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...
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.
quick fix : import from demo end screen to release fixed
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.
Hats! You wear them - now Dinos wear them!This update brings in the first Hat rewards for completing collections. Hats will be a big piece of Pocket Dinos going forward, so here's an overview:Hat as inventory rewards allow you to put them on any Dino \ Hats will provide extras bonuses in-game such as boosting certain stats or increasing chances of events\ In addition to Collections, Hats will be rewards for various other activities such as the upcoming Expeditions (more on that another time!)\ Hats will also become stickers, allowing you to decorate your Habitat CoversSpeed ImprovementsVarious small to large improvements have been made across the game, specifically in stat-heavy UI's. It now should be faster and smoother to load various menus and Habitats.Shop/Sell AdjustmentsThere have been a few bigger changes across the shop such as making Habitat prices scale with your progress, Dino sell prices massively boosted to align with how much income some rarer creatures can generate, and subtle adjustments with various boosts (for balancing).More MusicThere are now 9 snippets/micro-songs in the game that play randomly between intervals, adding a bit of ambience.
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!
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!
Pixel Art ModeAdded a Pixel Art Mode option to the Graphics Settings.Players who prefer a classic retro aesthetic can now enjoy the game with pixelated visuals.Graphics Quality SettingsAdded graphics quality options to provide better control over visual fidelity and performance.ImprovementsCamera & ControlsImproved mouse wheel zoom behavior for a smoother and more intuitive camera experience.User InterfaceReworked several UI elements.Fixed overlapping interface components and improved overall readability.LocalizationFixed various translation and language selection issues.Improved localization quality across supported languages.Bug FixesRaid SystemFixed an issue where raid timers were not functioning correctly.Fixed a bug that prevented the second raid from appearing during progression.Thank YouThank you to everyone who has played the demo and shared feedback. Many of the improvements in this update were inspired directly by player suggestions.If you encounter any issues, please use the Bug Report option from the ESC menu in-game.See you on the islands!— Under Tower Idle Dev Team
minimum priority back to 0 (previous patch may break some setups, this is just a quick fix for it)
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 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.
UI ImprovementsVarious user interface improvements for a smoother and clearer experience.Localization FixesFixed issues related to language selection.Improved localization stability across supported languages.Performance ImprovementsGeneral optimization pass to improve overall game performance and responsiveness.Tutorial UpdateThe game will now pause during tutorial steps.This change was implemented based on player feedback to make learning mechanics more comfortable and less stressful.Thank you to everyone who has played the demo and shared feedback with us. Your suggestions continue to help shape Under Tower Idle.If you encounter any issues, please use the Bug Report option from the ESC menu in-game.See you on the islands!— Under Tower Idle Dev Team
https://i.imgur.com/t2GOJX8.gif ・【Chroma RARE Potion】added on the item store.
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
This latest update (and the update before) contains a lot of small to big fixes, some strucutre changes and some fun new additions! First up - what's the big stuff?Moveable Dinos/EggsYou requested, I listened! Now you can click and drag on any Dino or Egg to drag them around and drop them around the Habitat. Put them where you want or make it easier to feed the Eggs. Habitat Switching EggsEarly on I made a decision to force eggs to hatch before being able to move them around. But now with various Affinity bonuses impacting XP and Hatch Speed it makes sense to allow Eggs to switch Habitats before they hatch. So enjoy moving that Legendary into a Hatch bonus-heavy Habitat!Visual Affinity EffectsWhen Affinity was first introduced it was simply a flat boost per Dino in the matching Habitat with no visuals. Now, its a bit more nuanced, and has bright visuals to boot! This will not only make your Habitats shine, but also make it easier to put Dinos into their matching Habitat without needing to open their stats. Fixes and TweaksShop now responds to changes in your money, and things you couldn't afford before should be available as soon as you have enough - without needing to close and reopenFixed Affinity being shown as 0% when it's actually a decimalFixed Income SortingThank you so much to the awesome playtesters for giving deep feedback and helping to shape this game.
What You Can Expect in the DemoBuild and expand your islandGather resources and automate productionTrain soldiers and defend your territoryUnlock new systems and upgradesExperience the early progression of Under Tower IdleFound a Bug or Have Feedback?If you encounter any bugs, balancing issues, localization problems, or have suggestions:Please use the Bug Report button in the ESC menu inside the game.Every report helps us improve the experience and prioritize upcoming fixes and features.Thank You for PlayingThis is only the beginning of the journey. We hope you enjoy your time with Under Tower Idle, and we can’t wait to hear your thoughts.Thank you for supporting the game!— Under Tower Idle Dev Team
Hi all,This latest update brings a few key improvements and optimisations that will make the game feel better to play! Max FPS Option AddedThis now defaults to 60 FPS to make your game run better, but can be adjusted back to Unlimited if wanted.Always On Top AddedIf you'd like to keep a floating window of the game open at all times you can now do this in the settings.Help AddedIn addition to the tutorial, the Help area has been updated to include some basic and advanced help items. This is still a work in progress.Collection Changed to Per Dino vs Per VariantCollections were originally managed by Variant (Normal, Tinted, Shiny and Rainbow). While this worked well, it made more sense to switch it to per Dino pack display (as that's how you buy packs anyway). So now each tab holds all of the same Dinos, with the 4 Variants side by side. FixesFont outlines and shadows are now more prominent/intentionalVarious counts were not updating during play, including updating the "claim" buttons in the Collection when unlocking a new Dino while open.Tutorial cards now have individual close buttons Wording changes for some settings in the OptionsVarious layout and positioning changes for various menu itemsLimited custom names to basic alphabet and numbers
small fix on specific automation edge case.
choosing chinese language cause an error when restarting the game.
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...
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 )
MyBiz is a cozy productivity app meets office simulation game. Run your own business, customize your workspace, and stay focused with a built-in Pomodoro timer — all at the same time.Try the demo. Wishlist the full game. Let us know what you think.Your feedback during this period means everything to us. Every review, every comment, every wishlist — it all helps bring the full version to life.Download now and start building your dream office. ːsteamhappyː
Hi everyone,We're a small indie team, and today we're taking our first step onto Steam by introducing MyBiz — a cozy desktop companion that turns your real work sessions into an office-building adventure.The idea started simple: what if staying productive actually felt rewarding? Not just mentally, but visually — watching something grow because of the work you put in today.That's MyBiz. Every Pomodoro you complete earns you cash and XP to build your own pixel-art office. Hire staff, decorate your floors, expand to new rooms, unlock themes, and take breaks with built-in minigames. Your focus builds your business — one session at a time.We're still working toward launch, and there's a lot we want to share along the way — updates, behind-the-scenes, and more. This community page is where all of that will happen, and we'd love for you to be part of it from the start.If MyBiz sounds like something you'd enjoy, a wishlist goes a long way for a small team like ours. It genuinely helps more than you might think.👉 Add to Wishlist and stay tuned — a free demo is on the way.Thanks for stopping by. We're glad you're here.— MyBiz Team
After the last milestone, golden forms now repeat at the same interval as the final milestone gap (27k) instead of every 205k. Fixed a bug where players past the last milestone would see "next golden in 200k forms" due to the milestone index being tied to the golden forms count instead of total sealed.
Boss calls close automatically after 30 seconds if the player doesn't hang up. After the last golden milestone (205k forms), golden forms keep appearing every 205k forms instead of stopping.