Game Updates

Patch notes and dev posts · 245 Steam updates
Fortune Mill
Fortune Mill
19 days ago · LavaFlame2

NG+ UPGRADES

40 new upgrades - Exclusive to New Game+ Find the NG+ Shop in DartsNew Game+ is completely free for all players.Upgrades include:+10 Total Darts Thrown125x Platinum+1000% Dart Throwing Speed+1000% Accountant Toad Speed50x Bubba Ball Launch speed125x Abacus EXP in Lotto... and that's just 6 of the 40 total upgrades!NOTE: You must beat NG+ to unlock Upgrade #21~30 and NG++ for #31~4011 NEW ACHIEVEMENTS• Beat New Game+• Hit the 10 new Bullseyes added - Cloudy to Supernova!New achievements and gameplay added thanks to YOU, the players!You all asked for it, so it's here! This is just a small token of my gratitude for all your support, I hope you enjoy! If you do have fun playing, definitely leave a review, they help a ton - thanks again Escapee's!Good luck escaping...
Thousand Floors
Thousand Floors
19 days ago · 空城琥珀柒

Thousands Floors launches June 18 on Steam!

Release Date AnnouncedTower Climbers,Thousands Floors is scheduled to launch on June 18, 2026 on Steam.It all begins on the first floor at the tower's base—and the moment you first tap a floor and a Tower Climber bursts through the rain. Here you are not only the guide who summons climbers, but the architect who keeps the entire sky-piercing pagoda running.What is this game?Thousands Floors is a Chinese-inspired pixel idle tower-climbing game. Summon Tower Climbers and fellow allies who patrol automatically, battle creatures from the Classic of Mountains and Seas, and keep climbing upward along winding staircases. Earn gold from kills, upgrade stats and mystic arts anytime, push to higher floors, and earn relics.Core FeaturesTap the tower, fight together—click or hold the tower to spawn climbers from your chosen floor; unlocked allies join automatically on a timerCollision combat that feels great—every hit is crisp and satisfying, without micromanaging every fightMystic arts & strategy—summon expansion, Floor Lockdown, Cloud-Step, Renewal, and moreA roster of allies—sword cultivators, spear guards, shield bearers, archers, talismanists, dancers, monks, apothecaries, assassins, artificers…Relic Codex—permanent stacking bonuses from milestone floors and BOSS chestsRebirth—reset your run from floor one, keep every relic, and start a fresh strategic loopOffline gold—return anytime to claim idle earnings; floors stretch on foreverBefore LaunchWishlist now—get notified on launch day and don't miss day oneFollow this page—more screenshots, gameplay details, and launch info coming soonLaunch DateJune 18, 2026 · Steam releaseThe countdown has begun. Wishlist Thousands Floors now—we'll see you on floor one.
Lumber Jax
Lumber Jax
20 days ago · Jax

Lumber Jax Roadmap — What’s Planned After Launch

Hey everyone,With Lumber Jax getting closer to launch, I wanted to share the current roadmap and what I’m planning to focus on after release.The main goal is simple: keep improving the game based on real player feedback. Lumber Jax is an idle clicker about chopping through worlds, upgrading your build, finding gear, collecting relics, prestiging, and pushing deeper into tougher enemy tiers — and I want that progression to feel satisfying from the first world through the late game.Launch prioritiesThe first updates after release will focus on the most important polish areas:Bug fixes reported by playersBalance and pacing improvementsSmoother enemy and event animationsClearer tutorials and unlock explanationsEquipment, relic, and prestige polishSteam achievement polishBetter explanations for boss moves and progression systemsPlanned improvementsAfter the initial launch fixes, I’d like to work on:More gear varietyMore relic and boon optionsBetter late-game progressionMore quality-of-life featuresImproved in-game patch notes and help textMore balance tuning between active clicking, idle builds, and economy buildsLonger-term ideasSome ideas I’m considering for future updates include:More rare enemy and event typesMore world and biome varietyMore late-game goalsMore build varietyMore automation optionsMore community-requested improvementsA flexible roadmapNothing here is a hard promise or locked date. I want the roadmap to stay realistic and flexible so I can focus on what players actually care about most.If you have suggestions, balance feedback, bug reports, or ideas for future updates, feel free to post in the Steam discussions or join the Discord.Thanks for supporting Lumber Jax — I’m excited to keep improving it after launch.
Loopbound
Loopbound
20 days ago · loopbounder

patch notes 0.5.6

0.5.6 UI milestones now are sorted by cycle added zoom level up to 150% chronicle drop down background color ordering of actions in automation/priorities tab now has a default setting (discovery order, and distance order in gray) you can export the game right after dying core emergency auto-eat is not being added if the action is currently being executed (even with a x2,x3 or top up the inventory) oneTime actions cannot stack settings are kept after importing edge case for actions with food value reduction. yellow hunt lizards doesn’t depend on any action indicator in decay when hydration is 0 gray : one more soft-lock fixed Balance changes : cactus fruits : removed, they were a 'trap' resource, but they were in the game much earlier than they should have been, as they appear before the player gets the hang of the mechanics. Hunt small birds : execution time has been reduced.
Lumber Jax
Lumber Jax
20 days ago · Jax

Lumber Jax is coming soon!

Hey everyone,Lumber Jax is getting close to launch on Steam!It’s an idle clicker about chopping through worlds, upgrading your build, finding gear, collecting relics, prestiging, and pushing deeper into tougher enemy tiers.Right now I’m focused on final polish before release, including:Balance and pacingBug fixesSmoother animationsBetter tutorial flowEquipment and progression claritySteam achievements and launch polishThe goal is to make Lumber Jax easy to jump into, satisfying to progress through, and fun to keep improving over time.After launch, I plan to keep improving the game based on player feedback. Early updates will likely focus on balance, quality-of-life improvements, bug fixes, and progression polish.If you’re interested, wishlisting the game helps a lot.You can also join the Discord to give feedback, report bugs, or follow development.Thanks for checking out Lumber Jax — I’m excited to get it into players’ hands soon.
Fortune Mill
Fortune Mill
21 days ago · LavaFlame2

AUTO SCRATCH added!

You can turn on AUTO SCRATCH feature at Abacus Frog in Lotto Room!• Auto Scratch mode added. You can still play scratchers manually, but this will help you make money when you don't feel like doing it yourself!• Gold nuggets no longer cause major lag on the Darts room. Hope this helps!• Poppy's Jackpot Spin is now guaranteed if you get very very lucky. Most of you won't need this, but the few that do will appreciate it I'm sure :D• Fixed the Sushi "BONUS" descriptions not being translated• Fixed a typo for the Sushi that boosts the Blue Ribbon Doubler slots. It does indeed make them give "3x instead of 2x", not 1Thank you everyone for supporting the game, the kind words, and for the great suggestions! If you're reading this now, I'd be super helpful if you also leave a Steam Review! Thank you very much for playing, and I hope you like the new additions and fixes! ːHeart_IdleOnː PS: if you want more achievements, leave a steam review and let me know! I could add more if you all want me to :DGood luck escaping the FORTUNE MILL!
Fortune Mill
Fortune Mill
21 days ago · LavaFlame2

Minor Hotfix

Blue Ticket lotto upgrade cost adjusted: 3,500,000 -> 150,000Green Ticket Lives upgrade max level adjusted: 10 -> 15Various Gacha upgrades are cheaper: Stuffing Gain V, Gronk's Secret ShopVarious Lotto upgrades are cheaper: Green Ticket Lives, Dollar Valuation, Jackpots for EveryoneFixed a rare issue where some players would have Lv.1024 in all upgrades to start the game.Fixed the Sushi "BONUS" descriptions not being translatedFixed a typo for the Sushi that boosts the Blue Ribbon Doubler slots. It does indeed make them give "3x instead of 2x", not 1xFixed typos in various shop upgrade translationsːSmile_IdleOnː If you're reading this, thanks for playing Fortune Mill! ːHeart_IdleOnː To all my escapees, definitely leave a Steam Review! ːIdleOnː Don't forget to claim your Abacus frog in IdleOn!
Loopbound
Loopbound
23 days ago · loopbounder

patch notes 0.5.4

Early Access & Demo (0.5.4) UI wide layout (allows to have the chronicle always on top). automation type and priority UIs are both in the action list now.There are more changes to come in next patches regarding usability of the Automation/Priority panels. prioritites higher than 10 will be set to 10 which is now the maximum value number of cycles in milestones displays properly (it was one less than it should) untranslated text when entering new zone tooltip for special training icons was partially hidden under the actions list. (internal) added labels for accessibility now you can see what happened when you died. core special training actions moved to “exploration” category. yellow now you cannot upgrade the camp in ruins without building it first. automated drink tasks now start a bit earlier, so you are not left with 0 hydration. gray removed all known soft-locking issues (but not the ones I don’t know 😉 ) end dark (gray) mode
Eldara
Eldara
23 days ago · Eldara

ELDARA Launches June 15 at 7:00 AM EST

# ELDARA Launches June 15 at 7:00 AM EST The wait is almost over. ELDARA launches on June 15 at 7:00 AM EST. Explore a dark fantasy world, train your skills, battle powerful monsters, collect rare loot, and forge your own path through the Forgotten Realm. Whether you're chasing mastery, hunting legendary rewards, or simply looking for your next adventure, the journey begins soon. Thank you to everyone who has wishlisted and followed development so far. See you on launch day.
ENDLESS SIGNAL
ENDLESS SIGNAL
25 days ago · gamusharanogamu

Fixed Cases That Looked Unresponsive

When a tutorial starts while a menu such as Settings is open, the game now automatically returns to the main screen. Right-click back behavior is also restricted during tutorials so it only works when the tutorial explicitly expects it. This should reduce situations where the game appears stuck due to an unexpected screen state.
Loopbound
Loopbound
25 days ago · loopbounder

patch notes 0.5.3

general corrected formulas in help section that were outdated visual effects setting was being reseted after ending a cycle updated some narrative texts. new setting for “automations to start as inactive when buying them” window keeping its state instead of starting always maximized improved stats (added time spent per world, but will not be accurate for ongoing games) milestone info, recorded info when ending worlds (it wll not gather info for already completed worlds) changed the way advanced info is shown in tooltips gray zone: timer adjusted (there were 100ms. missing) map improvements improved german translations
Loopbound
Loopbound
28 days ago · loopbounder

Loopbound Early Access is now live

Loopbound is now in Early Access. WHAT'S IN EA• 3 new regions beyond the starting area (~20–30 hours of content)• Each region has its own theme and unique mechanic• Recommended order by difficulty: yellow → green → gray. Any order works; you can switch regions freely between cycles. THE 3 REGIONS1. Very direct and fairly linear, but not just a matter of moving forward: which resources you automate or disable matters. Recommended for getting familiar with the game.2. Less direct; choose between different routes to complete it (all routes must be traversed). A bit more open than the first — you're not pushed to a single path — but order doesn't change things drastically.3. Very open (within the core mechanics). Likely the most open region in the full game. My favorite, but not recommended first. I originally didn't plan to include it in EA, but couldn't resist. DEMOThe demo will always be available. If you haven't tried it yet, that's still the best way to see if the game is for you. SAVE COMPATIBILITY• Demo saves from before the EA release cannot be imported.• The demo will be updated so new saves (from the updated demo onward) can be imported into EA.• EA → full release: save import is not guaranteed; it depends on how much the final version changes.WHAT CHANGED SINCE THE DEMO (based on player feedback)Bugs: GPU usage, extra tick on full inventory, tutorial windows blocking actions, automation edge cases, missing translations, backdrop flickering, action naming, horizontal scroll bar.QoL: bulk automation (x2, x3…), remaining time on started actions, buy automation from task list, improved tooltips (settings), start cycle paused (settings), chronicle improvements, pause indicator, inventory colors, resource icons on gather actions, map highlight on shortcuts, small marker showing which skill is leveling up (Skills panel).Appearance: new Retro interface look (Settings → Appearance), alongside Modern.Balance: mastery reduces action time by 10%, doubled temporal essence...
Loopbound
Loopbound
28 days ago · loopbounder

Demo updated — aligned with upcoming Early Access

This demo build matches the Early Access version that will launch soon. SAVE COMPATIBILITY• Saves from older demo builds are not compatible with this update.• New saves created in this demo will be compatible with Early Access when it is released.If you had a demo save from before this update, you’ll need to start a new run. WHAT CHANGED (same as upcoming EA; based on demo player feedback)Bugs: GPU usage, extra tick on full inventory, tutorial windows blocking actions, automation edge cases, missing translations, backdrop flickering, action naming, horizontal scroll bar.QoL: bulk automation (x2, x3…), remaining time on started actions, buy automation from task list, improved tooltips (settings), start cycle paused (settings), chronicle improvements, pause indicator, inventory colors, resource icons on gather actions, map highlight on shortcuts, small marker showing which skill is leveling up (Skills panel).Appearance: new **Retro** interface look (Settings → Appearance), alongside **Modern**.Balance: mastery reduces action time by 10%, doubled temporal essence per cycle, many action/time/XP tweaks. It is strongly recommended to stop the demo (or keep a save file) when the end of teh content is reached, otherwise when importing the game into EA you'll be overpowered ( it will be ok, but content is not originally designed that way )
TEEFS
TEEFS
35 days ago · swampdonkeyinteractive

Da Near Future Roadmap

Da Near Future RoadmapIts here, the thing that someone was definitely waiting for, a roadmap for what this game will release in the near future. I'd love to give exact dates, but I am just one man... I mean Ork. For every building, a minigame The first of the listed updates is the continuation of the minigames. Each building will have its own minigame to offset TOOF clickin' repetition and provide a more lucrative avenue for TEEFS income. The first five minigames are already in, leaving another ten to go. OptimizationI am an artist first and a novice programmer second I have heard the optimization woes and please believe me when I tell you that I am working on them. Every comment, gripe and piece of feedback I get is taken seriously and addressed as fast as I can get to it.Full idle experienceThe addition of a more micro rpg idle experience has always been something that I wanted to do with this game, making it the first clicker game to combine a traditional clicker, rpg idle and in time (who knows how much) a 4x portion of the idle sphere. Giving the player every layer of idle-y goodness to dominate and conquer da valley and beyond. "Everything will be green, and da TEEFS gots nowhere ta hide!" An in game Ork... Probably.Cheers,Swamp Donkey Interactive
TEEFS
TEEFS
40 days ago · swampdonkeyinteractive

Meta Gameplay Update

Patch notes I have heard the feedback, and I have made the Meta upgrades within the Great Green Reset. This is not just moving numbers around, this is an entire overhaul. I hope you all enjoy! Overhaul changes: Greenskin Fiscal Memory The Old Way: start-run income calculations and milestone previews. The New Way: Just straight-up TEEFS in your pocket. You now get flat, passive income right out of the gate after a reset. Lv 1: Start resets at 2 TEEFS/s Lv 2: 5 TEEFS/s Lv 3: 10 TEEFS/s Lv 4: 20 TEEFS/s Lv 5: 40 TEEFS/s Predictive Orkonomics The Change: Completely simplified into a straightforward building discount. Lv 1 to 4: Buildings cost 2% / 5% / 10% / 15% less. Lv 5: The first 5 buildings you buy after a reset are completely FREE. Entropy Market Conditioning The Old Way: Diminishing-return smoothing (this was an ambitious attempt that just didn't land). The New Way: Every 10th building you buy now triggers a massive cashback refund based on its current cost. Refund amounts: 25% / 50% / 75% / 100% / 125% (Yes, Level 5 literally makes you profit). Industrial Momentum Loops The Change: Straightforward income boost to your minigames. Minigame Income Bonus: +25% / +50% / +100% / +150% / +200% Surplus Redistribution Engine The Change: This now just jacks up the power of your regular building upgrades across the board. Upgrade Effectiveness: +10% / +15% / +20% / +25% / +30% Note: This applies to pretty much everything—TPS boosts, cost discounts, milestone multipliers, and legacy multipliers. Market Echo Chambers The Change: Shifted away from early purchase cost smoothing. It now grants a clean, reliable global passive income multiplier. Global Passive TEEFS/s: +1% / +2% / +3% / +4% / +5% Bulk Bribery Doctrine The Change: Replaced the bulk-buy unlock/refund behavior. Now, the more regular upgrades you own, the harder you hit. Your click power scales directly with your upgrade hoard. Click Power (per 5 upgrades owned): +0.2% / +0.25% / +0.3% / +0.35% / +0.4%
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