Game Updates

Patch notes and dev posts · 2,318 Steam updates
Retro Manager
Retro Manager
47 days ago · retromanager90

Aug 2026 - 2nd Update

Improved Training ScreenImproved Physio RoomImproved Opposition Scouting in Assistant’s OfficeDismiss All option for Scout ReportsGreatly increased player name databaseReduced wording in news items with clickable linksAdded sorting to squad and youth academy screensFixed shortlist and academy training assignment lag.Custom formation name bug fixed.Manager name bug in news feed fixed.Fixed transfer bug where you could receive offers outside of the windows
Burgie's cozy kitchen
Burgie's cozy kitchen
47 days ago · Nau

Should I change the kitchen upgrade system? I want your opinion

Hi everyone!I'm Nau, the developer behind Burgie's.Today I'm writing to ask you about something that's been on my mind for a few days. I'd like to hear what all the players think before I start coding it, since maybe I'm overcomplicating things here 😅Besides being a developer, I'm also a player, and lately I've been really hooked on incremental games. So my head has started filling up with ideas about implementing a mechanic I really like from them, one that could fit Burgie's really well.Right now, the purchase and unlock tab for new items looks like this:If you've already played, you'll have noticed there are even certain locked items you can only buy once you've bought another item first, like the Smasher, which requires having the Grill before it shows up in the shop.I'm thinking about changing it into an upgrade tree. Instead of buying items directly, you'd upgrade dish-washing speed x5 times (+20% each time), and completing that would unlock other related items or upgrades, like the dish rack. Each station would have its own little path and upgrade system. Here's an example from the game Shelldiver:This kind of system is very trendy right now, and I get why: it feels more satisfying to gradually upgrade things than to just buy from a list. But I'm also worried that, since most of you come from relaxed cooking games, this might feel more "management-heavy" than what you're looking for in Burgie's. I don't want opening the game to mean having to think too much, when what I value most is that it stays relaxing. So if I do go ahead with it, I'd look for a way to simplify it as much as possible, so you're not stuck tracking % numbers, but simply guiding your purchases down a single path.So I'm asking you directly: would you like a system like this, or would you rather the shop stayed simple? Why?Tell me straight up, any opinion helps. Thanks for reading!*Keep in mind I wouldn't erase anyone's progress. I'd assume that, depending on what you've already bought, you'd...
Hamster Talk
Hamster Talk
47 days ago · hwani

[Important] Notice on Data Storage Changes and Steam Cloud Sync

Hello, this is the Hamster Talk team.Thank you always for loving Hamster Talk.On September 1st, the data storage system will be changed. Please review the information below to keep your valuable play data safe.1. Enable Steam Cloud Sync in AdvanceA new account linking system will be applied with the September 2nd update.To prevent data loss, we recommend enabling Steam Cloud sync before the update.How to set it up:Steam Library → Right-click \ → Properties → General → Enable Steam Cloud2. Caution Before Deleting the Game or Changing PCs Prior to the UpdatePlease update the game first on the PC that contains your existing play data.Deleting the game or switching PCs before applying the update may result in data loss.(However, if you have already completed Steam Cloud sync, there is no issue.)3. Key Changes Due to Network System OverhaulAfter the September 1st, update, the following features will change:Town Visits: You can only visit the towns of currently online users.Nickname Search: If multiple users have the same nickname, you will be connected to the town of the first user returned in the search results.Lobby Capacity: Up to 64 players can join per lobby; if exceeded, the lobby will automatically split.Simultaneous Plaza Entry: If multiple players enter a Plaza within 2–3 seconds after it is created, they may be placed in different rooms. If this happens, leave and re-enter the Plaza to meet in the same room.Thank you.Team Hamster Talk
Verde
Verde
48 days ago · studioantimeta

minor 1.0.2 patch

- Shows language select panel on first time open - Tutorial Objectives now can be clicked to show the steps needed - Gazebo building fix If you have any other suggestion/bugs finding, post them to the community tab and we'll check them periodically ^^
Professor Simulator
Professor Simulator
48 days ago · Mai

Update Notice v1.2.3

v1.2.3 Update Notes Added a new set of student outfits. Added three new special admission student characters. Adjusted the footprint of some equipment. Fixed issues where event frequency settings could fail to apply or not be remembered. Fixed an issue where the detail pop-up could flicker when purchasing equipment on the left side of the shop. Optimized the display logic when event pop-ups conflict with other interfaces. Thank you for your support and feedback. We will continue improving the game experience.
Closed Circuit: Recursive Idle
Closed Circuit: Recursive Idle
48 days ago · kealsoft.games

Closed Circuit: Recursive Idle - Hotfix 1

Hotfix 1 - v1.0.1Fixes:Firmware task bar button no longer opens a non-functional window.Available firmware upgrades should now show tooltips.When toggling firmware menu while hovered over a skill tooltips will now dissapear instead of remaining.Green node description reworded to be clearer.Now better describes the "self-loop" function of the node, rather than making it ambigious about what is meant by "remain".Reset Progress Info pop-up implemented. Informs user of all info relevant to reset.Task bar buttons and start loop now show hotkey.Shop now informs player of bulk buy hotkeys.Setting under Settings->General that allows toggling hotkey visuals.Removed all Unity Analytics. If previously approved, game will automatically remove anyanalytics data. Fixed bug where pressing apply in settings menu in game didn't re-enable time.Other small fixes.
CRETA: Taskbar Fishing
CRETA: Taskbar Fishing
48 days ago · PrensCin

CRETA: Welcome! 🐟 Development Is Ongoing ⚕️ ⛏️ 🏹 🌿

⚕️ ⛏️ 🏹 🌿 Welcome to CRETA!CRETA: Taskbar Fishing is now listed as Coming Soon on Steam. 🐟The game has not been released yet, and development is still actively ongoing. I’m aware that some systems, content, and details are not yet complete, and that there are still areas that need improvement and fixes.Rather than developing CRETA entirely behind closed doors and presenting it only once everything is finished, I want to shape the development process together with the community as much as possible.Even though you cannot play the game yet, you can already share your ideas, suggestions, and features you would like to see in the Discussions section.After release, you’ll also be able to share any bugs or issues you encounter there. I’ll continue reading and evaluating your feedback as CRETA develops.I can’t promise that every suggestion will make it into the game, but the ideas you share will play an important role in its development.This is only the beginning.Welcome to CRETA. 🐟PrensCin
Hearth and Hamlet
Hearth and Hamlet
48 days ago · RUNE

One Week Until Launch!

Hey folks!One week from today, Hearth and Hamlet launches! The wait is almost over. To confirm, that's:August 19th, 17:00 UTCWe've been building toward this date for a long time, and getting to finally say we're one week out is hugely exciting for us! We're also at over 150,000 wishlists now - so safe to say, we're blown away and incredibly grateful for all of the support.So, that's the big news - one week!If you haven't yet, now's the moment to hit that Wishlist button: it's the single biggest thing that helps us in this run up to launch. Sharing with your friends and favourite YouTubers + streamers is also enormously helpful!Thank you once again - and see you in 7 days!
Verde
Verde
48 days ago · Assemble_Made

Verde Is Out Now!🌿

Dear Leafies!The wait is over! Verde is officially out now on Steam! 💚We're incredibly happy to finally share this little cozy world with you. We've put a lot of love into Verde, and seeing players build their own towns, discover the different regions of Dewdrop Valley, and simply enjoy some quiet time with their Seedlets is honestly the best feeling.Watch the release trailer here:We really hope you have a wonderful time with Verde and enjoy watching your little town grow. If you have any feedback, ideas, or suggestions along the way, we'd absolutely love to hear them!🌱 Thank you for playing, and happy building! And while you're here, make sure to check out these fantastic bundles we've put together with some of our fellow developer friends. 💚
Loot Loop
Loot Loop
48 days ago · GGal

Patch 1.1 is live, plus what's coming next

82,000 people have played Loot Loop.That let me go back to working on it full time, so thank you.Patch 1.1, out today:Install size cut in half, 564 MB down to ~280 MBExtra levels on the mage's attack upgrade, so you can grind for more damage if the final boss is giving you troubleBoss coins no longer fly off-screen where you can't grab themRuns no longer count as wins if your party diesA bunch of smaller fixesWhat's next:Patch 1.2, the healer rework. The thing I hear about most, and you're right. I'm testing a few options, right now I'm leaning toward letting auras run at the same time instead of competing for one slot, so unlocking a new one always makes him better. Aiming for SeptemberPatch 1.3, controller support and Steam Deck VerifiedPatch 1.4, the big one. Two new maps, two new prestige layers, new bosses and mechanics, around an hour more gameKeep the suggestions coming in the discussions. Most of what's in the game came from players, and I read all of it. ❤️
MeowCraft
MeowCraft
48 days ago · MISCHIEF

Meow Craft Update 8/12

Hello everyone,Here are the main highlights of this update:Feature Adjustments:When triggering \, the price adjustment ratio is now displayed on the item price — the effects of \ / \ from Growth Abilities will now also trigger at this point (previously triggered at the time of sale).Added shortcut key \ to the Expedition Mission Dispatch interface for switching between Adventure Squads / Elite Adventure Cats.Added item name and inventory TIPS to the Expedition Report interface / Rune Combination interface / Adventure Cat Guild Shop interface / Frontier Reward claim prompts.Added descriptive text for non-equipment items in the item interface — materials show their source, runes show their effects.Added a \ button to the Apprentice Skill Retraining interface to simplify the process of re-rolling skills.Increased the amount of Magic Cores obtained from Frontier Monster Extermination, and added monster materials to the rewards.Bug Fixes:Fixed several issues related to the final Dragon Boss battle — auto-filling elite adventurers in the dispatch interface / original equipment not being returned after providing gear / display issues when returning to the map scene after battle.Fixed an issue where rune socketing consumption was incorrect.If you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions.
Idle Kitty
Idle Kitty
49 days ago · 狮子

《挂机猫猫传》DLC 第2弹 配送

《挂机猫猫传》第2个 趣味DLC 已开放下载追加一只可自定义立绘、自定义定位的猫猫领取DLC后,可于家有萌宠界面豢养一只属于自己的猫猫!!!猫猫传将于一个月内转入正式版,最后一个系统也在紧密开发中⬇⬇⬇ 狮子卖萌图,祝大家生活轻松、摸鱼愉快
Desk Space: Idle Spacefleet clicker
Desk Space: Idle Spacefleet clicker
49 days ago · Shotgun Anaconda

Patch v1.5.0 - Time for Expedition!

Hello captains!A fun patch for you guys today. Expedition RefactorOne piece of feedback that has consistently been brought to my attention is that expeditions lose their value quite quickly as you progress your fleet of ships. This patch refactors expeditions to make them useful for longer.The main change is that rewards are now based on your currency generation per second per ship. When you send ships out, they will gain roughly what they would generate passively if you left them idle. The kicker is that there is a multiplier that grants a bonus if they survive, and with the new mastery system, you can build upon this multiplier.Additionally, you can now unlock buffs! Because rewards are based on the specific ships you send, sending freighters yields metal, sending traders yields credits, and sending miners yields ore. A successful expedition now also grants a timed buff to the rest of your fleet.Overall, this is a complete revamp that adds another tool for making money and XP, sitting alongside the stock market, mining, and trading. Everything ElseDuring the last few weeks, we have added so much to the game:Endless modeMastery upgradesCinema modeNew pirate logicRefinery refactorRebalanced overall economyTutorialsUI changes and tons of bug fixes It is not a brand-new game, but it is different, more fleshed out, and more polished. This is all thanks to you and your feedback. The average playtime has also gone up by almost an hour, which is amazing, and I can see more and more of you moving into the 20+ hour milestone.A big thank you for playing, commenting, and sharing with your friends.Until next time... SEE YOU IN SPACE, CAPTAINS!ChangelogExpedition rewards refactorExpedition buffsExpedition per-ship reward logicExpeditions now correctly calculate and support super shipsExpedition input boxes instead of slidersNew mastery upgrades for expeditions"ALL" button in the sacrifice panel (RIP all your ships)Purge Burst showing the correct cleansing percentage (2% minimum...
Miseria
Miseria
49 days ago · somnambulistgames

Challenge Mode is coming to Miseria!

Hi everyone!First of all, I want to say a huge thank you to everyone who has bought and played Miseria since its release.I know the game has had a mixed reception, and I'm sorry to those of you who gave Miseria a chance and ended up disappointed. I've been reading your feedback, and I really appreciate everyone who has taken the time to share their thoughts.For those of you who have enjoyed the game, I'm happy to announce that I'm currently working on a new way to play: CHALLENGE MODEChallenge Mode will be unlocked after you finish the story mode of the game. It will introduce roguelike elements and permadeath to Miseria. During each run, you'll descend into the dungeon while choosing between random upgrades of the passive tree, creating a different build each time.The mode is currently in development and will be added in a future update. I'll share more details about how it works when it's ready!My hope is that Challenge Mode will give those of you who enjoyed the base game more reasons to return to the abyss and many more hours of fun.Thank you again for supporting Miseria. It really means a lot to me.Challenge Mode is coming soon! Happy gaming! :)
Retro Manager
Retro Manager
50 days ago · retromanager90

August 10th Update!

Youth Academy — dedicated tab, career-start 7–10 youth players, summer top-up, masked OVR until graduation, promotions / age-21 leavePlayer development — stronger weekly growth for youths, season OVR/attribute deltas in UI, Squad Development notesMatch ×¼ speed (plus pause/overlay polish); assistant shout DismissGeneral Game SmoothnessCareer boot screen + full-width start menuAdditional assistant career tipsTransfer/UI polish (country column, filters, card layout)In-game Guide & Changelog — Office hub for guide, FAQ, editor help, and patch notes (stay in-career)Fonts — IBM Plex Sans , Source Sans 3, RM0102; optical size normalized across facesAssistant discovery — min potential filter (1★–5★)Active Leagues — foreign active countries get Youth Academy intakes at career startCanvas backgrounds — custom upload (device-local) + customizable plain backgroundQuality of life fixesPlayer Overall Added to column squad viewEnhanced Manager and Coach profiles
Riftborne
Riftborne
50 days ago · Reckoner

11.77 Patch Notes

Gameplay Changes > When you destroy storage buildings via siege, you will now loot the resources before the storage collapses QoL > \ Sim in Editor button from combat logs now imports and includes all the real battle conditions to the combat simulator; Defender tile defense, your own building levels, SPUs, directives and other launch buffs > Combat simulations now include attacker and spied-defender flagships, hide unavailable infrastructure, and clarify that unknown enemy SPU bonuses are excluded. > Improved construction queue control hotkeys allowing M to be used as confirmation for placement > Excluded rare metal mining outposts from cargo destinations because they don't need resources > Stretched the colony portal skyline and kept base coordinates visible > Added descriptions of each mission type to explain what they do in the star map->send fleet option list > Colony/Freighter Heavy Support ships now display in their own training queue > Interceptions should now show underneath their target in the radar > Added partial aid board claims with clearer amount controls and limits. > Tidied up victory screens a bit Bug Fixes > Fixed a display bug where spying on non player tiles would leave the result permanently loading > Fixed multiplayer garrison double-debiting after fleet dispatch. > Prevented wasted shipments to faction strongholds and removed duplicate stronghold ledger entries. > You can now use more cargo capacity than just your colony ship when colonizing > Long HUD text now wraps without collapsing sidebars > Smoother battle replays with higher visual frame cadence and cheaper redraws. Online Server Hosting Experience > Added a setting for 'Independents can create factions' where independents can create and recruit anyone to their faction > Added a setting for 'All Independents' where everyone spawns as an independent (linked to above, for a full 'natural' faction formation experience) > Added a setting for 'All Humans Play in Same Faction' allowing you to...
Whistle1 - Retro Football Manager
Whistle1 - Retro Football Manager
51 days ago · DigitaleManufakturRU

Achievements, finals and a startup problem

Achievements: selling profits count again, eleven more faults fixed. Streaks now belong to the career instead of the device. Fan shop: at a final both finalists sell, and a win brings more revenue. The championship scarf follows the title race. Startup: on a few devices the game did not start at all. Fixed. Handling: alerts are the default tab on the laptop, and staff are reachable again from the pre-season. Editor: teams you move to another league now stay there.
Spiritstead
Spiritstead
51 days ago · Turbo Dog Games

Spiritstead v1.0.5 - Small Patch & New Settings

v1.0.5Added new expanded settings, including:Saturation sliderBrightness sliderContrast sliderFilm grain optionBloom is now disabled by defaultAdded a new Wizard God Power — Summon RainBug FixesFixed a soft lock in the Evil Lands when finishing the gameFixed third Wizard Tower translationsFixed Korean translations in the settings
Space industrial empire
Space industrial empire
53 days ago · 天野小茫

《Bandit Simulator TD》Dev Log#2

https://store.steampowered.com/app/4267800/_/ After the last round of playtesting for Bandit Simulator TD, we received a ton of feedback and suggestions from our players! Now, the game has entered the full-content development phase. We'd like to continue sharing some of our recent fixes and progress with you: Building Visual Upgrades We've replaced the original building designs to achieve a more unified and consistent art style. {STEAM_CLAN_IMAGE}/45936264/c3ee9dc0c04dbc51ee3b52cd9758937e89c4ba5f.png Better Map Integration Buildings now look more coordinated and harmonious with the surrounding map environment. {STEAM_CLAN_IMAGE}/45936264/59014f1492422d2281292295466bb6a96926cff4.png Rich Building Progression The game features a deep and varied building upgrade and evolution system. {STEAM_CLAN_IMAGE}/45936264/a10ec587d455a7340b530e1d1fcb3889b8526f6c.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/4267800/_/
Lured In
Lured In
53 days ago · Big Boy Games

Lured In v1.1.1 Released

This small update for Lured In introduces some fixes for Steam Deck, as well as more changes to the chef and scientist to fix problems and make them more balanced.This update also adds in a few new things, such as fish silhouettes in the water, cancelling minigames, and some panels for the ascension/research menus. Lured In now also uses a save backup system, so if a save gets corrupted, it can attempt to load your backup save instead. This should help alleviate problems people have had with saves being corrupted.ChangelogAdditionsAdded in a backup save system. Now whenever the game saves, it creates another duplicate save. Then if your main save is ever corrupted, the game attempts to load the backup. Hopefully this will prevent the rare scenarios when someone quits on the frame of a save, and their data is corruptedAdded in fish silhouettes that bite and nibble your bobber in the waterAdded the ability to cancel out of a minigame while your inside of it with escape (start on controller)Added in some panels inside of the research and ascension menus to show your current amount of currencyChangesMade it so the chef and scientist will only trade with fish that you have already discovered beforeMade it so the chef and scientist will use the minnow as a backup fish incase there are no valid fish to pick fromImproved the rate at which the aquarium cursor updates its position on mouseChanged the position of the chef and scientist so they are easier to click onSlightly changed the shape of the navigation area to leave a notch where customers will avoid the chef and scientistMade multiple tweaks to functions to better support moddingIncreased the distance away that the broomba can collect donationsUpdated all translations and contributorsFixesFixed an issue where some nodes in the research tree were unselectable. The game will now automatically calculate valid boundaries for menus like these.Fixed an issue where the cursor inside ascension/research menus was hidden behind ...
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