Game Updates

Patch notes and dev posts · 245 Steam updates
FeeBay Simulator
FeeBay Simulator
9 days ago · Lake Country Games

v0.1.24 - Launch Update

v0.1.24 - Launch Update Listing Improvements Manual price input in the "List for sale" modal alongside the slider Custom +/- buttons for fine-tuned price adjustments Quick-select presets: 50%, 75%, 100%, 130%, 160%, 200% of reference value Listing duration picker - Half-day (4 min), 1 day (8 min, default), 2 days, 3 days Sale odds panel shows per-minute chance and total chance for the full duration Fixed pricing above 1.6x reference no longer hard-cuts to 0% sell chance - now scales smoothly to near-zero Grading Screen Improvements Card and slab images in Active Submissions and Recently Graded are now larger and easier to read Added zoom/inspect button to every card and slab in the Grading screen - click the magnifier to get the full-screen card detail view Grading Added a cancel button to in-progress grading submissions - click Cancel next to the timer, confirm the prompt, and the card returns to your inventory as raw. The grading fee is forfeited Fixed "Reveal All" did nothing after pausing and unpausing the game - grading timestamps now use game time consistently across all reveal paths Grading submission timers now pause and resume correctly alongside the rest of the game Grade 0 (authentication failure) now displays as "Auth Failed" in the grade distribution on the Grading and Stats screens The "best grade" stat no longer counts auth failures toward your personal best Bulk Reveal Improvements Added an animated scrolling card marquee to the Reveal All summary screen - your graded slabs scroll past sorted by grade Fixed the marquee now loops seamlessly with no visible snap or seam at the end Fixed "Best of the run" label was showing the grading company name twice (e.g. "ZAG ZAG GEM 10") Removed the redundant gem count line from the summary screen Inventory Fixes Fixed sorting by Condition could display cards out of order when condition label tiers overlap in score. Sort now groups by label tier first, then uses score as a tiebreaker within the same tier Pause Sys...
FeeBay Simulator
FeeBay Simulator
9 days ago · Lake Country Games

v0.1.24 - Launch Update

v0.1.24 - Launch Update Listing Improvements Manual price input in the "List for sale" modal alongside the slider Custom +/- buttons for fine-tuned price adjustments Quick-select presets: 50%, 75%, 100%, 130%, 160%, 200% of reference value Listing duration picker - Half-day (4 min), 1 day (8 min, default), 2 days, 3 days Sale odds panel shows per-minute chance and total chance for the full duration Fixed pricing above 1.6x reference no longer hard-cuts to 0% sell chance - now scales smoothly to near-zero Grading Screen Improvements Card and slab images in Active Submissions and Recently Graded are now larger and easier to read Added zoom/inspect button to every card and slab in the Grading screen - click the magnifier to get the full-screen card detail view Grading Added a cancel button to in-progress grading submissions - click Cancel next to the timer, confirm the prompt, and the card returns to your inventory as raw. The grading fee is forfeited Fixed "Reveal All" did nothing after pausing and unpausing the game - grading timestamps now use game time consistently across all reveal paths Grading submission timers now pause and resume correctly alongside the rest of the game Grade 0 (authentication failure) now displays as "Auth Failed" in the grade distribution on the Grading and Stats screens The "best grade" stat no longer counts auth failures toward your personal best Bulk Reveal Improvements Added an animated scrolling card marquee to the Reveal All summary screen - your graded slabs scroll past sorted by grade Fixed the marquee now loops seamlessly with no visible snap or seam at the end Fixed "Best of the run" label was showing the grading company name twice (e.g. "ZAG ZAG GEM 10") Removed the redundant gem count line from the summary screen Inventory Fixes Fixed sorting by Condition could display cards out of order when condition label tiers overlap in score. Sort now groups by label tier first, then uses score as a tiebreaker within the same tier Pause Sys...
Cradle of the Dark Brood
Cradle of the Dark Brood
9 days ago · RyuseGames

v1.0.17

Small polish and bugfix update focused on Genetic Recreation clarity and Dominion assignment popups. Changes Rework the Genetic Recreation confirmation popup with clearer sacrifice and breakdown details and show role-by-role sacrifice counts, power totals, and live-updating projected founder stats Clarify the next Genetic Breakdown threshold, including bonuses from effects like Deferred Collapse Bugfixes Fix the Forger creature assignment modal not appearing Improve Dominion role assignment modal handling across all servitor roles
Eldara
Eldara
9 days ago · Eldara

Hot-Fix #2

🏦 Bank Tabs Organize your bank into multiple tabs. Create and delete tabs, and switch between them freely. Move items between tabs by dragging an item onto a tab or via right-click → Move to Tab. Rename a tab (double-click it), give it a custom icon (right-click an item → Set as Tab Icon), and drag tabs to reorder them. Deleting a tab is safe — its items move back to Tab 1, never lost. ⛏️ Separate Pickaxe & Axe Slots Tools now have two dedicated equipment slots instead of sharing one. Both stay equipped across all 3 gear sets — they no longer come off when you switch loadouts. ⚡ Combat & Quality of Life Dungeons can now auto-repeat — toggle it on and a cleared dungeon re-runs automatically at full rewards. Ancient Surge can be claimed straight from the Adventure Log (a ⚡ Claim button on the prompt), in addition to the bolt badge. Kill contracts now show live progress in the chat log (e.g. "7/20 slain — 13 to go"). 🐞 Bug Fixes Defence combat style no longer reverts to Melee when switching tabs. Fixed the Ancient Surge countdown freezing on skill cards after claiming. Additional UI polish and fixes.
Dig into the core
Dig into the core
9 days ago · c0mmand0z

Version 1.1 – The Major Prestige Update

The depths remember. Version 1.1 brings the biggest content update yet to Dig into the Core! The new Prestige system expands the game far beyond Zone 33. After completing your first full descent, a new journey begins. You return to the beginning, but not everything is lost. The depths remember your achievements and transform them into permanent power. The New Prestige System After completing Zone 33, you can activate Prestige and begin a new run through the depths. Prestige resets the regular progression, while your most important permanent achievements remain: Echo Shards The Echo Tree and all purchased Echo upgrades Unlocked Mega Skills Stone Resonance and lifetime stone counts Portal Energy and its current progress Prestige Levels and Prestige Points After completing Zone 33 again, the next Prestige becomes available in the Base Camp. Each Prestige Level also increases the number of stones appearing during runs. Every Prestige adds approximately 10% more stone spawns, creating both new opportunities and greater challenges. The Echo Tree The Echo Tree becomes available after your first Prestige. Echo Shards can be invested into numerous permanent upgrades for all future runs, including: increased click damage increased automatic damage higher XP gains more Gold from Resource Trading reduced Zone XP requirements stronger Portal Energy conversion additional Echo Shards stronger Stone Resonance bonuses The cost of the Echo Tree has been rebalanced so that fully upgrading its regular skills is realistically achievable over approximately five successful Prestige runs. Five Powerful Mega Skills Each Prestige grants one Prestige Point, which can be used to unlock one of five Mega Skills: Hammer of Virexon – Every 7 seconds, a massive hammer strikes roughly half of all visible stones and deals 10× click damage. Thunder of the Ordo – Every 7 seconds, up to five lightning strikes instantly destroy their targets and release additional shard bursts. Timeline Fracture – Every ...
Eldara
Eldara
9 days ago · Eldara

Hot-Fix #1

✦ New Exit button — a proper Exit option is now in the top bar. It saves your game and quits to desktop (with a confirmation so you can't misclick it). Windowed mode — press F11 or Alt+Enter any time to toggle between fullscreen and windowed. ⚔ Hardcore Mode Tools are now available in Hardcore — the Skiller's Workshop (pickaxes & axes) is open, shown exactly like in Normal mode. Backpacks added to Ironman Supplies — all three packs can now be bought in Hardcore, same price and look as Normal. Fixed: Hardcore XP was reduced too much — XP was effectively cut by ~75% instead of half. Hardcore XP is now correctly halved, matching the number shown on the cards. The mode-select screen now clearly states the Hardcore market is limited compared to Normal. 🐞 Bug Fixes Reset Save now actually works — it fully wipes your character and returns you to character creation (and uses the game's themed confirmation prompt instead of the plain pop-up). Ancient Surge no longer lingers past 0s — the buff sometimes kept running after its timer ended if you tabbed out and back. It now ends right on time. ⚙ Performance Reduced screen tearing and stutter while scrolling.
Lumber Jax
Lumber Jax
9 days ago · Jax

Lumber Jax is Live!

Lumber Jax is LIVE! 🪓🌲After a lot of work, testing, balancing, bug fixing, and polishing, Lumber Jax is now officially available to play!This is only the beginning. I’m already working on the first round of updates, with short-term goals including:1 new biome125 new worldsNew enemies2 new classesNew prestige buyablesNew weapons, armour & accessoriesA new equipment slot2 new Haven minigamesImprovements to all Haven minigamesPerformance improvementsUI adjustments, including full screen and resolution optionsAccessibility optionsI’d genuinely love to hear your feedback as you play. What feels fun? What feels slow? What needs more polish? What would you like to see next?You can share feedback in the Steam discussions, or join the Discord using the button in the bottom-right corner of the game.Thanks so much to everyone who has wishlisted, tested, followed, or supported the game so far.Now grab your axe — Lumber Jax is live! 🪓
Lumber Jax
Lumber Jax
10 days ago · Jax

Lumber Jax Launches Tomorrow!

Lumber Jax launches tomorrow!After months of chopping, balancing, bug fixing, boss tuning, particle wrangling, and Steam prep, Lumber Jax is almost here.Lumber Jax is a small but packed idle clicker where you chop your way through hundreds of worlds, defeat strange forest creatures, prestige for permanent power, unlock new systems, and keep pushing deeper into the woods.What to expect at launch:100+ unique monster designsHundreds of worlds across multiple biome tiersBoss fights with timed challengesPrestige upgrades and class choicesRelics, pacts, minigames, forge gear, and rare dropsSteam achievementsA cheap launch price with a launch discountThank you to everyone who has wishlisted, followed, shared feedback, or just checked out the game so far. This started as a tiny clicker project and has grown into something I’m really excited to release.Lumber Jax launches June 15.Wishlist now, and I’ll see you in the woods tomorrow. 🌲🪓
Cradle of the Dark Brood
Cradle of the Dark Brood
10 days ago · RyuseGames

v1.0.16

Hello!This update focuses on giving players more control over Conquest pacing, improving automation, and fixing the UI. ChangesAdd zone resize controls for Conquest zones unlocked through Compressed Dominion Change Compressed Dominion into a repeatable upgrade that grants resize points per zone Add Perfect Clear rewards to Conquest zones Add an Improve Chance threshold setting for Auto Genetic Recreation Improve Auto Scavenger zone assignment so scavengers spread out for better total gains Add a Lore Popups toggle in settings Show Perfected mutations separately in the Mutations overview Improve mutation sorting by stat and unlock requirement Add Up/Down keyboard selection in the hatchery table Allow Escape to close major popups and finished battle modals Bugfixes Fix blessing tiles not spawning on zone shrink Improve special tile placement on small or resized Conquest grids Fix circle zone grid size text to show radius correctly
Loopbound
Loopbound
11 days ago · loopbounder

patch notes 0.5.9

Loopbound — v0.5.9 Forest Added a conditional shortcut (alternative to building the bridge). You need to visit the area to unlock it. UI Added Visions (included the first 8 of them). Grammar and text corrections. Header buttons available in the "What Happened?" screen. Improved tutorial. Core Reset Cycle no longer takes you to the previous death screen. (Internal) Auto-eat now prefers foods that satisfy more resource needs simultaneously. Yellow Severely reduced the mastery threshold for "Harvest fresh dates". Slightly reduced the mastery threshold for "Fill waterskins at fountain".
Cradle of the Dark Brood
Cradle of the Dark Brood
12 days ago · RyuseGames

v1.0.15

More enhancements and bugfixes done. Thank you all for your feedback and reports! Changelog - Add Battle Max Tiles action that launches up to the configured tile limit - Cancel active battles during Genetic Recreation without recording a result - Fix Apex mutations not rolling
Cradle of the Dark Brood
Cradle of the Dark Brood
12 days ago · RyuseGames

v1.0.14

This update has some balance and UI changes along with bugfixes. Hope you're having fun with the game! Changes Add persisted global UI scale setting and settings slider Add manual save control to the save/load settings panel Rename Scout to Scourer Reduce mythic species unlock defeat requirements from 10 to 5 Add resync for achievements on activation Bugfixes Fix Divine Acceptance to boost sacrificed creature power Fix next zone being wrong on Mycorrhizal Network Correct servitor rate tooltip math and scavenger base-rate display Prevent active chronicler research cards from retriggering hover/scale animation
ENDLESS SIGNAL
ENDLESS SIGNAL
13 days ago · gamusharanogamu

Mini Update #2

■ Bug Fixes • Fixed an issue where the Settings menu could not be opened correctly in Roguelite Mode.■ New Language Support • Added Chinese (Simplified) support. • Added Chinese (Traditional) support. • Added Korean support.
ENDLESS SIGNAL
ENDLESS SIGNAL
14 days ago · gamusharanogamu

Mini Update #1

■ Bug Fixes• Fixed an issue in Roguelite Mode where the game could become stuck if a boss was defeated at the same moment a Parry triggered a level-up.• Fixed an issue where the REBOOT text was partially cut off in the English version.• Fixed issues where some UU Upgrades were not functioning as intended.■ Balance Changes• Adjusted the balance of Roguelite Mode.Thank you for playing ENDLESS SIGNAL.We will continue polishing and improving the game as we approach launch.
Fortune Mill
Fortune Mill
15 days ago · blah

MacOS version & Balance changes

• 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!
Candy Clicker
Candy Clicker
15 days ago · Iruka

Going Free Soon

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.
TEEFS
TEEFS
16 days ago · swampdonkeyinteractive

Optimization pass, with a little upgrade change.

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
Loopbound
16 days ago · loopbounder

patch notes 0.5.8

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...
Dig into the core
Dig into the core
16 days ago · c0mmand0z

Dig into the Core is now available on Steam!

Hello miners,the time has finally come:Dig into the Core is now available on Steam!After almost exactly two months of testing, feedback, balancing, bug fixing and final improvements, Version 1.0 is now live and ready to play.We also want to make one thing very clear: Dig into the Core is not an unfinished game and it is not an Early Access title. Version 1.0 is fully playable, complete and contains the full core experience we planned for launch. Everything that comes after release will be additional improvements, small patches, quality of life updates and optional content expansions.A huge thank you to everyone who supported the game during development, tested builds, reported bugs, shared feedback and helped shape the final launch version.This is only the beginning of the post-launch journey. We will continue to improve Dig into the Core with bug fixes, quality of life updates, balancing, translations and additional content.Our first roadmap is already live, including plans for the Prestige System in June, the Ordo Virexon story expansion in July and more optional content later in 2026.If you play the game and enjoy your time in the depths, we would be very grateful for an honest Steam review. Positive reviews help a small indie game a lot — but most importantly, your feedback should be honest and constructive.You are also very welcome to join our Discord, share feedback, report issues and follow the next updates.Thank you for being part of this journey.See you in the depths!
Waifu
Waifu
18 days ago · ララ

Event (Holo) + FREE ITEM

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.
Dig into the core
Dig into the core
18 days ago · c0mmand0z

Dig into the Core – Launch & Summer 2026 Roadmap

Hello miners,Dig into the Core is launching on Steam, and we want to share our first roadmap with you.The first days after launch will mainly focus on improving the game further. Our priority will be bug fixes, hotfixes, balancing, quality of life improvements and additional polish.JUNE 8–15: Launch SupportDuring the first launch week, our focus will be:Bug fixesHotfixesBalance tweaksQuality of life improvementsCommunity feedbackJUNE: Prestige SystemIn June, we plan to introduce the Prestige System as the first major expansion to long-term progression.The Prestige System is designed to add a new layer of progress. Players will be able to reset parts of their progress in exchange for permanent bonuses and new strategic progression choices.JULY: Meet the Ordo VirexonIn July, we want to expand the world and story of Dig into the Core.You will meet the founder of the Ordo Virexon — the first major story character in the game. This character will also introduce a new leveling system connected to existing progression systems.LATER IN 2026: Dig DeeperLater this year, the portal at the end of the depth will gain a new purpose.With “Dig Deeper”, we plan to introduce new zones beyond the current depth. These areas will bring new dangers, including radiation, poison and other hazards. To survive, new equipment and protective mechanics will become important.ONGOING THROUGHOUT ALL UPDATESAcross all updates, we will continue working on:Bug fixesQuality of life improvementsTranslationsBalancingPolishingCommunity feedbackThank you for being part of this launch.We are excited to continue developing Dig into the Core together with you.See you in the depths!
Lumber Jax
Lumber Jax
18 days ago · Jax

Feature Spotlight — Chop, Upgrade, Prestige, Repeat

Hey everyone! Today I wanted to show a bit more of what the core loop in Lumber Jax actually looks like.At its heart, Lumber Jax is about pushing through worlds, upgrading your lumberjack, defeating bosses, and deciding when it’s time to prestige for permanent power. The main loopChop through enemies and earn woodSpend wood on upgrades like Chop Power, Lumber Crew, crit chance, crit damage, and moreDefeat bosses every 25 worldsFind gear and relics as you progressPrestige to come back strongerPush deeper into harder enemy tiersActive or idle?You can play more actively by clicking, chasing crits, and grabbing bonus events — or lean harder into idle progress with crew upgrades and passive damage.As you get further in, more systems unlock, including pacts, relics, gear, haven activities, and automation tools. The goalLumber Jax is designed to feel simple at first, then gradually open up as you push deeper into the forest.I’m still polishing balance and pacing before launch, so feedback after release will be a big part of improving the game.Thanks again to everyone following along.If you like idle clickers, incremental upgrades, boss walls, gear drops, and permanent progression, I hope Lumber Jax will be your kind of game.
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