What’s fixed If Steam isn’t ready at launch, the game retries every 15 minutes; once connected, it syncs achievements, keys, and leaderboards Left-panel tabs (Climber / Allies / Relics) no longer share scroll position when switching Career record hover preview now includes Steam inventory bonus stacks, matching the Relics tab How to get this build (Playtest · ~354 MB) Steam Library → right-click Thousand Floors → Properties → Betas Check Enter beta access code, enter: qiancengdengta (lowercase, no spaces) Under Select beta, choose playtest (not Default) Close Properties and wait for the download Launch from your Library — Settings should show v1.1.03 at the bottom
🎣 Fishing Rods & Offline Overhaul New: Fishing Rods A brand-new craftable tool line — 7 tiers from Bronze to Void, forged at the Skiller Workshop. Equip one in its own slot right beside your pickaxe and axe — run all three tools at once. Equipped rods speed up every catch, live AND offline, with the bonus shown on the card. Fully tracked in the Collection Log (new Tools category) and they count toward rebirth completion. Balance: The Traveller grows with you The wandering merchant's stock now scales to your level — no more bronze gear on offer when you're in endgame plate. Still fairly priced and gated. Offline Progression — now it all counts Time away now credits Achievements, Contracts, Mastery, Main-Story progress, brewing, and arrow fletching — the things live play already did. Offline kill gold now receives your Prestige (×2) and faction gold boosts. Switching characters now properly grants offline progress to the character you switch to. Quality of Life Bank: deposit a bag's entire contents straight into the bank from the bank screen. Locked items are protected — they can't be moved or sold by accident, and a bank deposit always leaves at least one behind. Adventure Log chests you buy now drop into your backpack instead of clogging your satchel. Auto-Eat now warns you when your chosen food is too weak to keep up, instead of quietly burning the stack. Wording: skill speed bonuses now read "94% Reduced Duration" (clearer than "94% Faster"). Bug Fixes Gear Sets: copying a loadout onto another set no longer duplicates or deletes gear. Rebirth no longer switches Auto-Eat off. Auto-Eat no longer deletes the food stack in your food slot. Floating combat damage numbers are visible again (and respect the toggle). World Boss: the loot box refreshes the moment the fight ends, and the Abyss-Forged Ingot drops as intended.
Thousand Floors v1.1.02 — Hotfix since v1.1.01: desktop widget floor navigation polish. Bug fixes Desktop widget Up/Down floor buttons support long-press continuous navigation, paced like single taps
Fixed Habitat Switching from breaking when changing between multi-select or singleAdded HATS tab when at least one hat is unlockedAdded new Lily Pad, Lily Patch and Lily Flower
Hotfix focused on enforcing the leaderboard suspect list on clients, plus auto-battle and UI fixes. Fixes & improvements Auto battle · climber level cap “Auto-upgrade climber” level cap slider extended to 0–9999 (0 = no limit) UI Companion roster auto-summon hover tooltip now renders above the scrollbar
Hi all, it's been a minute! With this build comes a much requested feature and a few new things to keep it interesting. Dino Stats UpgradesSelect multiple dinos in the Habitat and send them to other Habitats with easeSwitch between your Habitat books directly (top left)Sort and Filter your collection with simpler tabs (top center)Speed/loading improvements for each card overallNew Research Potions and Early Game UpdatesThe early game feedback hinted that there wasn't much to do after purchasing your first set of dino eggs, so optional Research Potions were added!Use Research Potions to speed up hatching, increase the chances of an egg hatching at a higher Variant and boosting the chance of hatching with AffinityResearch Potions are created every 8 hours, with each adult dino. Common dinos give 1 potion, all the way up to Legendary giving out 4 (approx 200-300 with all habitats full). You can collect Research Points in the game world by looking for the Purple/Rainbow bottle in your HabitatsEarly game for new saves now give you 5 free hatches, 200 potions and money for 2x dino packs, to give the kickstart it neededShop RefinementsThe shops have been given a little spruce up with added information. (new items are coming soon!)General FixesHabitats now remember what page you had open and now return to itFixed sticker grid not updating when claiming a new dinoFixed loading issues on Dino Stats HUDAdded Affinity per habitat into Switch Habitat modalAdded and updated tooltips for various things to give more informationSwitched Top HatHat and Top Hat around as it felt odd As always, thank you to the playtesters for giving great feedback and really helping me see some things I had missed! Enjoy the dinos!
Eldara Update 📦 Loot Crates — glow-up Crates felt lame at endgame (bulk mats + gear you'd outgrown). Two changes: Gear scales to your tier — a crate's gear now tracks your progress instead of the crate's fixed tier. A maxed player's Wanderer's Supply gives emerald-class gear instead of bronze, the Veteran's gives diamond, etc. Better crates still give better gear, and nothing drops below the crate's own tier. Shiny / Pet jackpot — every open now has a tier-scaling chance (common ~0.4% → Void ~5%) to drop a Shiny gear piece or a pet. The inspect page and hover tooltip now show the scaled pool + jackpot odds. 🎒 Backpack perks — now visible everywhere The tier perks (offline cap / +gold / +skilling XP) were live but hard to see. They now show on the shop card, the item inspector, the bag panel, and the offline "welcome back" screen. 🔧 Fixes Rebirth luck now shows on drop tables — your permanent rebirth luck was always boosting the actual rolls, but the monster/dungeon drop tables only displayed it while a temporary Luck buff was active. They now show the rebirth-boosted % (with a ✦ marker). Thanks for the bug reports and feedback — keep them coming.
Key updates1. Left panel · Relics (v1.1.0 · new tab)New Relics tab: preview on top + six-column grid for all unlocked relicsSelection syncs with preview; stacks show save count + Steam bonus (same colors as list rows)Independent scroll for the grid — more room as your collection grows2. Auto battle · from hands-off to your rules (v1.0.40 → v1.1.0)Since v1.0.40 · Auto Settings panelBottom bar Auto / climber card Auto Battle opens one unified panelTabs: Climber / Skills / Allies / Other; master switch + per-option togglesAuto summon floor (peak/lowest cycle), min rebirth floor (0–500), ×1 / ×10 / ×100 anytimeRebirth keeps auto settings; desktop widget matches main windowv1.0.43–v1.0.45 · finer controlAlly / skill level cap slidersSkill upgrade: balanced rotation / fixed orderUpgrade allies first togglev1.1.0 · auto upgrade & summon refinedAuto mode upgrades skills, climber, and allies on a steady rhythm — lighter UI, less lagUnlocking an ally or skill shows the next empty slot right awayPer-row auto-summon toggle on the ally rosterFour modes: Summon all / Summon none / Custom / Strongest only3. Lockdown floors · camera & performance (v1.0.38 → v1.1.0)Dynamic Lockdown numbers match the card; spawn zones no longer stay empty after floor changesv1.1.0: camera eases up smoothly as lockdown deepens — less accidental scrolling into the zoneOff-screen lockdown floors unload automatically for smoother high-lockdown fightsAuto battle summons also roll Fierce / Demon variants4. Combat & controls (since v1.0.32)Right-edge active skill bar (Cloud Ladder / Formation Break / Golden Bell / Spring Return): tap when ready, radial cooldown overlayBatch upgrade cap ×100Rebirth / load / world switch no longer reset rain overlay and animated skySkill list shows current level; ultra-high upgrade prices display correctly5. Steam Inventory & chestsInventory chests auto-pickup after 5 s; chest/key sync hardenedChest detail Sell: gold by current peak floor, no key spentGold Hoard Chest (v1.0.4...
Hello salvagers,This update focuses on clarity, smoother jumps, and fixing several edge cases that could interrupt a run. Loot, weapon installs, distress beacons, pursuit encounters, disruption, sockets, and routing have all received improvements.0.9.1.3New Reroute ButtonA new Reroute button has been added.Reroute lets you replace the current POI node selection with a fresh set of POI nodes.This gives players more control over bad route rolls and should make early pathing feel less punishing.Loot and System ClarityEquippable items are now referred to as systems where appropriate, and item states should be easier to understand at a glance.Systems at max drawbacks now show a warning icon and a COMPROMISED tooltip before further hull damage starts lowering their tier.Broken systems now use a clearer tooltip:BROKEN: System is useless until repaired.POIs with exclusive loot pools now use clearer titles such as MODULES, AUGMENTS, DRONES, and SOCKET BONUSES.Pursuit and Hazard ImprovementsPursuers can now appear randomly at the start of jumps. Flagging pursuers calls them into combat without increasing Area Threat or pursuit difficulty.Distress Beacon ReworkDistress Beacon has been reworked into a toggle system with jump-based cooldown recovery.Beacon readiness is now shown as a readiness meter, and the tooltip explains that readiness increases after jumps and during combat.Distress Beacon cooldown recovers:After jumpsSlowly during combatWeapon Install and Comparison ImprovementsNewly installed non-standard weapons now start at 100% proficiency.Weapon install cards have been improved so primary and secondary replacement choices are easier to read.Weapon comparison readability has been improved, and misleading green/red comparison coloring has been removed from weapon stat deltas.Disruption OverhaulDisruption behavior has been overhauled.The Disruptor now resets reinforcement progress to 0 and holds it there briefly before progress resumes.Disruptor Frequency now increases t...
Upgradia is Coming Soon to Steam Early Access! Upgradia is coming to Steam Early Access! A new Semi-Idle MMORPG adventure is almost here!. Upgradia is a social, progression-heavy fantasy MMORPG built for players who love long-term progression, meaningful character builds, turn-based combat, player-driven systems, rankings to climb, and thousands of levels to chase over time. Fish, camp, party with friends, master skills, battle monsters, craft gear, collect cards, trade with other players, join guilds, climb rankings, chase achievements, and build your character into something bigger. What to expect in Early Access: • 5 class-based progression paths, with advanced classes and more build options planned. Classes can be swapped at any time, and you can level every class on one character. • Tactical turn-based party combat. Play solo or with a party of up to 5 players. • PvP duels and rated arena instances. Queue for live PvP, with various modes and more planned. • Player economy and trading through the live Trading Post. • Guilds with shared goals and rotating challenges. • Story and quest progression up to level 80. • Questlines across combat, skilling, crafting, and exploration. • Farming, fishing, foraging, mining, smithing, alchemy, cooking, crafting, weapon skills and more. • Tons of upgrades, unlocks and Automation. • Deep loot, tiered gear, affixes, upgrades, and long-term progression. • Card collecting and additional build customization. • Achievements and rewards across many gameplay categories. • Rankings and Leaderboards to climb across multiple systems. • Friends, mail, global chat, and shared online spaces. • Day/night, weather, relaxing backgrounds, lo-fi-inspired music, and social fishing spots. ...and so much more! Steam Early Access is planned for August 2026, with the full Steam release planned for 2027.No wipes are planned. Your progress is intended to carry forward from Early Access into full release. A public roadmap is coming soon, where we’ll be...
This update focuses on clearer mutation browsing, better boss tracking, and automation controls. Changes Add multi-select filters for mutation stats and mutation states Improve the Mutations tab with stat icons, clearer filter buttons, and cleaner total stat display Add Boss Status details to the enemy Codex, showing where bosses appear and whether they are still available this run Add an Auto Battle only with Full Roster option Improve Dominion zone and route picker modals Bugfixes Fix Auto-Scout getting stuck with no routes after zone completion Disable manual Scavenger zone assignment while Auto-Zone is enabled Disable manual Scourer route planning while Auto-Scout is enabled Fix Cultivator messaging when no Cultivation Plots are built Fix some resource cost/order display issues
Eldara Update A big one — a save-loss fix, a backpack rework, balance passes, and windowed-mode improvements. 🛟 Important Save Fix Switching characters no longer overwrites the other one. A Steam Cloud sync issue could, after a character switch, restore your previously-played character over the one you switched to ("all progress lost except playtime"). Fixed. If you were affected, your old save can be recovered from Settings → Data → Restore a Backup. 🎒 Backpacks — now with perks (will be better in terms of storage, just working on it! please be patient!) Each tier grants an always-on perk on top of its storage (cumulative up to your best bag, shown on the shop card): Basic — +4h offline cap Adventurer's — +4h offline cap & +10% gold Grand — +4h offline cap, +10% gold & +10% skilling XP ⚖️ Balance Smithing & Crafting XP normalized — every piece in a tier now gives equal XP per material, so no recipe is a trap (heavy pieces were quietly worse per ore/scrap). Achievement rewards scale to your tier — fixed mid-tier gear now arrives at your current tier (e.g. a Void Helm instead of a Ruby Helm at endgame). Apex/unique rewards unchanged. Hunting pet drop rate raised — the Tracker pet was punishingly rare per contract. Loot crate prices halved across all tiers. 🖥️ Windowed Mode Window Size presets (1280×720 / 1600×900 / 1920×1080) in Settings. Picking a size drops the window — sized to fit — onto the monitor your cursor is on, so single-monitor players can shrink it and multi-monitor players can move the game to their other screen. 🔧 Fixes World boss drops show their real icons on the victory screen (they were all rendering as a flawed diamond). Combat loot box keeps its scroll position — no more snapping to the top on every hit. "Trinity of the Realm" achievement now counts — the World Boss trophies weren't being recorded, so it could never complete. Fletching +15% bow-sell perk is now shown in the Market (it was working, just invisible). Lich (Undying Lichlord) set now ...
v0.1.30 - Grading Fixes, Cracking Tweaks, and Bucket Updates Grading New - InstaGrader (Business Level 5, $100,000) - after cracking a slab you can send the raw card straight to any grading company right from the result screen, no need to dig through inventory. If you don't own the upgrade yet, the grading buttons show as locked with a purchase button below them. Business level requirement shows as red and disabled with a tooltip. Bucket mislabels - roughly 10% of Bucket grades come back with a different creature name printed on the slab label. The real card art and grade are unchanged; only the name is wrong. Your inventory flags it with "(mislabel?)" and the grading reveal calls it out with a yellow warning. The mislabeled name shows everywhere the slab appears - inspector, zoom view, listings. Chaos % on grading company cards is now hidden when Chaos Mode is off. When active, the percentage shows in green. Grader employee rules now support condition, variant, and rarity filters - same multi-select pill style as Flipper and Scout tabs. Fixed auth-failed cards (fake cards sent to grading) landing as slabs in inventory - they now correctly return as raw cards with the AUTH FAIL overlay. Fixed the "graded by employee" indicator showing on all graded slabs including ones bought by Flippers - it now only lights up when your Grader actually graded the card. Fixed chaos rolls firing in the card inspector when Chaos Mode was off. Fixed Bulk Grade Reveal height jumping mid-animation - the grade and profit row now reserves its space so the Skip button stays put. Cracking The crack confirm screen now shows a real warning - your exact damage chance based on current upgrades, your current rep and where it lands after cracking, and an honest assessment of what you're about to do to a perfectly good slab. Cracking a slab now costs 0.5% rep instead of 5% - still a slight ding, but you're not bankrupting your reputation over it. Pneumatic Cracking Press damage floor raised to 2% -...
Gold Hoard Chest · Career Record Vault UI · Steam Boot Improvements What's New New enemy · Gold Hoard Chest: Rare elite spawn from floor 26+; added to codex, kill stats, and all 10 locales. Career Record · Item Vault: Owned items show stack count as A(+B) (save stacks + blue Steam inventory bonus), without the × prefix; locked slots use rounded gray ? tiles. Steam startup: Retries connection if the Steam client isn't ready yet (0.5s–15s backoff); cloud save sync waits for a successful Steam init. Internal: Removed summon/perf debug instrumentation.
Eldara Update 🏦 Bank Placeholders — withdrawing all of an item now leaves a faded slot that holds its spot (and stays in the right tab), so your layout doesn't collapse. Left-click a placeholder to clear it. Search highlights tabs — searching the bank now highlights every tab containing a match, so you can see where an item lives at a glance. "All but 1" — new option to withdraw/deposit everything except one. 🔧 Fixes & Polish Cremation progress stays visible — the burn timer used to vanish after the first bone for every tier except Ashen. It now shows the whole time, for every bone. Live "have" counts on skill cards — every recipe now shows how many of each material you own, updating in real time (including the skill you're actively training). No more switching tabs to refresh a stale number. Accurate "consumed" popup — the crafting floaty now shows the real discounted material count, not the base amount. Dungeon contract on the battle screen — your active contract progress now shows while you're fighting in the dungeon. Thanks to everyone sending bug reports and feedback — keep them coming.
Adds a toggle for summon landing effects and shortens Language & Display labels so English text no longer gets clipped. What's new Graphics & Effects Summon effects (new) In Settings → Graphics & Effects, you can turn off the landing summon VFX for climbers, allies, and Shield Surge mercs. On by default; turning it off does not affect summoning itself—only the visual effect. Language & Display Shorter labels Row labels and dropdown options use compact text (e.g. Language / Mode / Size) so the left column no longer shows truncated text like Interfac... or Win Mo....
Thousand Floors v1.0.46 Auto Settings are now organized into category tabs, with cleaner layout. What's new Auto Settings Category tabs (new) The master Auto toggle stays at the top. Settings are split into four tabs: Climber · Skills · Allies · Other. Tap a tab to show only that category—no more one long scrolling list. UI polish
Improves how Auto Settings distributes skill upgrades, and aligns Auto Settings label colors with the Career Record panel. Please install the Steam playtest branch to get v1.0.44 (if default is still an older build). What's new Auto Settings Skill upgrade mode (new) With Auto upgrade skills enabled, you can switch: Balance lowest (default) — every 3s, upgrades the lowest-level eligible skill first, so Lockdown / Summon cap don't get stuck behind one skill forever Fixed order — legacy behavior: always tries the first skill in a fixed list UI Auto Settings row labels now use the same ink color + outline as Career Record for better readability How to join playtest and update to v1.0.44 (Steam App 4794380 · branch playtest) Steam Library → right-click Thousand Floors → Properties → Betas Check Enter beta access code, enter: qiancengdengta (lowercase, no spaces) Under Select beta, choose playtest (not Default) Launch the game → confirm v1.0.44 in Settings Open Auto settings → check Skill upgrade mode (default: Balance lowest) Troubleshooting Only Default in the list: playtest branch not live or changes not Published yet — try again later Still on an old build: confirm branch is playtest; try Verify integrity of game files, then restart Steam When v1.0.44 ships on default, switch back to Default in Betas — no access code needed.
Thousand Floors v1.0.43Fixes bloated-save startup hangs and improves Auto Settings. Install the playtest branch to get v1.0.43 (default may still be older).What's newCompanion level cap in Auto Settings (0 = no limit)Rich-only upgrade uses next-level unit costBloated save fix trims abnormal snapshots on load/saveHow to join playtestLibrary → right-click Thousand Floors → Properties → BetasCheck Enter beta access code, enter: qiancengdengtaSelect playtest (not Default)Confirm v1.0.43 in Settings
\Early Access is Live — and the Work Continues\\The world ended. The paperwork didn't.\COMMANDERS... It's official: \MEGACITY \ is now in \Early Access\ as of \\\. The current Early Access build, \BuildID 23828670\, is live right now. If you're reading this, you can jump in and start running your city straight away.\What's changed since the last update\This round was all about smoothing out the rough edges so the game feels better moment to moment:\\\Display & icon fixes\ — interface icons now render correctly across the board instead of showing as blank boxes.\\Navigation polish\ — the top navigation now fits and reads cleanly, so getting around the city is less fiddly.\\General stability and behind-the-scenes cleanup\ to keep things running smoothly.\\What's next\Even though Early Access is live, \work continues on MEGACITY every single day behind the scenes\. There's a long list of fixes, features, and ideas I'm steadily working through, and your feedback during Early Access will directly shape what gets built next.\A note from the developer\I want to be honest with you: \this is my first game\, built solo. It won't be perfect, and Early Access means you're seeing it grow in real time, bumps and all. If you hit a bug or have an idea, please tell me. I'm reading everything, and every bit of support genuinely makes it possible to keep going.Thank you for being here this early. Let's build something great together.\Good luck, Commanders.\
- Fix issue opening grading tab on some save files
Eldara Update A new comfort setting, offline progression, balance passes, and a stack of fixes from your reports. Thank you all! 🆕 New Windowed Mode — a toggle in Settings to swap between fullscreen and windowed, so you don't need to know F11 / Alt+Enter. It remembers your choice and stays in sync however you switch. 🌙 Offline Progression Bone Grinder runs offline — leave it on with bones in your pack and it keeps burning them while you're away (Cremation XP + Pyre Charges), highest tier first. Auto-Farm runs offline — your farm now keeps harvesting AND replanting the whole time you're gone instead of maturing a single crop. Spends a seed per replant and stops when you run out. Both are capped by your offline limit and the bones/seeds you actually have — same as leaving the game open. Hunting Points still don't accrue offline. ⚖️ Balance Smithing is quicker — every smelt (ore → ingot) is ~25% faster. Smelting was sitting at ~55% of mining's XP/hr across the board; it's now ~75%, with the tier order unchanged. (e.g. Emerald Ingot 18k → 24k XP/hr.) Shiny gear completes regular sets — a single shiny piece now counts toward the normal set bonus, so it's never wasted or forcing you back to the plain piece. Wearing the full shiny set still grants the stronger all-shiny bonus. Two quests un-wasted — The Emo War and Deadly Dish required level 100 in skills they then rewarded XP in (wasted at cap). Lowered those requirements to 95. 🛠️ Fixes "Prosperous Market" no longer sticks forever — a faction sell perk was keeping the timed banner up permanently. The perk still works; it just stops pretending to be a timed event. Quest panel no longer freezes on hover — timers and gathered-material counts keep ticking even while your cursor is over the board. Blacksmith refining reads your Bank — with the Quartermaster's Ledger, gear-upgrade materials now count what's stashed in your bank/bags like every other recipe. Ash Salts actually speeds up skilling — it showed in the tooltip but w...
Hello! Got another patch for you guys. I'm continuously working on performance and by now the biggest bottleneck is actually the flight paths. In the last patch, I offloaded the drawing from the CPU to the GPU. That helped, but the game can still slow down if you zoom in close and have a lot of ships.Fixed a bug that would sometimes draw the paths twice, overlaying them.Merged draw calls into one large render call instead of processing them individually for each ship.Added a setting to disable flight paths. If you still experience performance issues, you can now turn them off in the settings.Added a fleet defense score to Fleet Command.Locked positions for pirate warnings and defense probability in Fleet Command. This prevents the buy buttons from moving around and causing accidental misclicks.Individual module scaling: You can now resize each UI module individually in the settings.Finally, I want to thank everyone who played, left a review, provided feedback, and shared the game! Somehow, we passed 4500 wishlists and hit 121 concurrent players (last I checked, we were the 130th most popular demo!), which is crazy to me.Truly humbling! Okay, now back to work...
v0.1.28 - Grading Overhaul, New Employees, and a Bunch of Fixes Grading Grading company buttons are now styled as distinct logo badges - ZAG in dark blue, PZA in crimson, Bucket in amber. Free voucher shows up as a gold "FREE" badge right alongside them Black Label now has its own chip in Grade History and Grade Distribution so you can see how many you've pulled at a glance The card inspector shows when a chaos roll bumped or dumped your grade Grade potential in the card inspector now reflects the actual score used for that specific copy - condition + centering + print quality combined. Was showing a generic static number before Card print quality now has a small influence on grading (15%) - cards with known printing issues are slightly harder to gem even in perfect condition Centering now enforces hard grade caps the same way condition does. Badly off-center cards are capped - only well-centered cards can hit 9.5 or 10 Bucket was dumping grade 1s way too often on decent cards. Near Mint cards now floor at 3, Lightly Played at 2 - only Played and below can crater to a 1 Bulk Reveal now pauses on black label pulls instead of auto-advancing - you can't accidentally click past one Fixed black label styling not showing correctly in the reveal animation Fixed chaos 10s being eligible for black label - a lucky chaos flip shouldn't count Fixed the grading reveal queue getting permanently stuck if you sold a card before clicking Continue on its result Selling a card with an unrevealed grade is now blocked with a warning - previously it would silently corrupt the reveal queue Fixed the reveal animation occasionally skipping the flip when revealing multiple cards back-to-back New - Chaos Grading Module (level 4, $5,000) - unlocks a Chaos toggle on the Grading page. When on, every submission gets a random grade shift after the normal roll - usually +-1 grade, sometimes +-2, and rarely a flip to a 1 or 10. Works on all companies. Toggle persists between sessions and there's a t...
This update focuses on automation control, Conquest map clarity, and several balance/UI fixes. Changes Add a Fill Empty Slots First automation toggle for role assignment Auto Scavenger zone assignment now updates when new scavengers are added or zones are completed Rework the Conquest zone details panel with clearer special tile and reward information Show boss reward availability and respawn details more clearly in zone details Rebalance Industry divine skills for Scavengers, Cultivators, Chroniclers, Scourers, and Forgers Improve number notation formatting across several UI panels and Codex entries Bugfixes Fix Cleaver treasure damage scaling starting below x1 Fix the Conquest map not returning to the caves after prestige or run reset Fix stale zone details staying open after ending a conquest run