Hey everyone,Today’s the day. After months of polishing, listening to your feedback from the demo, and countless late nights, Scratch the Ticket is officially live on Steam. This is a first-person incremental gambling sim where every ticket is a pure test of nerves. Print your tickets, scratch the cells one by one, and decide in the moment: cash out now or risk it all. The outcome depends only on your choices. No forced RNG beyond what’s on the ticket. It’s just you, your tools, and how far you’re willing to push your luck.We’ve added more ticket types, extra tools, quality-of-life improvements based on your demo feedback, and the full progression loop toward that ridiculously expensive downtown apartment. Manage your greed, upgrade your setup, grow the operation, and see how far you can climb. A huge thank you to everyone who played the demo, left feedback, wishlisted, and followed the development. Your support turned this into something much better than we could have ever created alone. Grab it here: Right now we’re watching reviews, bug reports, your biggest wins and heartbreaking losses. Let’s see who gets that apartment first. It’s time to scratch the tickets!
Fixed: Mac players on Intel couldn't launch the game at all - The macOS build was Apple Silicon only, so Intel Macs failed to start with "OS Error: 3584". It's now a universal build and runs on both Intel and Apple Silicon. If you hit that error, update and try again. Fixed: couldn't collect your fare on long trains - With a lot of cars attached, the arrival ticket ran off the bottom of the screen and the COLLECT FARE button was unreachable — leaving you stuck on a completed trip. The car list now scrolls, and the total and the button stay on screen no matter how long your train is. Fixed: paint menu greying out - After painting one engine, the paint window could turn dark and close on any click, so you couldn't paint a second one without restarting. Fixed. Fixed: menu freezing when parked - An open menu could stop responding to clicks after a trip finished, needing a restart. The menu now refreshes on its own, so it can't get stuck like that. If you still see a freeze, please send us %APPDATA%\KeypressExpress\log.txt — it now records what happened. New: see your speed and trip time before you depart - The Assemble screen now shows TOP SPEED and EST TIME alongside the projected payout, updating live as you attach cars. - Every car you add earns more but slows the train down — that trade has always been there, it just wasn't visible until you'd already left. Now you can weigh it before departing.
- fixed filtering behaviour for fabrication bay
Every Spirit Stone Is a Choice Tower battles keep moving automatically while you decide how the current run should grow. Invest Spirit Stones in Han Feiyu's attack, health, and movement speed, strengthen allies, or develop ten Methods that change projection limits, team power, income, and the pace of the climb. Build the current run Use batch purchases to strengthen your character and allies quickly Preview stat changes before committing an upgrade Develop Methods one level at a time and choose the functional growth you need most Know when to begin again When progress begins to stall, choose rebirth. Floors, character growth, allies, and Methods start again, while the forty-one Treasures you collect remain as permanent advantages for the next ascent. Add Cultivation Tower to your Steam wishlist
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.63 is now live! Our cyber-sweatshop prides itself on equal treatment for all feline employees. Since the Daytime Bombay got its own workspace, we couldn't leave the master of the shadows hanging in the void: 🖼️ UI Upgrade: Default Background for Bombay Cat (Midnight) We have officially added a brand-new default background image for the . (As the ultimate overlord of the graveyard shift and night-market trading, how could it continue to work in absolute nothingness? Now, this creature of the night finally has a dark backdrop fitting its majestic and mysterious status. We promise that no noble cat shall be forced to exploit the after-hours market while floating in mid-air!) Stay tuned for more stunning Cyberpunk and Traditional Oriental backgrounds coming in the future! Please restart your Steam client to apply the update. May your late-night margins always be green!
⚕️ ⛏️ 🏹 🌿 Welcome to CRETA!CRETA: Taskbar Fishing is now listed as Coming Soon on Steam. 🐟The game has not been released yet, and development is still actively ongoing. I’m aware that some systems, content, and details are not yet complete, and that there are still areas that need improvement and fixes.Rather than developing CRETA entirely behind closed doors and presenting it only once everything is finished, I want to shape the development process together with the community as much as possible.Even though you cannot play the game yet, you can already share your ideas, suggestions, and features you would like to see in the Discussions section.After release, you’ll also be able to share any bugs or issues you encounter there. I’ll continue reading and evaluating your feedback as CRETA develops.I can’t promise that every suggestion will make it into the game, but the ideas you share will play an important role in its development.This is only the beginning.Welcome to CRETA. 🐟PrensCin
Hello, everyone!I want to thank my friends and all the punks who joined the Discord and/or left feedback on the Steam Community forums. Since I am making this game by myself as a passion project, it is easy to become overly focused on specific issues while missing many others. So, once again, thank you.I also realize that some people may be waiting for more quests and further development of the story. I am working on that, but I feel that I need to prioritize the core gameplay and endgame activities for the time being. Major Changes:UI overhaul, making better use of horizontal space and hopefully improving visibility.Auto-Dispatch System: A new button has been added to the Operations Board to control how auto-dispatch behaves.Players can currently adjust and filter: * Factions * Districts * Minimum success chance * Whether vehicles should be used (vehicles at risk of being destroyed will not be dispatched) * Whether only full-HP units should be deployed * Automatic Mission Board refreshes, with a minimum interval of 5 seconds*Auto-dispatch only works while the game is open. Quest missions are not eligible for auto-dispatch.Gear Fusion has been removed due to balancing issues. Existing gear has been reset to its base stats, compensation materials for the new system will be rewarded based on missions cleared and reputation level. The Fabrication Bay now includes:Gear Enhancement:Gear can now be enhanced from +0 to +15. Enhancements increase a gear piece’s existing stats without changing its rarity or stat types. Each attempt costs a new type of material: Components.Components can be acquired from any successfully completed mission and are stored in the player’s inventory. Each mission tier drops a different tier of Components, corresponding to the following enhancement ranges: Tier 1: +1 to +3 Tier 2: +4 to +6 Tier 3: +7 to +9 Tier 4: +10 to +12 Tier 5: +13 to +15 Higher-tier Components can be used for lower-tier enhancements, providing a better success chance. Lower-...
FeaturesEquipment Stat Comparisons - Smithing recipes and Bank item details now show how a piece of gear compares to what you already have equipped. Upgrades show in green, downgrades in red.Quality of Life improvementsAdded hover tooltips showing item names across Bank storage and the Collection LogFarming progress bars now fill smoothly as crops growFixed the text-selection cursor appearing when hovering over regular textFixesFarming plot titles now match what is actually planted, instead of always showing the Auto-Farming cropAscension now requires every quest in the tier to be completed and claimedQuest Journal badge now only counts quests that are ready to claimMinor ChangesAdded a custom icon for Water-Filled VialsAs a small development team reviews help a lot. Please consider leaving a review, much appreciated!
Tomorrow, 13 August at 12:00 CEST (10:00 UTC, 6:00 a.m. Eastern), Lowmoor runs its first live event: one goblin host on the fields north of Mereward, the whole membership on one wall, three stages over four days, and a vote at the end on how the story goes from there. Update to v1.5.1 and the game raises the call itself when the muster opens. How a muster worksYou play the way you always play: enrol at the board, keep descending, and every hour you stand while a stage runs is counted toward one shared figure. An hour stood counts the same at every rank, so a chronicle enrolled this evening weighs what a veteran of the Bottom weighs. Three rules, so nobody is surprised on the day: The clock ends a stage, so hours stood past the goal still count toward your badges. When your hour fills, the board asks you to take it. A tab left open unattended stops earning at that ask, because a muster is meant to be attended rather than parked. The wire carries no figures off your game: an account id the board minted, a device key, the name on your papers, the muster you stand at, your yes when you take an hour, and the course you vote for. Your damage, gold and save stay on your machine. Each stage runs 24 hours. When it closes, the board reads the reckoning, and a 12 hour countdown runs before the next stage is called. The first campaign: The goblins at MerewardCampaign I, Chapter 1. The first stage is the town wall, and it asks 1,000 hours of the whole membership inside its 24. The second and third stages post on the board as they are called, and what they ask is written on it. A stage that misses its goal closes the campaign where it stands, and the book records what was stood; carry all three, and the vote opens. The voteTwo courses go up on the board once the last stage is carried. Every badge you took at the muster is one point of voice: the first badge comes at one hour stood, and there are fifteen to take, so the members who stood the most decide the most. You can change yo...
Gameplay and ProgressionPrestige is stronger. Each level now gives x1.5 max Hull, Shield, and Fuel, +2 weapon damage, and +2 salvage XP.The ship profile now shows your total Prestige bonuses.Charity Outpost credit-to-XP conversion increased from 5% to 20%.Pursuers and Enemy TacticsEnemy tactic escape has been removed from the game completely because they're annoying.Pursuers are now always Unknown ships and always spawn with a random drone.Enemy tactics now show short descriptions in hover tooltips across all 14 supported languages.Enemy hover tooltips were cleaned up for easier reading.Self Destruct is now exclusive to Scavenger fodder starting in Sector 5, preventing bosses from disappearing.Loot and TooltipsMarkets now show side-by-side comparisons between equipped and incoming systems.Modules, Drones, and Augments also use improved comparison tooltips.Salvage FixesFixed harvested debris leaving behind a floating white hover box or blocking POI clicks.Salvage Repair now also clears debris targeting correctly.Steam AchievementsSteam achievements and stats now update during gameplay instead of after closing the game.
Hello Adventurers and Guildmembers!I wanted to make a quick post today just showing all of the patch notes leading up to launch, and afterwards since release on August 7th. There have been numerous changes, fixes, additions, and improvements! I am very excited to see so many people enjoying the game!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. 2026-08-11 - Added a Farming option in the top-right cogwheel. "Hide Seeds Below Plantable Quantity" will now hide any seeds that you have too few of to plant. If you are a player that likes to collect one of every item in your storage, this will mean a lot less scrolling to find your desired seeds for planting. - Adjusted the trigger requirements for The Quartermaster's Overstock quest in F-Rank. It will now trigger when you have a full storage or when you fill 100 storage slots with items. Early game players that purchased a large amount of storage space will now have an easier time completing this quest. - Hotfix: Fixed a bug with the Cape Crusader achievement. Any cloaks previously purchased from the Guild Shop will now count towards this achievement. If you have bought all seven cloaks, you will receive both the in-game and Steam achievement when you next load your character. 2026-08-09 - Adjusted the material drop down selector in Production skills, to draw more attention to the quick scroll bar. Several players have not noticed that you can scroll these selectors farther down, like in Artisanry to create jewelry. Hopefully this he...
Fixed: looting the drow's body now works correctly Looting his body gets you a Black Opal, which can be sold at any market for 30 coins of that market. You can hold on to it and sell it later
Fixed the sect welfare distribution issueFixed the effect issue with the Venom Body PillFixed abnormal dungeon data issuesFixed the pet deployment slot issueAdded a UI loop scrolling settingOptimized spirit pet data display and trainingAdded a comprehension bonus to skill trainingOptimized character levels and capped the maximum realm at Tribulation Transcendence. Since there is currently no new content after Nascent Soul to support further EXP progression, the level cap has been added for now.
Thank you for the great feedback on the Research Rework update. I've taken on a lot of it on board, and adjusted things to suit. In addition, an economy and rebalance has been included to bring better balance to the game. Special shout out to Sean, Jason and Max for giving some great help with this update.What Changed?Research is now a HUD (similar to the shop) and sits to the right of the screen. This will allow you to keep feeding dinos while accessing your research. All Research nodes are now shown by default, with dulled out nodes when you can't afford them. This allows you to plan your route of upgrades.Free Hatches as a node felt out of place as a one-time purchase and have been removedExtra Variant Chance with a rebalance has been added to bump the total to 40 nodesDino income nodes have been buffed, with lower tiers receiving a higher buffFixed a visual issue when showing a new habitat vs one with a Research Potions speed boostAffinity Power now shows as % not flat rateFixed a visual issue showing your next earnings as different to the one to collect in the habitatPack Name has been added back in on Eggs (accidently removed in last update)Zoom in/out on pointer position to make it easierWhat Was Added? x5 Buy button added to all dino packs allowing you to get multiples whenever you like (saved you a few clicks!) - thank you fancy barbecue for the suggestionEconomy & Progression RebalancingI've been keen to do rebalancing for a while, and it was during the rework here that it became obvious it needed to happen sooner vs later. I've made a balancing pass on dino earnings and sell values to smooth out progression across the different collections. Previously, some jumps between collections were much larger than others, which could cause income to suddenly explode at certain points in the game.The new balance makes those steps more consistent, while keeping rare dinos exciting and valuable. Some mid-game dinos and variants have actually received an earnings boost...
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Hello!Thank you for checking out Motelet.This hotfix update resolves a few issues. 📢 Fixes1. Localization fix Fixed an issue where translations were not applied correctly. 2. Survey link fix Fixed an issue where some survey links led to the wrong page.🛠️ Get in TouchYour feedback or a word of encouragement means a lot to our development.We hope you'll keep following and supporting Motelet! Email:badeulbadeul0516@gmail.comTwitter:https://x.com/Wobble0516-Team Baeb Sae -
Full-screen redesign of the Attribute PanelAdded a Skill SystemExpanded and deepened the Rebirth SystemRedesigned the Build SystemAdded Map Farming Recommendations and Upgrade PlanningEnhanced Upgrade Stones and Gem Leveling
Hi, There was an issue with the long times to login to a character after leaving it offline for a longer period of time. That should work fine now,
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.62 is now live! This update fixes some physical display anomalies caused by our high-dimensional artifacts and introduces a dedicated workspace upgrade for our tsundere employee: 🛠️ Artifact Reality Distortion Bug Fixed Fixed visual glitches and "reality clipping" issues affecting the and the . (The gravitational field of our cyber-space has been recalibrated. Your golden abacus beads will no longer fly out of the monitor due to uncalculated debts, and the Nine-Dragon Cup won't spill your wealth into parallel dimensions. Feel free to display these shop treasures safely!) 🖼️ UI Upgrade: Default Background for Bombay Cat (Daytime) Added a brand-new default background image for the . (A good capitalist never lets their employees work in a void! Our extremely tsundere daytime Bombay finally has its own dedicated backdrop.) 🎨 Teaser: Cyberpunk & Traditional Oriental Backgrounds in Development Our art team's neural engines are still overclocking! In future updates, we will be rolling out visually striking and background themes for your cats. Whether you prefer chrome cyberware or classical white-plastered walls, stay tuned! Please restart your Steam client to apply the update. Happy brewing!
Thanks for sticking around. Today is a huge update, mostly around UI changes. This is a big change, everything you see can still be changed, and it is not fully finished yet. I just wanted to push this out to get some feedback on it. A lot of icons were changed, and the interface got an uplift. You may run into some small bugs, and if you do, make sure to report them through the in-game menu. I am reading all of your reports, ideas, and feedback, and I am taking it all down and working to change the game for the better for the players. New look - Brand new UI. - The game has a new icon, you will see it on your desktop, and as well as throughout the game. Changes - Combat and skilling are now separated. Engaging a fight stops whatever you were training, and starting an activity ends the fight. Being able to run both at once was never intended. - You are now able to equip gear from the satchel. Hovering the equip button shows how the stats compare to what you already have on, and if you cannot wear the piece yet it tells you the level you need. - Satchel sort can now be right clicked to go back to the last sort, so you no longer need to click multiple times to get back to another sort. - Added new help popups for crafting, enchanting and sockets. They only show up when something is about happen, like putting a gem into armor where it does nothing or selling a piece and losing the sockets you paid to drill. - Remade the opening tutorial to be clearer about what to do and why. Bug Fixes - Fixed a bug where typing in the search bar made you have to click multiple times to keep typing. - Fixed an auto eat bug when you have a heal over time active. If broth was all you had, it would never eat at all. - Fixed gold not updating when buying sockets. - Fixed a bug where you were able to do combat and skilling at the same time(see above). - Fixed tooltips covering your cursor and getting cut off at the edge of the screen. Regarding future updates {STEAM_CLAN_IMAGE}/46222850/937...
Thanks to everyone who reported the bug.Hull SiphonThe low-hull alarm no longer plays while Hull Siphon is equipped.Shield HarvestShield Harvest now consistently activates from all player kills.Enemy self-destructs do not activate Shield Harvest, but still count toward enemy totals and rewards.OverkillOverkill now activates from all player lethal damage.Shield LeechShield Leech now restores shields based on the actual damage dealt.Damage from secondary effects also qualifies now.Overflow BafflesOverflow Baffles now activates from every shield break, including shields broken by Ionic damage.Weapon StoreThe bottom row now only offers:2 random weapon-stat upgradesplus1 effectiveness decrease1 effectiveness increaseShady Weapon Store weapons are now 25% cheaper than normal Weapon store.Enemy TacticsEnemy reflected damage is now capped at 50% of the player's current hull per hit, preventing an instant kill.
Hey everyone,A week ago, we launched our game on Steam. This is the first project we’ve ever put out, and wanted to take time to thank you for all the support thus far!Here is what the real Early Access loop looked like on our end from feedback we have received:The Jittery Timer: A player mentioned the farming timer numbers were jittering.Grammar Consistency: Someone pointed out that "Start Cook" should say "Start Cooking," matching every other action label.QoL Controls: A user suggested right-clicking to set a secondary skill, and another recommended showing owned items in the gathering panels. We took this feedback, and made updates to the game as a result, and hope to continue updating and improving! We launched into Early Access exactly for this reason. So let us know if you encounter any bugs, issues, or have recommendations for improvement! What started as two guys wanting to make their first game, has now crossed into a shared collaboration between developers and you. Thanks again for an incredible first week.— The team at Afterwork StudiosThe Steam Discussions forum is the best way to reach us. With that being all said!Build 0.1.4 Patch NotesDynamic Taskbar Icon Recoloring - Setting your theme in-game also changes the color of the icon in your task bar to match!Added color-coded combat text to make the combat log easier to read. Red - for damage taken by the player or defeatedGreen - when the player damages the enemyUpgraded UI icons to be consistent across all operating systems, fixing visual discrepancies between Windows 10, Windows 11, and other platforms.
I grateful for all the feedback you've shared since launch! Here's what's included in Hotfix #2: Fixes & Improvements Fixed the scrolling issue on Steam Deck. Fixed a performance issue in the late game. The game should no longer slows down when you have a large number of slots. Various QoL improvements based on your suggestions. Thank you again for all your feedback and support❤️ OneMoreSystem
Void Salvage is officially available now on Steam.Inspired by FTL and He Is Coming. A spaceship simulation with pick-from-three rewards and choice-driven encounters. Explore the void, combine and upgrade SYSTEM, then install SOCKET INSERT to build a powerful ship, all while sipping coffee or pretending to work.What started as a small incremental space game from itch.io grew into a much bigger project with multiple ships, weapons, build combinations, meta progression, strange signals, hostile pursuits, bosses, and a full story with multiple patch to uncover.Thank you to everyone who played the demo, joined the playtests, reported bugs, shared feedback, made videos, streamed the game, or simply followed the project along the way.I have been working tirelessly on Void Salvage, and I am very happy to finally say:Void Salvage is OUT NOW.See you in the void.Myradann
Blitz Mode is now available!Once you have beaten the game, Blitz Mode is unlocked automatically and can be selected on a new save file.In this shorter mode, progression is sped up and slightly changed:Research is integrated directly into the Core Grid. There are no Kernel Ops or Research tabs.You start with 1 token, allowing you to unlock an additional weapon immediately.Enemies drop more bits by default, and the Bits Increase skill increases them even further.Threat Level is capped at 10, but it will still require a lot of firepower to beat.You can select your own music track as well!Have fun, operators!