Game Updates

Patch notes and dev posts · 2,318 Steam updates
Riftborne
Riftborne
82 days ago · Reckoner

11.71 Patch Notes (Map Rework + Performance Update)

Map Rework! > Added variable building slots to map tiles to deepen tactical depth of where to colonise > Added 'border' keystones to entice strategic skirmishes and wars > Removed black holes as the only central spawn tile > Central tiles still keep their negative astra malus as a risk, but can now be any tile type > Reworked Reactor placements for quadrant fairness > Big performance increase to the map so it doesn't feel sluggish or slow down advance time > Exotic/Star tiles are now more prevalent > Made the tile variation system to prepare for follow up player customizable tilesets > Added a map editor tool so you can create your own maps and use them in single player or local servers Gameplay Changes (Shards for every culture!) > Added a shard system to each culture, with 14 shared bonuses plus 6 unique bonuses per culture, allowing players more design choice over their playstyle path > Veil don't yet have an extra special building, until we think of something good > Shipyard infrastructure now grants a 1% bonus to stats per level, previously 2%, but additional infrastructure buildings also now grant this 1% per level bonus, previously they did not > This means you can further specialise your colonies or outposts with additional light or heavy infrastructure > The first infrastructure building grants the speed and travel buffs, but additional buildings only grant raw stats > Heavy supports now get their bonus stats exclusively from Orbital Exchange, and are no longer multiplied with the heavy shipyard building > Building descriptions updated to match the above changes QoL > Radar now displays both interception time and final arrival time for intercepted attacks > Cargo routes can have zero resources on one leg, allowing for pick up only routes > Largest shareholder remains in control even when stake is under 50%, to avoid zombie corps > Added the ability to toggle minimum credit rating for who can accept your loan, and added personal player credit ratings > Added...
Idle Startup
Idle Startup
83 days ago · TheCandyMan

Update 8d: Two bug fixes

A couple of things you reported. Card totals no longer get stuck The Card Collector and Deck Hoarder achievements count every card you have ever pulled, duplicates included. The problem was that scrapping a duplicate for shards was lowering that count, so if you completed the set and then broke down your spares, the total could stall at 150 and Deck Hoarder (300) became impossible. That is fixed. There is now a lifetime "cards pulled" total that scrapping never lowers, so it keeps climbing as you pull more, no matter how many duplicates you break down. If you were stuck, it will start moving again on your next pulls. Clearer "Keep as Cash" button When you come back after being away, the Welcome Back screen lets you keep your offline earnings as cash instead of letting auto-buy spend them. To do that it has to switch your auto-buys off, otherwise they would spend the cash right away. That part was not obvious, so a few of you found Auto-Train seemingly turning itself off. The button now says exactly what it does, and a note reminds you the auto-buys stay off until you switch them back on in the Auto tab. Nothing was broken, it just needed to be clearer. Thanks for the reports, keep them coming.
Captain Whiskers: Incremental Seas
Captain Whiskers: Incremental Seas
83 days ago · 蜗爷

🦀Summer Sale is ending soon, and our new game is progressing at full speed!

Hello, fishers!The Summer Sale is almost over, so don't miss out on the 25% off discount!We've also been hard at work on our new game. In addition to the incremental casual fishing gameplay, it will feature arcade-style boss challenges. We're planning to introduce five sea overlords, and you'll lead your Meow Squad to dominate the entire ocean!🦀However, we haven't published the Steam store page for the new game yet. If you're interested, feel free to follow the Happy Universe Studios developer page!Happy fishing!
Hamster Talk
Hamster Talk
83 days ago · hwani

0.1.2 Bug Fix Patch

Hello, this is the Hamster Talk Team.Bug Fixes- Fixed an issue where clicking was unresponsive under certain conditions.If you have any bug reports or feedback, please let us know on our Discord.We carefully review every message.https://discord.gg/jF7vpBjzNmThank you.Team Hamster Talk
Tiny Aquarium: Social Fishkeeping
Tiny Aquarium: Social Fishkeeping
83 days ago · Robyn

A-Lotl Axolotl is Back!

A-Lotl Axolotl is Back! For one week only, you will be able to do quests and earn special Axolotl Currency. This seasonal currency can be spent on the reward shop for curious exclusive decorations, items, and of course, the Axolotl Egg! This event will end on the 15th of July, depending on local time. Best fishes and see you soon for more aquatic updates! - Can & Egon from the Lunheim Team 🐙
Burgie's cozy kitchen
Burgie's cozy kitchen
84 days ago · Nau

Gamepad Controls Update

Hey everyone!I just pushed an update that adds gamepad support to Burgie's Cozy Kitchen! I'll be honest with you all, figuring out the "right" control scheme has been surprisingly tricky. There are so many ways to map things, and what feels natural to me might not feel natural to you. So please don't expect this to be perfect right out of the gate!That said, I'd love for you to give it a try and let me know what you think. Some things that would help a ton:Does the current button layout feel intuitive?Any actions that feel awkward or in the wrong place?Anything missing that you'd expect from a gamepad control scheme?One thing to note: the ESC menu currently doesn't have gamepad support. The settings menu was designed with PC/mouse-and-keyboard in mind, and adding gamepad navigation there was getting complicated fast, so I decided to leave it out for now rather than rush it. If I ever do a console port down the line, that menu will be reworked specifically for that.To be clear: these controls are not final. This is very much a work in progress, and your feedback will directly shape how I tweak things going forward. If you've got suggestions, criticisms, or just general impressions, I'm all ears (and genuinely excited to hear them)!Thanks so much for playing and for helping make Burgie's Cozy Kitchen better. Nau
Sky Realm Idle
Sky Realm Idle
84 days ago · A.R.

v0.13.1 Supplemental Update Notes

Game Updates: 1. Optimized combat log performance. 2. Fixed affix localization for weapons reforged at the Tiangong. 3. Fixed an issue where additional C.A. activations did not correctly trigger "Aftershock." 4. Fixed an issue where "Aftershock" floating text was not properly abbreviated and related logs were missing. 5. Fixed an issue where some stacks could stop functioning during long battles. Editor Updates: 1. Fixed an issue where EFFECT filter conditions did not correctly pass filtered targets to the "Matching Condition Target" target modes.Have suggestions or found a bug? Join us on Discord and help shape the future of the game! https://discord.gg/KJ43HeYZbt
Professor Simulator
Professor Simulator
84 days ago · Mai

🎉 v1.2.0 Major Update: New Event System!

🎉 v1.2.0 Major Update: New Event System! The daily life of your laboratory is about to become much more exciting! In the v1.2.0 update, we officially introduced the brand-new Event System. Various unexpected events can now happen in your laboratory. Hundreds of different events are waiting for you to discover during your research journey. You can adjust the event frequency or completely disable the event system in the Settings menu. More events will be added in future updates. We hope these new events bring more surprises and possibilities to every laboratory. 🔧 Other Improvements and Fixes Fixed an issue where time could stop after placing or moving equipment. Shortened the interval between lonely PhD visits. Added three new special admission student characters. Fixed an issue where special admission student names could display incorrectly. Fixed save and load stuttering issues. Thank you for your continued support and feedback!
Idle Startup
Idle Startup
84 days ago · TheCandyMan

Update 8c: Graphics settings

A few of you reported the game running your CPU hot or spinning up the fans. That is fair, for an idle game it should barely register, so I looked into it. Here is what was going on. The game had no frame rate limit, so on a high refresh rate monitor it was redrawing the whole screen 144 or 240 times a second, even though almost nothing on an idle screen actually changes. That is a lot of wasted work, and on some machines it pinned a CPU core and heated things up. What is new Frame rate cap: pick 30, 60, or Unlimited. It now defaults to 60, which looks identical on an idle screen but uses far less power. V-Sync toggle: on by default, turn it off if you prefer. You will find both under Menu, Display, Graphics. Your choice is saved and stays put between sessions. If your machine was running warm, this should take care of it. If it is still warm after updating, tell me your setup in the discussions and I will keep digging. Thanks to everyone who flagged it.
Loot Dungeon
Loot Dungeon
84 days ago · Glinnor11

Patch Notes — v0.140

This update focuses on overall polish, tutorials, new animations, balance adjustments, combat feedback, UI clarity, and bug fixes.Main ChangesCursor and Hover PolishImproved cursor behavior for both charactersAdded clearer hover states for interactive and non-interactive objectsImproved hover feedback on enemies, loot, buttons, and arrowsCombat Feel ImprovementsKnight Mighty Blows fixImproved ring damage VFX and UI/UXAdded new enemy animationsTutorials PolishPolished Skill Tree tutorialImproved Knight and Duelist tutorial flowDuelist first-run tutorial now appears correctlyMeta ProgressionAdded more meta upgradesImproved upgrade spacingFixed Skull requirements on black upgradesUI and ReadabilityAdded smoother scene transitionsImproved Back button, arrows, and hover statesLoadout and MerchantFixed gear stats not showing in the MerchantImproved Loadout screen behaviorFixed several item, perk, and upgrade display issuesBalance ChangesFixed difficult monsters starting with incorrect HPAdjusted some upgrade and ring valuesBug FixesFixed zoomed Meta Tree navigationFixed stuck tutorialsFixed camera getting stuckFixed incorrect character dialogueFixed popups not pausing the gameFixed black upgrades not requiring SkullsFixed Merchant stat displayFixed several Duelist/Knight progression bugs
Riftborne
Riftborne
85 days ago · Reckoner

New Multiplayer Servers Launching 10th July + 17th July

MULTIPLAYER ANNOUNCEMENT We have fixed the bugs that came up in the last server, introduced a lot of new features to the game, and changed many balance mechanics. Given the last server experience we want to ensure that the next server runs a lot smoother and any game breaking bugs are identified early on. Especially with all the new features we have introduced. For this reason, we are going to first run an INSTANT BUILD server (ships and infrastructure have no build time), where you spawn with MAXED OUT STORAGE AND RESOURCES, to test everything out. This will also give a chance for newcomers to try multiplayer out and decide if they want to join in on the slower game mode, while allowing vets to have a bit of fun. Disclaimer: things will likely be broken and out of balance. The purpose of this speed server is to pressure test everything The instant build speed (bug testing) server will launch July 10th (1900 GMT)Server will last for 5 days maximum (120 hours)The server will end even if there is no clear winnerThe stats + victory screens will be saved in the discord ⁠multiplayer-hall-of-fame for bragging rightsThe official (slower) server will launch again July 17th (Exact Time TBA)Here is a list of all mechanics you can expect from these two new servers.NEW Faction Stronghold Spawn. You start with a single colony ship, in the centre of your faction's quadrant. You choose where you spawn your starter colony at game start by sending out your colony ship. The faction stronghold also acts as a resource sink where you can donate resources to receive bonuses for your ships.6 Hour Pause on game start to accommodate different timezonesAbility to "pre queue" your buildings when launching your colony ship, to further help people in different timezonesChoice to spawn as an independent in the far reaches of the galaxyMassive expedition nerf (maximum bonus for resource production and ship bonuses is now 20%, not 300%)No fog of war (this will introduce too many new mechanics/meta...
Idle Startup
Idle Startup
85 days ago · TheCandyMan

Thank you. 38,000 players in two weeks

Thank you Two weeks ago I put this game out with no idea what would happen. Since then more than 38,000 of you have added Idle Startup and actually played it. Two weeks. I did not expect that, not even close, and I am kind of blown away. Here is the part I want to be really clear about. Almost everything I have shipped since launch came from you. People post what they want, I read all of it, and I build what makes the game better. That is the whole loop, and I want to keep it exactly that way. Two weeks, eight updates, most of it from your feedback Run your whole team at once. Parallel skills was the number one request from day one, so now every skill can work at the same time, online and offline. Prestige and contracts. Exit and Refound your company for Founder Points, spend them in the Founder Store, and chase timed contracts for a reason to keep checking in. A real endgame and global leaderboards. An endless prestige loop that keeps scaling instead of walling out, plus in-game achievement progress so you can see what you are chasing. The Founder's Deck. A full 150 card collection to complete, with a dex, duplicates to scrap for shards, and rewards for filling it out. The Rankings. The latest update turned the hiscores into a real board. See the whole field, player names, and exactly how far you are from the next person and from the leader. Quality of life everywhere. A UI scale slider, live money-per-second readouts on every skill, much faster loading, save protection, and dozens of smaller fixes that all came straight from your reports. Eight updates in two weeks, and almost every headline on that list started as a post, a review, or a bug report from one of you. Keep them coming and I will keep building. Records I did not expect for months Two of the achievements I figured would sit empty for a long time are already unlocked. Somebody has passed 100 hours in the game and earned Centurion, only two weeks in. And players have banked a total of one quintillion dol...
Retro Manager
Retro Manager
85 days ago · retromanager90

Why Doesn't Retro Manager Use Real Clubs and Players?

One of the questions I'm asked most often is why Retro Manager doesn't include real clubs, leagues and players.The simple answer is licensing.The rights to use official club names, badges, kits, competitions and player names are owned by different organisations and require commercial licensing agreements. For large publishers these costs are part of doing business, but for an independent developer they're simply out of reach.Rather than spend years chasing expensive licences, I've chosen to focus on what matters most to me: building the best football management experience I can.Every feature added to Retro Manager—from the match engine and scouting to player development, Steam Workshop support and ongoing gameplay improvements—has been created with that goal in mind.The fictional world also gives players something a little different. New clubs can rise, new rivalries can form, and every save develops its own history without being tied to real-world football.For players who enjoy creating their own worlds, the Steam Workshop makes it easy to share databases, leagues and other community creations. Seeing what the community builds has been one of the most rewarding parts of developing the game.Could Retro Manager ever feature official licences? I'd never say never, but the reality is that those licences are extremely expensive and well beyond the budget of a small independent studio.For now, I'd much rather invest my time and resources into improving the game itself than paying for names and logos.Thank you to everyone who has supported Retro Manager so far. Every purchase, review, suggestion and bug report helps me continue developing the game, and there's still plenty more to come.
The First Million
The First Million
85 days ago · ehmprah

[BETA BRANCH] Update #4: Buff Bonanza!

Good news, everyone! After last week's nerfs were disappointing for some players, I couldn't rest and worked twice as hard on the buffs that I promised — and here they finally are!For now the update will only be live on the BETA BRANCH and only is up to date in ENGLISH. After verifying that everything works as intended and once I have the localization updates, it will continue to the main branch.With this update I wanted to do three things: give players more silver to make the early progression fastermake more assets viable and fun to usemake stacking more fun and rewarding across the boardDo test and let me know if the following changes get the job done in your opinion:BALANCINGSILVER generation time changed from 20s to 15sSILVER MINE cycle time changed from 30s to 20sLOTTERY now also stacks lottery chanceHODL now also stacks profit increaseGROUP now also stacks profit increaseGROW now also stacks profit increaseDEEP STACKS now stacks profit, but gains $100 extra when stackedHERMIT cycle time changed from 10s to 5sHERMIT speed bonus changed from 0.3 to 0.1HERMIT now also stacks speed bonusALGO TRADING cycle time changed from 4s to 6sALGO TRADING now increases speed by x0.01 per cycleALGO TRADING now also stacks speed increaseIMPROVEMENTSReworked the description of COPY / DUPLICATE for more clarityAdded a career reset button to the title screen which allows you to delete all data and start overAll cards that require an upgrade to work (like stacking or selling) will now show a notice in the tooltip if that upgrade isn't unlocked yetBUGFIXESFixed issue where touch input wouldn't register on cards after using a physical key or buttonFixed the prestige upgrade resetting the run counter, which messed with the run historyFixed issue where you could not swap two cards of the same kind before unlocking the stacking upgradeFixed issue where you could not swap two cards of the same kind when they reached the maximum stacksHODL no longer increases profit through JUNK FEE whil...
Idle Startup
Idle Startup
85 days ago · TheCandyMan

Update 8 — The Rankings

The Hiscores just became a real competition. You asked to actually see the field instead of a lonely rank number — so now you can, plus a big batch of fixes and polish. See where you really stand How far off the lead are you? Every board now shows the gap to the next player and to #1 (e.g. "+80T to #46 · 3.1% of the leader") — one push away, or light-years behind? Top 100, with names & avatars. Tap any board for the full ranking — your row highlighted and pinned. Browse Global, Around Me, or just your Friends. New board: Contracts Done, plus a one-tap hide-names option if you'd rather see ranks only. Much faster launch Coming back after time away used to freeze the game while it caught up on your offline progress. It's dramatically faster now, and shows a "catching up…" loader instead of ever looking stuck. Quality-of-life & fixes Scrap duplicates in bulk — dismantle every dupe of a rarity in a single tap. Smarter collection filters — combine a rarity and a type (Uncommon + Income) to line up a loadout. No more interruptions — level-up celebrations and auto-refounds no longer pop over, or close, a menu you have open. Browse in peace, and Pause finally sticks. Fits any window — the skills panel collapses to a tidy icon rail on smaller screens so the upgrades panel is always visible, plus a stack of layout polish. Straight from your feedback — huge thanks to everyone who asked for real scores, a top-100 with names, and a friends board. Now get in there and climb. 🚀 Spot a bug or have an idea? Drop it in the discussions — it shapes every update.
Capybara Spa
Capybara Spa
85 days ago · cozybeegames

Capybara Spa 🐹🌿 Small Bug Patch!

Hi everyone! I've just published a small patch to fix some issues that have been reported since the last update.General ChangesFixed a problem with moving the camera left and right using the mouse.Fixed an issue that made it impossible to move furniture while it recharged its item. Fixed an issue that caused insects to have a claim over items and furniture after the item has been delivered.Fixed an issue causing capybaras to change their requested item. Changed the right-click functionality. Right-clicking without moving the camera will still drop items back to their spawn locations, but moving the camera while holding right-click will not drop held items. Fixed an issue where the capybaras that are leaving the spa would interfere with clicking on other capybaras or items.Cheers!
Riftborne
Riftborne
85 days ago · Reckoner

11.70 Patch Notes (ADVANCE TIME SPEED UP + New Buildings)

Advance time + Simulation time speed Big improvements to advance time speed + simulation speed New Buildings! Siege Protection Bastion: While it stands, it is the sole target of incoming siege damage at that colony, overriding the attacker's chosen preferred target until destroyed. When destroyed, siege damage will spill over to regular targets. Attack Battery: The first building that contributes to defender offense, rather than only toughness like the existing Ion Shield. Reworked Keystone Vision Victory Conditions New Valor Conduit building (Keystone only) generates faction-wide Valor points (hard capped at 250,000) from a Keystone's current Visions. Reaching the cap wins the game for that faction, replacing the old "5 Keystones at 1,000+ Visions" victory path. Vision conversion is now fixed at 1:1 (was a level-based 100:1 → 1:1 curve). Faction economy bonus reworked from a flat +20% per qualifying Keystone to a smooth 1% per 1,000 Visions per Keystone. New Victory Conditions dashboard UI. Spying any of a faction's Keystones reveals that faction's current Valor. Siege Changes Partial damage can now be dealt to buildings, massively buffing siege when used in coordination with allies. Buildings now need to be repaired from their Infrastructure page. SPU and Rare Metal Outpost Rework Drill and Refiner now show a fill bar and next-level label in the Mining Outpost screen. Drill and Refiner siege strength buffed. SPUs rescaled to a Tier 8 ceiling instead of Tier 5. Astra Starvation Rework Changes Astra starvation to be percentage-based on the amount of "excess" ships, killing 20% per hour and giving a half-life of about 3.5 hours (with a minimum of 1 ship every 30 minutes). Intercepts Both sides are counted as attackers in combat, meaning the Varkon conscription bonus now applies. Map and Tile Changes When filtering for tiles on the map, filtered-out tiles no longer show as dots everywhere. When filtering on the map, holding Shift now rotates the filters in the opposit...
Idle Startup
Idle Startup
86 days ago · TheCandyMan

Founder's Deck — Hotfix

A few quick fixes from your post-launch reports: Fixed a freeze when changing music — switching tracks or soundtracks (especially the Star-Spangled set) could hang the game for a few seconds. Switching is instant again. Fixed the 100-hour "Centurion" achievement — it now unlocks the moment you cross 100 hours instead of quietly catching up on a later launch. Better crash recovery — added a safety net so the game can recover on its own if a bad save ever stops it from opening. If your game ever won't open, drop your OS and roughly which update it started on in the discussions — it helps a lot. Thanks for the reports! 💛
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