows with your kills, and pets, feats and a play style switch are in. The largest update the game has had. You asked for depth. This is the answer.Since launch the same request kept coming back: more depth, more complexity, more customization, real builds. I went quiet for five days and rebuilt the middle of the game. Lowmoor still plays itself, but with builds now. The fight, rebuilt on the d20Every fight is an attack roll against a guard, then damage dice. All 179 beasts carry statblocks, 98 off SRD 5.1, and the kit is four slots of named gear from 226 arms and armour. Wounds no longer knit on the road: a breath, a camp, a bed, or the Infirmary. Modifiers climb a ladder now, so a score of 40 reads +2 where it read +15. Rests, and a road that fights backA short rest is a breath: healing that grows with CON, and INT/5 MP back. Along rest spends a camp from the pack, and the Infirmary costs ten minutes. The road is a journey now: legs hold chests, traps, ambushes, shortcuts, lost expeditions and the Forgotten Stair, and every hazard is a d20 saving throw with the ability the going asks for. Some chests are mimics; the skill wall teaches you to spot one and strike first.Casters cast, and every trade has a move of its ownSix trades put down swords they never wanted and fight off INT, WIS or CHA, with seventeen new main-hand items. Every caster speaks one prepared word a fight for 3 MP; every martial trade has a technique, once a fight, same price. Then it grows: kills buy 18 upgrade points, from your 60th to your 560,000th, and a reset refunds every point for gold. The skill wall recut, and the small magics made visibleThe Long Charter was recut to stand with the new fight: every wound figure on it is halved, the oaths were recut, and whole quarters open systems now instead of only sharpening figures. Your word or technique is your trade's own, one to each, ...
As promised, this week I worked on a new challenge world, and I should probably discuss it a little bit. The world is a little simpler than I initially anticipated, but this is because the original design would likely have placed it beyond ShadesNightmare in difficulty. That was not my goal. I wanted something in between Wolfy and Shades, so I had to hold back and simplify a few things. I still think it's a very fun concept, and I can certainly design an expanded more complex version in the future if I want. As part of this world, I realized that allowing buildings to exist in certain conditions was a little wonky, so I added a new feature that can destroy buildings in certain conditions. These conditions are met by Story World 12 and 14. Since this could damage existing automation, or have unforeseen consequences, I have introduced a new difficulty setting to turn off this feature. I will monitor and make adjustments as needed. Changelog New Atlas World Building destruction in some conditions, can be turned off A small new advanced research for shellworlds Misc bugfixes Small buff to awakening skills formula Deep warp for water/hydrogen storage Added a new setting to ship automation for "Energy production %" Patience can target WGC facilities Bio/resort world ecu requirement is now 0 instead of 10% of land
Welcome to the early access release of Clickbait Tycoon! We've gone silver.Today is the day that Clickbait Tycoon is officially in early access and I wanted to start by saying thank you to everyone who wishlisted, participated in our closed beta and alpha tests, and has sent feedback and bug reports over the past few months.If you're new here, Clickbait Tycoon is an incremental idle game themed around building out an online media empire which, confusingly, takes place in an earlier timeline with advanced technology. You'll hire writers, chase trends, and aim to create maximum outrage to grow an audience over and over again as your empire expands that you increase the number of websites you run.Maybe you'll even be able to control the weather.Why Early Access?Simply put, in a game where we're chasing an audience, it should be built with one. The core gameplay is there but there is still more content to deliver upon and improvements to be made to the existing systems to add more depth and replayability.Having a small team of people is good to help find bugs and tune things, but nothing can beat that build-in-public presence that is available once you unleash your creation into the wild.Early Access is expected to last somewhere between 6 and 12 months, so full release is expected in 2027. If you want to see what we have planned, go and check out our roadmap tease.Why Clickbait Tycoon?I've had the idea for Clickbait Tycoon for many years. Being someone who has been involved in the video games media industry for a couple of decades now, you see a lot of stuff and the game is a bit of a commentary on the absurdity of the media industry while also aiming to be fun.Idle and clicker games are something I enjoy playing on the side, so combining the two seemed like the best idea one could have for the inaugural release from FrostyVoid Games.Launch Week Discount & Pricing PlansFor the first week, Clickbait Tycoon is launching with a 10% discount as a way to say thanks to every...
- Removed "Watch Ad" quest: The mission to watch advertisements has been removed from the daily mission. - Added Exit Button: Added an exit game button to the settings menu.
Bug fixes: Auto-selection of the purchased saw Tips for moving Added mouse movement controls
Begin your journey, master the art of throwing fireballs, grow stronger with every stage, and prove that you have what it takes to become a true fireball master. Jump into the game and let us know in the comments which level you’ve managed to reach! Jump into the game and let us know in the comments which level you’ve managed to reach! 👀
Development Update – Mission Rework, Story Plans & Save Warning Hello everyone,Just a small development update.I am planning a rework of the game's basic mission loop so that it's easier to expand it into more end-game activities in the future. Given the results of the recent discord poll, I also want to spend more time refining the upcoming storylines instead of simply rushing out an unpolished version. Development pace Unfortunately, my holidays are coming to an end, so I will be returning to my day job.Don't worry, this doesn't mean development is stopping. It simply means that updates will likely come out a bit more slowly than they have recently.I'm very thankful to everyone who has given the game a shot, joined the discussions, voted in the polls, or left feedback. It genuinely helps me understand what works, what doesn't, and where the game should go next. ⚠ Bleeding Edge Test Branch Warning I also want to take this opportunity to remind everyone that if you are using the bleedingedgetest version of the game, there is a HIGH chance that your save may become corrupted.That branch is intended for testing experimental changes and may contain unfinished or unstable systems, so please keep that in mind before using it with a save you care about. Thanks again for sticking around and helping shape the game while it's still early in development. — IDLEPUNK Games
Gameplay overview of the game ːsteamhappyː
New Crown Endowments. A new endgame track with no ceiling. From Level 60 in any skill you can endow it with gold for a permanent x1.04 to that skill's speed and yield, compounding with every rank. It multiplies your whole bonus stack rather than adding to it, so it is worth just as much deep into the late game as it is the day you unlock it. Somewhere for a full treasury to go, and always one more rank to chase. The Drowned Titan. A fifth and final boss now waits beyond the Dragon Emperor, and he pays accordingly: a purse in the tens of millions, four thousand renown, and a pile of relic shards every week. Relic war gear. Two new pieces sit above Runite: the Dragonsteel Greatsword and the Wyrmscale Hauberk, forged at Smithing 99 from relic shards and the finest materials you have. Nearly twice the bite and half again the protection of anything before them, and the first real use for the shards your bosses have been dropping all this time. The Steward's Cellar. Your steward now keeps your buffs topped up for you. Switch it on per buff type in Options and he pours a fresh potion, meal, blessing or document the moment one runs dry, always reaching for the best you own. He waits until a buff has fully run out before opening another, so nothing is wasted. Boss Vigils. Boss cooldowns now build up while you are away. Every cooldown that passes becomes a charge, up to five, so time off leaves a queue of fights waiting for you instead of a single reset. Boss rewards also grow with your rank, up to six times richer at King. Combat levels count now. Your Combat level adds to Combat Power, three points of attack and three of defence for every level. A seasoned warrior in good gear can finally take on the Dragon Emperor. Fixed Your clicks always land, however busy your realm gets. The skill list and side panels stay put while your workers are working, so buttons respond first time with thirty workers or with three. Donating to the Crown is instant, no matter how large the sum. D...