This patch does not contain too much new content, but is mainly focusing on QOL changes.With level cap 700 just around the corner, we're trying to tidy everything up and make way for some explosive battles.Patch Notes below:New:Battle Fatigue shown in battle now. It starts after 500 actions have taken place and slowly increases ALL damage dealt with each action afterwards.Actual Thorns damage now shown in the Advanced Stat.Advanced Stat - Debase: The chance a character has for debuff and dispel effects to land.Changes:Hotkey G now closes the GlossaryDispel mechanics now follow the stat Debase and can be resisted just like Debuffs.Separated Limit Break quest from the rest of the activities in the Quest Log to make it clearer.Made some changes to the Conditions menu for Utility skills. Nothing substantial yet, just made it more clear and ready for updates.Added more information in the Glossary.Advanced Stats page for characters has been expanded to 3 pages now. There will be some empty space until it eventually gets filled in with more stats that can show the characters properties easier!Display tooltips for passive skills and equipment have been redone.Fixed:Harmonious was not working correctly with Enhancement bonuses from things like Engineer passive.Undying Boss Power Proc Chance not showing for the playerFixed a couple of Armor Enhancements not functioning properly such as the Earth Armor applying the wrong status effect.Updated Flurry Bands description.Boss Rush menu sometimes closing when difficulty slider was being changed.Fixed no Mystic glow in GlossaryFixed Overgrowth showing the wrong skill when going from Tree Form in GlossaryReactionary Armor skill wasn't functioning properly.Martyr Lifeforce was interacting with Spend TP effects. This has been fixed. As you spend Life and not TP to use skills.What's Next?v0.940 with an Increased Level Cap to 700This will bring - Level cap increased to 7002 New Mystic BossesTower Level cap increased to 899Empowered Base ...
Attention, fellow cultists. The Devourer has heard your devotions, and your fingers will be spared. After a fun first week and a half since releasing the game, we've had the chance to gather feedback and take in both positive and negative reviews. The fun part about game dev is that you never stop learning, especially when players get a chance to play your game for the first time. We've been patching a few things here and there, but this update marks a bigger change to how the main attacks work in the game. In the previous version, you had to click and hold on a building to get the full attack damage and proc some of the relics and effects in the game. You could also at any time do a partial click to receive a small but upgradeable portion of the click damage amount. The partial click was always meant to be an alternative to the main click-and-hold functionality. We saw that some players were stressing because they thought the partial click mode was the primary mode and the game required a breakneck pace. We also realized that the click-and-hold mode, while more powerful, especially when you max out the speed halfway through, wasn't providing a fun alternative. In fact, it could be more stressful having to click correctly on the building and hold it there. So we've made a big adjustment to that control scheme. By default, you can now just hover over a building to charge up an attack — no click and hold required. If you hover off the building midway, it takes the damage at the level it charged to. You can still click on the building at any time to perform a "Quick Strike," our new name for the partial click. These Quick Strike clicks have their own percentage of total damage and can be upgraded just like before. We did not remove the old click-and-hold mechanic entirely. If you preferred it the old way, you can still enable it in the start screen settings menu. After playtesting this hover-to-attack mode for a few days, we feel the game experience has improved dramat...
Bug Fix Game doesn't load correctly when the player doesn't set their popularity All artists with the Easy Money Records label in the editor Bots with incorrect photos on the charts Player age displaying incorrectly (birth date always defaulting to 01/01/2000) Certificates page and StreamOnTrack with different SPS for the same album/song Small Changes Increased lifecycle of big hits on streaming platforms Decreased number of soundtrack invitations Song/album promotions on social media now have a limited impact to prevent flooding Store item prices now make more sense (lower prices will attract more public interest, and prices that are too high may cause sales to drop) Adjusts on TicTac formula Tour Promotion added on Social Media Small adjusts on the game UI
Hello wizards,First of all, thank you for playing Mining Wizards!Balance UpdateIncreased overall game speedReduced max level XP requirement (30,000,000 → 10,000,000)Fixed several minor bugsNoticePlease restart Steam if the update does not apply automatically (v1.0.1.1)You can check your version at the bottom-right of the lobby This update addresses most of the feedback from Wizards. I hope this makes your journey as a Wizard more enjoyable.
Sporbs Demo Update v1.0.9 This one's been a big one! I've focused on polishing the feel of the game, adding more content and squashing some nasty performance issues. NEW: Two New Areas + 3 Unique OrganismsTwo New Areas: I've added two new areas to the demoThree Unique Organisms: Introduced gradually over the course of the five areas, giving you new things to encounter as you progress (previously the coloured egg variants) - these variants will have unique abilities to unlock in the full gameLocked-for-Demo Skill Nodes: Added locked skill tree nodes to give you a small taste of what's coming in the full gameBalancing Improved the balancing and pacing across the demo for a smoother overall experience Visual Overhaul I finally got some time to give the game a full visual pass and I'm really happy with how it's looking now! CRT Filter: Added a CRT post-processing filter to give the game a distinct visual identityUI Post-Processing: Finally figured out camera stacking and got post-processing on UIEgg Destruction VFX: You can now see visual effects when an egg is destroyed - much more satisfyingFuel Factory VFX: Added visual effects to the fuel factory showing the fuel cell being producedBeam Polish: Polished the harvesting beam so it looks and feels betterFloating Damage Text: Improved the clarity of floating damage text so it's easier to readCustom Cursors: Added custom cursors for both the general UI cursor and the harvesting cursor PerformanceMemory Leaks Fixed: Tracked down and fixed memory leaks - general performance has been improved massivelyOrbs Particle System: Transferred orbs over to a particle system instead of sprites, which is a huge performance win AudioEgg Variant Sound Pass: Did a full sound pass on all new egg variants to make harvesting them more satisfying UI & Quality of LifeSkill Tree Tooltip Clarity: Improved skill tree tooltips to show your current value, the next value you'll progress to, and the percentage increase - on a per-upgrade basis where...
增加功能 1.挑战首领过程中后可手动停止并返还资源 修复BUG 1.部分情况下重置属性会使数值计算错误
I'm happy to announce that after a lot of work, Let It Consume is officially releasing on April 9th!For those who've been following this journey: thank you. Seeing so many of you play the game, break things, and share your feedback has been incredible. What started as a simple tech demo after I fell down the rabbit hole of incremental games has now, after months of solo development, become something I'm truly proud of.Here’s what you can expect:Settlement Management System Select what and when to build to optimize your growing cultNew Resources & Creatures There are now 6 distinct resources and new creatures to summon during your harvest150+ Upgrades Over 150 upgrades and 7 branches in the new and improved upgrade treeChallenge Mode Looking for something tougher? The new challenge mode introduces unique conditions where you must plan your upgrades carefully if you want to beat your previous recordMissions & Unlockables Complete missions to unlock new backgrounds and achievementsVisual Improvements I've polished the graphics across the board to make everything feel smoother, clearer, and more immersive.The game will be available for $4.99 with a 10% launch discount for the first two weeks.- Aidan
Dear Demons, You’ve been waiting for it for months… and finally, the update is here! The second major part of Tarot is now live. Challenges and Artifacts await you. SACRIFICE SPECIAL MINERALS 💎 Sacrifice your special minerals, each one strengthens your build, and once all types are sacrificed, you’ll unlock a new resource. https://cdn.discordapp.com/attachments/1290400248975458376/1488961623975530526/SM_SACRIFICE.png?ex=69ceaf12&is=69cd5d92&hm=a3f7d8d980e2ddcfa3d3750f5a29a6dfb657c9de156064188ef8ce58483fdf02& TAROT CHALLENGES 🃏 Step into unique Tarot Challenges. Face intense debuffs, reach objectives and unlock powerful upgrades for your cards. The deeper you progress, the stronger your cards become, with Arcana Challenges even granting permanent effects and massive boosts. https://cdn.discordapp.com/attachments/1290400248975458376/1488961680690905331/CHALLENGES.png?ex=69ceaf20&is=69cd5da0&hm=12ad6472f32ca27d8e726c9445763de6fb541517a8cc890b0619a4d6fbd8947a& ARTIFACTS 🧿 Harness the power of Artifacts by converting your Tarot Resources into their golden form. Time your actions carefully to maximize your gains, build artifact parts, and unlock powerful bonuses that will reshape your progression. https://cdn.discordapp.com/attachments/1290400248975458376/1488961725871952132/ARTIFACTS.png?ex=69ceaf2b&is=69cd5dab&hm=6b4be61c00122a9f18b5a3ef8c4e0ff676fa72b7c59d9bbea6376068fea8a10d& NEW DAILY REWARD 🗓️ Yes… more passive Souls income! 👀 We've significantly increased the amount of Souls earned from daily rewards. On top of that, a new streak system boosts your rewards for each consecutive login (up to 10 days). Don't forget to read the little info box for extra information ℹ️ https://cdn.discordapp.com/attachments/1290400248975458376/1488961777474605137/DAILY_REWARD.png?ex=69ceaf37&is=69cd5db7&hm=0d86b35e69b7d2d8d0f72128596ba0a679ffbacfa6ed8b036b380620c4064549& SOUL SHOP AJUSTEMENTS ⚖️ We’ve reduced the cost of Minerals and Tarot Local Game Speed boosts. If already purchased, ...
It's that time of year again! From now until the end of April, the egg hunt is afoot! Gather eggs across the first 2 isles to create several silly themed outfits. The event will end, but anything you make will be yours to keep!While we're here, a couple major optimizations with the Crafting system are now live, as well as a few smaller tweaks. Illid has also been replaced, to try to breathe some new life into the cast.The next major update is coming along smooth, but very little of that content is in enough of a polished state to be added here, though the updated dialogue system does make a small cameo~NEW:- Eggcellent Event is live, with two brand new outfits and one returning! Runs through the end of April, and can be toggled in settings- Replaced Illid with a new, fresher character. This is the beginning of a larger cast re-design- Talk to the new character at certain points to receive the start of a sidequestCHANGES:- Bumped up the maximum amount on Auto-Craft to 99,999 (was 999)FIXES:- Golems should no longer vanish upon being re-assigned- Fixed a bug where the refinery's output visuals could desync from the actual item you were clicking on- Optimized the Crafting system by a substantial amount to both memory and response- Fixed some potential Refinery crashes
Small bug fix update: Fixed an issue that would cause tower slots to disappear when trying to build a tower
Hello there, fellow Tiny Terrace enjoyers! 🌿🌱🌞 Another little patch to fix a few more things.(as of v0.92.916.10027) 🔨Here are some things that I have added/fixed/changed.Fixed "Okay" button of Progress Goal Completion getting blocked/not registering.Lowered volume of Nighttime Ambience to be roughly equal to daytime volumeFixed some leftover rain sounds during other weather typesFixed a text errorFixed some sounds playing when they shouldn'tFixed bridge collisions not be properly updated upon removalAdjusted some codeFixed some audio errorsLowered memory usage of audioFixed a small performance hitch upon starting placement of a bunch of seeds with the area plantAdded a game version number at the top of the escape menuAdded a option in the upgrade menu to enable Default on/off auto-level for newly made fellas - it is set "On" by default so if you don't want it you'll need to turn it off.Fixed some more potential production building breaking code.Fixed a quit hang, where the game wouldn't fully quit.Lowered size of the game some more.(?) = possible fix 📃Known Issues:Loading back in sometimes malfunctions, causing a clearing of some amount of your farm. (possibly fixed)Strange visuals with the fellas after a while of playing.(?) Performance degrades over time \Crashes sometimes \Various visual issuesClick through UI sometimes(mainly on Mobile, might be on PC as well)Ghost Carrying - Fellas walk around with nothing in their hands.Thanks for checking out the game! :D Outside of other patches to fix stuff, I am working on the next update that'll have some more goals to complete, so yeah look forward to that sometime soon. Try out the game if you haven't :) There is also a mobile version. 📱If you want to check it out, here's the link: iOS: Tiny Terraces on iOS Android: Tiny Terraces on Android *Note that these updates are delayed for mobile by a day or two, because they must get approval from Apple & Google before going live.
Hey everyone, I've made a few updates to the demo today ahead of the game's upcoming release on April 30th, 2026 (tell your friends!). Here's a quick outline of what has changed.Game Balance and PaceThe game speed has been decreased by about 10%, this gives you a bit more time to plan in the early game and helps keep the later game timings a bit more under control. The full release has a slower game cycle as the systems and complexity evolve a bit differently than the demo, which serves more as an accelerated overview of gameplay.The 'mining rush' strategy has been bumped down in power level a little bit, to offset it's much higher speed at rushing through the empire levels. The main change here is the effectiveness of mines built on planets early in the game has now been reduced (while all other buildings have been increased). Later in the game many technologies will change this and it remains an effective strategy, possible still too effective.Buildings have been buffed across all other categories, as well as some changes to how the planet specific building tech works. The tech strength was decreased, but all buildings gain effectiveness with power boosts later in the empire levels (including a new level bonus added mid game in the demo to check out).Planets further from home now have a higher scaling factor applied to their stats and effects based on distance. Risking exploration further from home, with higher strength planets (and more attacks if not on Passive Mode) will now provide better benefits when conquering.The empire level goals have been changed from planets / technology to total population. This allows for better gameplay tuning with the single goal, and gives another population effect that directly ties to the goal of the game to "overthrow the galaxy".Save Anywhere and Game ProfilesI've added the game save data and auto saves to the game, you can now pause a game and resume any time you want. Several players have asked for the ability to suspend the...
Added click to skip on the Level Up screen Various small bug fixes and optimizations
修复BUG:未携带“破冰”词条任会自动触发
Hello Happy Sheepies Community!👋 We just hit 500 reviews on Steam, and we honestly can't believe it! 🥳 When we first launched Happy Sheepies, we had no idea if anyone would connect with these fluffy little sheepies the way we did. Turns out… You did. ːsheepies_heartː Reading every single review has been one of the most meaningful parts of this journey. Your kind words, your screenshots of your cozy farms, your bug reports (yes, those were really helpful, thank you!), and your suggestions have shaped this game more than you know.To everyone who left a review, told a friend, or just quietly played on a rainy afternoon — this milestone belongs to you. ːhappysheepyː 👉 Ofc we're not stopping here. There's a big update coming that we think you're going to love. More automations, more items, more structures, more quests, and more reasons to relax are on the way. Stay tuned for more. And thank you so much! 🎉 With love,Berker Games
Hey everyone! Thank you so much for taking part in the bubble event! It was so fun seeing everyone pop the bubble boss and decorate their area with bubble decorations! So The bubble chips are now permanently added to the gacha! so they're still obtainable. But only via the gacha machine. next are the winners! The winners of the event were .... RubyRezal Draconi Blade Congrats! You get to design a battle chip with the team and have it stay in the game forever! I've pinged winners on discord! Please get back to me by the 5th of April or we'll re roll for those who haven't! Thanks again everyone
5,000 Players & Our First Hotfix! First of all, a massive THANK YOU to the 5,000+ of you who have jumped into the world of Winmon so far. To celebrate (and to say sorry for the hiccups), we’ve cooked up our very first hotfix to squish some bugs. 🧹 The "Spring Cleaning" (Minor Bugs)We’ve chased away a bunch of tiny gremlins, including:The Infinite DJ: Fixed those annoying sound loops that wouldn't stop.The Drunk UI: Fixed various UI elements that were looking a bit "off."Bad Math: Fixed cases where the shop was showing the wrong prices....and a whole lot of other tiny fixes!🐉 The "Dragon Slayers" (Major Bugs)We’ve taken down the big bosses that were ruining your fun:The Black Hole: Sorting your items will no longer make them disappear into the void. Your loot is safe!The Lazy Garden: Plantation Level 2 is finally back to work. No more slacking off!Quest Scams: Side quests will now actually give you the rewards they promised. No more "bait and switch."✨ The "Lazy Player" Feature (Important!)Your index finger can finally rest. You can now hover over seeds to collect them or trash to clean it up! No more clicking a thousand times just to keep your area tidy.GLHF (Good Luck, Have Fun!)
Fixed Holiday Skins showing over event sometimes.
Artifacts are here to passively boost your progress! Each Era will feature 5 artifacts, divided into rarities: Common, Rare, and Legendary.Common: 1 bonusRare: 2 bonusesLegendary: 3 bonusesArtifacts from Era 1 start with smaller bonuses, while those from the Middle Ages are stronger, passively boosting your production, clicks, synergies, offline earnings, and more, no activation required.Got a duplicate artifact? No problem! It turns into Dust, which you can use to upgrade your artifacts up to level 10, making each bonus even more powerful.This update makes your progress more strategic: artifacts work on their own, but it’s up to you to decide when and how to boost their power.
Fix weekly rewards being the same every week Start the game properly from last config on fullscreen/windowed Potential fix to tiny mode Fix issues with soil achievement
1.挑战首领消耗金钱统一按照当前开启最远城市计算 2.限制在悬赏任务战斗中放弃任务 3.调整城市投资价格
Hello wizards,First of all, thank you for playing Mining Wizards!I have small updates.Added visitor toggle in Artifacts tab settingsYou can now enable or disable visitors in the Artifacts tabAdded “Show Mining Ready” optionTurning this off prevents frequent flashing in the late gameIncreased visitor fee significantlyFixed some text issuesNoticeRestart Steam if the update does not apply automatically (v1.0.0.93)You can check your version at the bottom-right of the lobby I hope you enjoy a smoother experience in Mining Wizards.
Hello wizards, First of all, thank you for playing Mining Wizards! I have some updates. Reduced the cost of some Skill Tree nodes for early-mid gameAdjusted several node costs to improve early progression pacing Added a True Ending GuideProvides clearer direction for reaching the true endingAdjusted Lv.9 Elementalite balanceHP reduced by approximately 18% to reduce frustration Added 1 new ArtifactTotal increased from 99 to 100 for a more satisfying milestone Fixed language issuesCorrected incorrectly linked language table entries NoticeRestart Steam if the update does not apply automatically (v1.0.0.82)You can check your version at the bottom-right of the lobby I hope you enjoy a smoother experience in Mining Wizards.
### Unlimited Save Slots - You can now create as many save slots as you want! Click **"+ New Save"** in the save menu to create a new named slot. - Existing saves (Slot 1, Slot 2, Slot 3, Autosave) are all still there — nothing has changed about your save files. - Save and load menus now sort by most recent, so your latest save is always at the top. - The load menu only shows slots that have data (no more greyed-out empty slots). ### Bigger Rat Archive - The archive limit has been raised from **400 to 2,000** rats. Your rats are much less likely to be trimmed from history now. - Previously, the archive would start pruning at 500 rats and cut down to 400. Now it doesn't prune until 2,500 and only trims to 2,000. - Pedigree ancestors of your active rats are always protected from trimming, same as before. ### Performance Improvements - Rat lookups by ID are now instant (O(1) Map index) instead of scanning every rat in the colony and archive. This speeds up pedigree trees, COI calculations, show processing, breeding records, and any UI that resolves rat names/links. - The breeding records dropdown no longer scans the entire archive to check if each rat is archived — it uses the flag that's already on the rat. Much faster with large archives. - Save/load modals now scroll properly if you have many save slots. ### Technical Notes - Save file format is unchanged (still version 4). No migration needed — existing saves load exactly as before. - The `_ratIndex` Map is a runtime-only structure, never serialized to disk. - Save slot names are validated against a permissive regex (alphanumeric, spaces, hyphens, underscores, up to 50 chars). ### Font fix - VT323 is back! This time with full offline support. - With accénts, because we finally gave a crêpe about your é’s 🇫🇷 ### Fixed siamese and himalayan rats with Be - **Fixed:** Pink-Eyed Siamese/Himalayan rats with the Black Eyed gene no longer incorrectly display as "Black Eyed" — pink-eyed dilution always override Be - **Fixed...
Important Since I had to make some changes to the Global Charts core code to fix bugs and implement Year-End and Pure Sales for more countries, old saves will no longer load previous Global Charts. You can still keep your old save, but none of the Global Charts data will load.New Features Full redesign of the game (including new Inbox system, changes on StreamOnTrack and more)Year-End charts for the Global ChartsPure Sales for albums in 8 new countries (Australia, Brazil, Canada, Germany, France, Japan, Mexico and South Korea)New Watch Awards Results page addedSocial Media (you can change the header img (size: 986x190))New Import/Export full mod on the editor database Bug Fixes Awards not working properlyWrong stage configuration when adding an extra date on toursMisreading of streams in the Global ChartsPlayer performing at award ceremony even after declining or ignoring the invitePlayer and Bot data getting mixed up when they have the same name Small Changes The "Confirm" button on the Unreleased Page now limits quality and popularity changes to 3 times per songAdded a new "Increase Quality" button on the Unreleased Page (increases quality, decreases popularity, and costs $150k)Trending Songs on TicTac are getting a boost on all streaming platformsIncreased the limit of active VidStream marketing campaigns from 1 to 3 per weekIncrease of TicTac New Videos per weekWhen you release a new collaboration, you still keep the solo version of the song