Hi everyone! We're very happy to announce our next project Nullnest!Defend the Core in a dark tower defense. Survive relentless enemy waves, unlock new abilities, and collect gems of different rarities that completely transform each run. Experiment with endless combinations and create unique strategies to overcome ever-growing challenges.If you enjoyed Ash Warden we're sure you'll enjoy Nullnest. It has the same satisfying incremental game loop, but with new content and systems, specially our new Path of Exile inspired gem skill system.We hope you enjoy it!
Changes in this build: - Game Loads WAY faster at start up- individual widgets can be collapsed (this one was a pain! but it's done :D!) - individual widgets can be moved from one screen to another... this one also was a pain.... but was requested a lot! (multi monitor set up) so im super glad it's working now :D - Auto Save every 15 minutes - Endless Boss crash fix - a light introduction tutorial for new save files- no more (clicking and the game didnt load) - Seen ALL button in the DEX (for chips) - Next we'll be announcing the winners of the summer event!
- All slot machine rewards now get persisted - Fixed a balancing issue in which nuclear coin shop upgrades were stronger than the upgrades for crypto and diamond - Fixed an issue in which poker chips, nuclear coins and crypto coins had the wrong icon in tooltips
Hey! I've spent a while addressing some of the problems with the game! - Game Loads WAY faster at start up - individual widgets can be collapsed - individual widgets can be moved from one screen to another (multi monitor set up) - Auto Save every 15 minutes - Endless Boss crash fix - a light introduction tutorial for new save files - no more (clicking and the game didnt load) - Seen ALL button in the DEX (for chips) - Next we'll be announcing the winner of the summer event!
A new Aim Clicker update is live! 🎯 This update focuses mainly on fixing Steam achievement tracking and introduces the first preview of something much bigger coming to Aim Clicker. Steam Achievement Fixes Fixed Tracking achievements that could fail to count completed runs correctly Fixed Easy / Normal / Hard run completion tracking Run progress is now stored locally as well as synced with Steam Achievement counters can now automatically resync if Steam fails to register progress Improved tracking for Perfect Runs and high-accuracy achievements Improved persistence of achievement-related stats between game sessions Existing progress can be recovered where possible Thanks to the players who reported these issues! Coming Soon – Aim Manager You may notice a new switch at the top of the game: AIM CLICKER ↔ AIM MANAGER Aim Manager is currently COMING SOON. The planned mode will let you build and manage your own esports organization. Planned features include: Build your own esports team Recruit and transfer players Scout new talent Train your roster Hire coaches and staff Upgrade your headquarters Manage organization finances Compete in leagues and tournaments Fight your way toward the World Championship Build your organization's legacy Aim Manager will be connected directly to Aim Clicker, including the same in-game money economy, creating a new long-term progression system. More details will be revealed as development continues. Thank You! Thank you for all the bug reports, reviews, suggestions and feedback since launch. I’m reading your feedback and continuing to improve Aim Clicker with frequent updates. If you want to report bugs, suggest features or follow development: Join the Aim Clicker Discord See you in game! 🎯
Patch 1.1.0 - Major Balance Update and a New Bottle!Hey everyone! We want to start this off by giving everyone a huge thank you for making this launch so incredible. Thank you so much to everyone who has played, left reviews, and given us feedback! This launch has been unbelievable for us so far.We’ve been seeing your feedback on how slow the post-game of Normal mode is, and how slow Idle mode is in general, so we have a large patch to address these concerns.Normal Mode BalanceAdded a new Normal Bottle variant, and two corresponding upgrade types, to the post-game! We won’t spoil it here, but it will considerably speed up earning money on your way to Buying the Universe.Raised the starting cost of the final Champagne variant to make room for the new Normal Bottle type in the progression.Increased how quickly Bottle Value scales in the post-game. This will speed up how quickly you progress in post-game across the board.Doubled the amount the Orb Value upgrades give in post-game and over doubled its max value. This will significantly speed up the prestiges on your way to Buying the Universe.Doubled the amount the Starting Bottles upgrades give in post-game, from 5 to 10.Raised the Unobtanium Chance upgrade in post-game from 2 to 5.Changed the post-game respawn chance upgrade to be free and immediately max out.Added a free post-game Bat Size upgrade.Added a free post-game Smashing Speed upgrade.Reduced the chance of Crystal Crates from spawning Fizzy Bottles from 20% to 10%. This will make the strategy of constantly resetting runs less effective, but still keep it viable for those that enjoy it. Idle Mode BalanceIdle shard requirement reduced by 33%. This will speed up Idle by 33% across the board.The player’s bat in Idle now does Minion damage + 1, up from (Minion damage + 1) / 2. This is for players who would like to actively speed Idle along as much as possible, now your own clicking is much more useful.Note: We are working on a larger Idle overhaul that will greatl...
Update 0.8: fixing the things I walked past I got pulled into the deeper problems and walked straight past the simple ones. I'm sorry about that. Some of these should never have made it into a build, and I didn't test nearly enough before release. I've now fixed a good number of them. I'm working with limited resources, but I'd rather keep chipping away at this list steadily than go quiet. Thank you for the feedback. The reviews and forum threads were specific and blunt, and that is exactly what made these findable. Several of the fixes below exist because someone took the time to write out what went wrong. Here's what's in this update. A fresh start is recommendedFinishing the skill tree used to take around 5 hours. It now takes around 3. Because of that rework, skill points are awarded on a different schedule, and an old save doesn't line up with it. Your save will still load and nothing will break, but you may be handed points you already earned, which skips past a lot of the new pacing. If you want the intended run, use Reset Game in the settings menu. It isn't required, and you're welcome to carry on with your current save. Audio and settingsThe master volume slider now actually works. Door, explosion, missile and laser sounds were bypassing the audio mixer entirely, so the slider did nothing to them. Your settings are saved and applied at launch. Volume, quality, fullscreen and mouse sensitivity used to reset to default every single time you started the game. Sound stops when you minimise the game. The simulation keeps running, so you still earn while it's in the background. PerformanceFixed the slowdown that built up as you played. Explosion effects were never cleaned up and piled up for the whole session. That's why restarting helped, and why the stutter came back a few minutes later. V-Sync is now on at Low and Very Low quality. Lowering the quality setting used to uncap the framerate, which made your GPU work harder instead of less. The shop was fully redr...
Bug fix
- Fixed save slot selection: slots 2 and 3 were unreachable due to a button wiring issue. All three slots now work correctly. - Fixed save-select screen showing an incorrect, capped boss defeat count. Now displays the correct ongoing total. - Credits: removed the wishlist button (post-launch, no longer relevant). - Credits: added link directly to steam reviews and INC INC website. - "Select" renamed to "Select Save" in the save slot menu for clarity. - Added descriptions to nodes leading to generator inputs as clarification on how to unlock them. - Fixed endless node sizing (were too large). - Removed leftover overclock spawner tooltip text. - Fixed beat damage stat description. - Removed leftover anomaly info reroll button. - Fixed return-to-core button on Generator/Converter panels. - Fixed binary primer mirror description text. - Fixed fire weapon duration description text. - Added missing input/shapes description text. Thanks for playing, and for the bug reports!
New QoL Feature - You can now designate a resource floor freighters may not pull a settlement below, and a ceiling they will not deliver past - This setting is accessible from Cargo Routes, by opening up your storage buildings via Infrastructure screen, or from the Economy -> Resource bands menu screen Other Bug and Gameplay Fixes - Fixed valor points not accumulating for custom factions - Fixed interceptions destroying Solar Harvest, Nebula, asteroid, bonus, feature, mining, or tile data. - Fixed cargo return leg charging 2x Astra upkeep to the receiver - Revanchism now accumulates losses from multiple attacks without overwriting existing recovery progress. - Faction strongholds can now be attacked, raided, and spied on under normal diplomacy and protection rules. - Power rankings now count ships in garrisons, allied reinforcements, travelling fleets, stationed fleets, and ship transfers. - Enemy fleets sharing the same tile can now be explicitly attacked, raided, or engaged in espionage combat. - Stationed fleets can now intercept hostile travelling fleets occupying their tile. - Crowded tiles now group targets by owner and fleet, filter actions by legal mission, and support scrolling, Page Up/Page Down, mouse selection, and stable selection during refreshes. - Cargo routes now use *all* incoming cargo in their outbound % designation, so if you choose to send 100% outbound cargo, it will use both the base production + incoming cargo
-Improved staff screen - abilities, slots, roles etc-Improved best xI layout-easily swap between player profiles-Increased star size in profiles-Adjusted fixtures to give more of a home/away balance-Removed pointless assistant shouts-Improved alignment of manager shouts in game-Filters added to fixtures screen-Added venue to match day screen-Improved alignment of half time screen-Color coding on match day player ratings-Added attendance to match day screen-Assistant recommendation improvements-Italian language support added
- Polish: Performance improved. We keep working on improving your experience! Check out our Discord for additional info!
🎥 Launch LivestreamWe invite you to watch the team play Petunia's Purgatory💬 Join Our Community Want to stay up to date, share feedback, report bugs, or share your farm? Join our Discord community! We'd love to hear about your experiences, see your screenshots, and grow crops with you! https://discord.gg/UuyX85syc Thank you for growing and harvesting alongside us, and don't forget to feed the Elder God!
A new Aim Clicker update is live! 🎯 This patch focuses on PvP progression, leaderboard cleanup, economy balancing and a few UI improvements. PvP Changes Each PvP mode now has its own separate ELO rating Wins, losses and draws are now tracked separately for every PvP mode Each mode now uses its own Steam leaderboard Your performance in one PvP mode no longer affects your ranking in another Leaderboard Improvements Blocked/exploiting accounts are now completely skipped Blocked users are also excluded from PvP matchmaking Economy Balance Base idle income increased to $0.04 per second Idle XP has been removed Idle income continues to collect in the Idle Bank and must be claimed manually Target rewards now start at $0.20 and decrease down to $0.12 depending on hit speed UI & Settings Improved menu positioning for better readability Discord shortcut added to the main menu Thank you for playing and for all the feedback! ❤️ More updates are already being worked on. Join the Aim Clicker Discord
- Updated the Unity to a newer version and updated libraries which were required for google. The Unity upgrade caused a few issues, I think I managed to fix most of them, but some UI issues are still there. Like font sizes seem to be bigger than it was before, especially bold text. I will go through all the UI text in a future update and might reduce the font size of them so it fits better. If they look too big to you now, you can go to the settings and reduce your font size multiplier until then. - Changed the scaling of the slow kill bonus from z21+ and it is now additive to the exp bonus from equip and passive skills. - Added Milestones for the T4 classes. - Some fixes.
{STEAM_CLAN_IMAGE}/45943665/44d4a99d55232f16d19ac9b522fa3fdb25141184.jpg This update is all about how the fish move. Schooling Fish of the same species now swim together. Each school follows a leader and holds its formation instead of drifting apart, so a tank full of neons reads as one shoal rather than twenty separate fish. Formations spread out in depth as well as side to side, so a large school fills the tank naturally instead of stacking into a single flat band. Bodies that stay level Fish no longer tip their heads up or down when they swim vertically. Bodies stay parallel to the floor at all times. The old tilt made a fish rising to the surface look like it was standing on its tail. New squash-and-stretch motion replaces it. Bodies compress and extend in time with the tail beat, so you can still read the burst-and-glide rhythm at a glance — just without the nose in the air. Pacing Cruising speed now drifts gently up and down instead of holding one flat value, which makes the tank feel alive rather than mechanical. The variation is deliberately subtle — wide enough to notice, narrow enough that nothing looks like it is stuttering. Swimming boundaries, feeding, breeding and every other tank behaviour are unchanged. The demo receives the same update.
Fixed Gold no longer breaks past 2.1 billion. Any balance above 2,147,483,647 wrapped around into a negative number, and restarting the game reset it to zero. Gold is now stored as a 64-bit value, so that ceiling is gone. If your save already went negative, it is repaired automatically the next time you load — you get the exact amount back, not a rounded guess. Selling a full collection stack paid far too little. A stack's total was capped at 2.14 billion gold, so most of its value quietly disappeared. You are now paid the full amount. New 36 new late-game decorations — 161 in total. Sunken cabins and temple ruins, a shipwreck with treasure and cannons, a sphinx and a fallen obelisk, lava rock and amethyst, torii gates and pagodas, and a few oddities: a mushroom house, a yellow submarine, a red telephone box. They unlock from level 126 to level 161. Cure All. A button appears whenever fish in your tank are sick and cures every one of them in a single click for the total cost. Fish now swim behind your decorations as well as in front of them, so the tank finally has depth. Changed Curing a fish now costs 10% of that fish's value instead of a flat 1 gold. Every new line of text is translated into all 23 supported languages.
Hey everyone! The new beta branch is now officially open. I’ve added some massive new mechanics to the game and I really need your feedback on them before the full release. Here is what’s new:Global Supply ChainAdded a brand new "Supply Chain" terminal featuring three sub-tabs: Raw Materials, Processing, and Assembly.You can manage your production lines and sell your end products on the Global Market tab, where values dynamically fluctuate based on supply and demand!Broker '98 (E-Trade) & Hostile TakeoversYou can now actively trade shares of rival companies!Hostile Takeovers: If you manage to acquire more than 51% of a rival company's shares, you can initiate a Hostile Takeover via Messenger '98, liquidate their assets, and fire their CEO!Note: Unlike the corporate Portfolio app, there are NO price limits/caps (like a +/- 15% gap) in E-Trade. Stocks can go to the moon or crash completely to zero. The risk is entirely yours!Messenger '98 & Insider InfoMSN is online! Keep a close eye on your chat windows. A secret informant will occasionally slide into your DMs to give you insider tips and predictions about tomorrow's market movements.The Dot-Com BubbleI’ve simulated the infamous late-90s Dot-Com bubble in the game. The market is highly volatile, so be extremely careful with your investments!HOW TO JOIN THE STEAM BETA: To test these new features, you need to opt into the beta branch on Steam. Here is how you do it:Open your Steam Library and right-click on the game.Select Properties from the drop-down menu.Go to the Betas tab on the left.In the "Private Betas" section, enter the password: 123456789100 and click Check Code.Once unlocked, select the beta branch from the "Beta Participation" dropdown menu. Steam will download the new update.I'm looking forward to your feedback and bug reports in the community discussions. Let me know what you think about the new economy balance! Have fun!
The door is open. The game is yours. Your feedback during the demo shaped the game into what it is today. Thank you. Launch isn't the end of the road. We're already working on new features and content, and all of it will arrive as free updates. Let's decide what comes next together. If there's a feature or mechanic you'd like to see, leave a comment in the thread below. We read every one: Share your ideas
1.0.8.54 - added some help texts - added buttons to and from finished help pages - heavily nerfed logistics planning and material forecasting
https://store.steampowered.com/app/4267800/_/ Hello everyone! We're thrilled to announce that: Bandit Simulator TD is officially set to launch on Steam on October 12, 2026! Compared to the demo version, we've made massive changes and will be adding plenty of new content and gameplay features! In this edition, we'd like to introduce a new gameplay mechanic: Appointment & Duty System This is the stronghold's position assignment system. You can freely choose who gets to be the bandit chief or take charge of a specific branch. {STEAM_CLAN_IMAGE}/45936264/b4ebae4ce583614c114e066392bcc88f49bbe0ab.png Targeted Character Skill Development Leverage the attributes of the character with the strongest skills, allowing their strengths to benefit the entire stronghold. (The value shows 0 here because the numbers haven't been plugged in yet.) {STEAM_CLAN_IMAGE}/45936264/9a786deaea1b9c708e8a6ec1cda9412dbe056b61.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the game survive and thrive! https://store.steampowered.com/app/4267...
Hi Everyone,🛠️ Thank you for your patience - Patch #2 is now available! Focusing on Performance Improvements, the Level 1 Freeze Error, and additional Late Game Balancing.Patch #2 (v1.00.02)Performance Improvements;Improved drone pathing performance.Improved sludge and gas vent performance.Improved collectables performance (coins, ore chunks etc).Result: Overall increases baseline performance and minimizes lag spikes, particularly in the final levels.Level 1 Freeze Error;Added work around and additional logging for Steam initialization failure.Note: the problem is caused by network connection issues to Steam on game load, particularly in some regions. The workaround allows the game to continue to run, but you will lose access to Steam achievements and cloud saves.Added Steam initialization 'retry' method to try to reconnect to Steam if it failed on load, attempts to restore access to achievements and cloud saves.Late Game Balancing;Added processing Yield upgrades to the bottom of refinery trees, increasing yields from the previous max 20 to the new max 24 then max 28 yields per upgrade level.Increased amount of Coins available from Safes per upgrade level.Increased chance of Diamonds and Gold Coins from Safes on max upgrade.Increased Barrel Cash Rewards on max upgrade.Increased Final Level Job Complete cash reward.Result: Increased access to refined resources, while offsetting new upgrades and overall improving economy by offering more cash rewards.Updating Your GameHow to force the game update: Try restarting the steam client, then validate the game files by either right clicking the game in your Library, or click the gear icon from the game's Library page on the far right > From the drop down menu, select Properties > Select the Installed Files tab and click the Verify integrity of game files button.What's NextOur focus for Patch #3 will be Miscellaneous Bugs; Including improvements and fixes for the Steam Deck, reviewing the Mac 120Hz Monitor issue and addressing...
The moment is finally here. After endless iterations, optimizations, and redesigns, Node Factory will officially launch on Steam on September 21, 2026!Building this game has been an incredible journey. What started as a solo passion project turned into an intense learning experience that pushed my engineering and design skills further than I ever expected.This game simply wouldn't be where it is today without you. To everyone who tried the demo, submitted feedback, reported bugs, and shared ideas during Steam Next Fest and beyond—thank you. Your input directly shaped the mechanics, polished the user experience, and kept the momentum going throughout development.I couldn't be more excited to hand the full experience over to you in just a few short weeks. Mark your calendars, keep those supply lines organized, and prepare your factories.See you all on launch day!— Kabreet Games
PawMart is officially coming on September 15!Get ready to build your tiny market, stock the shelves, and meet lots of adorable animal customers.See you at the bottom of your screen! 🐾
IdleOn
31 days ago
· LavaFlame2
• Cropfall Event is LIVE - collect Baskets from defeating any monster, and open them for Event Cards, Nametags, gems, time candy, and hats!• Singed Cards - click the King Card in World 1 town (above the town shop) to play and win! The main prize is Cosmic Balls, which are spent in the Arcade to boost max level Gold Ball Shop upgrades to 2x their bonus! The Jackpot Prize is the Singed Nametag which packs a huge Damage multiplier!• You earn +1 FREE Event Play every day once you collect all 50 daily baskets from mobs. • You can also earn FREE Event Plays by leaving IdleOn open instead of closing it! You can see how much time left for your next free play by looking in the bottom-left corner of the Event Game Page.• 5 New collection items in the EVENT SHOP - talk to Bort the Cornstalk in World 1 town. Those stars are Event Points, and you earn them by playing Singed Cards! NOTE: When the event ends, you KEEP your leftover Event Points for the next event! Lets go!• Everyone gets +16 filter slots, including YOU!• Buffed the Eternal Hunter pack to give more Filter Slots, from 24 - > 32• Lowered the Orb Kills needed to become a Royal Guardian from 600 -> 250• Sand resources in World 2 for Royal Guardian had their max capacity raised by 2x and 5x• Moved "Resource Grades" from Shelf #23 -> Shelf #22, this is arguably the most important upgrade in the Royal Armory!• Lowered the cost of all Armory Upgrades by 10-30%• Changed "Mighty Militia" upgrade in the Royal Armory to cost W1 cloud resources, not W2 sand resources.• Lowered the Total Upgrades required to unlock shelves #20 ~ #44 in the Royal Armory• Lowered the bonus per upgrade of "Solo Militia Status" from 5% -> 4%• Fixed a timing bug for Death Bringer's "Annihilation" task, wherein you must kill enough mobs within 60 seconds, it would often not give you the full 60 seconds. • Fixed the incorrect names on the new chat-ring Guild Seasonal rewards• Fixed the issue wherein Warbound Politics talent was giving the bonuses of Ae...