Game Updates

Patch notes and dev posts · 1,432 Steam updates
Idle Warrior
Idle Warrior
2411 days ago · SLMEPHI[GER]

PATCH 24.February.2020

- Added autosave (every 5 minutes) - Changed xp gain calculation (advanced enemies give you an increasing higher xp progress than early game enemies) - Changed gold gain calculation (advanced enemies make you earn increasingly higher sums of gold than early game enemies) - Rebalanced enemy defense - Rebalanced enemy life - Rebalanced warrior attack upgrade cost - Rebalanced warrior speed upgrade cost - Rebalanced crit chance upgrade cost - Rebalanced crit multiplier upgrade cost - Rebalanced golem speed upgrade cost - Rebalanced plant speed upgrade cost - Rebalanced wolf speed upgrade cost - Rebalanced phoenix speed upgrade cost - Rebalanced heal per second upgrade cost
You Will Never Get This Achievement
You Will Never Get This Achievement
2422 days ago · wannabedevgames

New Game Release: There a no Armadillos in this game!

There a no Armadillos in this game. An amusing game about animals that just can't stop rolling around. Try to collect all gems and beat level in four different settings. Each of them contains various obstacles or enemies. There a no Armadillos in this game is a puzzle platformer where you have to time your jumps precise to finish the level. {STEAM_CLAN_IMAGE}/36702510/68393e1850fb82caab04aeabbe0482167144db85.jpg Get it here!
ClickRaid
ClickRaid
2475 days ago · emb3r

Runtime Branch Release 556.3

Re-release of 556.3 on Steam "Runtime" branch. To access: Back up your save file Right Click "ClickRaid" and select "Properties" Select the "Beta" tab Enter beta code "ibackedupmysave" Select the "runtime" branch from the drop down This branch will host the new game updates until all further runtime issues have been identified and resolved. More stable then "daily" branch, but still some risk so please do actually back up your save before switching branches. Let us know what issues if any you find so we can integrated fixes asap and resume our normal updates asap.
Prosperity
Prosperity
2503 days ago · dSolver

November 2019 Update

Hello everyone, Thank you for being so patient with our new update - we have a lot of cool new stuff this time, and will be rolling out additional content that takes advantage of the new systems in the coming weeks, based on feedback! * Weather system * Seasonal effects of weather on productivity, farm bonuses * New ambience sound effects from weather * New Experts system - Artists * Hire artists from the Experts panel in City View * Artists create works of art - which adds to Aesthetics {STEAM_CLAN_IMAGE}/32788321/5b785f6858e62bbd329b7bc2bf88cf8383380c3c.png * New Global Settings control - control display mode and zoom level * New Special Projects panel, replaces individual project panels {STEAM_CLAN_IMAGE}/32788321/e26e12efa3e81e4ec7d5f86ea74f34991dd67dd0.png * New story - Mason Marky * Bug Fixes: * Double counting on building instances * Fixed issue with performance when there are too many buildings in building queue * Fixes bug with volume slider not always working * QoL: * Some tutorial hints early game * Wording changes based on feedback of various UI and dialog * Drastically reduced size of assets Hope you enjoy it! dSolver
ClickRaid
ClickRaid
2577 days ago · emb3r

Runtime Compatibility

In the last update, we were force to upgrade the Runtime Engine on which ClickRaid is written. Behind the scenes, this is has been a long time coming, and we have been delaying as long as possible, as we have already identified that much of the initial code is written in a way which is incompatible with current runtimes. Unfortunately, a bug in the runtime being used prevents us from making any further changes to the game. We cannot even recompile on the old runtime with the old code! Thus we spent extra time attempting to ensure full compatibility with the new runtime, so that we can continue updating the game. However, when we released the latest update, we found for a small percentage of cases, game breaking compatibility issues remained. We have rolled back to previous build, and have worked with players individually to restore them. With this effort complete, we will now create and maintain a new App branch where we will publish future updates. Thus, any fixes or new features will be applied only to this branch, however, we also understand that this branch still contains some runtime incompatibilities, and we hope to leverage this to work through the remaining incompatible code so that we can get to the point where we can once again push a stable version to default App branch. Alternatively, there has also been some work begun on a Unity-based rewrite. There are a significant number of benefits of pursuing a Unity-based rewrite, namely community driven recreation or even complete changes to mechanics and balance. The maintenance team has worked closely with Slikey on this project, and gained support and blessing for taking it in a community-driven direction, mobile-first support, Steam/Discord/Kong integrations, etc. As with any such project, the trade off of pursuing it would be the continued slow down of work on the current version. We are quite interested in hearing your opinions on the matter, please comment so we can make informed decisions!
Prosperity
Prosperity
2615 days ago · dSolver

1.16.6 patch

Hey guys, just letting you know we've issued a patch (1.16.6) to address a few issues that we missed during testing. 1. Sometimes buildings were taking much longer to repair than anticipated - this was because we changed the scaling but it was not applied uniformly in some edge cases 2. When you add a lot of projects to the building queue it can dramatically slow down the performance of the building screen, this patch addresses one of the performance issues 3. The game could sometimes hang in late game when you have thousands of workers, and they were all starting their batches at the same time 4. Fixed some issues with Aesthetics, where a number of Aesthetics upgrades were not being properly unlocked if your game was started before the last update 5. Fixed some issues where the progress bar would jerk around instead of being a smooth animation
Idle Space Raider
Idle Space Raider
2621 days ago · IDNoise

Updates 1.4.4

Fix legendary ammo mod combine x9 Add more levels for automation upgrades. Interval and levels per interval for weapons, researches, auto mission completion, mining contracts and squads Fix curator captain bonus from +0.9 to x0.9 Add time limit for fire rate debuff of tazer to be limited to 10 seconds (i wasn't able to repro that bonus not completely cleared, so added this limit as possible fix) Fix extra turret chance ammo mod Fix possible crash on ability swap Properly update levels to buy for shipyard upgrades on shipyard lvl up Fix void lab bonus active even when not purchased Some minor fixes in ui and logic i don't remember :)
Prosperity
Prosperity
2624 days ago · dSolver

July 2019 Update!

Hey Everyone, Thank you for being patient with our July update! We've been making progress in increasing the depth and giving players more control over different aspects of the game, so let's get down to the details. New Features * Tools system - Tools have come into existence! Your workers have an innate desire for tools and if you have the tools they will use it. Overall efficiency of all workers depend on availability of tools (there's no penalty for not having tools). Efficiency is calculated as a percentage of "tool points" fulfilled vs. desired. Note that tools do break over time so it'll be necessary to replace broken tools. Improved tools provide 3 points and regular tools provide 1 point (i.e. 1 improved tool is equivalent to having 3 regular tools in terms of how long they last). * Work Orders - This new system was created so that players can request special batches that are not the workers' normal batch. For example, Lumber Millers will have the ability to create Fine Lumber from (Regular) Lumber. Work Orders are unlocked once workers reach a certain amount of experience. * Land Clearance - The Explorer was redesigned in this update. Instead of randomly finding Forest space for you, they will now have a chance of finding Land Parcels, which represent a piece of land that can become useful - if you decide to invest in working them. It will take some time, and resources, but you'll get a very rare resource - land. * Apothecary Shop - a new Improvement for Forest zones in Districts, Apothecary Shops can improve your district's resilience against the spread of disease. Tweaks * Hospital Privitization previously simply added some money to your coffers (except when it didn't because there was also a bug). This tech has been modified to provide the player with a scaled policy to set just how greedy the Hospital should be run. * A new one-time conversation happens now when you hire a lot of lumberjacks * Taxation - changed the scaling for awesomeness when tax inc...
Idle Space Raider
Idle Space Raider
2742 days ago · IDNoise

Updates 1.4.0-1.4.1

Stargate has max level now (20): 1 Mythic ship per race 1 Crew member per race 1 Mythic module per race 5 Mythic ammo mods per race. 2 Minor and 3 Major (some are higher tier versions of existing and some are new) More upgrades Max module augment level increase Void lab access and void upgrades (any race lvl 20 needed + some upgrades require specific race lvl 20) Other changes: New module augments Max level of crew memebers increased Max level of modules increased New automation: weapon tiers New automation: ammo mod refill New automation: shipyard Automation UI layout changed list -> grid Reduced ammo drop rates and duration bonuses (+ reduced duration increase per rarity) Added scaling of max level based on TARL for SP upgrade that boosts ammo mod duration and sp on reset Valorians Particle Accelerator now addes bonus to crit damage instead of projectile speed (becase of great increase of base proj speed) Automation timers Starting section levels are based on max player level this stargate reset Min section level after reset is 1 Starting SP upgrade levels are based on max player level this stargate reset Starting weapon/modules/abilities SP upgrade levels are also based on TARL (selected max between player level and tarl) Increased limits for most automations (and amount per level for some) Some small fixes
Defense Clicker
Defense Clicker
2745 days ago · Arenster.

Switch to free to play 29th march

Hello dear Community, I can now announce that the game Defense Clicker will be available for free to all players from March 29th. As well as the DLC's Auto Clicker Pet (Ice Elemental) and Resource Collector. The DLC's Supporter Pack 1 & 2 as well as Early Access Content will be removed from the shop. Thanks to everyone who supported us so far! we will continue to work in the future on games that you will hopefully like. Have a look at our discord here and we will give you some information about it in a few months
Defense Clicker
Defense Clicker
2754 days ago · Arenster

Finishing the work on Defense Clicker

In the next days we will finish the work on Defense Clicker. What this means: - because of a few complications with the server we decided to remove the online functions for Defense Clicker. because of too high maintenance costs and expenses. The game will still be fully playable in offline mode. - due to some changes in our team we are not able to continue the development in the same way. - the current beta functions will be implemented like the new mobs pets etc. - The Game will be free to play with all its DLC's. - there won't be any more patches until further notice.
Idle Space Raider
Idle Space Raider
2755 days ago · IDNoise

Update 1.3.1

Starting game speed up. Higher damage, less required completions, buffed starting auto-cannon and increased speed of all projectiles. Attention! 1.3.1 have a freeze problem, so if you updated to it already tehn please check for updates again, version is same but with freeze is fixed.
Idle Space Raider
Idle Space Raider
2756 days ago · IDNoise

Update 1.3.0

Max race level upped to 12: new ships, weapons, researches, ship upgrades and bonuses New Automation: Auto finish mission (limited by % of max level all time or max level in current stargate) Some performance optimizations Small decrease in price for sp damage/xp/scrap/mr KP amount bound to max level per stargate reset and not current Enemies spawn closer to each other (for 6+ enemies and spawns from enemy abilities) Post Raid buffs shown in HUD Add Queue All button to Bounty Hunter Guild Previous changes that were not posted here (1.2.2 - 1.2.5): New SP upgrade: Gold in mining contract unit Move weapon mount points on player and merc ships in balanced way (l-l-r-r -> l-r-l-r) MJR marker on icon for major mods Ability to accept and queue bounty from guild page + rework it to table view 'Buy Max drinks' first buys automated drinks Shipyard upgrades are grouped Increased max level for asteroid ore amount ship upgrade from 200 to 400 Fix max research level sp upgrades requirement check (with stargate open) Fix common ammo mod extraction config save Max level for wave skip chance is bound to TARL (10% per level) Fix saving of hidden state for ship upgrades A bit lighter rare color and darker epic color Add new rank quests (drinks/mercs/alien races) Increase max level for mining squad levels per interval Added ordering by rarity for armory weapons/modules and changed for ammo mods - higher rarity on top Add ship inventory sorting by type and rarity
Idle Evolution
Idle Evolution
2780 days ago · NewProject

Build 31: 繁體中文 / 简体中文 / 한국어 (Traditional / Simplified Chinese and Korean)

Thanks to all who have supported this game! I am very excited that 2 fans have translated the game into their language. thanks to the contribution of Minwei888 (Chinese) and Shato (Korea) now the game can reach a lot more people. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28141115/d1e8bff95ae0c977d8d31f5c23d04f4ca48b86c8.png If you also want to try to translate the game into your language you have in "Guides" how to do it. http://steamcommunity.com/sharedfiles/filedetails/?id=900127212 Keep evolving! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28141115/e345c9253a2f09c2dac2c1e1754c99fccd2776fb.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28141115/426eed48d081f383e74c46556726d5e68c4635f6.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28141115/7b0dcb05bbb6904c71d76c6669eaea3c8d9d65d5.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28141115/ab076682181b1f4200e1cc250ab5c86794e34835.png
Artist Idle
Artist Idle
2804 days ago · YodL

Game update (achievements, better description, thematic galleries)

Achievements added! Improved the description of moving to another city. Added thematic galleries. Added new pictures. Added multiple vacation purchase. Added the ability not to go to the students tab when lecturing, as well as you can now give 10 lectures at once. Added (1M) button for notes. Enabled maximize button, also game window can now be resized. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34174511/8b81eb5412c51940bdcc8cbc6db2c1a0075da3fa.png
Defense Clicker
Defense Clicker
2804 days ago · SLMEPHI[GER]

BETA UPDATE Nr. 5 | CHANGES ON PETS AND EVO SYSTEM

Changes - added all pets to the new damage calculation (makes them stronger depending on the actual wave automatically) - Evo System now does no longer use the actual wave for its calculation and ulock, now it uses max wave on this evo. Bugfixes - Fixed a bug which caused sometimes an crash because of an wrong data typoe in the community towers. - Fixed a bug caused an not integer value calculation of the damage of the community towers. - rearranged some graphics slightly to give a smoother edge between tileset bg and object Deleted - Deleted some achievements which had the same unlock conditions - Deleted some achievements which were not achieveable yet .
Defense Clicker
Defense Clicker
2812 days ago · SLMEPHI[GER]

BETA UPDATE Nr. 4 | New enemies , balancing, changes

New - added new enemy poison plant - added new enemy poison slime - added new graphics for the poison plant - added new graphics for the poison slime - added new script for the poison plant - added new script for the poison slime - added AOE damage to the firestorm meteor explosion Changes - decreases small ghost initial speed from 1.5 to 1.0 - decreased big ghost initial speed from 1.0 to 0.8 - decreased the lifepoints of the grounddigger monster to 50% - changed grounddigger script to transform to poison plant - changed the firestorm event overlay About - Poison plant - The poison plant is a monster which rtansforms from the ground digger. The grounddigger transforms and heals between 25% and 75% of its path to an poison plant. In this moment it growth out of the ground and heals itself. When it is transformed to the poison plant it cannot move anymore but has more life then ebfore and starts fast spawning poison slimes on its position which starts moving through the battlefield. - Poison slime -The poison slime gets spawned by the poison plant. Its position depends on the actual position opf the poison plant which spawns it. The poison slime has long life but its spawning in massens and can overwhelme fastly a player by pure mass.
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