Hello, friends of hamsters! Hamster Talk officially launched on Steam!🎉In this official version, you can enjoy:🐹 96 hamsters living their daily lives on your screen🧸 A variety of cuter and more diverse decorations to customize to your taste🌍 Visit your friends' towns and leave some hearts🌿Harvest apples and blueberries, and watch your hamsters run on their wheels💘 Pet your hamsters and shower them with love🎉 Official Launch Celebration: 20% Discount!To celebrate the official release, we are running a 2-week Steam launch sale with a 20% discount. If you've been waiting for these adorable hamsters, now is the perfect time to meet them! 🐹If you have any bug reports or feedback, please let us know on our Discord.We carefully review every message.https://discord.gg/jF7vpBjzNmWe hope Hamster Talk finds a cozy place on your screen.Thank you.Team Hamster Talk
{STEAM_CLAN_IMAGE}/29347222/369d17f6198c6300822f118fe3a22bbef22b0e20.png We're back with the penultimate installment of Tales of the Champions! On our next two Tales adventures, Birdsong travels to the haunted ruins of Mezro, while Tess leads the Fallbacks into Undermountain for a teambuilding adventure! Completing the base adventures will unlock Birdsong (Seat 9) and Tess (Seat 8), while completing the new variants will unlock Feats, Corrupted Gems, Gold Champion Chests, and an exclusive Thayan Knight Skin for Tess! Also included in today's update are Tier 5 Blessings for The Red Knight! Are you ready to take on the challenge? Read on to learn more! Kindred Spirits {STEAM_CLAN_IMAGE}/29347222/80065b7239a6c806002399e0c8d18ecaaf8a39e8.png Allies of Chult travel with Birdsong to investigate the haunted ruins of Mezro. Complete Area 250 Rewards: Birdsong Champion Unlock Variant 1: Lonely Spirits Allies of Chult travel with Birdsong to investigate the haunted ruins of Mezro before they're overwhelmed by the dead. Birdsong starts in the formation. She can be moved, but not removed. You may only use unaffiliated Champions and/or Champions that can be unlocked in the Tales campaign. Only Birdsong and Champions in the formation from the most represented alignment on the good/evil axis can deal damage. In nonboss areas, when an enemy is defeated they immediately turn into a Lonely Spirit, which can not be damaged and continues to advance upon and attack the formation. Lonely Spirits can only be removed by changing areas. Getting to Know Idle Champions: Some Champions have abilities that work best with a limited set of heroes. Choose your heroes well to make the most of these abilities! Complete Area 450 Rewards: 4 Birdsong Gold Chests and 250 Corrupted Gems Variant 2: Kindred Spirits Allies of Chult travel with Birdsong to stop the party at the haunted ruins of Mezro from getting out of hand. Requirement: Must have completed a Tier 2 Variant in an Event. Birdsong starts in t...
Hello!We’ve just released a brand new update for Flooded — introducing Nightmare difficulty, created for players looking for a much bigger challenge.This new mode pushes every system further: fewer resources, harsher conditions, tougher decisions, and far less room for mistakes. If you already mastered the standard experience, Nightmare mode is here to truly test your survival skills. 😈To celebrate the update, the game is also available at its biggest discount ever — 85% OFF for a limited time.If you were waiting for the best moment to try Flooded, this is probably it. 🌊And while you’re here, we’d also love to invite you to check out our upcoming game Don’t Wake The Beast - a roguelike where stealth, tension, and escaping massive creatures are key. If Flooded clicked with you, there’s a good chance this one will too. Thank you for your continued support 🌊🎴
v0.12.8 Update Notes Game Updates: 1. Added the new Instrument Spirit and Cold Spirit characters, along with their corresponding Instrument Spirit Re-forge and Cold Spirit Re-forge pages. 2. Added new challenges against the Instrument Spirit and Cold Spirit bosses, along with the corresponding challenge tickets, Three Souls materials, and exchange items. 3. Added affix search to the Inventory artifact page. Search now matches artifact name, type, affix name, affix description, and random affix text. 4. Added artifact sorting by affix value in the Inventory. This can be combined with affix filters/search to find the highest-value artifacts. 5. Fixed an issue where modded estate building upgrade time did not automatically fill the time between configured levels. 6. Fixed an issue where nested configuration in mod item data could be overwritten during deep merge. Editor Updates: 1. Reorganized trigger and trigger-condition target types, making the distinction between each target mode clearer. 2. Reorganized the EFFECT editor target type list, distinguishing normal targets, condition target pool targets, and trigger source targets. 3. Added the new triggers: On Damage Taken, On Stack Granted, On Counter Hit, and After Stack Damage. 4. Added the new EFFECT type: Consume Charge. 5. Added new conditions such as Target Is Enemy, Stack ID Match, Party Charge Total, Opponent Party Charge Total, Last Consumed Charge, and Trigger Damage Amount greater than a specified value. 6. Added effect scaling support based on stack counts within a specified scope. Effects can now scale from self, target, party, all allies, or all enemies. 7. Added new status subtypes and icon configuration, including Normal Attack True Strike, Suppress On-Attacked Effects, and Counter Damage Taken Up. ---------- Have suggestions or found a bug? Join us on Discord and help shape the future of the game! https://discord.gg/KJ43HeYZbt
If you haven't already please leave me a Steam review, it really helps me a lot!V1.0.9, more updates will follow!Player House(Goodbye Horse Stable)Press M next to it, and move it if needed!Horse Stable has been replaced with Player House.(Developer Note: Previously consumed fruits are returned to your Inventory.)Added Mini Skill Tree, which lets you unlock the Horse and Tools Upgrades.Toggle between the different upgrades.Added Character Stats & Inventory.Window displaying your Farm Stats,Window Displaying your Inventory,Press B to Open.Unique Buildings Rework(Blacksmith, Inn and Temple)Added Mini Skill Tree, which lets you unlock and activate buffs.Toggle between the Buffs up to 6.Active Buffs has an Upkeep attached to them.Workers ReworksWork Capacity is no longer RNG.(Developer Note: Instead of a Farmer choosing to plant between 4 to 8, it's always 6.)Gatherer ReworkWorking behavior changed from House > Plot > Warehouse > House to House > (Plot ⟳ Warehouse).This change will make it in line with the Farmers.Carrier ReworkWorking behavior changed from House > Warehouse > Market > House to House > (Warehouse ⟳ Market).Ranchers ReworkWorking behavior changed from House > Warehouse > Coop/Barn/Animals > House to House > (Warehouse ⟳ Coop/Barn/Animals).Foresters & Miners ReworkWorking behavior changed from House > Forester/Mine Nodes> Warehouse > House to House > (Forester/Mine Nodes ⟳ Warehouse).Weighted System for Forester/Miner/Carrier/Rancher Feeder(Developer Note: if you have 3 coops next to each other all with Wheat, your Rancher will weigh and see which one should they feed, so they all get feed at the same time in most cases.)Animals Feeding ReworksChanged it so all animals only require 1 food per day.Tooltips rework & ImprovementsAdvancement tooltips now display statsUpgrade tooltips now display statsAdded Capacity Stat so you can see how much a worker can work in AdvancementsRemade the New Game Screen.Fixed an issue where Shift didn't work with Coops and Barn...
Our tiny team of (currently) two people is very happy to announce the launch date for THE FIRST MILLION! It's going to be available on June 26, 2026 at 5pm CEST.We can't wait to see which clever card combos you come up with, how much you will earn in the daily trial, and how fast you will make it from a million to a billion! All the progress you make until then in the demo will carry over to the full game if you want to get a head start.And if you like the game, do recommend it to a friend who might like it or share it online, for a bootstrapped little indie outfit like ours this makes a huge difference!
Welcome back, it's Galactic Overthrow patch day! Along with that, a version bump to 1.1.There have been a lot of changes over the last few weeks while reacting to launch issues and feedback (thanks again for all of the reports!), and I'm bringing in a few new features and updates today. Because of this there's also been a version change to save files, prompting an update in version.A note on the save files: When you launch the game your previous save will have a warning telling you that the game is saved on an old version and may be unstable. You can still play and there should be no crashes, but some of the advanced techs changed position and so there might be some weirdness with techs in that section. After a successful galaxy jump your save will be back to normal, or you can start over and get a few more of the new changes that have been added. Either way, I don't expect it to break in any horrible ways...Additional Difficulty ModeI've added "Extreme" to the difficulty selector. Right now both Challenge and Extreme modes likely still need a little balance tweaking, but adding a second option will give me more leeway to make both combinations of settings engaging for the players looking for that level of challenge. With just the one challenging option there just wasn't enough room for me to tweak some of the values to keep it challenging without being punishing. The end goal for the Extreme setting is to be a bit punishing and more difficult for progress unless you're very optimized (or lucky). Let me know if you try it and how much trouble some of the later jumps give you. (Warning: Extreme mode has a chance to produce unwinnable situations if you've lost too many planets, plan accordingly).Balance ChangesSeveral of the previous updates included some balance changes, like changes to building costs, effects, some event costs and bonuses, etc. Additionally some more very small tweaks have been made in those areas but were mostly in the 1% to 2% change range, so not...
We've pushed the upcoming beta to the live branch now for all players. The previous main branch has been phased out in preparation for 1.0. Productivity HO!
EraClicker is getting a massive update on June 15!The upcoming update will include:3 new erasArtifact systemInterface improvementsPerformance improvementsTo celebrate the upcoming update, EraClicker is now 40% OFF for 7 days!This is the perfect time to start your journey before the new content arrives.
Come take care of your adorable desktop goats: feed them, pet them, play with them, and grow your cozy little pasture while you work or relax. We’re incredibly excited to finally share the game with you and hear your feedback throughout Early Access. Thank you so much for all the support!
It’s our new game about mining resources and delivering them to factories!The latest game in our series of minimalist strategy titles, Deep Corp, is now available in Early Access! In some ways, it’s the spiritual successor to Fly Corp.The action takes place in the late Wild West era. You play as the owner of a mining company and the state’s new governor.The game is divided into two levels. The first, underground level involves searching for and mining resources.On the second level, the global map, you organize production at factories, deliver resources to them, and complete tasks to upgrade cities and other important state facilities. And this second level is very reminiscent of Fly Corp. Of course, there are some important differences, but the spirit of its predecessor is visible.We think fans of Fly Corp will love this game. Give it a try and share your thoughts - we really want to hear what you think of our work!
- Polish: Performance improved. We keep working on improving your experience! Check out our Discord for additional info!
Bug Fixes - Fixed a bug where you were unable to recall reinforced flagships - Fixed a bug with high flagship stats increasing costs but not stats - Fixed some bugs around interceptions, you can now recall even when being intercepted, and recall timers are not reset after intercept - Sped up cargo route loading in multiplayer - 0,0 win tile is now a proper colony that doesn't break colony chain - Attempted a bug fix for cargo routes under sending, will monitor progress - Fixed a bug where building categories would be wrong after tab scrolling colonies - Fixed the unkillable colonies bug where colonies/outposts couldn't be destroyed - Fixed a bug where transmission notifications would sometimes happen twice - Fixed a bug where you will revert back to main colony after completing actions Gameplay Changes - Shared faction radar screen now allows for more interaction (you can now intercept incomings, spy enemies, and reinforce your allies directly from the faction shared radar with new hotkeys) - Clicking enter on an incoming attack from shared faction radar takes you to your ally location
Thanks to everyone who's already played WorldShaper Idle! It's been amazing to see people playing and enjoying the game. Also, thanks for the great feedback. This update fixes a few bugs and has a few additions too, some of it based on your feedback:There's a new human tileThere are three new achievements in the early game, as I found the time between two of the achievements was a little longYou can now right click to erase tiles (default) or pick/pipet tiles (setting)Added a few control tips to the ? menu. I'm planning to add some more keyboard shortcuts in the future, tooThere's now an Exit Game button in the three stripe menuFixed a few bugs, including a crash related to a late game tile
Your feedback is important! I'd like to know about any bugs, issues, what you like, dislike, any features you'd like to see added - anything! Please let me know so I can keep working on improving Retro Manager!!
Hello everyone!We're thrilled to announce that Budgie's Bug Shop is out RIGHT NOW!We're launching with a 10% discount, so get in there and start selling some bugs!In case you missed our previous announcement, the game has full localization in the following languages:FrenchGermanItalianSpanishBrazilian PortugueseRussianPolishSimplified ChineseTraditional ChineseJapaneseKoreanThe Bug Buds Bundle!We'd also like to highlight a bundle we're launching with FEED THE QUEEN, which is releasing alongside us! FEED THE QUEEN is a strategy incremental game with a focus on synergy-building, and we suspect that anyone interested in Budgie's Bug Shop will surely enjoy all the bug-fueled incremental progression it has. So check out the Bug Buds Bundle on our Steam page to grab both games with an additional discount!Supporter EditionFor those of you who would like to toss a bit of extra support our way, we also have a Supporter Pack! This will give you a randomized "Loddle" plushie next to each of your shop counters. This is purely cosmetic, so think of it as sending a tip to the devs!We hope you enjoy catching and selling bugs in Budgie's Bug Shop!-Moon Lagoon
Season tooltips now display how many trees have been chopped during the current season. Added a visible timer/indicator showing when the next lightning strike will occur. Updated and clarified several lightning prestige descriptions and related texts for better readability.
- Fixed Go West popup visual bug, which showed {0} if you didn't have enough pioneers.
If you haven't already please leave me a Steam review, it really helps me a lot!Reminder that Beta Builds are not final!⚠️⚠️⚠️!!!IMPORTANT READ!!!⚠️⚠️⚠️It is recommended that you make a new savefile If you choose to join Public Beta, but if you join with an existing savefile, do not try to use that savefile on the Stable version, it may get corrupted.Backup your savefiles, by going to %appdata%/Godot/app_userdata/MR FARMBOY/game_dataPublic Beta can be accessed by going to your Library → right-click the game → Properties → Betas → Public Beta.V1.0.9 - Public BetaAdded Character Stats & Inventory.Window displaying your Farm Stats,Window Displaying your Inventory,Press B to Open.Unique Buildings Rework(Blacksmith, Inn and Temple)Added Mini Skill Tree, which lets you unlock and activate buffs.Toggle between the Buffs up to 6.Active Buffs has an Upkeep attached to them.Player House(Goodbye Horse Stable)Horse Stable has been replaced with Player House.(Developer Note: Previously consumed fruits are returned to your Inventory.)Added Mini Skill Tree, which lets you unlock the Horse and Tools Upgrades.Toggle between the different upgrades.Workers ReworksWork Capacity is no longer RNG.(Developer Note: Instead of a Farmer choosing to plant between 4 to 8, it's always 6.)Gatherer ReworkWorking behavior changed from House > Plot > Warehouse > House to House > (Plot ⟳ Warehouse).This change will make it in line with the Farmers.Carrier ReworkWorking behavior changed from House > Warehouse > Market > House to House > (Warehouse ⟳ Market).Ranchers ReworkWorking behavior changed from House > Warehouse > Coop/Barn/Animals > House to House > (Warehouse ⟳ Coop/Barn/Animals).Foresters & Miners ReworkWorking behavior changed from House > Forester/Mine Nodes> Warehouse > House to House > (Forester/Mine Nodes ⟳ Warehouse).Weighted System for Forester/Miner/Carrier/Rancher Feeder(Developer Note: if you have 3 coops next to each other all with Wheat, your Rancher will weigh and see which one...
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Today we are going to talk about identity, targeting, combat feeling and lore. 7 years in the making since the first prototype v0.01 (inhouse name "GS-grind") was baked in 2019 and then launched a few years later on Steam, Tower Walker is now about to enter a new era and evolve again. Many of you that supported us early and bought the first game at launch is absolute legends in our book today giving so much good feedback over the years. You know who you are! One of you made it into the game as an item name for a rare artifact (Myrillians Gem) that drops in a dungeon. We must also talk about the wierd phrasing of the name with -"MMO GRIND SIMULATOR" attached to it, (the reason for the branding was to make TW stand out and find audience from scratch to a new concept - and it felt right to name it this way). But now the name is part of history and should remain as it is. We will respect our past and the origins of TW even though it is a pure singleplayer game with the letters "MMO" right next to it. Keeping the formula... So TW launched 2023 and 60+ patches later, working so closely on the game for so long made us realize that we should keep our identity at all costs when making the successor and not conform to known genres or other games, just stick to our own thing and let it grow natural from within and not outside influence when it comes to core gameplay. The entire focus has always been.. how can we make the game better today in our own way. IDENTITY The journey has led us to understand that the core of the TW formula is the races and the differences between them. This became very important. Of course the classes are also a vital part of the game (the soul of TW is class-based) but for the foundation we feel that the game has evolved beyond just being a normal idle RPG game. We have something special here... and we should embrace it and let the game become what it suppose to be. The identity of the game is shaped from the races and their ancestry first before pick...
Added 15 languages! Including:FrenchGermanSpanishItalianPolishPortugueseTurkeyIndonesiaSimplified ChineseTraditional ChineseKoreanJapaneseThaiRussian If any wording looks off please let me know in the steam hub or in the discord
Hello bosses!We are returning from our long-lived development slumber to deliver a long-overdue update for our long-time supporters - that is all of you in our Early Access launch phase.We will keep it short - 1.0 Beta for Pay 2 Win is now LIVE on the Beta test branch. This is the biggest update to Pay 2 Win yet, and we hope to gather lots of feedback, bug reports, and more as we prep the build for the official launch in early June.A more formal changelist sits below the fold, but here are the biggest changes;- Completely overhauled visual layer into Unity Native. Players should see anywhere from 2-5x improvement in performance, FPS, and compute requirements. Some animations are still waiting to be hooked back up, but you should see for the most part the same animations as in the current live version of the game - only much smoother and more performant.- New Planetarium Visuals- New Forge with reworked Link Reroll system (now you can lock your links to save good setups and reroll the rest)- Links have been reworked and now function on a simple color code system- New currency - Star Coins. These are the valuable coins you'll need to get new facilities and Planetarium talents.- Planetarium slightly reworked to separate out Pick 3s into its own button in the UI.- Purchasing new slots is now done through a simpler flow- Revamped onboarding and tutorialization- STEAM DECK SUPPORT! We have tested this internally, but would love to get this in player's hands - try it out on your Deck if you have one.- Scene 3 has been replaced with a new Scene 14. We hope you enjoy.- Steam cloud saving enabled- Basic controller support added- Various bugfixes and improvements- Many more things we're forgettingHOW TO ACCESS THE BETASimply right click the game in your Steam Library, go to "Properties", then "Playable Versions and Betas" and select the 'beta' branch. Your existing save on main branch will remain if you wish to switch back, but do keep in mind that the big reset for 1.0 is com...
Patch Notes A bunch of quality-of-life fixes and one big crossplatform improvement, mostly driven by player reports — thank you for sending them! Bug Fixes - **Mark-for-Sale in litters now updates immediately.** - **Pup profiles no longer leak stats info.** If you viewed the Stats or Genetics tab on an adult rat and then opened a pup (pinky), the pup's profile would briefly show conformation/genetics info that pinkies shouldn't reveal yet, until you clicked any visible tab. Opening a pup now correctly lands on the Pedigree tab. - **Breeding dropdowns work on Linux/Proton.** Several reports came in about the male/female pickers in the Breed tab not opening on Linux (including under Steam Proton) — you'd click the dropdown and nothing happened, though arrow keys still worked as a workaround. The dropdowns have been rebuilt to render entirely in-page instead of relying on the OS to draw a popup window, which fixes the Linux/Proton issue and shouldn't affect Windows or macOS at all. Same for the sort dropdown in that tab. - **Photo studio: rat info box no longer overlaps on long color names.** - **Photo studio: rosettes are no longer squished.** Rat Profile Improvements - **The profile modal now has a stable, resolution-aware size.** - **The scrollbar gutter is reserved.** - **Overall Show Quality now uses all five colors.** - **Conformation bars now have tick marks.** Navigation Improvements - **Each tab now remembers its own scroll position.**