Hello, Merchants!This update focuses on making Mad Merchant easier to learn, improving the Travel experience, and eliminating several UI and save/load issues.A Brand-New TutorialWe have introduced a completely redesigned tutorial built around real gameplay actions.New players will now learn how to:Purchase wagons and build their first trainInstall Energy, Storage, and Collector modulesSelect a city and choose a routeUse the travel cameraOperate a Collector and complete manual productionDefend the train against dronesRepair damaged modulesUse the Shop and Contracts panelsThe tutorial uses the normal game interfaces instead of opening or controlling panels on the player’s behalf. Objectives, highlights, progress counters, and information cards guide the player without interfering with the regular UI flow.The entire tutorial and its related pop-ups are now localized.Travel and Production ImprovementsCollector modules now use the same production workflow as other production modules. Players can open the Production panel and use the Start Production, Stop Production, and Manual Production controls consistently.If a journey ends before the Travel tutorial objectives are completed, the remaining Travel steps are automatically skipped so the tutorial cannot become stuck.Fast Travel ChangesFast Travel now:Displays a confirmation pop-upRequires payment before activationGrants less experience than completing a journey normallyThis keeps Fast Travel convenient without making regular travel obsolete.Module and Drone ImprovementsModule durability indicators now transition from green to red as durability decreases.The locomotive can no longer be selected as a regular module from the module list.Drones can now use a randomized skeletal mesh when a wave begins, adding more visual variety to encounters.UI ImprovementsAdded fade-to-black transitions between City and Travel sequences.Corrected the placement of repair, Fast Travel, tutorial, and confirmation pop-ups.Fixed several cases ...
New in this updateCareer-start Active Leagues presets — Classic / Balanced / Expanded, with a workload meter so you can see sim cost up frontForeign leagues keep moving — schedule, results, and season rollover for active countries (not just dormant stubs)World tiers labeled — clearer League / World market and scouting tiersBroader AI transfers across the active worldSmoother big saves — debounced autosave and capped archive growth for multi-league careersGenerated players can appear with the full world-leagues setupStability — foreign club labels/squads healed; start-menu confirms use in-app dialogs (no browser popups)USA & Australia country packsHall of Fame, custom faces, richer database editor fieldsCustom formations, weekly transfer summary, match reports from WorldMulti-country world at career start with lighter memory useAdded budget/balance to database editorBug fixes
I've added the "Quick run animation" option in the settings to have an alternate, quicker animation when entering the mines!I've also fixed an issue with the resolution setting and the last 3 achievements.Keep blasting~
Hello everyone,Here are the main highlights of this update:When \ is enabled, the confirmation box at the start of each day will now also be skipped automatically.Fixed a display error in the crafting interface regarding employee ability calculations (actual crafting results will still follow the detailed stats shown).Fixed an issue where clicking the resource icon in the top-right corner would cause an error if no suppliers had been unlocked yet.Optimized the success rate calculation for Price Increase / Suggestion / Refinement / Arena.When performing rune socketing, the rune list is now sorted in descending order by quality, with name colors changing according to quality.Reduced the number of \ items required for refinement.Adjusted the tab titles in the商会界面 to clarify trade methods.Made text adjustments to runes (display issues only; actual effects are unchanged), dialogues, and tutorials based on player feedback.If you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions.
The full game is officially live on Steam! You can pick it up right now with a 20% launch discount for the first 2 weeks.If you enjoy your time with the game, please consider leaving a review here on Steam. For a small solo dev, reviews make a massive difference in helping the game get noticed by new players.Thank you so much to everyone who played the demo, gave feedback, and supported the development along the way. Have fun blowing up the mines!
This hotfix addresses several issues affecting the tutorial:Fixed button locking and highlighting during tutorial steps.Fixed tutorial guidance not working correctly in some languages.Fixed tutorial progression getting stuck after travel.Players can no longer travel to cities above their level during the tutorial.Fixed New Game starting incorrectly after returning to the main menu during travel.Removed irrelevant or incorrectly timed hints.Fixed progression issues during shop and purchasing steps.Thank you for your feedback!
🔧全类型出售、排序操作对宝具类装备不再生效,防止意外售出珍贵宝具 🚗添加部分界面的指引说明,优化游戏引导喵 ✊开整STEAM成就系统,本周内更新 个人制作游戏如坐井观天, 乐意的话, 恳求在STEAM页面打下宝贵评价,无论 恶评 或是 好评, 狮子会回复每一个评价,从中吸取鞭挞、或鼓励,做出 更好玩 的作品
- Relation stances with independents now align with faction faction relations (Belligerent, Strained, Neutral, Cooperative, Allied) for simplicity sake. - With independents, cooperative and allied do not grant shared logs or radar, but instead grant a 20% cargo capacity bonus at cooperative, and 20% speed buff to resource trading with allied, for all forms of resource trading. - Cleaned up the two faction stance diplomacy screens into a simpler interface with everything in one place - Also cleaned up the expedition bonus previews so these display accurate stat previews before and during expeditions There will probably be cooler things we can do with independents later, like economy related stuff, but don't want to disturb the balance of the MP world too much, so a little cargo route buff for now for allied independents
Its finally here: The big 2.0 update for Gamblers Table is live! Thank you so much to all the testers who gave us their feedback during the last months!TLDR - What is new?3 New Coin Types with unique mechanics: Poker Chips, Nuclear Coins and Crypto Coins3 New Minigames: Slot Machine, Mining and Horse RacingReworked and expanded Talent Tree with over 200 TalentsOverall faster, more streamlined progressionThis is a very fundamental overhaul, so we recommend starting a new playthroughOur goal with the new updateThe feedback on the live version of Gamblers Table has been a bit divisive. While many people liked the game, there was also a lot of constructive feedback, with the two main points being that the game feels a bit too stretched and with too little content to support the playtime. With this update we set out to fix those issues by adding a bunch of new content and by overall accelerating the playtime. Its important to note that this update brings mainly new mid-game content and introduces new fundamental systems. While your old save file carries over, we highly recommend starting a new playthrough because if you had finished the live version and continue from there, you'll just blitz past most of the new content. Expanded Talent Tree:The Talent Tree has been substantially increased, with many new passive and active talents to unlock. The original tree had 22 Talents, the new one has 222. The new tree is so big, I can’t even take a good screenshot of it. A good chunk of these are passive talents but they will allow more strategic choice and specialization on different coin types, depending on your strategy. And there is also a bunch of brand-new talents that introduce completely new mechanics (see below). The amount of unlockable talent points has been adjusted accordingly and you will now unlock talent points much more frequently.Poker Chip:Poker Chips are a mid-game coin, that unlocks between the Gold and the Platinum Coin. Their unique mechanic is that they are...
- When attacking, if your fleet withdraws before 3 combat rounds are complete, you will not gain intel on the composition or size of the defending fleet @_dotz - For intercepts, this applies to both interceptor and the fleet being intercepted - Defender logic remains the same, and they will continue to get intel on fleet composition attacking them - Server selection will be more readily available when opening the multiplayer menu from game title screen - Building screens cleaned up a bit for styling consistency when constructing / upgrading
Hello Merchants!Mad Merchant is finally out, and it's time to grow your business! Taking into account the feedback we received from you during the demo, we have made fundamental changes to our production, trading, and progression systems. We are also happy to announce that we are participating in Train Fest 2026! During the event, you can find our game on the festival page and start expanding your trade network right away.Here are the new features, gameplay changes, and future plans waiting for you in Mad Merchant with the release version:New Features and Gameplay ChangesDynamic Trading System: The city-specific item listing restriction has been removed. All items are now listed in every city. However, depending on the dynamic needs of the cities, certain items can be sold at much higher prices. You can strategically balance your production network and sales routes according to your target city.Advanced Production Network: You no longer have to produce everything from scratch. By purchasing raw materials or basic items from cities, you can directly focus on producing more advanced items.Contract and Quest System: Contracts tied to the lore of the cities have been added. New objective tasks have been included in the game to help you progress more systematically and guide you on your journey.Manual Production Mode: A manual production system has been integrated into the game. You can now manually manage the production process by personally controlling each module whenever you want.Revamped Progression System: Level and upgrade mechanics have been completely overhauled. Instead of purchasing upgrade points with credits, the system has shifted to a structure where you can upgrade your modules directly based on your character level.Unlimited Wagon Capacity: Wagon restrictions have been completely removed. You are now free to make your production network and convoys as massive and complex as you wish.Prestige System: A prestige mechanic has been added to the game. After c...
Update #4 After fixing everything that was broken, we finally came around to add a few cool things!New prestige upgradeSpare trophies can now be spend on gradual income increases! Leftovers that used to sit unused now feed straight back into your economy.Powerup hotkeysPowerups can now be triggered with the number keys: 1 for the leftmost, then 2, 3, 4, and so on.TooltipsHovering a powerup button now shows its name above it.Plus minor fixes. As always, keep us informed about anything that's up in the game! Frog Hammer
Hello everyone!Here are the main changes in this update: Fixed an issue in the quest "Forge! The Beginning of Magic Crafting!" where Emily the Cat would no longer appear — affected existing saves will now have Emily the Cat displayed in front of the counter.Fixed an issue in the quest "Snail Cat" where closing the game without clicking on Bean Paste Bun Cat would cause the character to no longer appear — affected existing saves will now have Bean Paste Bun Cat displayed in front of the counter.Fixed an issue where the rest time became excessively long due to incorrect upper limit calculations — affected existing saves will have their rest time reset to zero.Increased the base probability of crafting high-quality items.Increased the base success rate of refinement effects.Increased the refinement success rate bonuses from the Growth Ability / Blueprint Research series.Reduced the rest time upon dungeon exploration failure and added a cap on rest time.If you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions.
New patch for you space captains!Main attraction here is a new idle/cinema mode. If you let the game idle for 2 min the game will fade out its HUD, zoom and pan, and follow random ships around. It is perfect if you want to use it as a screensaver or background visual during the day, or while waiting for resources to generate. You can also toggle this on and off in the settings.I also changed some pirate behavior to make them more useful and bounties more plausible + some expedition ui improvements.Changelog:Cinema ModePiratesPlayer Pirates now match enemy pirates' speed to be able to catch up to them.Player Pirates can now attack enemy pirates that are raiding; previously, these could not be targeted. You can now rescue civilian ships.More consistent resolutions in battleExpeditionsMinimum ships is now 1 and not 0Slider don't reset if a new ship is boughtNumbers are now text input if you want to type in how many ships you want to sendNote: these are UI QoL, some more systematic changes to expedition is coming laterBug: Nano Drone prestige updated correctly updates it's UI now for ore/sPerformance: Nano drones' glow and shaders turn off at low zoomUI: Metal amount moved from Refinery Command to Fleet Command. All resources are now collected in one place, and you can see your metal before unlocking refineries (e.g., from expeditions or bounties).Let me know what you think in the forums or on Discord! It makes me so happy that more and more of you are enjoying the game, the improvements are all thanks to you and the feedback you have provided.SEE YOU IN SPACE, CAPTAINS!
🍵设置页面添加lofi模式,开启后战斗场景将保持缓慢舒适的BGM 🍵设置页面添加自动切屏开关,决定是否在闲置一段时间后自动切换到战斗场景 个人制作游戏如坐井观天, 乐意的话,恳求在STEAM页面打下宝贵评价,无论 恶评 或是 好评, 狮子会回复每一个评价,从中吸取鞭挞、或鼓励,做出 更好玩 的作品
I wanna thank everyone for a super amazing launch! All your feedback has been invaluable, and I'm excited to both address issues and expand the content available for Lured In.This small update focuses on QOL and critical bugfixes, as well as some rebalancing of some synergies. Steam Deck and controller should also be more usable now.If you run into any issues, let me know in the Steam forums, or over on Discord. Thanks!ChangelogAdditionsAdded a game save backup system for whenever you reset your dataAdded scroll hints to every scrollable section. Now a slight shadow shows up when a container is not fully scrolledAdded the ability to focus certain scroll containers on controller, like the fishpedia description, synergies list, and creditsAdded a setting to hide the fishing input prompt in the fishing regionAdded a little icon that appears when you have casted into a water event and are receiving the 2x fishing speed bonusChangesUpdated all translations and the list of contributorsIncreased the Salty Giants synergy multiplier from 1.25 to 2.5Increased the Longlubbers synergy multiplier from 1.25 to 1.75FixesFixed an issue where the game could reset all your data if you pressed either yes or no on the reset data prompt, then pressed yes on the ascension or liquid swap warning promptFixed an issue where the cursor on controller couldn't reach the bottom of your shopFixed an issue where opening the fishpedia for the first time would show things that should be hidden, like the background and sparklesFixed an issue where the panels inside of the travel menu would be cut off when moving through with controller
Hi everyone! ^^We're excited to share that Lakeside Bar is participating in the Game Pavilion JP 2026 Summer🗓️ Festival Period: July 17 - July 31🤗😍 As one of the many games featured in the festival, we're truly grateful for the opportunity to be part of this amazing celebration of Game Pavilion JP 2026 Summer .We hope Lakeside Bar can bring you plenty of cozy, relaxing moments by the lakeside throughout the event and beyond. 🍹✨👏 And that's not all... We've been working on some exciting surprises that we'll be sharing over the next few days! 👀 ▶️ Follow our developer page so you don't miss any upcoming announcements: https://store.steampowered.com/developer/BITCOVERThank you so much for your support, and we hope you enjoy the festival! ❤️Warm wishes, Lakeside Bar Team
Hello everyone!Here are the main changes in this update: 1. Fixed an issue where purchasing resources from the Guild was abnormal — existing saves will receive the previously purchased resources based on purchase records2. Fixed the issue where Husopu Meow could be rejected — if rejected in existing saves, it will now directly respawn at the counterIf you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions.
Optimized fertilizer efficiency to improve crop growth rate multipliers.Increased the maximum number of recruitable Batlings for crop planting.Fixed a bug where purchasing machinery would deduct Gold prematurely under insufficient power supply.Other minor optimizations.
New Items: * Scale Mail, a new early medium armor to balance out the base types * Frost Grenade and Rupture Charge - Two new bombs to use in combat New item mods: * A new set of accessory-only item modifiers has been added to the base pool, which will add elemental damage and update the Hero's base damage type Fixes: * Removed the tablet library from affecting challenges (They'll be tough, once again!) * Fixes a bug allowing special cards to be re-added to the deck, when reloading the game * Fixed Aeon bosses which were incorrectly regenerating health (aka Vigo)
Hello everyone!Here are the main changes in this update: Feature Adjustments:Removed most interaction restrictions while the boss is working — however, TAB movement still requires the boss to be idle — simultaneously reduced the upgrade experience requirements for Growth Levels starting from level 20 — existing saves will have their Growth Level recalculated based on current Growth EXPAdded dynamic sizing for the customer transaction interface based on different camera zoom levelsTIPS in the top-right corner no longer block click events, allowing normal closure of overlaysUpdated arena odds algorithm to widen the payout spreads — also increased the power rating bonus from player-provided equipmentAdded Fishbone Coins as an additional reward after completing Barracks Monster Bounties — more monster materials will be added in future updatesFixed the issue where defeating Monster Groups at level 2 or above in Barracks bounties did not yield \ — existing saves will receive a compensation grant of this item based on the number of completions recordedFixed a battle report error caused by Bloodwood's skill \Fixed a display issue in the Workshop Management interface that occurred after dismissing employeesData Adjustments:Increased monster EXP in dungeonsReduced the power requirements for Barracks Monster Bounties against groups of levels 2–5, and increased the power rating of mid-to-high-tier equipmentReduced the basic raw materials and core resources required for blueprint refinementIncreased the yield from the Gacha Machine / Auto Cat ToyRaised the Anvil cap to 15 — other methods to increase staff limits are being considered for future updatesAdjusted starting gold to 1000 and starting iron ore to 150If you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions. \
Idle Catfarmia 1.1.2 update is now complete.Major Update NotesImproved main menu text for each languageFixed an issue where the back button could be pressed again before the transition was completeImproved text hover color in the main menuImproved some upgrade button textsAdded gold-per-second display to the EXP gauge barIncreased maximum resource level capAdded an effect where the click area expands as Click Power upgrade level increasesAdded mass spawn events for rabbits, wolves, and birds (After Lv.50, certain animals will raid your farm!)Improved Slime and Rat Hunter buff effectsImproved Rat Hunter arrow targetingAdded resource text synthesis systemLevel-up rewards now continue beyond level 100Improved sound overlap and amplification issuesImproved gold balanceAdded 135 new achievements to the existing listVarious minor improvementsThank you for playing. Have a wonderful day!
🎥 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!
Update #3The big one this time: score difference now pays out in money. Several of you pointed out that winning 10-0 was worth the same as scraping a 2-1. Now a win doesn't only grant you points and a flat fee, but the exact goal margin converted into money, so investing in your team pays off double.Also, Steam Achievements should now trigger under all preconditions. This one bugged us for a long time and we're really sorry for the inconvenience it caused some of you. If there's anything still the issue, please report it to us :) Economy & progressionScore difference is now paid out in money as described aboveCooldown upgrades now shorten the current cooldown as well, not just future onesYou can now open the prestige tree and back out again without being forced to buy the first upgradeFixesAll achievements are now awarded under all preconditionsGoals now spawn properly spread apart, no more buying a goal that lands next to an existing oneTeam members no longer chase the ball after they've scored, but choose the next one immediatelyHUDYour current rank and your opponents' ranks are now shown in the HUDPlus assorted minor tweaks and fixes.Keep it coming Discussions are still where we're getting most of this. Thanks you so much!Frog Hammer
Starts at 1600 GMT tomorrow (1800 CET / 1200 Midday US East Coast) Settings: Mirrored symmetrical map Choice to spawn with your faction or as independent (Warning: Independent is a HIGH RISK spawn in outer space with no team mates) Faction stronghold spawn: choose your starting colony Faction stronghold also acts as a resource sink to gain up to 20% bonuses for key ship stats (independents, you don't get this resource sink) 6 Hour Pause on game start to co-ordinate your colony location with team mates New reworked ship stats Each culture now has their own shard system to choose your playstyle path Fog of war: OFF Rally point ship relocation: ON Reworked keystone win condition (Victory points over time) patch-notes Expedition nerf to 20% max bonus (for those who played last server) Overall slower speed 300 base resource production scaling to 3000 max per colony (down from 500/5000) Siege rework: now with partial building damage Ion shield rework; no instant rebuild, now regenerates over time Plus MANY more changes, please make sure to check the full list of recent patches when deciding on your culture. Good luck!