Hi all, Desktop Dinos Beta is here! Your feedback for a desktop pet has been heard, and expanded in a big way. Dinos on your desktopAdd up to 10 dinos from any save to your desktopAdd up to 30 items of scenery to create a mini habitatAdjust the hover transparency so you can always see behind themUse the taskbar as the floor or your monitor (fullscreen)Try the Beta (it's simple!)To try this beta, you can easily switch to the beta branch in seconds. You can switch back to the 'Default Public Version' at any time.OPTIONAL: Backing up your local files is good practice when switching to Beta, however in this case we're adding Desktop Dinos to the code, and not impacting any of the other games systems). If you'd still prefer to back up, paste this into your Windows Search and copy that whole folder to somewhere safe, should you need it: %APPDATA%\\Godot\\app_userdata\\Pocket Dinos\\ To Switch:Right-click on Pocket Dinos in your Steam library and select Properties In Game Versions & Beta, select beta (this will install the beta version of the game but keep your data and dinos intact)Play the beta and share your thoughts! AFTER THE BETA: I will put Desktop Dinos into the main game and you will automatically switch back to 'Default Public Version' - you don't have to do anything. If you would like to switch back earlier, just select the Default Public Version at any time. Rainbow dinos upgradeRainbow dinos used to have a pink border with a light rainbow over the top, and with some of the darker colour dinos it didn't look great. I've reworked the design so the rainbow replaces the pink border, and it shows up better in the dinos body markings. Let me know what you think!Under the hoodWith this update comes a big change in the mode used for rendering. This is so the transparent windows work well and are performant when you're doing other tasks. If you notice anything visually odd with this update please let me know. Find out before anyone elseIf you'd like to see new features...
Thank you to everyone who joined the My Party Is Grinding Steam Playtest! Your bug reports and feedback helped us complete our final checks and improve the game before release. Steam Playtest ending August 21, 2026 at 08:00 UTC When the Playtest ends, new access requests will close and the Playtest build will no longer be playable. Playtest progress will be reset and will not carry over to the full release. Playtest access does not grant ownership of the full game. Full release My Party Is Grinding launches on August 27, 2026 at 05:00 UTC. We are reviewing all Playtest feedback and will include applicable improvements in the release build. If you have not already, please add the game to your Steam Wishlist to receive the release notification. Bugs and feedback Until the Playtest ends, please report any remaining bugs or feedback in #bug-reports on our official Discord. Official Discord: https://discord.gg/deQqR7myHH Thank you again for playing. See you at the full release on August 27!
Release 1.3.2 improves Divine Writ progression and rewards while preventing large Writ collections from overwhelming storage or rendering. Divine Writ Progression Writ drops now choose one exact Monster Level from 50 through the current Writ level, weighted near the content being run, while preserving the existing chance to advance to m+1. The Golden Keep Registry sells ordinary Writs through your highest completed level. Successful Writs also award more equipment, additional Sigils, and a chance at zero, one, or two Reagents. Storage And Auto Sell The Writ Stash now has five fixed Tier tabs with 200 organized slots each, for 1,000 organized Writ slots per character. Auto Sell can keep Writs at or above a chosen Monster Level. Rare, Unique, God-Touched, Wager, and uncompleted progression Writs are always protected. One confirmed cleanup sells eligible lower-level Writs across the entire Stash. If carry storage and the matching Tier are full, eligible new Normal or Magic Writs convert to Gold instead of creating unlimited overflow. Stability And Interface Large Writ collections render 40 item controls at a time, and cleanup removes empty recovery pages from affected legacy saves. Fixed abandoned Battle canvas resources that could accumulate WebGL contexts. Existing saves remain supported; no reset is required. Bahast 1.3.2 Patch Notes.
Version 0.1.8!FeaturesUpdated Farming UIQuality of Life improvementsMoved "Plant All" and "Harvest All" buttons to the farmAdded an on/off toggle for Auto-Farming (once unlocked)Auto-Farming now plants whatever seed each plot is set toFactoryUnplaced machines and structures now have their own dedicated storage - they no longer take up bank slotsUnplaced machines now survive Ascension, just like placed onesReactors no longer carry fuel through AscensionComing Soon!FeaturesBalancing progressionUpdated VisualsRoadmap to 1.0Sneak peek
This post is not only about what is coming. We also want to clear up a mechanic that has been confusing for a lot of you. At least 20 chapters The game will have at least 20 chapters, and many unique bosses will show up along the way. So far only one of them has crossed your path: The Lesser Kraken. A unique boss dies only once Each unique boss can be killed only once per character. Once it falls, its room is left empty or closed off. A rebirth does not bring it back. Getting to them In many cases, reaching a unique boss means clearing an obstacle first, and that will require a specific key item, skill or spell. For example: if the boss sits on a ledge, you will need a grappling hook and rope, the climbing skill or the levitation spell. This is where the academies matter Some of those key items can be bought at the market, but every purchase has its cost: that money no longer goes into the upgrade that raises your consumables stock. If you would rather avoid that, you will have to pick a route through an academy where you can obtain the means to clear the obstacle. And in some cases, passing that academy's trial means training a combat ability that is not your class's primary one. Rewards are collected at an academy Once a unique boss is defeated, its reward does not appear on the spot: you collect it at one of the academies. What you get are materials that members of that academy harvested from the boss's body, handed over when you pass their trial. Those materials are used to craft items. Some grant percentage bonuses to your character, and others are mandatory in order to defeat other unique bosses. Is killing them mandatory? In most cases, no. But investing time into routes that kill them once per character opens access to items that make you advance faster than normal, or that let you get through the unique bosses that are mandatory with far less effort. Even so, enough grinding will always see you through. General rule If you do not need a specific key item, s...
- Fixed the game strip covering menu and tutorial controls on smaller displays. - Tutorial steps now automatically scroll required buttons into view. - Repositioned the Log Flatcar tutorial instructions for clearer visibility. - The final tutorial step now highlights the always-visible Depart button. - Added improved Windows graphics startup diagnostics and troubleshooting launch options. - No gameplay or balance changes.
Two new languages: Polish and Simplified ChineseNew "Import from another character" button in the Automation panel: it copies the presets of another of your characters and translates every plan to the routes you pick, chapter by chapter. The difficulty colours are those of the class receiving the presets, not of the one that built them, and you decide whether it stops at each route's academy. When it finishes you get a summary of what was carried across, what was queued on top and what was left out because it does not exist on the new routePresets arrive all together or not at all: if there are not enough free slots you get a warning and nothing is touched, and repeated names are numbered so queue triggers keep pointing at a single presetThe Speedrun panel shows the Life gained in the last Rebirth, as a percentage and as a figure, above the innate gains
Bug fixes: Fixed long closing of the game Tips for moving
Hello Adventurers! This update focuses on some small changes and fixes preparing for next weeks update. Village Fixes Other players should now correctly display their equipped gear and cosmetics in the Village again. Professions And Bank Equipment with a stuck or missing infused card now shows a Remove option so players can free the card slot.Equipment affixes now show a colored tier, such as Crude, Fine, Masterwork, or Mythic, so players can better judge whether an affix is worth rerolling.The Enchanter's Table now shows the selected affix's tier ranges while rerolling, making it easier to compare the current roll against possible outcomes.Gem Cutting now shows item and Crafting XP notifications when a successful cut finishes. Farm SceneFarm scene planting, watering, and fertilizing now update tiles instantly, matching the feel of harvesting.Water and Fertilizer tools can now be brushed directly across farm scene tiles from the farm toolbar.Farm characters should stop walking in place if a click path gets stuck.Tin Ore can now appear in the Farm Mine, giving Tin mining quests and dailies a direct active source.The Journal guide now points Tin Ore players toward its Farm Mine active node source. Interface And ClientGuild panels, combat stat cards, and dungeon party ready checks now use darker Dark Mode styling so their text stays readable.Reward popups, travel event choices, offline gains, and quest dialogue panels should now stay readable in Dark Mode.Profession help popups, profession reward popups, legacy NPC dialogue popups, direct trade windows, combat result popups, dungeon chest popups, party invite toasts, party combat windows, and premium skill windows now follow Dark Mode styling more consistently.Sent mail now keeps its own history so messages no longer disappear from your Sent folder when the receiver deletes their copy.Chat now recognizes older raw equipment links like \ as clickable item links again.Character page tool tooltips now better match equippe...
We’ve received quite a few requests from players asking if there was a way to get the music from Slice To Meet You separately.We’re really happy that so many of you enjoyed the game’s music, so we decided to make it happen - the Slice To Meet You Soundtrack is now available on Steam!The soundtrack includes all the music featured across the game’s 14 themed radio stations, plus additional bonus tracks that didn’t make it into the game.What's included?166 compositionsOver 6 hours of music — 6 hours, 4 minutes, and 56 seconds in total138 tracks featured in the game28 additional bonus tracks14 themed discsAll tracks in MP3 formatYou can purchase the soundtrack separately, or get it together with Slice To Meet You as part of the game + soundtrack bundle.Thank you to everyone who asked for this and let us know how much you enjoyed the music. It’s always great to see that a part of the game we put so much work into has found its own audience. ❤️Enjoy the music - even when you’re not slicing! 🔪🎵Slice To Meet You SoundtrackSupporter Edition (Game + Soundtrack Bundle)
Gameplay overview of the game ːsteamhappyː
🟠 Greatly reduced character loading times after long offline Tower and Spire sessions. 🟠 Improved loading performance while advancing through Tower floors, repeating floors, and using Tower Reclamation. 🟠 Fixed older characters with large Tower progression histories taking significantly longer to load. 🟠 Fixed affected active Spire runs failing to resume offline progression after loading a character. 🟠 Explicitly paused Spire runs, disabled Auto, and unpaid runs now remain correctly inactive. 🟠 Fixed Spire Tarot bonuses during offline combat, including Ability Damage, Crit Chance, cooldowns, Mana costs, and Mercenary damage. 🟠 Offline floors, XP, Aether, rewards, Divine gear, pity progress, Flux, and Ascension choices remain fully preserved.
The green flag drops on September 8! Desk Top Racer launches free-to-play on Steam on September 8, 2026. Desk Top Racer is an idle racing management game that turns the bottom of your desktop into a living racetrack. Races run automatically — you make the decisions in the garage. Build your garage with new cars, equip and upgrade parts, manage your car's Condition, and compete in online championships while watching every race unfold right on your desktop. We're putting the finishing touches on the game as launch day approaches. If you like what you see, add Desk Top Racer to your wishlist to be notified as soon as it goes live, and follow the page for more news. See you on the grid September 8!
Hello, climbers. Since Thousand Floors launched on Steam, we’ve added Theme Store, Peach Blossom Reverie, and other features.Here’s what’s new, by section:What’s new1. Theme Store (v1.2.0)Bottom-bar Themes: preview and switch unlocked scenesOptional auto-rotate on rebirth, or lock your current lookWorld switching now lives in Theme Store2. Peach Blossom Reverie (theme DLC)Optional theme and cosmetics: Peach Blossom ReverieCheck availability on Steam from Theme StoreLater builds improved texture loading when switching theme/cosmetics on Steam3. Relics & auto battle (v1.1.0)Left panel Relics: preview and browse unlocked relics; stacks and Steam bonuses shownAuto settings for climber / skills / allies, summon rules, rebirth floor, multipliers, and moreMore auto upgrade and summon options (including strongest-only)4. Lockdown floors — camera & performanceCamera eases upward as lockdown deepensOff-screen lockdown floors unload to reduce loadDynamic lockdown display and spawn behavior fixes5. Steam inventory, chests & ranksChests auto-pick up after landing; more reliable open sync; sell for gold when allowedAdded gold-storage chests and related dropsIn-game Steam leaderboards (peak floor / relics, and more)6. Controls & otherActive skill bar, batch upgrade multipliers; version shown in SettingsFrame-rate caps; idle-window and floor-switch performance improvementsOther stability and display fixesThanks for your support. Full patch notes are in each version’s community posts.— The Thousand Floors team
Hey all! Robert here from FrostyVoid Games and today I wanted to share with you our roadmap on getting to 1.0. With our release just a few days away (August 21, 2026), it's important to me that we communicate the goals for early access. Too many games push themselves into early access without much of a plan, and I'm not a big fan of that. Early access should be for games that are complete enough that they are enjoyable and are just missing those finishing touches, usually content, to make it a truly grand experience.So today, I'm unveiling the curtain on what you can expect from Clickbait Tycoon over the next 6-12 months as we make improvements to the game to create an incredible incremental experience. Please note that timelines will almost certainly shift. The goals in mind are to get to 1.0 within 6 months of our early access launch, however, as with all projects, timelines are almost never followed perfectly.Game Update PhilosophyPatch numbers matter. They convey to a user the importance of an update. While we're in early access, the second number of our patches (like the 5 in 0.5.0) indicates a major update and the third number is being used for minor updates, typically bug fixes. This will change once we get into the full release where major updates are going to use the first number.Major updates are updates which will primarily contain new systems.Minor updates will contain everything else which is bug fixes, content, and events.Once we move into the full release of Clickbait Tycoon, you can expect the following:Major updates for new systems.Minor updates for content additions.Patch updates for bug fixes.During early access, we will be shipping out game updates fairly frequently to address bugs, instead of waiting to fix many bugs and pushing out one single patch, you can expect multiple, smaller patches. I'd prefer that we deliver updates to you as quickly as we can.During the full launch, we will be moving to a slightly more stable approach to game updates,...
Update • The leaderboard now has All time, Week, and Month. • Hover a candy in the shop to see its income multiplier. • In Settings you can change the skin of the main candy on the home screen. Community Don't miss Steam Discussions — news, promos, and feedback.
Hello Adventurers and Guildmembers!Just making another patch notes post for those who may not be reading the Update Log in game, and for those who do not own the game so they can get an idea of the kinds of improvements that have been incoming. :)Many of these improvements are the result of suggestions and discussions in the Discord. If you have feedback, ideas, or really think a certain Quality of Life feature would be useful, please do join and let me know. I'm in the Discord every day, and the community in there is the absolute best.Discord: Journeybound Official DiscordIf you've kept an eye on the Discord or regularly read the Update Log notes from the main menu, you will have seen these already. Be warned! Some may contain minor spoilers or hint at content later in the game. 2026-08-19 - Added search bars to the Bestiary, Tidecraft Log, and Wyldcraft Log. Type an enemy name, zone name, or item name to instantly find where something comes from. Search only matches things you have already discovered, so no spoilers. - Key items found through random drops now have bad luck protection. If you go well past the average number of attempts without finding one, your odds quietly climb until the item is guaranteed. No more nightmare dry streaks on quest discoveries. - Fixed a bug where quest-unlocked gathering and processing actions would not automatically resume when you loaded your save. Your character will now pick the action back up, exactly as it was running when you saved. - Driftroot was in far higher demand than its supply allowed, since it is the herb behind four different Greater brews. Driftroot Seeds now drop from two B-Rank enemies, and Driftroot itself drops from two more. - Perfect Luminael and Perfect Voidmote were dropping more frequently than intended from a mid-game gem rock, and are now exclusive to the last, endgame deposit. Recipes involving either have been appropriately updated, with Perfect Voidmote also becoming a required material for two endga...
Hey everyone!!First of all, thanks a lot for playing my game!! ❤️ I’ve been reading through your reviews and noticed that quite a few of you felt the balance/progression was a bit off and that the game could feel pretty slow.So I’ve made a few changes and tweaks to make progression smoother and the overall game a bit faster and more fun to play.Hopefully these changes make the game feel better from the start and make progressing feel more rewarding!As always, thanks for the feedback and for giving my game a chance. It really helps a lot! 🙏Have fun!!
Get ready to aim, charge, and unleash powerful fireballs as you smash through increasingly bigger targets, grow stronger, and upgrade your fireballs, costumes, relics, and pets.From everyday objects to cars and massive buildings, there is always something bigger waiting to be destroyed.See you at launch in 2 days! 🔥
Cultivation Tower Is Out Now Cultivation Tower is now available on Steam with a limited-time 20% launch discount. Guide an automatic tower ascent by deciding where every Spirit Stone goes. Develop Han Feiyu, projections, and twelve named allies, study Methods, and choose when to begin again through rebirth. Begin at the first floor Deploy projections and twelve named cultivation allies automatically Face a boss every fifty floors Develop your character and allies, and study ten Methods Collect forty-one permanent Treasures that remain through rebirth Launch version v1.0.0 Windows and Linux / SteamOS Simplified Chinese, English, and Japanese interfaces and character voices Single-player with keyboard and mouse Buy Cultivation Tower now with a limited-time 20% launch discount {STEAM_CLAN_IMAGE}/46235247/65b7a0ed4f11d163f60ef90d59bafdb1d5086d24.png
HOTFIX: Loading times improved
More analytics work.
Logging to try and catch bug
To celebrate the festival, Slice To Meet You is 20% off on Steam for the duration of the event.If you've been waiting for the right time to jump in, slice some ingredients, unlock new knives, discover new recipes, and build your perfect automated kitchen, now is a great time!Thank you to everyone who has played, wishlisted, reviewed, or supported the game since its release. ❤️ And we have more news!Ukrainian Games Festival is especially exciting for us this year because we've also revealed two new games we're currently working on. NEVERFEDStart as a tiny organism and keep growing until nothing in this dark world can stand in your way.Check out NEVERFED on Steam and add it to your wishlist! P.L.A.C.E.R-1Travel to distant planets, blast through rocks with powerful lasers, collect valuable resources, upgrade your mining robot, and automate the entire process.We're getting closer to releasing the first playable demo, so wishlist P.L.A.C.E.R-1 to make sure you don't miss it! Thank you for supporting us!
Optimized Codex performance and added initial-letter search Fixed Meteor Crater not being addable to the queue Fixed online time achievement tracking Added queue loop functionality Added support for adding skill training to the queue