**🎒 Crafting & Equipment** 🔸 Crafted weapons, armor, and off-hands now correctly become stronger as their recipe level increases 🔸 Common crafted equipment now uses the correct base stats before its finished rarity bonus is applied 🔸 Corrected progression across all four classes, including the Level 32→40 and Level 50→55→60 equipment tiers 🔸 Loot Rules now compare equipment without counting socketed Gem stats, preventing Gems from causing incorrect upgrade decisions 🔸 Attempting to unlock or insert a Gem while fighting now displays a clear Loadout Sealed warning **⚔️ Combat & Abilities** 🔸 Void Communion’s Standard DoT and talent-added Shadeflame can now coexist and refresh independently 🔸 Ability panels now identify effects as Burn, Bleed, Frost DoT, Venom, Shadeflame, or Standard DoT instead of showing every effect as “DoT” 🔸 Added Pause and Resume controls to the active Combat Log without interrupting the battle 🔸 The Damage Report now correctly tracks ability and Element shields under Shield Absorbed 🔸 Duplicate defensive entries are now combined in the Damage Report 🔸 Interrupted battles no longer affect personal combat records, and Longest Fight no longer records inaccurate multi-hour durations **🏰 Dungeons, Frontier & Tower** 🔸 Dungeons now award completion XP and display exact Clear XP, Combat XP, and Resilience XP information 🔸 Dungeon completion summaries now show Boss XP, Clear XP, and Total XP 🔸 Dungeon cards now separate guaranteed and possible rewards and show Nightmare class-equipment drop chances 🔸 All normal and Nightmare Dungeon bosses now use the correct Arcane Bestiary Knowledge requirements 🔸 Frontier battles now appear directly beneath the route map, keeping the complete route and node information visible during combat 🔸 The next unlocked Frontier node is automatically selected after a victory 🔸 Stabilized the Tower and Spire combat layout so the fight panel no longer grows continuously or pushes the page upward **🎭 Characters & Presentation** ...
⚡ Legacy of the Ark: The Long Awakening — Update 1.9.7 "Clarity" The Archive now keeps everything it promised, Recovery Orders complete however you get there, and the Ark Map stops pointing you at something you already own. Your progress is safe — no reset, and nothing you own is taken away. The Archive is fully preserved now • 📚 Own Preserve Archive Research? The Core Index nodes at the bottom of the Archive — the ones bought with Memory Cores — now survive a Legacy Cycle too. Before, only the six branch tracks came back and you had to re-buy the rest. (thanks Xeen) Recovery Orders • ✅ "Open the ___ tab" steps now complete when you open the tab yourself, not only via the order's GO TO button. Affected the Core Matrix, Archive, Crew, Memories, Equipment, Boost Upgrades, Daily and Player tabs. Ark Map • 🗺️ The Ark Map no longer lists the Core Matrix as your next unlock after you've already unlocked it — it now points you at the Legacy Cycle. (thanks DiamondG) Translations • 🌍 The whole Ark Map panel — every goal, next unlock and prestige explanation, plus the phase and campaign headings — is now translated in all 32 languages instead of showing English.
**Legacy of the Ark: The Long Awakening — v1.9.6 "Reckoning"** Your progress is safe — a Legacy Cycle now keeps MORE than before, and nothing you own is taken away unless you choose to Hard Reset. **KEPT THROUGH A LEGACY CYCLE** • Your Research ▸ ARK upgrades now stay with you through a Legacy Cycle — they only reset on a full Hard Reset. • Own a Preserve Exploration card? Your crews stay unlocked right after a cycle — no restart needed. **CHALLENGES NOW HELP THE MAIN GAME** • Every Challenge you clear gives a permanent +2.5% to all basic and exploration resource production. Clear more to stack it — the total shows on the Challenges page. **FASTER LEGACY RESET** • The long freeze when starting a Legacy Cycle on a deep account is greatly reduced. **FIXED (thanks Xeen)** • Global Goals now counts your Memory Cores contribution, and your share no longer shows above 100%. • Deep Ark-Side Capital resolutions matter again — the Names bonus per rank is no longer capped. **CLEARER** • The Signal page now explains, on hover, exactly how each readiness bar reaches 100%. • Starting a Legacy Cycle reminds you to spend your banked time, Lessons and resources first. **HARD RESET** • A Hard Reset (normal and ARK-Cores-included) now also resets your player level. A Legacy Cycle keeps your level, as before.
Hello Adventurers!Only 8 days to go until Upgradia launches into Steam Early Access!Today’s spotlight is all about some of the systems players will start interacting with early on: The Farm, starter questlines, rankings, and the world map.The Farm is one of the first places where Upgradia starts to feel alive: a peaceful early area where small routines slowly turn into long-term progression. It is also where you’ll meet some of your first NPCs, including The Farmer, The Fisherman, The Miner, and The Adventurer, who introduce early questlines across farming, fishing, foraging, mining, and combat preparation.Farming in Upgradia can be progressed both actively and passively from the overworld, so you can keep growing your account whether you are directly managing it or letting your systems work in the background.Passive farming can be improved through upgrades such as Farm Plot, Growing Power, and Farming Speed, helping increase your crop output and efficiency over time. Active farming has its own upgrades too, including Active Farm Plots, Plant All, Harvest All, Water All, and Fertilize All, making hands-on farming smoother as your setup grows.Inside The Farm itself, farming becomes more personal: choosing plots, planting crops one by one, caring for them, and watching your little patch of land grow. The Farm also has its own upgrade path, with upgrades such as Golden Rows, Seed Saver, Growth Tonic, and Care Expertise, giving bonuses like double-yield chance, seed recovery, faster growth, and stronger care bonuses.Fishing is another big part of the early experience. You can progress through fishing normally, then move into active fishing, where timing and control matter more. The Farm pond gives players a peaceful place to fish, progress, and hang out socially with other players while still moving their account forward.We also wanted to show a look at rankings. Upgradia has rankings across multiple systems, including total level, individual skills, class progress, gui...
Bahast Updates 1.2.1–1.2.3 These updates improve combat clarity, smooth out late-campaign difficulty, introduce Potions, and refine the Battle HUD. Release 1.2.1 — Combat Clarity and Campaign Balance Combat Readiness now estimates a sustained 30-second single-target rotation, accounting for skills, cooldowns, Basic Attacks, Mana, Barrier, Critical Strikes, and repeated hits. Removed excessive monster Life scaling after Monster Level 25 in the standard campaign. Active late-campaign fights migrate automatically while preserving each monster’s remaining-Life percentage. Improved player-submitted diagnostics and the visibility of Pinnacle reward notifications. Release 1.2.2 — Potions and Late-Campaign Survival Added rechargeable Potions that restore 30% of maximum Life over 3 seconds. Potions activate automatically at low Life in Auto Combat and can be used manually with Q. Smoothed monster damage growth and improved Dodge effectiveness from Monster Level 26 through 50. Combat Readiness now accounts for Potion recovery and enemy Critical Strikes. Improved Life, Mana, and Barrier presentation in the Battle HUD. Release 1.2.3 — Monster Life and DPS Visuals Adjusted visuals displaying monster life and DPS.
Hi,Thank you so much for your great feedback and playing and sharing Pocket Dinos with your friends. It's meant a lot that others enjoy this as much as I do! In this build are some hotfixes and a small change. HotfixesFixed a rare bug where some dinos showed $0 Lifetime earningsFixed a bug wtih the shop loading the habitat books for the first loadRemoved the Feedback button (legacy) - please use Steam Community (https://steamcommunity.com/app/4715900/discussions/) or the Discord (https://discord.gg/eNe5KVnGDV)Bond EventsIncreased Bond Events to last for 30 minutes (previously 5). This is to allow players who have the game in the background/muted to check back in and claim them.Again, a huge thank you for making this a successful game launch. I really appreciate it! - Diesel
⚔️ Combat & Progression 🔸 Renamed Combat Automation modes to ADVANCE and REPEAT for clearer control 🔸 ADVANCE cycles through Area Combat and Dungeon enemies from first to last, while Tower, Spire, and Frontier continue forward 🔸 REPEAT continuously fights only the selected enemy 🔸 Completing Act II now reveals all six Nightmare Dungeons through one persistent message with a View Nightmare Dungeons button 🗺️ Frontier & Divine Gear 🔸 Frontier battles now appear directly below the complete route map instead of redirecting to Area Combat 🔸 The Frontier map and briefing remain visible during combat without overlapping or compressing the battle screen 🔸 Winning a Frontier battle now automatically selects the newly unlocked next node 🔸 Divine equipment panels now clearly show the current Divine grade, exact stat bonus, and the rule that gear advances every 100 Tower floors 🎒 Bank, Account Vault & Crafting 🔸 Every Bank tab now contains 300 slots, providing 1,500 total Bank slots across all five tabs 🔸 Bank Bulk Actions now support Select All Filtered, clearing selections, and selling only explicitly selected stacks 🔸 Account Vault Bulk Actions now support filtered batch deposits and withdrawals 🔸 Completed equipment crafts can now use available Inventory, Bank, and Delivery Cache space 🔸 A full Inventory no longer delays crafted equipment or its Crafting XP 🔸 Gathering and Crafting queues now use compact two-row layouts without vertical queue scrolling 🔸 Gathering and Crafting pages now show only their own production queue 🔸 Tradebridge has been moved to its correct Production Mastery position and no longer overlaps nearby talents 🌍 World Boss 🔸 World Boss registration and cancellation now show clear REGISTERING and CANCELLING states 🔸 Canceled World Boss battles now remain canceled instead of unexpectedly reappearing 🔸 War Chest donations remain available until the selected World Boss battle actually begins 🖥️ Interface & Quality of Life 🔸 Active Effects and Options tabs n...
1. Optimized and reworked sword cultivator skills. 2. Added backpack pagination and improved game performance. 3. Added dedicated fishing equipment slots. 4. Added dedicated event displays for fishing, mining, and woodcutting. 5. Added the gem system, including crafting, socketing, upgrading, and more. 6. Added satiety limits for cooking and fishing, and improved the display of pill toxicity, satiety, resistance, and other status effects. 7. Fixed incorrect display issues when adding fuel to the furnace fire. 8. Fixed an issue where some tree seeds could not be planted. 9. Fixed an issue where mining and woodcutting resource events could interrupt auto-gathering. 10. Fixed an issue where Time Worm cultivation bonuses did not take effect. 11. Fixed issues where the “Idle Wanderer” and “Across the Wilderness” achievements did not activate. 12. Adjusted the skill training formula to be more player-friendly. 13. Added and updated multiple batches of icons for items, materials, equipment, pets, and skills.
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.54 is now live! As the cyber-stock market becomes increasingly cutthroat, we’ve heard the feedback from our top-tier traders. To grant you more granular control over your capital during corporate warfare, this update introduces brand-new micro-management trading tools: 📉 New Mechanic: Granular Position Closing Proportions We have added more fractional options (e.g., 25%, 50%, 75%) when choosing to close your positions for settlement. (Say goodbye to the "all-or-nothing" kamikaze trades! You can now flexibly close your positions in strategic batches to secure profits or cut your losses. In Cyber-Wall Street, there is no absolute loyalty—only realized gains!) 🎚️ UI Upgrade: Stepless Margin Slider System We have officially implemented a sliding scale mechanism for adjusting your margin inputs on the trading interface. (The ultimate micro-management of leverage is here. Ditch the tedious clicking; with the new slider, you can precisely control the exact amount of margin injected into the market just by dragging your mouse. Whether you're playing it safe down to the last decimal or risking your entire empire on a single drag, your fate is now literally at your fingertips!) Please restart your Steam client to apply the update. Happy trading, and may your margins always be green!
We're excited to release our first major update based on your feedback! ⚔️ Combat System - Completely reworked combat system designed around the clicker gameplay - Armies are now visible on the map and move with the frontlines - Army advantage and disadvantage now have a much stronger impact on battles - Technology and equipment are now crucial for victory - fighting with infantry alone is extremely difficult - Improved combat balance - Armies begin moving toward future borders during war justification - Major performance and optimization improvements 🤝 Diplomacy - Non-aggression pacts now prevent wars while active - You can break pacts early at the cost of relations - Ally calls to war can now be refused, with diplomatic and trust penalties - Wars now clearly display their reason - Puppet states require 75 influence instead of 90 - Passive diplomacy income reduced by 5x 💰 Economy & Internal Politics - Resource tooltips now show income and spending - Passive resource production increased by 3x - National promises are now easier and scale with country size - Failed promises can now increase unrest and trigger rebellions 🤖 Smarter AI - AI now manages internal politics and reacts to unrest - Lower rebellion chance for AI countries - Military spending is limited by their treasury - AI countries will no longer constantly bankrupt themselves or fall into endless civil wars 🗺️ Map & Graphics - New terrain backgrounds for many scenarios - Improved border rendering on PC - Increased map detail - Improved scenario previews 🏛️ Cities & Historical Eras - Cities now match their historical era - Over 460 anachronistic cities removed - Historical names and military visuals now change depending on the era 🔧 And Much More - Rebels now have their own flags - Improved tutorial and war goal explanations - Fixed country name inconsistencies - Improved UI/UX and localization - Improved peace conference - Many smaller fixes and improvements Thank you for all your feedback and support. ❤️ ...
Game play of Arcade Mogul
**🌌 Divine Ascension** 🔸 Divine equipment now gains a Divine Level from each cleared Tower or Spire floor, Frontier node, and Nightmare Dungeon battle 🔸 Existing and newly earned Divine equipment begins at your highest completed Tower floor 🔸 Every 100 Divine Levels advances its grade through Divine A–Z, A+–Z+, A++, and beyond 🔸 Divine equipment inspection now shows its grade, progress bar, effective level, and total stat growth 🔸 Divine equipment’s base combat stats continue scaling to remain useful against increasingly powerful enemies ⚡ Quick Access & Magic Academy 🔸 Added six customizable Quick Access slots to the header, saved separately for each character 🔸 Quick Access can open unlocked pages, Map acts, Academy sections, Bank, Account Vault, and Tower sections 🔸 Reaching Combat Level 10 now presents a concise Magic Academy introduction with a Take Me There button **🗼 Tower & Spire** 🔸 Tower floors can now award Starforged Shards, Engraver’s Chisels, and Anchoring Sigils 🔸 Every 10th-floor boss and 100th-floor Guardian awards guaranteed Engraving materials 🔸 Materials earned beyond the daily Tower limits are converted into Aether 🔸 Tempered Steps now also reduces enemy Defense by 2% per rank, up to 20% 🔸 Spire Tarot choices no longer expire while the game is open—the game waits for your decision 🔸 Multi-enemy Tower floors now correctly award kill XP for every defeated enemy **🧭 Frontier Progression** 🔸 Added Frontier Marks, earned from nodes, regional bosses, and completed six-region routes 🔸 Added Route Aether, used exclusively to improve Region Seals without consuming Celestial Forge Aether 🔸 Deeper Frontier campaigns now gradually improve permanent regional stats, Region Seals, and route rewards 🔸 The Frontier Quartermaster now offers weekly Starforged Shards, Engraver’s Chisels, and Anchoring Sigils for Frontier Marks 🔸 Frontier Aether Caches now provide Route Aether and can be purchased twice per day **⚔️ World Boss Preparation** 🔸 Both registered World B...
🎒 Gathering & Equipment 🔸 Gathering nodes now show the total amount of their processed resource held across your Inventory and Bank. 🔸 The Account Vault accepts Common through Mythic equipment. Soulbound and Divine gear remain bound to the character who earned them. 🔸 Class-bound equipment now clearly states which class can equip or craft it and which class it drops for. 🔸 Equipment recipe previews now show the guaranteed Common result. 🔸 Crafting Levels 80 and 90 unlock chances to craft Legendary and Mythic equipment. 🔸 Offline equipment Crafting now follows the same rarity rules as live Crafting. 🔸 Improved Crafting performance and stability during combat by optimizing equipment recipe images without changing their artwork. 🔸 The Last Memory now correctly restores 4% Max HP per kill and displays 4% Heal on Kill. 🔸 Character stats now correctly include Life Steal granted by the active Element. ⚔️ Combat & World Boss 🔸 World Boss War Chests now award the correct class-bound armor and off-hand equipment. Rings and amulets remain universal. 🔸 World Boss War Chests now have a higher chance to contain Legendary equipment, with the largest improvement at stronger contribution tiers. 🔸 The World Boss planner now displays all four scheduled battles, their starting times, class-correct rewards, equipment slots, item names, and complete previews. 🔸 Auto Register randomly chooses and immediately secures two World Boss battles for every event. 🔸 You can instead manually select exactly two battles and register or cancel them together. 🔸 Both registered battles remain secured while the game is closed. They resolve independently when you return, and each awards one War Chest exactly once. 🗼 Tower, Spire & Navigation 🔸 The Tower floor selector now enters the exact reached floor you request instead of returning to the latest Waystone checkpoint. 🔸 Right-click an enemy in an item’s source list to travel to its unlocked area and begin fighting it. 🔸 Locked enemy areas show their requ...
The first new sector since launch is here. NEW SECTOR: SPORE VEIL Beyond the Deep Pull, the terraforming gardens of the Telmari kept growing after the gardeners left. Collect 25 coordinate fragments in the Deep Pull to chart your way in. - A dense spore fog cuts your scanner range by 40%. The new Beacon Array upgrade pierces it, one third per level, and your warnings panel shows the new SENSOR FOG status. - 8 new lifeforms to catalog: the Sporelantern, the gentle Veilwhale with its glowing spine, a drifting polyp chain, a swarm of living motes, and more. Two of them only reveal themselves when you survey the garden planet. - 8 new artifacts tell the story of the gardeners: a seed vault that was not looted but sown, a pruning blade worn to half its width, and the First Bloom itself. Each with its own cipher to decode. - A new spore asteroid type rich in ore and DNA, a lush garden planet for orbital surveys, new ambient decorations, moss creeping in from the corners of your screen. - The hull actually regenerates gently in the Veil. The fog is soft. Only the view is not. The story ending now waits until your logbook includes the gardens — the finale stays the finale. Thank you for all the reports and ideas since launch. The roadmap keeps growing, and so do the gardens.
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.53 is now live! In this update, we’ve optimized the backend logic of the Dark Web Exchange and introduced thrilling new risk and regulatory mechanics for all you aggressive expansionists: 📉 New Mechanic: Position Averaging (Double Down) The "Add to Position" feature is now live on the stock market panel. When your trades are underwater, you can now inject more capital to average down your entry price and dilute your risk of liquidation. (As long as your pockets are deep enough to keep doubling down, margin calls can never catch you! Well, assuming your cash flow hasn't dried up.) 🏦 Corporate Warfare Optimized: Squeezes & Panic Alerts We've rebalanced the impact of physical branch expansion on market fundamentals. Aggressively opening branches to "squeeze" out competitors will now trigger far more violent stock price volatility. Additionally, high-visibility "Market Panic" event alerts will pop up on your UI when the market crashes. (The Wall Street air-raid sirens are blaring! Capitalize on market panic and physically crash competitor stocks with your brick-and-mortar stores.) 🚨 New Chaos Event: Cyber-SEC Anti-Monopoly Investigation To prevent the absolute collapse of the cyber-economy, the regulators have arrived. If you open an excessive number of branches in a short period (blatantly manipulating market fundamentals), you will trigger an immediate, heavy-handed investigation and massive fines from the Cyber-SEC! (Managers, capital may be ruthless, but the regulatory board still has limits. Please expand your empire responsibly, lest you get raided by the feds!) 🛠️ Numerical Bug Fixes Resolved several underlying numerical anomalies and overflow bugs related to money and Pearl calculations. (The cyber-abacus has been oiled. Every penny of your cutthroat profits is now calculated flawlessly to the 18th decimal place.) Please restart your Steam client to apply the update. Happy trading, and dodge those audits!
I'm excited to announce Pocket Dinos is now in Early Access.Enjoy a full experience of the base game, including hatching all 240 collectible dino variants across 60 unique species, completing collections, building and decorating habitats and unlocking hats!Here's a bit more info about why Pocket Dinos is in Early Access, and what you can do to help!Why Early Access?Pocket Dinos is already a fully playable game, but I see Early Access as an opportunity to grow it alongside the community. My goal is to expand the game with new gameplay systems, quality of life improvements, and ideas inspired by player feedback while continuing to refine and balance the experience.Community suggestions will play an important role in shaping future updates, helping Pocket Dinos become the best version it can be.Approximately how long will this game be in Early Access?The current plan is for approximately 6 months. The exact timeline will depend on development progress, community feedback, and ensuring that planned features reach a quality I'm happy with before leaving Early Access.How is the full version planned to differ from the Early Access version?The full version is planned to build on the existing game rather than replace it. Planned additions include new gameplay systems such as a Breeding Habitat and a larger Expedition Habitat that expands late game progression, along with more personality and interactions for dinos, additional challenge-based achievements, quality of life improvements, and features inspired by community feedback.Save files are planned to carry forward, allowing players to continue growing the same collection throughout development.What is the current state of the Early Access version?The Early Access version is fully playable from beginning to end and already includes the complete core gameplay experience. Players can collect all 240 collectible dino variants across 60 unique species, complete collections, build habitats, decorate habitats and covers, unlock ...
Fixed: auto-recalibrate could not restart your automation Thanks to Phraox for digging into this one. Recalibrating resets your routines, and that part is intended. The problem was that the early routines only unlock by running scans, cargo routes and fabricator cycles by hand, and the auto-buyers can't do those for you. So every time auto-recalibrate fired, it dropped you into a run that automation had no way to restart. You had to hand-start the station again every single cycle, which is the opposite of what auto-recalibrate is for. Now, once you've unlocked the auto-buyers (Logistics AI in the Core Shop, or Permanent Logistics in the Relic Vault), every fresh run starts with the basic crew already online: the scanner, cargo and fabricator routines, plus enough reactor power to run them. The auto-buyers take it from there and build out the rest on their own. If your station is stuck like this right now, it repairs itself the next time you load the game. Nothing is lost. Also fixed: jumping could show you the first-run intro screen as though you were a brand new player. Update size is about 2 MB.
深渊副本也纳入连续战斗的功能,且等级提升1~10级,总体等级在150~165。 同时也确保了赛季之钥100%掉落。
Interested in hopping in the Discord and being the first to join a new community? The Discord is now open for all members! If you'd like to join in advance before release in two weeks, you are welcome to do so. You can ask questions about the game, choose your roles, and get involved as much as you'd prefer. You can also see the patch notes as I cram a little extra fun into the game. If you just want to lurk in advance of the release, you're welcome as well!Just two weeks left to go!Journeybound Idle's Official Discord: https://discord.gg/NsCYAX7HNV
⛏️ Gathering & Equipment 🔸 Gathering nodes now show the total amount of their processed resource held across your Inventory and Bank 🔸 All equipment can now be transferred through the Account Vault, including Soulbound and Divine gear 🔸 Transferred gear requires Combat Level 1 / 5 / 20 / 50 / 80 / 90 / 140 / 154 for Common / Uncommon / Rare / Epic / Legendary / Mythic / Soulbound / Divine equipment 🔸 Under-level gear clearly shows as locked and cannot be equipped, reforged, socketed, or have Gem slots unlocked until its requirement is met ⚔️ Combat & World Boss 🔸 The Damage Report now separately tracks damage contributed by Fire, Frost, Earth, Arcane, Light, and Darkness Elements 🔸 Accepted World Boss registrations now remain stable 🔸 War Chest donations consume potions only after registration succeeds 📖 Interface & Profiles 🔸 Loot Rules and Mercenary Minimum Readiness now use more reliable in-game dropdowns on Windows, Linux, and Proton 🔸 Character Grade now has a detailed mouseover explaining every score source and grade threshold 🔸 Public character profiles now show Combat Level without the misleading Total Level card
Localization for the newly added Pulse Core, and its skill tree has been updated and is now live. Thank you for your continued support, and stay tuned for more updates!
- Quick-hide hotkey (Cmd/Ctrl+Shift+H, rebindable in Settings → Shortcuts) - Move the strip between monitors (Settings → Display picker + tray "Move to next screen")
Bahast's largest update yet is now live! Release 1.2.0 includes: Four new Pinnacle Bosses with unique mechanics, rewards, music, and achievements Normal, Hardcore, Ironman, and Hardcore Ironman modes Shared stashes for eligible Characters Manual Combat with skill hotkeys 50 active skills and 33 Support Jewels Expanded passive mechanics and class specializations New Uniques, Magic Find, and God-Touched items Salvaging and new crafting resources 20 new monsters Improved tutorials, interface scaling, and offline progression Complete Simplified and Traditional Chinese support Existing saves are supported, with guided migrations for the new game modes and passive-tree changes. Read the full patch notes
Fixed: Deep Protocols was missing from the Automation panel Thanks to the player who reported this on the Community Hub. It was a real bug, and a bad one. The Automation panel was only ever drawing five routines. Deep Protocols is the sixth, so once the earlier five were unlocked it got quietly cut off the bottom of the list. The Efficiency advisor would happily tell you to train "Deep Protocols" while the panel showed no such thing. If you were relying on Auto-train, it kept buying the routine for you and you may never have noticed. If you weren't, you were stuck: Deep Protocols gates the Composite chain, the Composite Frame module, and the last two missions. All six routines now show in the Automation panel. Deep Protocols now appears as soon as it's relevant. First as a locked preview showing your progress toward a tier-10 vein, then as a trainable routine. On shorter screens (Steam Deck, smaller laptops) the panel now scrolls the next trainable routine into view instead of leaving it below the fold. Your save is fine. Nothing was lost and nothing needs redoing. Load your station and the routine will be sitting there waiting. If you already unlocked Deep Protocols through Auto-train, nothing changes for you. Update size is about 2 MB.
The Pulse Core has been added along with its own skill tree expansion.This Core periodically releases powerful pulses that damage enemies within its pulse radius, adding a new way to clear waves and create new build combinations. New Achievements3 new achievements have been added for the Pulse Core. Localization UpdateLocalization for this new content will be added in a future small patch. Stay tuned for more updates! Have ideas or suggestions for features you would like to see in the game? Join our Discord and share your thoughts with us. Thanks for playing!