🧑💼 EMPLOYEE SYSTEM (Demo: 1 staff · Full: unlimited)Employees now grow with you. The more focus sessions they complete together with you, the higher their seniority: Junior → Mid → Senior. Senior staff earn better salary multipliers — but you have to keep them happy to get there.Motivation now matters more than ever. A happy employee earns up to 1.5× their base salary. A burned-out one? Down to 0.2×. Keep the breaks coming and watch your team thrive.Employees will speak up based on how they feel — different messages when they're energized, deep in work, tired, or on a well-deserved break. And if you've been working for 20 minutes without starting a timer, expect a nudge from your desk crew.One more thing: payroll is now fair. Salaries are paid at the end of a focus session — pro-rated to how long the session ran. No session, no payout.🎵 MUSIC ROOM — NEW INSTRUMENTS (Demo ✅ · Full ✅)Three instruments are now available to play in the Music Room:🎸 Guitar — smooth and deliberate, ~85 BPM🥁 Drums — punchy and fast, ~140 BPM🎹 Piano — melodic and mid-tempo, ~110 BPMEach instrument has its own song and note patterns tuned to the music's rhythm, so playing actually feels like playing — not just button mashing.🛠️ FIXES & POLISH (Demo ✅ · Full ✅)• Dark theme users: night sky stars no longer appear as black dots• Progress bars are now visible on all color themes• Scrollbars across the entire app now match your chosen theme• Mini window layout is more compact and vertically centered• Fixed: clicking a reward coin overlapping a lamp no longer accidentally triggers the lamp━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━🆓 Playing the demo? Everything in this update except the staff cap is available to you — including the new instruments, all the employee system improvements for your 1 staff member, and all the visual fixes. Upgrade to the full version to hire an unlimited team.
Hey everyone! With the demo for CoreBreaker: Desktop Swarm now officially live, we want to make sure it's the absolute best experience possible heading into Steam Next Fest. To do that, we need your help! We have just launched our official Discord server so you can talk directly with us, share your thoughts, and help us hunt down bugs. Whether you have feedback on the balance, the skill tree, or want to report an issue, we want to hear it all. Click the link below to join the community and help shape the game: \https://discord.gg/gsCTgbRtN9] Thank you so much for playing, and see you in the server 😊
• Fortune Mill is now available on MacOS!Balance Changes:• Massively reduced the Token Cost of Gacha Capsules.Prev capsule costs: 1, 2, 5, 10, 25, 100, 250, 1000 tokensNew capsule costs: 1, 2, 3, 5, 10, 25, 50, 100 tokens• Reduced Stuffing gain to match the reduction in Token Cost.• Reduced the cost of several upgrades: all Gacha Capsule Type Unlocks, Purple Ticket Unlock, Movement Mittens, Red Dice Unlock, More Red Balls, Auto Lever, and Poppy's 2x Wheel Spin chance. Balance changes are made so that you get to have more gacha items quicker, this way it doesn't end before you get to pull from all the machines!
Update • Within the next week, Candy Clicker will become free to play. • As compensation for everyone who already owns the game, all current players will receive: • Autoclick unlocked for free — normally available after 1,000,000 clicks on the main candy or via the Shop for choco-diamonds. • 2,000 choco-diamonds credited to your account. • All existing players receive these rewards — no exceptions. Community Don't miss Steam Discussions — news, promos, and feedback.
Orbiting hammer visual fix The previous patch lead to an unpleasant visual hiccup in the orbiting hammers. This has been fixed. Cheers, Swamp Donkey Interactive
Ready to make it your own?This update brings brand new Scenery, Food and Habitat Levels to home even more dinos. Enjoy more end-game content as you build your empire!SceneryDecorate your habitats with various scenery optionsGain Habitat Level from your dinos interacting with sceneryProfit!Habitat LevelEvery time your dinos interact with scenery, you'll earn Habitat Level, to unlock more Scenery Slots and Dino Slots! More dino slots = more profit = winLook forward to more rewards soon!Food Enjoy more variety when feeding your dinos with new food options including Leaves (default), Berries, Mushrooms and Bugs!Increase your food quality with XP upgrades for faster hatchingBetter OnboardingAll players will now receive 2 x Free Hatches to use on any dinos they choose. This early change allows new players to start earning fast, giving them a days head-start! Thank you to The WA Gaming Community for the helpful feedbackTutorials have been expanded, with a few steps simplifiedHelp page has been updated with advanced strategiesEconomy changes to scale better earlier while still keeping a challengeThank YouAs always, a huge thank you to the playtesters, who give fantastic feedback and honest opinions. Without you this game wouldn't be what it is today - and we're still early!
The big change with this housekeeping update leading up to the big update in da sky is the rebalancing of upgrades. I have been told by multiple players that the upgrades are a bit too expensive early game and not expensive enough early game. So I have created a curve from a floor price to a ceiling price that will scale evenly (I hope) as you grow your bois in da valley. Fixes: -The intermittent hitching should be fixed -The performance should be much better all around. -No more heavy impact when opening the menu or when cycling through menu tabs. -The news reel now displays, not running over the UI. -Players can now scale their window at their discretion for maximum screen accessibility. -UI uniform stretching will be coming with a UI art refactor in the future. This is the update for now, if there are any issues, with the update, please do not be afraid to let me know. I will fix them. Until the next update, Swamp Donkey Interactive
Loopbound — v0.5.8 Automation Priority system reworked: numeric priority now overrides category order. You can make any fabrication or exploration action run before gathering actions by setting a higher priority. Default effective priorities: gathering actions start at 20, fabrication at 10, exploration at 0. You can override any action above or below these defaults. Existing saves are automatically migrated on first load. No manual action needed. Priorities may show higher numbers than before — this is intentional to preserve previous behavior. You can adjust them freely. Priority input now accepts direct number entry (max 50). Arrow buttons change ±1; hold Ctrl and click for ±10. Automation mode button: left-click cycles through available modes; right-click opens the selection menu. New buttons to set/unset all automations in a world/category. UI Reset cycle has been rebuilt: now it resets to exactly the same situation you were when starting the cycle. New button: Reset World — resets to exactly the same situation you were when starting the current world. Export/import to/from file. Permanent XP is now gained in a 1/1 ratio with cycle XP, but the experience needed to next permanent level is multiplied by 10 also. This is a cosmetic change; it does not affect gameplay or balance. Actions added with the emergency for food mechanism are marked with a warning icon. Release notes tab in settings. Fixed several tutorial issues. Core (Internal) Action time rounded to 0.1s. (Internal) Progress bar would show 100% after pausing the game at the moment (0.1s) an action completed. (Internal) If top-up inventory for food ends exactly at the same time the resource is eaten, it should keep gathering. Severely reduced export size. Gray Zone (Maze) The Give Up button now performs a Reset World instead of ending the cycle. Forest Vines and Sturdy Logs are available until the bridge is crossed. Yellow Cannot leave the oasis without helping to tan hides. Water rations do not appear i...
You can download the build immediately and start diving into the loop. Switch between active full-screen aiming to maximize your block destruction or drop the game into a resizable corner window to run passively in the background while you work or watch videos. This demo is all about fine-tuning the game ahead of Steam Next Fest, and we need your help to get it right. We are actively looking for harsh, honest feedback on:The pace of the upgrade progressionNumber and math balancing for the skill treesThe overall feel of the passive vs. active loopsPlease drop all your feedback, balance suggestions, and bug findings directly in the Steam Discussion boards or join our discord server below to chat with us live. Thank you for playing, and let us know what you think! Join our Discord: https://discord.gg/gsCTgbRtN9
The free Steam demo for CoreBreaker: Desktop Swarm goes live in exactly 30 minutes (8:00 AM PDT / 3:00 PM UTC)! Get ready to jump in, start blasting swarms of blocks, and test out your first elemental core builds. You can play actively in full screen or drop it into a resizable window to let it run in the corner of your desktop while you work. We are looking for your absolute harshest, most honest feedback on the progression balancing, math scaling, and loop pacing to help us prepare for Steam Next Fest. Drop your thoughts, balancing notes, and bugs right here in the Steam forums or jump into our official Discord to chat directly with us. See you in the swarm in 30 minutes! Join our Discord: https://discord.gg/gsCTgbRtN9
https://i.imgur.com/D5i6s3M.gif From June 7, 2026 to December 7, 2026 Send a trade with 15,000 coins to earn ★ SSR | Clever Wolf (Holo)! https://i.imgur.com/qptrcYf.png Add me or message your trade link on the community Discord. FREE https://i.imgur.com/uKzEbdm.png From June 7, 2026 to December 7, 2026 Obtained by opening the game once you have 100 hours on record.
40 new upgrades - Exclusive to New Game+ Find the NG+ Shop in DartsNew Game+ is completely free for all players.Upgrades include:+10 Total Darts Thrown125x Platinum+1000% Dart Throwing Speed+1000% Accountant Toad Speed50x Bubba Ball Launch speed125x Abacus EXP in Lotto... and that's just 6 of the 40 total upgrades!NOTE: You must beat NG+ to unlock Upgrade #21~30 and NG++ for #31~4011 NEW ACHIEVEMENTS• Beat New Game+• Hit the 10 new Bullseyes added - Cloudy to Supernova!New achievements and gameplay added thanks to YOU, the players!You all asked for it, so it's here! This is just a small token of my gratitude for all your support, I hope you enjoy! If you do have fun playing, definitely leave a review, they help a ton - thanks again Escapee's!Good luck escaping...
Release Date AnnouncedTower Climbers,Thousands Floors is scheduled to launch on June 18, 2026 on Steam.It all begins on the first floor at the tower's base—and the moment you first tap a floor and a Tower Climber bursts through the rain. Here you are not only the guide who summons climbers, but the architect who keeps the entire sky-piercing pagoda running.What is this game?Thousands Floors is a Chinese-inspired pixel idle tower-climbing game. Summon Tower Climbers and fellow allies who patrol automatically, battle creatures from the Classic of Mountains and Seas, and keep climbing upward along winding staircases. Earn gold from kills, upgrade stats and mystic arts anytime, push to higher floors, and earn relics.Core FeaturesTap the tower, fight together—click or hold the tower to spawn climbers from your chosen floor; unlocked allies join automatically on a timerCollision combat that feels great—every hit is crisp and satisfying, without micromanaging every fightMystic arts & strategy—summon expansion, Floor Lockdown, Cloud-Step, Renewal, and moreA roster of allies—sword cultivators, spear guards, shield bearers, archers, talismanists, dancers, monks, apothecaries, assassins, artificers…Relic Codex—permanent stacking bonuses from milestone floors and BOSS chestsRebirth—reset your run from floor one, keep every relic, and start a fresh strategic loopOffline gold—return anytime to claim idle earnings; floors stretch on foreverBefore LaunchWishlist now—get notified on launch day and don't miss day oneFollow this page—more screenshots, gameplay details, and launch info coming soonLaunch DateJune 18, 2026 · Steam releaseThe countdown has begun. Wishlist Thousands Floors now—we'll see you on floor one.
quick fix : import from demo end screen to release fixed
0.5.6 UI milestones now are sorted by cycle added zoom level up to 150% chronicle drop down background color ordering of actions in automation/priorities tab now has a default setting (discovery order, and distance order in gray) you can export the game right after dying core emergency auto-eat is not being added if the action is currently being executed (even with a x2,x3 or top up the inventory) oneTime actions cannot stack settings are kept after importing edge case for actions with food value reduction. yellow hunt lizards doesn’t depend on any action indicator in decay when hydration is 0 gray : one more soft-lock fixed Balance changes : cactus fruits : removed, they were a 'trap' resource, but they were in the game much earlier than they should have been, as they appear before the player gets the hang of the mechanics. Hunt small birds : execution time has been reduced.
Hats! You wear them - now Dinos wear them!This update brings in the first Hat rewards for completing collections. Hats will be a big piece of Pocket Dinos going forward, so here's an overview:Hat as inventory rewards allow you to put them on any Dino \ Hats will provide extras bonuses in-game such as boosting certain stats or increasing chances of events\ In addition to Collections, Hats will be rewards for various other activities such as the upcoming Expeditions (more on that another time!)\ Hats will also become stickers, allowing you to decorate your Habitat CoversSpeed ImprovementsVarious small to large improvements have been made across the game, specifically in stat-heavy UI's. It now should be faster and smoother to load various menus and Habitats.Shop/Sell AdjustmentsThere have been a few bigger changes across the shop such as making Habitat prices scale with your progress, Dino sell prices massively boosted to align with how much income some rarer creatures can generate, and subtle adjustments with various boosts (for balancing).More MusicThere are now 9 snippets/micro-songs in the game that play randomly between intervals, adding a bit of ambience.
You can turn on AUTO SCRATCH feature at Abacus Frog in Lotto Room!• Auto Scratch mode added. You can still play scratchers manually, but this will help you make money when you don't feel like doing it yourself!• Gold nuggets no longer cause major lag on the Darts room. Hope this helps!• Poppy's Jackpot Spin is now guaranteed if you get very very lucky. Most of you won't need this, but the few that do will appreciate it I'm sure :D• Fixed the Sushi "BONUS" descriptions not being translated• Fixed a typo for the Sushi that boosts the Blue Ribbon Doubler slots. It does indeed make them give "3x instead of 2x", not 1Thank you everyone for supporting the game, the kind words, and for the great suggestions! If you're reading this now, I'd be super helpful if you also leave a Steam Review! Thank you very much for playing, and I hope you like the new additions and fixes! ːHeart_IdleOnː PS: if you want more achievements, leave a steam review and let me know! I could add more if you all want me to :DGood luck escaping the FORTUNE MILL!
Blue Ticket lotto upgrade cost adjusted: 3,500,000 -> 150,000Green Ticket Lives upgrade max level adjusted: 10 -> 15Various Gacha upgrades are cheaper: Stuffing Gain V, Gronk's Secret ShopVarious Lotto upgrades are cheaper: Green Ticket Lives, Dollar Valuation, Jackpots for EveryoneFixed a rare issue where some players would have Lv.1024 in all upgrades to start the game.Fixed the Sushi "BONUS" descriptions not being translatedFixed a typo for the Sushi that boosts the Blue Ribbon Doubler slots. It does indeed make them give "3x instead of 2x", not 1xFixed typos in various shop upgrade translationsːSmile_IdleOnː If you're reading this, thanks for playing Fortune Mill! ːHeart_IdleOnː To all my escapees, definitely leave a Steam Review! ːIdleOnː Don't forget to claim your Abacus frog in IdleOn!
Pixel Art ModeAdded a Pixel Art Mode option to the Graphics Settings.Players who prefer a classic retro aesthetic can now enjoy the game with pixelated visuals.Graphics Quality SettingsAdded graphics quality options to provide better control over visual fidelity and performance.ImprovementsCamera & ControlsImproved mouse wheel zoom behavior for a smoother and more intuitive camera experience.User InterfaceReworked several UI elements.Fixed overlapping interface components and improved overall readability.LocalizationFixed various translation and language selection issues.Improved localization quality across supported languages.Bug FixesRaid SystemFixed an issue where raid timers were not functioning correctly.Fixed a bug that prevented the second raid from appearing during progression.Thank YouThank you to everyone who has played the demo and shared feedback. Many of the improvements in this update were inspired directly by player suggestions.If you encounter any issues, please use the Bug Report option from the ESC menu in-game.See you on the islands!— Under Tower Idle Dev Team
minimum priority back to 0 (previous patch may break some setups, this is just a quick fix for it)
Early Access & Demo (0.5.4) UI wide layout (allows to have the chronicle always on top). automation type and priority UIs are both in the action list now.There are more changes to come in next patches regarding usability of the Automation/Priority panels. prioritites higher than 10 will be set to 10 which is now the maximum value number of cycles in milestones displays properly (it was one less than it should) untranslated text when entering new zone tooltip for special training icons was partially hidden under the actions list. (internal) added labels for accessibility now you can see what happened when you died. core special training actions moved to “exploration” category. yellow now you cannot upgrade the camp in ruins without building it first. automated drink tasks now start a bit earlier, so you are not left with 0 hydration. gray removed all known soft-locking issues (but not the ones I don’t know 😉 ) end dark (gray) mode
# ELDARA Launches June 15 at 7:00 AM EST The wait is almost over. ELDARA launches on June 15 at 7:00 AM EST. Explore a dark fantasy world, train your skills, battle powerful monsters, collect rare loot, and forge your own path through the Forgotten Realm. Whether you're chasing mastery, hunting legendary rewards, or simply looking for your next adventure, the journey begins soon. Thank you to everyone who has wishlisted and followed development so far. See you on launch day.
UI ImprovementsVarious user interface improvements for a smoother and clearer experience.Localization FixesFixed issues related to language selection.Improved localization stability across supported languages.Performance ImprovementsGeneral optimization pass to improve overall game performance and responsiveness.Tutorial UpdateThe game will now pause during tutorial steps.This change was implemented based on player feedback to make learning mechanics more comfortable and less stressful.Thank you to everyone who has played the demo and shared feedback with us. Your suggestions continue to help shape Under Tower Idle.If you encounter any issues, please use the Bug Report option from the ESC menu in-game.See you on the islands!— Under Tower Idle Dev Team
https://i.imgur.com/t2GOJX8.gif ・【Chroma RARE Potion】added on the item store.
general corrected formulas in help section that were outdated visual effects setting was being reseted after ending a cycle updated some narrative texts. new setting for “automations to start as inactive when buying them” window keeping its state instead of starting always maximized improved stats (added time spent per world, but will not be accurate for ongoing games) milestone info, recorded info when ending worlds (it wll not gather info for already completed worlds) changed the way advanced info is shown in tooltips gray zone: timer adjusted (there were 100ms. missing) map improvements improved german translations