Game Updates

Patch notes and dev posts · 1,343 Steam updates
Crimson Engines
Crimson Engines
17 hrs ago · Gurgling The Goat

Update v0.2.43: Sanctum Ingress Hardening & Authoritative Drop Bounds

Summary Update v0.2.43 establishes strict client handshake validation and minimum build version gates across all network endpoints to block unauthorized and downgraded game depots. In addition, live combat drop accounting has been reinforced with authoritative server-side bounds, and severed accounts have been purged from public leaderboards. Security & Server Infrastructure Ingress Handshake & Version Gating: Enforced mandatory client build version validation across all backend APIs and event streams. Outdated or modified client depots are strictly refused with automated prompts to update via Steam. Real-Time Eviction Broadcasts: Integrated instant server update event streaming across active sessions, automatically alerting connected players and guiding clients to restart when a new update deploys. Authoritative Drop Bounds: Hardened live combat loot resolution to enforce strict server-side quantity bounds, capping single-kill equipment to unitary quantities and stackable drops to verified drop tables. Public Leaderboard Integrity: Enhanced leaderboard query architecture across players and familiars to strictly exclude severed accounts, synchronizing rank updates with immediate cache invalidation upon administrative actions. Combat & Interface Active Insights Formula Parity: Synchronized Active Insights modal damage projections with live arena combat formulas, accurately accounting for two-handed heavy weapon weakness multipliers, combat style advantages, and critical strike scaling.
Keep It Farming
Keep It Farming
18 hrs ago · ElMaps

Keep It Farming is out now in Early Access!

Keep It Farming is finally out! You start with one coin and a patch of mud. Plow, plant, harvest and sell, open your own shop, hire farmhands and automate everything. When the farm runs itself, spend your XP on the Legacy tree, sell the franchise and start from scratch. Every franchise you sell unlocks a new seed catalogue that plays differently. Launch week: 20% off until October 5. This is Early Access, and I'm a solo dev. The whole campaign is playable from the first coin to the ending, but the pacing of the later runs is where I most want your feedback. If something feels slow, confusing or broken, tell me in the discussions and I'll read every post. Thanks for playing, Rodrigo
Crimson Engines
Crimson Engines
20 hrs ago · Gurgling The Goat

Update v0.2.42: Sanctum Persistence Hardening & Combat Interface Telemetry

This release brings comprehensive core database infrastructure hardening, server-authoritative persistence guarantees, and significant tactical ergonomics upgrades to the floating combat navigation interface. Key Highlights & Improvements: Database Architecture & Persistence Hardening - Reinforced core database schemas with server-authoritative integrity constraints to safeguard all player progress, inventory transitions, and task lifecycles. - Enhanced state persistence and automated lifecycle verification for all continuous background tasks and rituals. - Modularized backend session routing and real-time event distribution pipelines for increased throughput, lower payload overhead, and resilient continuous play sessions. Combat Telemetry & Navigation Ergonomics - Integrated dynamic real-time health telemetry directly into the floating combat pill interface, displaying immediate Vitae ratios and enemy health status. - Added visual danger threshold indicators that activate when player Vitae drops below critical survival levels. - Enlarged tactical action hitboxes across desktop and mobile display profiles to ensure immediate, zero-latency execution of Return to Arena and Flee actions. As always, thank you for your ongoing support and vigilance in the Crimson Engines.
Seconds Until You Die
Seconds Until You Die
22 hrs ago · fingeefingers

0.0.14

Added invasion of frogs Added swarm of locusts Added water to blood Added other plagues of Egypt Fixed backpacks, other containers not storing objects properly Fixed being trapped in boulders and under the map Fixed seconds counter not updating properly Hopefully fixed multiplayer connection issues
Vanya Online - Idle MMORPG
Vanya Online - Idle MMORPG
23 hrs ago · Demona Vosz

Vanity: New Non-PVP World Opens October 4

A new chapter begins on October 4 with the opening of Vanity, our new Non-PVP world!Vanity welcomes hunters who want to explore Vanya Online without player-versus-player combat. Focus on your journey, develop your character and take on the challenges of Vanya alongside the community.Whether you’re discovering Vanya for the first time or returning for another adventure, we look forward to welcoming you.World: Vanity World Type: Non-PVP Opening Date: October 4, 2026Mark your calendar, gather your friends and get ready for opening day.See you in Vanity.In Vanya we trust! Demona Vosz Team
Eldara
Eldara
1 day ago · Bo Jangles

Patch #27

Beyond Rebirth This update expands equipment progression, introduces Vaelrith, and adds three repeatable rebirth boss encounters with exclusive rewards. Equipment Expansion Added 24 equipment items to expand ranged and magic progression. Added 16 crafted pieces across four sets: Gravethorn, Pale Covenant, Voidstalker, and Veilwoven. Added five magic-support equipment drops to existing monsters. Added three ranged Mythic items for the Eclipse Hunt. Added crafting recipes, set bonuses, equip requirements, item descriptions, collection entries, and acquisition sources. Added translations for the equipment expansion across six supported locales. New Enemy: Vaelrith Added Vaelrith, including normal and shiny artwork. Integrated the new enemy into the bestiary and collection systems. Three Rebirth Bosses The Bellkeeper of the First Grave — Rebirth 1. Aurelion, the Hollow Sun — Rebirth 3. Veyrath, the Still Tide — Rebirth 5. Each encounter features distinct mechanics and is available on demand, separately from the regular World Boss rotation. Rebirth Rewards Added 12 exclusive equipment rewards with unique combat effects. Added three collectible pets and three first-victory titles. Added a rare Gilded Bellkeeper cosmetic appearance. Victories award Grave Seals, which can be spent on boss equipment. Rebirth boss equipment survives future rebirths with its refinement intact. Grave Seals and rebirth boss progression also carry through rebirth. Encounters can be paused and resumed from saved boss health. Boss Hub & Presentation World Boss navigation now remains visible between appearances. Added a countdown to the next World Boss without revealing its identity. Separated World Bosses and Rebirth Bosses into dedicated tabs. Added boss selection cards, compact encounter screens, reward previews, and optional mechanics details. Added themed backgrounds, boss artwork, and a unique World Boss navigation icon. Updated event-buff banners. Balance & Fixes Corrected the Lich four-piece...
The Ash Remembers
The Ash Remembers
1 day ago · Klatschekopf

Hotfix 1.4.3.1 – Tower foes in the bestiary, fishing without lost time

The Ash Tower's foes in the bestiary (thanks, Rody) Rody asked on Discord where to find "The Nameless Day" – and shortly after, its entry had vanished from the bestiary. The cause: the tower's own foes only appeared in the bestiary while you had met them in the current session, with no location, and after reloading they were gone. Its own "Ash Tower" section. The tower's seven own foes now stay in the bestiary for good – with your kills and the threshold to the full loot table (the same as in tower combat). With location. The location comes from the tower's real rule: the Nameless Day guards floor 95, 195, 295 … – every 100 floors, once per climb. The wave foes are listed with their wave-3 floors – always the same ones. Nothing was lost. Your kills were always saved – now you can see them again. Visible from the first kill, from bestiary rank 1 also the ones you have never slain. A click takes you to the Ash Tower. Tower foes still do not count toward the bestiary rank, and the bestiary's total no longer jumps while you fight in the tower. Auto-fishing on the lake page no longer loses time (thanks, Rody and Madazenus) If you left the Mirror Lake page open, you got fewer catches than the display promised. The reason: the visible fishing only advances when the game draws a frame – at low frame rates (window in the background, slower PC) it ran slower than the clock. Now the set line catches up exactly the time the visible fishing did not manage. At smooth frame rates (30–60 frames per second) everything runs as before. At low frame rates both share the time. Minimised, the set line keeps fishing on its own. There are no double catches. This replaces the fix from 1.4.3, which only covered the minimised window. The fifth ability has a hotkey (thanks, Madazenus) With the Seal of the Last Voice broken, the ability bar gets a fifth button – your hero's fifth attack. It had no key until now. Now 6 fires it, and the digit sits small in the button's corner. 5 stays the Emberb...
Partyforge Idle
Partyforge Idle
1 day ago · SDY

Hotfix

Update Notes Arena Fixed an issue where defending parties could not use their skills properly. Skills Gareth – Fugitive Roster: party Attack keeps increasing past Lv100. Attack Speed maxes out at Lv100. Fiora – Lingering String: party Attack and Max Health keep increasing past Lv100. Skill tooltips now show "(maxed at Lv100)" for effects that stop at Lv100. Fixes Fixed the mail red dot not appearing when an Unseal reward arrived. Fixed cloud saves not uploading in some situations. Fair Play Strengthened protections for the leaderboards, the Arena and the Raid. Cheating reports are reviewed by the developer.
Florana Defense
Florana Defense
1 day ago · Glubo

First patch post-launch 0.154.0

I have tried to fix the most pressing issues that people have reported to me, thanks for playing! 🚀 Features - Added tower projectile speed upgrade 🐛 Bug Fixes - You can no longer go into negative gold when chain-building towers Balance - Increased prestige prices for various upgrades
Wuwei Cultivation
Wuwei Cultivation
1 day ago · 玻璃猫

各位道友,《无为修仙传》1.5.2版本更新了!

1. 帮助中的敌人图鉴新增类别划分,可按“修士、灵兽、妖族、魔物、鬼物、仙灵、机关”进行筛选。 2. 物品图鉴的装备部分新增部位筛选,可快速查看武器、衣服、头冠、鞋子、护腕、护符、戒指和法宝。 3. 修正并蒂同心环的装备部位,现在正确归类为戒指。 4. 调整轮回资质界面布局,每行显示两项资质,方便同时查看和分配。 5. 优化游戏内大数值显示。数值超过100万后,将自动使用“万、亿、兆、京”等单位简化显示。
Crimson Engines
Crimson Engines
1 day ago · Gurgling The Goat

Update v0.2.41 - Character Session Hardening & Combat Navigation Stability

Update v0.2.41 introduces session security hardening for active characters, server-authoritative crafting checks, and interface interaction fixes for combat navigation. Character Session Hardening & Session Takeover - Hardened character session management to enforce a single active instance per character across devices and browser sessions. - When logging into a character from a new window or device, older sessions for that character are superseded and redirected to the Character Selection screen. - Distinct characters on the same master account remain fully accessible simultaneously across separate client windows and devices. Combat Navigation Control - Corrected pointer capture and event handling on the floating combat navigation widget. - Resolved an issue where Return and Flee action buttons could fail to register user clicks while engaged in combat. - Returning to combat from background menus now immediately routes back to the active arena. Progression & Integrity - Hardened craft interval validation in the server-authoritative progression engine to verify task duration minimums across all offline resolution windows.
The Ash Remembers
The Ash Remembers
1 day ago · Klatschekopf

Hotfix 1.4.3 – The Ember Crucible shows what it takes

Important: the Ember Crucible now shows what it takes (thanks, Holyjester and johnhawk) Some of you lost gold without seeing where it went – Holyjester in the forum, johnhawk on stream (“the gold climbs to 30,000 and drops below 5,000”). The cause was the Ember Crucible, the upgrade from 1.4.1: it melts surplus basic materials into Arcane Dust and takes 20,000 gold per run for it. That is intended – but it did so silently, without a single message, and after a break it caught up on several runs at once. That was our mistake. A clear notice on the first run. On the first melting run (also in saves where it was already running) the game tells you once: “The Ember Crucible just took 20,000 gold (surplus → Arcane Dust)” – with a button that takes you straight to its card. Every run in the journal. How much Arcane Dust, from how many pieces, how much gold. When it catches up on several runs at once, you also get a notice. New gold reserve, 100,000 by default. The Ember Crucible never touches gold below the reserve. On its card (Upgrades → Ember Crucible) you choose none, 100,000, 1M, 10M or 100M. To switch it off completely, use “Switch off” on the same card. The legend of the Mirror Angler A few days ago one of you was the first to draw the Mirror Rod from the Rift Reliquary. We didn't want to just let that pass – but we didn't want a player name that doesn't fit the world either. So Veyr now has a legend of its own: Rufus tells of Azen the Mirror Angler. Long before Rufus stood on the pier, a gaunt man in dark spectacles sat there, and the children called him Glass-Eyes. The lake gave him the Mirror Rod before anyone else – and one morning only his bucket stood on the pier. You hear the story every now and then in the chatter at the pier once you know the Mirror Lake. Your own find. If you draw the Mirror Rod from the Rift Reliquary yourself, you get a journal entry of your own on the first find. The rod also carries a new line in its description. An entry in the World...
My Desktop Cultivator
My Desktop Cultivator
1 day ago · 从不熬夜

1.0.1: Clearer Speech Bubbles, Better Rest

Readable dialogue, even with a small pet. Fixed blurry speech bubble text at smaller pet sizes. Bubbles now maintain a readable font size without changing your pet’s size. More natural conversations. Refreshed 316 common lines, including everyday chatter, activity reactions, and welcome-back dialogue, across Simplified Chinese, Traditional Chinese, and English. Rest that lasts long enough. At 30 energy or below, your pet automatically rests until reaching 80. Choosing Rest manually sets the target to 100. Effective rest restores 3 energy per minute, and your pet no longer jumps back into cultivation just after passing 40. Your plans and progress stay intact. Chatting, giving gifts, or dragging your pet won’t cancel its rest goal, which also survives restarts. An ongoing scheduled cultivation session pauses during rest and resumes afterward without losing progress. To resume sooner, you can give a new cultivation command once energy reaches 40.
Crimson Engines
Crimson Engines
1 day ago · Gurgling The Goat

Update v0.2.40 - Carnage Milestones Progression & Mobile Architecture Foundation

Greetings, Vampires. Update v0.2.40 resolves milestone progression bottlenecks across slayer titles, fortifies server-authoritative combat tracking, and documents foundational architecture work underway for the upcoming mobile client releases. Carnage Milestones & Title Progression - Resolved a progression lock where Carnage Milestone titles halted accumulation at 1,000 monster kills. - Night Stalker (10,000 kills), Crimson Butcher (50,000 kills), Harvester of Mortals (100,000 kills), Scourge of Sanguis (250,000 kills), and Lord of the Slaughter (1,000,000 kills) now accurately scale with cumulative monster kills. - Implemented backward-compatible baseline migration. Vampires who previously unlocked the 1,000-kill threshold retain their full progression and immediately resume tracking toward higher milestones. - Protected local milestone and achievement values with non-destructive state reconciliation during server balance synchronizations. Combat Engine & Server Authority - Updated combat session termination endpoints to authoritatively submit and record standard monster kills alongside boss defeats. - Strengthened backend achievement evaluation to permanently record total monster kills and coven event completions directly into server storage. - Guaranteed progression persistence across client disconnects, active task transitions, and offline combat calculations. Foundations for Mobile Client Releases - Began foundational architecture initiatives to prepare Crimson Engine for native mobile environments and cross-device play. - Deployed a compressed WebP asset streaming pipeline, slashing client graphical payloads from 84MB down to 12.4MB for rapid loading and reduced memory usage on portable hardware. - Refactored zone navigation and interface grids to dynamically wrap and adapt across compact resolutions and touch form factors. - Consolidated game progression strictly to server-authoritative persistence, establishing seamless cross-save synchronization between des...
Desk Top Racer
Desk Top Racer
1 day ago · Thiago Ortega

Update 1.0.8.1 — Car Animations and Sound

🏎️ Cars on TrackCars now visibly turn through corners and lane changes, with smoother movement.Spinning wheels and brake lights that follow every angle.Tire marks and smoke on hard braking, and an exhaust backfire when overtaking.🔊 Race SoundsYour car now has its own sound: engine, road and braking, all following your speed.Audio cues for the start lights.At the finish, the sound fades gently and keeps playing while your car drives on.Volume follows the "Game effects" option in Settings.🎵 Interface SoundsNew sounds in Paint, the Mascot Machine, Plincar and the Mechanical Collection, matching each animation.Selling parts now has its own sound.🛠️ FixesFixed an error in part tooltips.Improved stability in the Paint screen and the mascot speech bubble.📥 How to UpdateThis update didn't require any server maintenance: the changes are client-side only. If you don't have it yet, just close the game, update it through Steam and launch it again. If the update doesn't show up, close Steam and open it again so it downloads the new version.
The Ash Remembers
The Ash Remembers
2 days ago · Klatschekopf

Patch 1.4.2 – The translations, gone over again thoroughly

The translations, gone over again thoroughly A few days ago we released seven new languages – and you immediately played, read and wrote to us. Thank you! Especially the Chinese community gave us clear and very helpful feedback, above all Rody: names that were different in every place, words with the wrong meaning, a search that found nothing, and three ores that still had English names. He was right. So with 1.4.2 we didn't just patch individual lines – we went through all seven languages again from the start, Chinese first and most thoroughly, in two complete passes. What we did A fixed glossary per language. Every language now has a binding glossary of more than 300 terms – Ashfall, Ash Anchor, dungeons, professions, ranks, rarities, places and enemies. Every text was aligned with it. Checked line by line. Around 12,500 texts per language: first the interface and all names, then the descriptions, letters, cards and chronicles. In Chinese more than 3,500 texts were improved, in Russian and Japanese around 1,900 each, in French, Portuguese and Spanish around 1,300 each. One name, the same everywhere. A separate pass followed every name through all texts: the same enemy, place or item now has the same name in its title, its description, the achievement, the journal and the chronicle. Meaning instead of word for word. A separate pass checked every short text – every button, option, setting and item – together with the place in the game where it appears: does a player in their language understand right away what this thing is or what happens? A few examples of what came out of it: The bank is the storage players know from their games in every language – and nothing else carries that name any more. The school bench in the letters and the workbench were still called “banco” in Spanish and Portuguese, and “скамья” (a bench to sit on) in Russian. Not any more. The red hint when you lack gold read like a bonus (“more gold”) in Chinese, Japanese, Russian and French. Now it ...
Necromancer Idle: The Endless Drain
Necromancer Idle: The Endless Drain
2 days ago · JBlivionDev

Patch 1.0.18

New route in chapter 4: the besieged fort It leaves The Caravan Road, after asking the scout about the fort, and rejoins the usual route at The Wayside Sanctuary At the end of the causeway stands a fort holding back the dead that come down from Blackmoor. Once you go up, they shut the gate behind you: the only ways out are winning or dying. The action that takes you up warns you about it You have to hold out against three assaults. A clock counts down to each one, 10, 5 and 5 minutes, and it only runs while you work. When it runs out, the assault starts on its own and takes you to The Gate, wherever you are Meanwhile you get the fort ready: repair the wall, load the catapults, fit bolts on the ballistae, prop up the gate, drive in palisade stakes, dig out rocks and saw beams Every room in the fort has soldiers to recruit, and only the ones you recruit fight. The fallen do not come back, but the wounded can be tended in The Bunkhouse, one at a time The defenses and the soldiers fight alongside you in the assaults. Whatever is not spent or destroyed in one stays for the next Each class has its own action that doubles one of the defenses The last assault brings a unique boss, and its death counts forever After winning the third assault, someone from the garrison reminds you of a combat skill of your class, which you keep for that life With the boss dead, the fort is still under siege but there are no more assaults. The lieutenant gives you rations, the skill can still be remembered with your class action, and from The Gate you can go back to The Caravan Road Fort status At the top of the room panel there is a big clock with the time left until the next wave, and the "Fort status" button, which unfolds the horde, the defenses and the soldiers with their life The assault also comes early on its own when there is nothing left to prepare: defenses and materials at their maximum, everyone recruited, nobody wounded, your class action done and the list of the room you are in ...
Horizon Idle
Horizon Idle
2 days ago · haides

Update: A Normal Market

Market Standing Orders are gone. The Market is now a plain market: SELL lists every material you hold that the station has a price for, sorted by sector like BUY. Type how much to sell on any rows, or press MAX, and one SELL press sells them all. Everything with a price can be sold now, including raw materials like Dirt and Water that never had an order before. Keys never appear: boss cores, Boost Cards, Navigation Data and the Quarantine Clearance. Each sector shows how many Liras an hour your production would fetch at current prices, and every row shows its net production. Warp and Recursion bonuses now apply to buying as well as selling, so buying a good and selling it back always loses Liras. Before, after several Warps, it made money. One price everywhere: the Market, the Inventory and the Atlas show the same number. The Standing Orders premium and the supplier bonus went with the orders.
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