Eldara — Update v0.1.1 (June 18, 2026) -- This update had a lot of edited/removed code so if a few bugs persist, please be patient... we're taking care of them! This update lands a critical save-recovery fix plus a faction rework, thieving passives, and a pile of polish. Scroll to the bottom for a full catch-up of everything that's landed recently — Steam hasn't had patch notes until now, so this is the lot. 🛟 Critical Save Fix Restore Backup now works. Picking a backup snapshot used to reload your CURRENT save instead of the backup — the cloud sync was overwriting the restore on reload. Rolling back now restores exactly the snapshot you choose. Gear sets guarded against wipes — your saved gear presets can no longer be blanked out, closing a rare "my gear vanished" cause. ⚔️ Factions Reworked You may still swear the oath to only one faction — but that's now the only restriction. Perks are earned per-faction by reputation and they stack: keep your standing high with more than one House and you get all their perks at once. Helping one faction still nudges the others down, so spreading your loyalty is a balancing act — not a hard lock. No more estrangement, no "the others turn their backs." 🗡️ Thieving Passives Thieving now has a full 6-tier passive ladder (Lv 15 / 30 / 45 / 60 / 75 / 95): faster steals, lower catch chance, fewer guard hits, more loot, and a 10% chance to double an entire heist at Lv 95. 🌿 Cultivating Processing tab: material counts update instantly, and brew time now correctly reflects Ancient Surge and other speed bonuses. ✨ Other Changes Silver Ring is now craftable in the Crafting tab for 3 silver ingots (early-game ring). Refining gear now adds to its sell value — sell a refined piece and recover some of the invested gold. World Boss "Echoes Remembered" counter now ticks up with boss kills. Fixed thieving guard-% display, several gear combat-class mismatches, and added sell value + quest requirements to gear in the Codex. Catching Up — Recent Upda...
Fixes Skill upgrade buttons could show %.3e instead of the real price on extremely high-level saves (scientific notation for huge costs) Dev save library lists only slots with files on disk; Windows path fix; auto-selects the big-number test save slot Added Skill list rows now show current level above each art (e.g. Lv.400) without truncating large level numbers Thank you for your feedback, and happy climbing!
【v1.0.28 Update】 Fixes Gold may not drop when defeating monsters above floor 200 Abnormal gold/stat values after loading saves with extremely high numbers Tower Climber could not auto-summon when Auto Battle was enabled in the desktop idle widget High-level skill upgrade costs incorrectly stuck at the same price Gold achievements such as “Ten Trillion Gold” now track lifetime total gold earned Added Current version number shown in the bottom-left of the Settings screen Thank you for your feedback, and happy climbing!
Revised inventory magic treasure descriptions and resolved known bugs.
Resolved existing known bugs concerning Steam leaderboards and configuration settings.
Quick hotfixFleet command module is now scrollable when it's larger than the window. Should help players with large screens that put text size on max.Text scale now enlarges the pilot pop-up textAdded French and German translations
Eldara — Patch Notes sorry for the delay! steam was having issues on our end! we are still working on bringing more content I promise, right now we're just making sure the game is rid of most of the bugs and adding a lot of QoL features that you guys have suggested in both the discord and on steam! Economy Gear upgrade costs massively rebalanced — no more thousand-hour grinds for a single upgrade. Apex/Void/Mythic refinement is now a reasonable long-term goal instead of a second job, and the cost curve no longer explodes at higher levels. Skills & Quests Smelting bars now counts toward the "Smith N items" achievements (previously only forged gear counted). Shark Hunter quest fishing requirement fixed (65 → 80) — it asked for Cooked Shark before you could actually catch sharks. Bakery Stall (Thieving) now drops bread, coins & a cooked fish instead of just fish — it's a bakery, after all. UI Fixed inventory/bank icons overlapping each other on smaller or non-maximized windows. Thanks for all the bug reports — keep 'em coming!
v0.1.27 - hot patch - Fixed a bug where bucket was giving 1s and 10s like hot cakes, chaos upgrade was applied twice so almost a 35% chance at getting a weird grade - Added more guardrails around grading (Keep in mind chaos grading upgrade and grading can sometimes be inconsistent with some wiggle room to these guardrails) - Damaged (score
Hey there,This update focuses on clearer tooltips, better POI information, Charity Outpost cleanup, and several important Unknown POI / Socketeer bug fixes.Gameplay UpdatesAuto SalvageAuto Salvage now turns on automatically when the Auto Salvage unlock becomes available.Charity OutpostCharity Outpost exchange options now disable when the return would be 0.Zero-return options now show INVALID OPTION instead of misleading balance errors like NO CREDITS.Chance Matrix / Unknown POIChance Matrix now affects Unknown POI identify success rolls.Unknown POI identify tooltip now shows the real final success chance.UI / Tooltip UpdatesTooltips were updated to better explain several core mechanics:Auto Salvage now explains that it automatically salvages out of combat.Shields now explain that shields automatically regenerate out of combat.Fuel now explains that destroying enemy ships or salvaging derelicts refills fuel.Credits now explain that credits mainly come from salvaging, destroying enemy ships, and fulfilling objectives.XP now explains that XP mainly comes from destroying enemy ships and fulfilling objectives.Weapon tooltips now mention that low proficiency can cause misfires.Temporary weapon boost tooltips now explain that they are passive boosts and that their duration drains during combat.Added boost tooltips for:Hull DamageShield DamageAmmoFire RateBalance / ClarityCharity Outpost labels were clarified:Credits -> XP options are now labeled as donating credits.XP -> Credits options are now labeled as trading XP.Internal Charity Outpost XP-to-credits wording was changed from donation wording to exchange wording for clarity.Chance Matrix tooltip behavior now better matches its actual effect by applying to shared positive roll chances, including Unknown POI identify.Bug FixesFixed an Unknown POI black screen softlock where jump arrival could open events before travel cleanup finished, causing looping jump audio.Fixed Unknown POI identify chance display showing a mismatch...
Wow guys, what a wonderful response to Desk Space! We passed 1,500 wishlists which is awesome, THANK YOU so much everyone! I've gotten some feedback that performance can chug as you buy more ships and your network grows. This is something I will continually work to improve, but here are some quick fixes: UI Refresh Rate & Garbage Collection: Instead of updating every single frame, UI calculations are now on a throttled timer. This should be the same to the eye, but offers 90% less overhead and eliminates random stutters (especially when switching application windows).Pathlines Optimization: Changed the math behind how flight paths are drawn, utilizing the GPU instead of the CPU. This should be way more efficient while keeping the same visual look. Pathlines are often the biggest performance bottleneck, especially when zoomed in on a base with many ships. It also avoids drawing them entirely if they are off-screen.Better Frustum Culling: The engine now checks more aggressively if ships are on-screen, skipping rendering effects, engine flares, and trails for any ships that are out of view.Background Memory Leak Fix: Capped popup numbers to prevent memory leaks and stutters when the game is left running in background browser tabs or minimized.Ship Label Toggle: You can now disable ship labels globally for a solid performance boost. You can find this toggle in the settings menu.Low Graphics Toggle: Disables nebulae background rendering, ship trails, and cargo load particles. You can toggle this in the settings menu.Other Additions: Settings Button: Some people didn't realize you could press Escape to open the settings, so I added a dedicated button directly on the UI.Exit Button: There is now a dedicated "Exit Game" button in the settings menu... no more Alt+F4!Consistent UI Zoom: Fixed an issue where the UI scale differed depending on whether the window was pinned or not. They are now completely consistent.I've also gotten a lot of good feedback on balancing, pace and ...
v0.1.26 - Launch Update 3 Employees Compact view toggle on the roster - reduces each card to a single row showing name, status, and profit. Persists across sessions Compact roster view now shows an Upgrade button to the right of the XP bar so you can train without switching to the full card view Roster re-arrange mode - drag cards to reorder in both full and compact view Team Stats modal - shows concrete cycle times, mistake rates, and what upgrading each employee would improve; displays the employee's custom avatar if one is set Employee Customize modal - rename an employee, train them to the next tier, or upload a custom photo avatar (stored locally, falls back to role icon if missing). Avatar upload includes a drag-to-pan, scroll-to-zoom crop tool Employee Rules modal now accessible from both the roster header gear button and the Scout stock filter row Sell delay slider in Employee Rules (Flipper section) - new cards must age for 0-5 minutes before the Flipper is allowed to sell them Store stock cards show a live countdown badge when a sell delay is active and the Flipper would otherwise sell the card Store stock cards show a lock icon when the Flipper's rules permanently exclude them (variant, rarity, or price restriction) Store stock sort, variant filter, and pagination settings now persist across tab changes Recent sort toggle added to the store stock filter row - sits to the right of the divider and stacks with the active primary sort as a tiebreaker; primary sort buttons are now deselectable (no selection = sort by most recently acquired by default) Inventory Replaced bundle mode with a two-button Sell All control - a main button to execute and a gear button to configure rules Sell All rules let you set min/max value thresholds and exclude specific variants, rarities, or card status (raw/graded) from being sold When no rules are saved both buttons open the config modal; the config modal includes a review step showing matched card count and estimated profit b...
Eldara Update — Hunting Store + Fixes New: Hunting Store *INCOMPLETE! THIS IS JUST TO BRING OUT CERTAIN QOL FEATURES TO YOU GUYS FOR NOW THIS WILL BE RE-DESIGNED IN THE FUTURE* Earn Hunting Points from completing contracts and spend them on two upgrades: Auto-Accept Contracts — automatically re-takes the same contract when you finish one, perfect for idling. Auto-Farm — auto-harvests a finished crop and replants the same seed from your inventory, extra bags, or (at Cultivating 100) your bank. Fixes & Quality of Life Quest XP Boons and Salt auras can now be active at the same time. Seeds and auto-cremation now use materials from your extra bags. Fixed the Emerald Amulet stats (it was weaker than the lower-tier Ruby Amulet). Offline progress now correctly credits an active World Event bonus. Snappier skill-tab switching. Shadow Hand achievement now rewards the Sky Piercer Greaves instead of a duplicate cloak. Save fix: switching characters can no longer overwrite or lose another save.
THE HOSTILE TAKEOVERThe competition won't sabotage itself. v0.15.0 rebuilds how you strike at your rivals, opens Nuice Industries to players around the world, and tightens the economy from the mine to the wallet. ⚔️ THE NEW ATTACK PANELLaunching an attack on an enemy is now faster, clearer, and far more satisfying. Redesigned enemy cards — tap a target to expand it, with rival panels tucking out of the way so you stay focused on the strike. Fewer steps to fire — the whole flow was rebuilt for accessibility and speed, cutting the clicks between "I want to hit them" and "done." Punchier feedback — new hover lifts, emphasis pulses, and per-attack consume effects make every sabotage land with weight. ⛏️ EXTRACTION, UNCHAINEDWe removed an entire layer of friction between you and your profits. Gold now spawns ready to extract — no more building Energy and waiting for gold to thaw before it pays out. Pyron extraction is simpler and faster — with the Energy gate gone, your drills get to work with far less setup. A cleaner path from mine to wallet — fewer steps to learn, faster to scale, and easier to plan your empire around. Existing saves carry over — any gold caught mid-thaw is completed automatically when you load in. 🌍 NUICE GOES GLOBALA huge localization expansion brings Nuice Industries to millions more players. 18 new languages, including Ukrainian, Latin American Spanish, Vietnamese, Thai, Indonesian, Dutch, Romanian, Swedish, Norwegian, Danish, Finnish, Greek, Slovak, Bulgarian, Hindi, Tagalog, Malay, and Persian. Korean translation fixes for cleaner, more natural in-game text. Redesigned language picker in Settings so you can find your language fast. ⚖️ ECONOMY & BALANCEWe retuned the path from extraction to profit so progression feels fairer and every purchase has weight. Rebalanced valve and battery upgrade costs, plus gear multiplier tuning. Smoother extraction pacing and adjusted in-game calendar speed for a more readable economy. Optimized loot box opening fo...
Eldara — Patch Notes 🐾 Offline Pet Drops Pets can now drop while you're away — log in to find a new companion waiting. ☁️ Cloud Save Fix Fixed cross-device saves loading an old character or failing to carry progress between PCs. 🍖 Auto-Eat Reliability No longer skips food sitting in your bag — it eats the moment your HP hits the threshold. 🌠 Realm Events Fixed The +100% XP meteor no longer stalls for hours; it fires on schedule and catches up the instant you return. ⚔️ Combat XP Rebalanced High-level monsters now properly out-earn low-level ones per hit — no more rats beating wraiths. ✨ Shiny World Boss Nerf No more full apex sets from a single kill. Shiny bosses are rarer, drop one piece at most, and token-spawned bosses are 5× harder to roll shiny. 🎒 Inventory Overflow Fix No longer triggers when your bag isn't actually full, and locked items are never auto-banked anymore. 💾 Settings That Stick Your preferred House and bank withdraw/deposit amount now save across restarts. ⚡ Ancient Surge Sound Surge now plays a chime when it spawns — mute it anytime in Settings. 📜 Adventure Log Collapse New button to hide the Adventure Log if it's causing you lag. 🖥️ Layout Fix Pinning tabs no longer pushes the UI down a row on certain screen sizes. 🐟 Minor Fixed a log icon overlapping item names.
Hello everyone!We're excited to announce that the demo for Slice To Meet You is now available on Steam!Slice To Meet You is a cozy incremental game about slicing ingredients, unlocking new foods, upgrading knives, and creating your own relaxing kitchen atmosphere.In the demo, you'll be able to: • Slice and serve ingredients • Unlock your first upgrades • Try different knives • Experience the core progression loop • Get a taste of the customization options available in the full gameWe would love to hear your feedback and impressions. Every comment helps us improve the game before release.Thank you for checking out Slice To Meet You, and we hope you enjoy your time in the kitchen!Happy slicing! 🔪
Under Tower Idle – Community UpdateHello everyone,We've released a new patch featuring several quality-of-life improvements and bug fixes inspired directly by your feedback.Thank you to everyone who continues to share suggestions and report issues. Your input plays a huge role in shaping the future of Under Tower Idle.Community-Driven ImprovementsImproved Camera ControlsBased on player feedback, we've updated the camera movement system.Camera movement now uses left-click and drag instead of moving the cursor to the edges of the screen.If the camera movement feels too fast or too slow, you can adjust the drag sensitivity in the Settings menu.New Garrison Behavior OptionsWe've added more flexibility to garrison management.You can now choose whether soldiers stationed in Garrison buildings will:Defend only their current islandDefend all islandsThis allows for more strategic control over your defenses.Bug FixesFixed several tutorial issues that could cause the game to become stuck.Updated and corrected various UI translations.Fixed an issue where villagers could appear to walk in the air after repairing houses on islands.Rebalanced resource requirements to prevent progression bottlenecks caused by incorrect resource costs.Thank YouThank you for helping us improve Under Tower Idle.If you encounter any issues or have suggestions, please let us know through the Bug Report feature in the ESC menu or by posting in the Steam Discussions.We'll continue to monitor your feedback and respond with improvements as quickly as possible.Have fun, and enjoy the game!— Under Tower Idle Dev Team
A Note on Transparency — What's Next for Eldara Hey everyone! ❤️ We want to be as open with you as possible going forward. Communication is key, and you deserve to know what's being worked on and where Eldara is headed. We promise to roll these updates out slowly and explain each one in detail as it arrives — but for now, here's a look at what's in the works and what's planned for the future. Right Now Our current focus is squashing bugs and making the game feel better through a steady stream of quality-of-life improvements. A lot of this is happening quietly in the background and will ship as soon as it's ready. In the Works / Planned https://media.discordapp.net/attachments/1511065038364872704/1516219848420753499/content.png?ex=6a328205&is=6a313085&hm=64afa8fff124cbf30687fb070ff12665e598fbc14022ce04110d2779bbdac692&=&format=webp&quality=lossless&width=1314&height=876 Thank you so much for your patience while we make Eldara the best it can be. We're listening, and we're building this with you. ❤️ — The Eldara Team
Void Salvage is in Next Fest right now, and the demo is live on Steam.It’s a space incremental auto-combat game where you salvage derelict ships, upgrade your vessel, install modules, equip augments and drones, fight hostile ambushes, and stack broken synergies until your ship becomes ridiculously overpowered.If you have time to check it out, play the demo, wishlist, or share it around, it would help a lot.Steam page: Thank you to anyone who gives it a look.
v0.1.25 Inventory Pagination Added pagination to the Inventory screen - large collections no longer render all at once, which should fix lag and stuttering when your inventory grows Choose how many cards to show per page: 10, 25, 50, or All Page size preference is saved and persists across sessions First / prev / next / last navigation controls appear when there are multiple pages Changing filter or sort order resets to page 1 automatically Lot Reveal The lot reveal modal now shows a Codex +N chip in the summary footer when any cards from the lot were new additions to your collection Card Rarity Labels Fixed: cards labeled "Holo Rare" now only show that label when the card actually has a holographic finish. Normal and reverse-holo prints of the same creature now correctly show as "Rare" instead List for Sale Added "Save as defaults" and "Reset defaults" buttons to the List for Sale modal - set your preferred marketplace, price percentage, and duration once and it will be pre-filled every time you list a card Vault Keeper Fix Fixed: the Vault Keeper upgrade now correctly stabilizes both raw and graded card values. Previously only graded cards were immune to market noise - raw cards still showed inflated or deflated values from noise fluctuations. All inventory cards now lock to their true baseline value when the Vault Keeper is hired Fixed: Vault Dealer listings now price at the noise-free graded value - the price you pay is exactly what the Vault Keeper upgrade shows in your inventory after purchase, with no drop Card Detail - Market Drift Revamped the market drift section on the card detail modal: now shows a dollar value (noise-adjusted base value), a delta vs the start of the chart window, and a properly labeled Y-axis with min/mid/max values - no more unlabeled flat line The sparkline is now pre-seeded with a simulated walk when you open the modal, so the chart has data immediately instead of being empty until you watch it for several minutes Active trend events...
Our demo has now been live for a week and we're ready to make a few balance changes and 1 major bug fix. Our aim with this patch was to generally make the game a bit more forgiving by tuning various numbers. Post Next Fest, we'll start doing larger system changes, visual/readability improvements, and some QoL systems like i-frames when you get hit. Thanks for playing the demo and sharing your feedback with us! https://store.steampowered.com/app/4765160/Orb_Breaker_Demo/?utm_source=orb_breaker_post_6_16 Balance Changes: The player's hit box is now 10px (previously 11px). We're hoping to make it a bit easier to thread the needle and pull off a perfect dodge. On Level 1, enemies will now always spawn 3 seconds after the round starts. Previously there was an 8 second delay on your first round only, and then they would spawn right away. We felt this was too punishing and wanted to make Level 1 a bit more forgiving while you learn to play. Level 2 and Level 3 now have a 1 second delay before enemies spawn. We wanted to give you a few moments to move around before the chaos begins. Enemies now always wait 1 second after spawning before they shoot. Previously this was random between 0 and their base cooldown, which ended up feeling a bit too unpredictable and would be very frustrating when it was less than 1 second. Bug Fixes: Fixed a bug where colliding with enemies would deal 10 damage instead of the intended 1. This would result in round-ending moments and made the game way too punishing!
This is a first‑person incremental gambling sim where every ticket is a test of nerves. Print tickets, scratch cells, and use espionage and scanning tech to tilt the odds in your favor. These couple of weeks were really exciting. Thousands of playtesters, hundreds of feedback submissions. Some are bug-related, other with genuinely cool ideas and wishes for the game. We can't even begin to describe how we feel right now from all your support. So we did what we do best, in our opinions. We were hard at work on our new Demo version that everyone can play right now. We pushed tons of fixes and some quality-of-life improvements based on your feedback. If you already playtested the game - we urge you to try our new version and tell us if we're moving in the right direction. New player? That's even better! Please tell us what you think of the new version as a first time player! We're glad to have all of you here. After all, it's your feedback that pushes us forward. Now, who's ready to become a millionaire? All tools are in your hands. Wishlist/follow the game:
Eldara — Patch Notes 🌱 Cultivation now responds to speed buffs! Ancient Surge, Ash Salts, Town Crier weather, and faction cultivation-speed perks now all speed up crop growth while active. (Your faction and Crier cultivation bonuses were silently doing nothing for grow time before — now fixed.) 🏦 New "Deposit All" button Added to the bank (bottom-right). One click dumps your entire inventory and your on-hand coins straight into the bank. Locked items are always kept safe. ⚔️ Combat XP fixed XP is now based on the damage that actually landed instead of overkill — no more inflated XP from one-shotting low-HP enemies. 💀 Hardcore tamper warnings removed Honest Hardcore players were being false-flagged. It's a single-player game, so that check is gone for good. 📌 Character panel pinned Your avatar, HP/XP bars, and Combat level now stay pinned to the top of the sidebar while you scroll through your skills.
Official Launch Countdown · June 18Fellow tower climbers, thank you for climbing with us since the store launch! Thousand Floors officially releases on Steam on June 18.We'll keep polishing content and experience—here's everything in this pre-launch update.🌄 New Scenes · Three Rebirth WorldsRebirth is more than a stat reset—each cycle takes you into a wholly different realm:Scene I · Misty Ink Mountains: ink-wash peaks, mist and drizzle Scene II · Cloud Palace Heavens: celestial clouds, golden palaces Scene III · Star Ruins Night Realm: star altar, deep astral ruinsWe know many of you came for our misty ink-wash mountains—so World Rotation is an optional toggle in Settings that you can turn on or off to suit your taste.⚔️ New Allies · 15 Companions UnitedThe companion roster has expanded to 15 allies—five distinctive new companions climb with you to the summit.Tower Climber and every ally have two outfit series—Cloud Terrace Attire (S1) and Crimson Glow Brocade (S2)—collect and switch them in Inventory.✨ New FeaturesDesktop widget: press C or tap Widget on the bottom bar to shrink the tower into a desktop companion—climbing continues in the background; browse floors, tap chests, earn Steam Inventory keys.Beast Codex: press V to open; defeat beasts to unlock entries and track total slays.Steam Inventory: keys drop while idling—open chests to collect Treasures and Appearances.11 languages: Simplified & Traditional Chinese, English, Japanese, Korean, French, Spanish, Portuguese, German, Russian, and Italian.Steam integration: 17 achievements, max-floor & treasure leaderboards, Cloud Save sync.📅 Release InfoLaunch date: June 18, 2026On your wishlist? You'll be notified on launch day.Add the game to your wishlist—or tell a friend who loves pixel tower climbers. We'll wait at the top.Happy climbingːsteamhappyː!
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...
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...