Hey everyone!Today I'm really excited to announce Garden Eternal: a cozy idle/clicker about tending an inherited garden, and the old debts that come with it.Click the Heart to grow your gardenPlace bees, ponds, mushrooms, and more so it keeps growing while you restDraft and equip cards that bend the rules of the gardenSurvive monsters, mysterious visitors, and a creditor who keeps coming backFeatures in the full game:Active incremental progression with click combos, Mega Blooms, and prestige11 buildings, each with deep sacrifice tiers — endless optimizationA 29-card deckbuilder with cascading triggers and upgrade tiersMulti-stage visitor storylines and a recurring economic boss (The Reckoning)Four seasons, twelve Heart tiers, a Seed Shop, and hand-painted pixel artWishlist now on Steam!Garden Eternal is what we've been quietly pouring our care into at Family Milk for a while now. We can't wait to get it into your hands — more from us soon, and thank you for your support.— Family Milk
This latest update (and the update before) contains a lot of small to big fixes, some strucutre changes and some fun new additions! First up - what's the big stuff?Moveable Dinos/EggsYou requested, I listened! Now you can click and drag on any Dino or Egg to drag them around and drop them around the Habitat. Put them where you want or make it easier to feed the Eggs. Habitat Switching EggsEarly on I made a decision to force eggs to hatch before being able to move them around. But now with various Affinity bonuses impacting XP and Hatch Speed it makes sense to allow Eggs to switch Habitats before they hatch. So enjoy moving that Legendary into a Hatch bonus-heavy Habitat!Visual Affinity EffectsWhen Affinity was first introduced it was simply a flat boost per Dino in the matching Habitat with no visuals. Now, its a bit more nuanced, and has bright visuals to boot! This will not only make your Habitats shine, but also make it easier to put Dinos into their matching Habitat without needing to open their stats. Fixes and TweaksShop now responds to changes in your money, and things you couldn't afford before should be available as soon as you have enough - without needing to close and reopenFixed Affinity being shown as 0% when it's actually a decimalFixed Income SortingThank you so much to the awesome playtesters for giving deep feedback and helping to shape this game.
What You Can Expect in the DemoBuild and expand your islandGather resources and automate productionTrain soldiers and defend your territoryUnlock new systems and upgradesExperience the early progression of Under Tower IdleFound a Bug or Have Feedback?If you encounter any bugs, balancing issues, localization problems, or have suggestions:Please use the Bug Report button in the ESC menu inside the game.Every report helps us improve the experience and prioritize upcoming fixes and features.Thank You for PlayingThis is only the beginning of the journey. We hope you enjoy your time with Under Tower Idle, and we can’t wait to hear your thoughts.Thank you for supporting the game!— Under Tower Idle Dev Team
Hi all,This latest update brings a few key improvements and optimisations that will make the game feel better to play! Max FPS Option AddedThis now defaults to 60 FPS to make your game run better, but can be adjusted back to Unlimited if wanted.Always On Top AddedIf you'd like to keep a floating window of the game open at all times you can now do this in the settings.Help AddedIn addition to the tutorial, the Help area has been updated to include some basic and advanced help items. This is still a work in progress.Collection Changed to Per Dino vs Per VariantCollections were originally managed by Variant (Normal, Tinted, Shiny and Rainbow). While this worked well, it made more sense to switch it to per Dino pack display (as that's how you buy packs anyway). So now each tab holds all of the same Dinos, with the 4 Variants side by side. FixesFont outlines and shadows are now more prominent/intentionalVarious counts were not updating during play, including updating the "claim" buttons in the Collection when unlocking a new Dino while open.Tutorial cards now have individual close buttons Wording changes for some settings in the OptionsVarious layout and positioning changes for various menu itemsLimited custom names to basic alphabet and numbers
small fix on specific automation edge case.
choosing chinese language cause an error when restarting the game.
Loopbound is now in Early Access. WHAT'S IN EA• 3 new regions beyond the starting area (~20–30 hours of content)• Each region has its own theme and unique mechanic• Recommended order by difficulty: yellow → green → gray. Any order works; you can switch regions freely between cycles. THE 3 REGIONS1. Very direct and fairly linear, but not just a matter of moving forward: which resources you automate or disable matters. Recommended for getting familiar with the game.2. Less direct; choose between different routes to complete it (all routes must be traversed). A bit more open than the first — you're not pushed to a single path — but order doesn't change things drastically.3. Very open (within the core mechanics). Likely the most open region in the full game. My favorite, but not recommended first. I originally didn't plan to include it in EA, but couldn't resist. DEMOThe demo will always be available. If you haven't tried it yet, that's still the best way to see if the game is for you. SAVE COMPATIBILITY• Demo saves from before the EA release cannot be imported.• The demo will be updated so new saves (from the updated demo onward) can be imported into EA.• EA → full release: save import is not guaranteed; it depends on how much the final version changes.WHAT CHANGED SINCE THE DEMO (based on player feedback)Bugs: GPU usage, extra tick on full inventory, tutorial windows blocking actions, automation edge cases, missing translations, backdrop flickering, action naming, horizontal scroll bar.QoL: bulk automation (x2, x3…), remaining time on started actions, buy automation from task list, improved tooltips (settings), start cycle paused (settings), chronicle improvements, pause indicator, inventory colors, resource icons on gather actions, map highlight on shortcuts, small marker showing which skill is leveling up (Skills panel).Appearance: new Retro interface look (Settings → Appearance), alongside Modern.Balance: mastery reduces action time by 10%, doubled temporal essence...
This demo build matches the Early Access version that will launch soon. SAVE COMPATIBILITY• Saves from older demo builds are not compatible with this update.• New saves created in this demo will be compatible with Early Access when it is released.If you had a demo save from before this update, you’ll need to start a new run. WHAT CHANGED (same as upcoming EA; based on demo player feedback)Bugs: GPU usage, extra tick on full inventory, tutorial windows blocking actions, automation edge cases, missing translations, backdrop flickering, action naming, horizontal scroll bar.QoL: bulk automation (x2, x3…), remaining time on started actions, buy automation from task list, improved tooltips (settings), start cycle paused (settings), chronicle improvements, pause indicator, inventory colors, resource icons on gather actions, map highlight on shortcuts, small marker showing which skill is leveling up (Skills panel).Appearance: new **Retro** interface look (Settings → Appearance), alongside **Modern**.Balance: mastery reduces action time by 10%, doubled temporal essence per cycle, many action/time/XP tweaks. It is strongly recommended to stop the demo (or keep a save file) when the end of teh content is reached, otherwise when importing the game into EA you'll be overpowered ( it will be ok, but content is not originally designed that way )
MyBiz is a cozy productivity app meets office simulation game. Run your own business, customize your workspace, and stay focused with a built-in Pomodoro timer — all at the same time.Try the demo. Wishlist the full game. Let us know what you think.Your feedback during this period means everything to us. Every review, every comment, every wishlist — it all helps bring the full version to life.Download now and start building your dream office. ːsteamhappyː
Hi everyone,We're a small indie team, and today we're taking our first step onto Steam by introducing MyBiz — a cozy desktop companion that turns your real work sessions into an office-building adventure.The idea started simple: what if staying productive actually felt rewarding? Not just mentally, but visually — watching something grow because of the work you put in today.That's MyBiz. Every Pomodoro you complete earns you cash and XP to build your own pixel-art office. Hire staff, decorate your floors, expand to new rooms, unlock themes, and take breaks with built-in minigames. Your focus builds your business — one session at a time.We're still working toward launch, and there's a lot we want to share along the way — updates, behind-the-scenes, and more. This community page is where all of that will happen, and we'd love for you to be part of it from the start.If MyBiz sounds like something you'd enjoy, a wishlist goes a long way for a small team like ours. It genuinely helps more than you might think.👉 Add to Wishlist and stay tuned — a free demo is on the way.Thanks for stopping by. We're glad you're here.— MyBiz Team
Da Near Future RoadmapIts here, the thing that someone was definitely waiting for, a roadmap for what this game will release in the near future. I'd love to give exact dates, but I am just one man... I mean Ork. For every building, a minigame The first of the listed updates is the continuation of the minigames. Each building will have its own minigame to offset TOOF clickin' repetition and provide a more lucrative avenue for TEEFS income. The first five minigames are already in, leaving another ten to go. OptimizationI am an artist first and a novice programmer second I have heard the optimization woes and please believe me when I tell you that I am working on them. Every comment, gripe and piece of feedback I get is taken seriously and addressed as fast as I can get to it.Full idle experienceThe addition of a more micro rpg idle experience has always been something that I wanted to do with this game, making it the first clicker game to combine a traditional clicker, rpg idle and in time (who knows how much) a 4x portion of the idle sphere. Giving the player every layer of idle-y goodness to dominate and conquer da valley and beyond. "Everything will be green, and da TEEFS gots nowhere ta hide!" An in game Ork... Probably.Cheers,Swamp Donkey Interactive
Patch notes I have heard the feedback, and I have made the Meta upgrades within the Great Green Reset. This is not just moving numbers around, this is an entire overhaul. I hope you all enjoy! Overhaul changes: Greenskin Fiscal Memory The Old Way: start-run income calculations and milestone previews. The New Way: Just straight-up TEEFS in your pocket. You now get flat, passive income right out of the gate after a reset. Lv 1: Start resets at 2 TEEFS/s Lv 2: 5 TEEFS/s Lv 3: 10 TEEFS/s Lv 4: 20 TEEFS/s Lv 5: 40 TEEFS/s Predictive Orkonomics The Change: Completely simplified into a straightforward building discount. Lv 1 to 4: Buildings cost 2% / 5% / 10% / 15% less. Lv 5: The first 5 buildings you buy after a reset are completely FREE. Entropy Market Conditioning The Old Way: Diminishing-return smoothing (this was an ambitious attempt that just didn't land). The New Way: Every 10th building you buy now triggers a massive cashback refund based on its current cost. Refund amounts: 25% / 50% / 75% / 100% / 125% (Yes, Level 5 literally makes you profit). Industrial Momentum Loops The Change: Straightforward income boost to your minigames. Minigame Income Bonus: +25% / +50% / +100% / +150% / +200% Surplus Redistribution Engine The Change: This now just jacks up the power of your regular building upgrades across the board. Upgrade Effectiveness: +10% / +15% / +20% / +25% / +30% Note: This applies to pretty much everything—TPS boosts, cost discounts, milestone multipliers, and legacy multipliers. Market Echo Chambers The Change: Shifted away from early purchase cost smoothing. It now grants a clean, reliable global passive income multiplier. Global Passive TEEFS/s: +1% / +2% / +3% / +4% / +5% Bulk Bribery Doctrine The Change: Replaced the bulk-buy unlock/refund behavior. Now, the more regular upgrades you own, the harder you hit. Your click power scales directly with your upgrade hoard. Click Power (per 5 upgrades owned): +0.2% / +0.25% / +0.3% / +0.35% / +0.4%
Patch notes -Fought (insert god you don't like here) to get this working but my forehead and me pulled through. I hope Steam achievements are working for everyone again, and if they aren't let me know. For now, I sleep Cheers, Swamp Donkey Interactive
Patch notes Another patch to help ease the frustration of steam achievement compatibility issues with some players.
Patch Notes -Working on finding the mystery bug on why my steam achievements are not working for most users. This patch should be a step in the right direction
Patch notes -Pre-existing steam achievements should now register as active achievements for players.
Patch Notes -Added a steam achievement bridge to handle steam achievements more consistently.
New orange theme skin!!
Update • Improved the candy upgrade flow in the shop. • Added buy multipliers: X1 / X10 / X50 / X100. • Total price now correctly scales per level step and includes all active discounts. • Added stricter purchase checks for better game balance. Community Don't miss Steam Discussions — news, promos, and feedback.
https://i.imgur.com/7Ygnlap.gif ・【Party Pack】added on the item store.
What's New: Note optimization. Added languages: French, Italian, German, Spanish, Danish, Ukrainian, Bulgarian, Hungarian, Indonesian, Turkish, Greek, Norwegian, Czech, Polish, Swedish, Romanian, Finnish, Dutch, Portuguese, Vietnamese.
Fix the issue: 1. Search text overlap on subscription page.
- Added Login Streak to the Stats Overview- Fixed Auto-Collector cursor visuals persisting during Rewire- Improved several upgrade descriptions for better clarity- Optimized late-game performance
Dear Players and Friends,Greetings!We are Echo, the development team behind Musical Slime, and we sincerely thank you for your continued attention and anticipation for the game. Today, we are thrilled to officially announce that Musical Slime, our cute, squishy, heartwarming hand-drawn desktop pet game, is officially scheduled to debut on the Steam platform on April 24, 2026!Musical Slime is a casual desktop pet game built exclusively for PC. If you’re tired of a dull, monotonous desktop and want a cute, squishy little companion to brighten your daily routine, this exclusive slime buddy is sure to be the perfect addition to your screen.In-game, you can freely move the slime simply by dragging it with the left mouse button. Press any key on your keyboard or click your mouse, and dynamic note effects will float above its head, filling every one of your actions with a soothing, heartwarming feel. We’ve also prepared a full suite of handy shortcut keys and customizable settings for you: F1 to reset position, F2 to reset size, plus support for one-click screen switching, Always on Top mode, horizontal flip, rhythm minigame toggle, and more. The game also supports 103 languages including Simplified Chinese, seamlessly adapting to your desktop usage habits.On top of that, the game features two core creative gameplay mechanics, delivering a one-of-a-kind desktop interactive experience:Free Upload and Download of All Audio TypesYou can freely upload and download any type of audio content in-game. Whether it’s your beloved go-to tracks you’ve had on loop, original music compositions, or fun, quirky custom sound effects, you can import them all with one click to create your very own slime music interactive experience.Deep Integration with the Steam EcosystemThe game fully supports Steam Workshop and Steam Friend Activity sync features. Your audio creations, shared content, and in-game activity can be synced and displayed in your Steam Friend Activity, letting your friends see ...
Hey drillers! 👋Want to see every single drill skin in Desktop Driller in one shot? Say no more. Desktop Driller isn't just one drill poking holes in your desktop, it's a whole cast of them, each with its own personality, colors and shape. Every collectible you uncover while digging unlocks a unique drill skin. How the skin system works10 shape templates: Classic, Hammer, Spike, Tank, Rocket, Claw, Spiral, Diamond, Mecha, Arrow Colors pulled straight from the collectible: the game reads the item's 16×16 pixel art and maps the dominant shades onto the drill (body, cabin, bit, tracks, accent) Deterministic pairing: a given collectible always produces the same drill. No RNG. No duplicates. Ruby -> deep red Spiral. Obsidian Shard -> dark Spike. Brass Compass -> warm Hammer. You get the idea. The full lineup 224 drills. 11 biomes: Surface, Volcanic, Aquifer, Cavern, Lava Chamber, Deep Ice, Upper / Mid / Lower Mantle, Outer Core, Inner Core. Each with 20 collectibles, plus a handful of secrets hidden for the curious. Dig long enough, and they're all yours. Steam Market integration Rarer drills will be tradeable and sellable on the Steam Community Market at launch. Earn them by playing, swap them with other drillers, or just snipe that one specific skin you absolutely need. Haven't wishlisted yet? It really does make a difference — helps the game surface to more players, and you'll get pinged the second it's out. 👉 Wishlist Desktop Driller See you underground. ⛏️