Bug Fixes & Stability ImprovementsFixed the major 0x11C7 error that appeared on Windows during launch, along with other related issues.Fixed a memory leak on macOS that occurred when enabling Cyber Body / Cyber ADHD.Completely fixed the stuttering that happened when eating, buying items, or using Jiahao’s cooking service.Assorted minor bug fixes.New content is currently in active development. Thank you all for your love of Jiahao and for your patience with the existing issues. The entire team salutes you.If you have any suggestions or ideas, feel free to join the Jiahao Steam discussion QQ group (Group ID: 1124480277) so we can improve Jiahao together.
Build 0.9.5.0, 18th of September 2026. Da biggest drop TEEFS has had. Three new modes, a reset above the Great Green Reset, one war meter that every mode feeds, and a klicker screen rebuilt from the counter down. Everything below has gone in since the 28th of August build. THREE NEW MODES DA GREAT TRAIL O' TEEFS. Load up a konvoy and roll out across four regions. On the way you get fights, scrap piles, sick orks, merchants, treasure maps and a boss guarding the road out of every region. Whatever you bring home lands on the pile. DA INVENTORS STASHUN. At the workbench you bolt a weapon together out of parts. What you build arms the horde, and that armin' is what decides how hard your army hits. DA GREAT SIEGE. Your army marches on 20 strongholds, one after the other, and it keeps marching while the game is shut. Every stronghold that falls pays teefs and sends spoils back to the Trail. It banks a reset point an' all. AN' DA BIG ADDITIONS DA WAR EFFORT. One meter for the whole game. Anything you do in any mode feeds it, and every rank it climbs pays you more income everywhere. Da horde salutes you when you make a new rank. DA GRAND RESET. The reset above the Great Green Reset, unlocked once your pile gets properly enormous. It burns nearly everything for a permanent bonus that stacks every time you do it, and it hands you a gobbo helper. Your achievements, your lore book, your cosmetics an' the gobbos you already earned all live through it. GOLD TEEF. One ripens every real day. Spend them on permanent building levels. No reset ever takes those away. DA TAROT OF DA HORDE. The card draft after a Great Green Reset is live, and all 33 cards now do what they say on the card. DA BOIS. Your unlocked bois ride the Trail as named champions with their own levels and party bonuses. COMIN' BACK. Time away is banked and handed to you on a card when you return, so you choose when to take it. Away earnings run up to 12 hours. STEAM. Saves mirror to Steam Cloud, and there is a lifeti...
Hello, this is the MPIG Team. Maintenance Schedule UTC: September 18, 06:30–07:30 Ver. 1.0.22 introduces a new difficulty and new progression and reward systems, together with major improvements to League Battles, rankings, balance, and convenience features. Inferno Difficulty The new Inferno difficulty will be unlocked. Class Mastery Once a class reaches Hero Lv. 100, further EXP earned for that class accumulates as Class Mastery EXP. Only EXP earned after this update counts. Previously earned EXP is not applied retroactively. You can earn Class Mastery EXP and increase your Mastery level now. Mastery Points are saved, while spending them on enhancements will be added in a future update. Coin Chest Act Bosses have a very low chance to drop a Coin Chest. A Coin Chest can be sold at the Blacksmith for 1,000,000 Coins and can also be traded on the Steam Community Market. Prize Draw First-, second-, and third-place prizes include high-level Mythic–Eternal Gear. You can enter up to 3 times per day. Prize Gear refreshes daily. Kingdom Lottery A drawing takes place at the beginning of every hour with a total prize pool of 5,000,000 Coins. If there are multiple winners, the prize pool is divided among them. You can enter up to 3 times per day. League Changes After a battle, you can immediately begin the next battle without returning to the League screen. The daily free League Battle limit is reduced from 100 to 10. Coins can purchase 10 additional entries per day. Rating gains and losses are increased to 5 times their current values and are also adjusted by the rating difference between opponents. Damage dealt in League Battles is reduced to 10% of its current value, a 90% reduction. Matchmaking prioritizes players in the same League bracket. Monster parties are used only when no suitable player party is available. Daily win/loss records and Battle History are added. League ratings no longer reset at the end of each monthly season. League ranking rewards are updated. Boss ...
- Fixed the Anomaly Boss popup layout
🌦️ Daily Weather Each day brings one of six weather conditions: mild, rain, wind, sunshine, fog or cold. Weather changes how much each car stat matters in a race, so the best setup can vary from day to day. Each condition has its own visual effects, and an icon on the race panel explains what it affects. Daily weather changes won't affect races already underway. 🏆 League New League racers now start at zero points and work their way up, instead of jumping straight into competition with veteran players. 📡 Opponent Performance During a race, hover over a driver in the Radar list to see their car's performance rating. This value is recorded when the race is formed and stays fixed throughout the race, helping you compare your car with the competition. 🌍 Flags Drivers' country flags now appear in Radar tooltips, championship standings and the global League leaderboard. 🎒 Inventory • Select multiple parts to sell or dismantle them all at once. • Use Ctrl + click, or Cmd + click on Mac, for quick selection. • Lock parts you want to keep: locked parts cannot be sold, dismantled, used in the Collection or sent to Steam. You can still equip and upgrade them. • Part and mascot tooltips now appear beside their cards, keeping the cards visible. 😀 Player Names Player names containing emojis and symbols now display correctly. 🌐 Connection The game now automatically tries an alternate route when the main route is unreachable, including during regional blocks like those reported in Spain. Reconnecting after a dropped connection is also more reliable. 🔧 Fixes Translation, performance and interface improvements, plus fixes for weather effects on Windows. Happy racing! 🏎️💨
EARLY ACCESS V0.0.1 · The Rampart, the town, the wiki · gear carries its own power · the Vendetta hunts youThe relaunch. BreakEven starts its Early Access count at V0.0.1 with the biggest update it has had: a tower-defense game inside the game, a town instead of a tab bar, a handbook that is a wiki, uniques and ores rebuilt, upgrades baked into every item, a ten-tier Descent, Renown, the Gilded, the Vendetta, and a fight-based Power number that never makes you wait. New ContentThe Rampart · a tower defense at the town wall. Place six of ten defenders drawn from your classes, familiars and wardens, hold 15 lives over five waves, then go endless · depth is your score. A new map every calendar day in one of four shapes (winding road, fork, twin gates, crossing) and three difficulties. The first full hold each day pays 180 Marks, your best depth feeds Renown and two new honors: Warden of the Wall and Foes at the Wall. The town · the tab bar is gone. Fourteen themed buildings open everything, doors light up on hover, cards open over the town, and the Darkness switch shows the night falling with windows, lanterns and fires. Every hero of your roster walks the streets with their name over their head · click one to switch. The handbook is a wiki · 35 articles, one per page, a search that returns a hit list instead of a wall of text, and cross-references between articles. The Vendetta · slay 300 foes in a row in the field and one of five hunters calls you out at the Tyrants: its tier is the act you were in, you have 12 minutes, and the first win over each hunter claims a permanent power. The Gilded · a rare foe (about one in 1,800 kills) that pays 40× gold and always drops an Ultimate. Renown · your personal score from Tyrants, Ordeals, the Vaults and the Rampart, shown in the Hall of Honors with a breakdown. Six ores · Copper, Iron, Azurite, Tungsten, Meteorite and Starmetal on top. The Starmetal Seam replaces the Starmetal mine, Starforged rings and amulets, Ultra helms fr...
**Hotfix Notes** - Fixed a crafting XP bug that could crash the game with “Terminal Connection Failed” after long crafting sessions. Inflated XP from affected saves is capped at level 99 on the next craft. - Level 99 crafting skills now correctly show as maxed (no more “Level 100” progress). - Fixed the crafting progress bar jumping or freezing, and it now stops properly when you run out of materials. - English mode: inventory stat source tooltips no longer show Chinese labels. - English mode: life tools (woodcutting, mining, fishing, hunting, begging) no longer display as “???”.
Redeem gift codes Settings has a new entry: type the code and it gifts you hours of offline time reserve Below it you get the list of the ones you have already redeemed, with what each one gave Each code can be redeemed only once per save, and you need a connection to check it Report an error If the game crashes, the error screen now carries a box to send the report, with room to write what you were doing Nothing is sent until you press the button, and the backups are still listed below Combat A boss or duel blow spreads what it takes over one second. The damage is the same, it just takes a moment to land That second is the room that auto eating and Pause Lethal needed in order to react Below 5 Life any consumable you are carrying is used, ignoring the potion threshold and whether the healing fits in the bar Until now a consumable that healed more than your max Life never got used. What does not fit is not wasted: it is handed over as the curse opens room again The Necromancer is fought blow by blow: he carries your own attack routine and you both charge at the same time, so his blow lands when his bar fills Every blow pops up in its own box, in the colour of whoever throws it: yours in green and your escort's in blue, with the damage always in red Ordinary fights lose theirs, where the blows were only for show Life bar The bar shows the blow while it lands: the part it has not taken from you yet stays yellow behind and goes down over that second The figures now live inside the bar, with the net in green when you gain Life and red when you lose it, each in a fixed slot so nothing shifts when a number grows The down arrow is no longer just the curse: it adds what the enemy is hitting you for, and the tooltip breaks it down Map Redone so the detours can be read: each one goes down in its own colour, and a rail on the right marks how far it reaches and in which room it joins the main path again The Pilgrims' Path will not be the only alternative route Reincarnation upg...
After your first Ashfall, the ground gives way. The Ash Wound A new region beneath Emberwake, five layers deep. 25 new foes with their own loot and their own lore, a film on your first descent, a new chronicle chapter, deep relics — and a new vault, The Shaft of Names. The Silent Chamber An annex to your Ember Home. Catch enemies alive and research them in three steps — material study, anatomy, dissection — across 45 catchable creatures. Know a creature and you fight its kind better: more damage, less taken, better loot luck. Ehl'Vurun, the First Ground A new world boss in the deepest ground of the scar. He waits from the fifth Ashfall, once Vhar'Esh has fallen. The Ash Wind Four winds sweep the world — each with an advantage and a price: Ember Draw — more damage, but you take more as well Name Hush — better loot chances, but less gold Drifting Ash — more gathering yield, but slower gathering Deep Echo — more combat XP, but tougher enemies New to look at Four new frames and an eighth garment — the Chamber Coat, drawn separately for each of the six heroes. Handling Tabs above the enemy list: six regions instead of one long list The view no longer jumps back to the top while you browse other enemies Combat sounds are 80 % quieter — everything else sounds as before Loadouts store your companions too, and the companions page now says so Fixed Combat XP was calculated in two places and only half of it arrived. The treasure tour is a sprint again instead of two hours. Plus the furnace toggle, loot-knowledge bars on every enemy card, clearer names at the workbench and many smaller display errors. Thanks to Rody, Wolfsjaeger, MGRza, tappi, 19rantanplan88, Turk, Tichkiir, Isorn and Faith — much of this came straight from your reports.
Restored league reward information and fixed a bug in the settings.
1. 新增坊市购买助手,可为每级坊市独立指定最多两件物品,并在后台自动刷新和购买。 2. 醉仙云梦现在会加快灵田作物成熟,剩余时间会实时反映加速效果。 3. 宗门禁地新增“唤醒神兽”,挑战次数耗尽时可消耗宗门贡献提前恢复一次机会。 4. 无尽海渊自1001层起为敌人增加随机次要属性,层数越高,附加属性越多。 5. 镇妖符对同一名敌人只在首次开战时生效,暂停并恢复战斗不会重复触发。 6. 修复九幽噬魂佩装备后消失的问题,并将其装备部位修正为“护符”。
1. 修复洗练锁定4条附加威能后可能闪退的问题。 2. 灵田产量增益现在可以突破基础上限10份。 3. 工房移动至“万宝”分类,并调整为筑基期后开放。 4. 优化工房界面布局,五条附加威能无需滚动即可完整显示。 5. 无尽海渊5001层后,敌人将逐步获得随机次要属性。 6. 太清宗神兽20胜新增圣品鞋履“踏月清虚履”。 7. 幽冥教神兽20胜新增圣品饰品“九幽噬魂佩”。 8. 完善洞府、工房、无尽海渊及宗门神兽奖励的相关说明。
Arrange your satchelDrag an item onto another and it takes that spot. A gold line shows where it will go before you let go. The sort button has a new Your order, saved per character. Dropping an item on the one right after it used to do nothing at all.Right-click anything in itSell 1, Sell all, Sell an amount, Equip, Use, and two new ones:Lock it to prevent it from being sold.Keep a placeholder and when you run out, the faded tile holds its spot and its slot, so that item can always come back in even when the satchel is full.603 satchel slots, on a much cheaper climbslots now before103 1,680 3,080203 16,350 196,580333 233,850 57,545,580603 56,037,850 not reachableSlayerAuto-continue will now go to your next slayer task automatically.Pick your next master at any time, free, without skipping or blocking. A finished bounty can be claimed from any master.The bounty card is now painted with the zone its target lives in.FixesAlerts keep their place instead of jumping back to the top after every action.Item cards name the recipes that use a material, and how many each takes, when you hold Shift.Creature tooltips in the fight bar stopped hiding behind the arena.Nothing in the Collection Log says "source unknown" any more. The Spire, shop items and keepsakes all say where they come from.Prized catches and the dishes cooked now have correct icons.The combat log is no longer cut off during a raid.Click the creature you are fighting to open its Monster Log entry.The satchel explains why it can hold more stacks than it has slots: worn gear and take no slot.
Version 1.1.0 Update NotesAdded support for Steam Cloud saves.Improved the real-time battle display and added a new real-time status panel for the player's tank.Added an option in Settings to import saves from older versions. Players who have played earlier versions can now locate and import their old save files.Stocks and funds can now potentially pay dividends.Optimized information display to reduce unnecessary information.Fixed several display-related bugs.
MEGACITY v2.11.4 MEGACITY remains in active development, and this update does not pretend otherwise. Rather than hold back months of completed work until every planned system is finished, I am uploading 2.11.4 as it stands today: Substantially larger, deeper, and more reliable than the build currently on Steam, with more work already mapped out for what comes next.MEGACITY is now AI-slop-free.Every shipped feature, line of copy, balance change, interface decision, and generated asset is reviewed and deliberately integrated into the game. Nothing is added just to inflate a feature count or fill space.MEGACITY has expanded its military command, deepened its factions and institutions, made the economy easier to audit, and added more consequences to the people living inside the numbers.Build squads around distinct battlefield roles and filter recruitment by the role you actually need.Preview squad composition, synergy, defense, and recovery before committing troops.Choose Balanced, Assault, Defensive, or Recon doctrines. Doctrine now changes mission speed, power, and casualty risk instead of being a label with no bite.Captains have relationships and succession. A captain’s death no longer automatically destroys the formation; a deputy can keep the squad operational.Deployments, training orders, casualties, and squad leadership survive save and Steam Cloud reloads.Military food, rations, ammunition, fuel, and other logistics are shown as their own operational pools, with clearer readiness explanations when a supply is short.Citizens and soldiers can now be wounded, sick, missing, or killed, with medical supplies, recovery, and cause-of-death accounting making those consequences visible. Medical storage has upgradeable capacity, and capped rewards now tell you when the city could not accept more.Officers, captains, rival leaders, and civic figures can be influenced through personal interactions. Relationships, temporary boosts, cooldowns, and consequences persist instead ...
Made island prettier Fixed fishing bugs
Loopbound — v0.5.12 UI Temporal Essence is now shown in the header. Permanent skill requirements now show the actual threshold (e.g. "Agility ≥ 11" instead of "Agility > 10"). Fixed floating text getting stuck on screen when levelling up quickly. Fixed world names appearing between braces in the Milestones tab of Statistics. Help window now scrolls back to the top when switching tabs. Added missing translations (stop-before-completion tooltip). Help now explains that action speed uses the skill's total level: Cycle level + Permanent level (Basics and Formulas tabs). Core Automation priorities can now be negative (range -50 to 50). Fixed the action plan blinking when an automation chain could not be satisfied. Additionally, manually queueing such an action now warns about the missing material instead of silently vanishing from the plan.
1. 帮助系统新增“境界”说明,补充境界突破规则及突破丹增益上限。 2. 丹药与灵果详情新增当前累计加成和加成上限。 3. 对应宗门功勋灵锁现在会保留宗门神兽的战胜次数与强化进度。 4. 宗门宗主每日可累计5次禁地挑战机会;神兽十胜后,因果奖励会随胜场大幅增长。 5. 新增圣品辅助傀儡“太乙灵枢姬”,战胜天工机关麒麟20次后获得。 6. 新增成就“百战镇灵”:累计战胜任意宗门神兽100次。 7. 行囊筛选新增关键词模糊搜索;可堆叠物品单格上限提高至99999。 8. 行囊新增 `Alt+左键`快捷操作,可批量出售相同具体物品、相同品级的物品。 9. 优化轮回资质界面,新增 `+1`、`+10`、`+100`快捷加点。
1. Fixed an issue where Evil Cultivator equipment could cause HP to drop below zero. 2. Optimized the timing of the pet Baoling’s first healing trigger. 3. Fixed an issue where slot quality was displayed incorrectly. 4. Improved some cooking descriptions.
Age of Clicks is now 30% OFF! Grab the game while the discount lasts. A big economy update is coming soon, bringing major changes to the game’s economic system. Stay tuned for more news!
When you're unsure what to do next, remember this sequence: stabilize your food supply → choose one goal → assign people and develop the jobs you need → add housing when you have room to grow. 1. Start with gathering and hunting Try assigning one person to gathering and one to hunting. As people keep working, their jobs gain experience and level up. 2. Watch both your food reserves and whether they are growing Even a large food reserve will eventually run out if consumption is higher than production. Food is increasing: You have room to build up reserves while developing another job. Food is decreasing: Pause new housing and review how many people are producing food. Food is almost gone: Move people back from other jobs and focus on restoring a food surplus first. When a new food-producing job unlocks, try it with a small number of workers first. 3. Add housing one at a time Housing makes room for a larger population. But more people also consume more food. Check both the resources needed for construction and your ability to support the people who arrive afterward. Get your food supply growing. Check the construction cost shown on screen, and make sure you will still have food left after building. Build one housing unit. Assign your new workers and check your food balance again. It is easier to manage growth if you make sure things are stable before expanding again. 4. Focus on one goal at a time Unlocking jobs can depend on other job levels, population, and resources. Leveling up alone will not unlock everything. Choose one job you want to work toward, then assign people to the jobs that help meet its requirements. If food is tight, a good first goal is to unlock more ways to produce it. 5. Use ORACLE's questions when you need guidance If the relevant question options are available, try asking about these two topics: How to get more food: Use this when you want to find the next job to work toward for food production. What unlocks next: Use this when you are unsure ...
1. 突破丹新增凡品至绝品五种品级,并根据品级随机获得角色基础属性或次要属性增益。 2. 新增天机阁相关轮回灵锁,可保留宗门功勋,以及淬炼等级、功法等级和天机齿轮。 3. 新增轮回资质“技艺”,可提高杂学与灵田效率。 4. 调整不同大境界武器属性与敌人强度,使境界差距更加明显。 5. 宗门神兽挑战上限提高至100次;除第10次特殊奖励外,后续挑战也会逐步增加灵石与因果奖励。 6. 稀有材料加入无尽海渊奖励池。 7. 灵田作物选择界面新增收获经验显示,并精简作物信息。 8. 优化大量物品时的行囊性能,减少界面卡顿。
We’ve made ORACLE’s answers about finding food and unlocking skills shorter and easier to follow. Guidance now focuses on your next steps, with a little more of ORACLE’s voice. Updated across all eight supported languages.
We’ve made ORACLE’s food guidance shorter and clearer, and simplified a few on-screen messages. Your existing saves remain compatible.
Thank you for playing ORACLE. This update focuses on food production in the early stages of your civilization and clearer guidance on what to do next. We hope these changes leave you with less uncertainty and more time to enjoy watching your civilization grow. More guidance on finding food We’ve added “How can I get food?” to ORACLE’s suggested questions. You can now see which skills to develop and which resources to gather to unlock your next food-producing skill. We’ve also slightly increased Grain Storage’s food production. Easier access to settings A Settings button is now available in the bottom-left corner of the game screen. You can adjust your volume and other preferences without returning to the main menu. We’ve also made it clearer when housing becomes available. A clearer voice for ORACLE We’ve improved ORACLE’s guidance to make your next steps easier to understand. We’ve also refined the narration, keeping its reflective tone while making the language more natural. Your existing saves remain compatible. You can continue your civilization right where you left off. We’ll keep listening to your feedback as we improve both the experience of playing and the joy of building a civilization. Thank you for being part of ORACLE. ZANKYO GAMES