Game Updates

Patch notes and dev posts · 2,318 Steam updates
Idle Startup
Idle Startup
93 days ago · TheCandyMan

6.13b — Buy preview follow-up

A quick refinement to yesterday's buy-preview fix on the Company and R&D tabs. Picking ×10 or ×100 now previews the full effect of that quantity — matching the cost shown on the Buy button — instead of shrinking to what you can currently afford. Only Max reflects your current cash. So ×10 / ×100 / Max each show a distinct, accurate before → after result. Thanks to IrishGoat for the sharp follow-up.
Spiritstead
Spiritstead
93 days ago · turbodoggames

Spiritstead is releasing on August 6th!

The wait is almost over! We’re excited to finally share that Spiritstead will officially launch on August 6th. 🎉🥳You will be able to explore the full Spiritstead world as you wander into other biomes and build your cozy village, meet charming villagers, discover magical spirits, and uncover even more along the way.Thank you so much to everyone who has followed our journey, played the demo, shared feedback, and supported us along the way. We can’t wait to see the worlds you create in Spiritstead.See you in Spiritstead on August 6th! ❤️
Slots & Diapers
Slots & Diapers
93 days ago · SuperiorMountain-mon

Hotfix 1.0.9: Controller input updates

Hello Again, Diapers Club Members! A quick hotfix patch after the Steam Deck verification! Here is the quick summary:"Right Trigger" button added as click inputFixed an issue where clicking "South Button (A)" causes the cursor to snap top left of screen.Fixed an issue where on Steam Deck, the cursor hover expansion visual was disappearing while returning from popup panels.Disabled default input configuration from Steam Input system, to allow you guys play the controller map that we set for our game. Small Note From Us: A massive thank you for all your incredible feedback and support. It truly means the world to us!We wanted to give a special shout-out to our Steam Deck players. Full disclosure: we don't actually own a Steam Deck ourselves yet! We've been relying on friends for QA testing, which makes optimizing the handheld experience a bit of a puzzle.Because of that, your patience and detailed feedback have been an absolute lifesaver. You are officially part of our extended dev team, and we appreciate you so much! Please let us know about anything of our debut game in discussions or hop in to our official Discord server to chat more!
FragMiner
FragMiner
93 days ago · starea

Road to Launch #2: Bombs Showcase

Today I'm showing some new unique bombs I've worked on, such as the Banana Bomb, which is a bouncy explosive that splits into smaller bananas and so on... it's a powerful bomb, unlockable later on in the game.I've also added an enhancement to the Critical Bomb. While it does a lot of damage, it kinda lacked some uniqueness, so I made it shake the underground so much that it causes boulders to fall!Each prestige level grants a unique bomb, such as the Thunder Bomb, which releases a strong chain lightning, and the Plasma Bomb, which mimics the same behavior as the Plasma Ore (my favorite), and so many more... I believe the strongest is the prestige 5 bomb, but I'm not spoiling that yet!I've been working on the final game lately, and I'm confident I can launch this July: I'll be posting the release date in the following days! Stay tuned and keep mining.
Desk Space: Idle Spacefleet clicker
Desk Space: Idle Spacefleet clicker
93 days ago · Shotgun Anaconda

Desk Space Release Information

Can not believe we are so close to release! The game officially releases tomorrow, and I’m aiming to press the launch button around 12:00 CET.Pricing details:Base Price: $5.99 USD (with Steam's regional pricing to keep it affordable worldwide).Launch Discount: 15% off for the first 14 days!The great reception during Next Fest really made me want to step up and deliver a fun game for you guys and girls. So I’ve been crunching over the weekend rebalancing things, fixing up the end-game, adding achievements, cloud saves and fixing bugs. I want to send a big thank you to everyone that’s been active on the forums, it’s been really nice and wholesome. I love reading the feedback, ideas, and stories from everyone.Releasing during the Steam Summer Sale is definitely a crazy choice, almost everyone told me to delay it! But I’d rather get the game into your hands now and iterate and improve it together as we go. If you want to support the launch, telling your friends or sharing the game makes a massive difference. Also, leaving a positive Steam review after playing helps me immensely with visibility! You can tell me what you think on X, the Steam forums or join the Discord. THANK YOU AND SEE YOU SOON
Data Center
Data Center
93 days ago · Waseku

Data Center 1.1

v1.1Beta 1.0.50 - 1.0.50.15New FeaturesNew: Upgraded the project to Unity 6.4.12.New: Added Vulkan as a selectable graphics API option.New: Added spending entries to the balance sheet, including repair costs and purchases of new items.New: Added Service Requests to the computer.New: Added a counter for completed Service Requests in the top-left UI.New: Added Router devices.New: Added Firewall devices.New: Added Equal-Cost Multi-Path (ECMP) support. Multiple paths to a server can now be active at the same time. Previously, one path acted as active while the other remained passive. If one path is shorter, meaning it passes through fewer active devices, the shorter path will be preferred. This update also includes major changes to the pathfinding system.New: Added the DMZ area.New: Added Save and Load options for colors in the color picker. These color presets are system-wide and are not tied to a specific save file.New: Added malicious packets from the internet. Every 10 minutes, your network is checked. If a malicious packet can reach a server, that server will be shut down.New: Added router and firewall instructions to the tutorial menu.New: Added localization support for the new content.New: The game now keeps the two most recent autosaves.New: Asset Management now displays IP addresses and VLANs in the device list.New: You can now open the edit window for each device directly from Asset Management. From there, you can relabel devices, turn them on or off, and change their configuration.ImprovementsImproved: Improved keyboard and gamepad navigation in the hire screen.Improved: The fullscreen toggle has been changed to a dropdown for clearer display mode selection.Improved: Improved formatting for total XP and money values so they no longer use scientific notation.Improved: Improved performance in scenes with many devices. The rendered vertex count has been reduced by roughly 2x to 3x or more in large setups.Improved: Usable objects now add or remove FixedUpdate log...
Artillery Miner
Artillery Miner
93 days ago · alexmlytrainer8

60k Wishlists Reached Artillery Miner Coming Soon !!!

A huge thanks to everyone that has wishlisted the game and are looking forward to the release which is coming closer and closer, we are now at over 60k wishlists I never imagined people would enjoy the game so much and I cannot wait for everyone to try the full release. I want to let everyone know that although I intended for artillery miner to be a smaller project seeing the enjoyment people are having really motivated me to extend the deadline a bit and really grind out on the game, this is the new content that artillery miner includesContent:400+ unique upgrades in the tree3 new sections the furnaces, crafting and an extraction section. Replacing the cash machine.A prestige system for worlds 32 weapons16 new crafting materials to buy tree upgrades Check out the new steam page for to see the changesThe game is very close to finishing and I will announce the release very soon, just bare in mind although the game is almost finished there will be a slight month or so in release delay just because I am going on holiday and need to wait for the right time where I am able to launch and quickly implement any changes and bug fixes and so on.Please anyone that can help out with translations and playtesting join the discord here:Discord https://discord.gg/QvxAYhzBX6
MR FARMBOY
MR FARMBOY
94 days ago · MrDboyDev

Update 1.1.0 - Hotfix 1

If you haven't already please leave me a Steam review, it really helps me a lot!Update 1.1.0 - Hotfix 1You can now feed silver crops to animals.Fixed an issue with controller on main menu.Fixed an issue with some crop prices.Fixed an issue with mouse/controller zooming.Fixed an issue that would cause unstuck character button to get you more stuck.
Idle Startup
Idle Startup
94 days ago · TheCandyMan

6.13a — Buy preview fix

The green "before → after" preview on the Company and R&D tabs now respects your selected buy amount. Previously it always showed the effect of a single level, even with ×10 / ×100 / Max selected. It now previews the real stacked result — the true income, XP, or speed you'll get for the quantity you're actually buying. Updates live as you switch between ×1 / ×10 / ×100 / Max. Thanks to IrishGoat (and the confirm) for flagging it.
Tiny Isle
Tiny Isle
94 days ago · cheerycheng86

Island Update Notice | Fixes & Performance

Island Update Notice | Bug Fixes & Performance ImprovementsDear islanders, this update brings a small round of care for your islands.We fixed several issues related to Catalog records and color variant visuals, and also improved performance in situations where late-game islands could start to feel heavy. We hope that as your islands grow busier and brighter, they can keep running gently and smoothly.Bug FixesFixed an issue where flower-related Catalog entries did not update automatically when loading old saves.Fixed an issue where crystal ascension was not recorded in the Catalog.Fixed an issue where Click Shroom could lose its color variant effect when changing forms.Performance ImprovementsImproved crystal transfer performance, so factory-style islands should now perform better.Improved game performance when the altar is full. Noticeable stuttering should no longer occur after the altar reaches capacity.Thank you for all your feedback and for staying with us. May every growing island keep glowing calmly and smoothly.
Atomic Synthesis
Atomic Synthesis
94 days ago · Dezaz

Update v1.1.1 (Mobile version in the works)

A quick update which I think finalizes the many things I wanted to do with the game. For now at least. So with that it is time to make this game available on mobile. Release date unknown, just in the works. V1.1.1: Updated the tutorials to be less of a wall of text and actually a proper tutorial. Added a new system preference in the settings menu to disable the visuals for the assistant collector. Added a new animation for when a player creates a molecule to show the 3-d model of the molecule, its EV/s and what upgrade it boosts. Added more information to molecules archives. Added ? buttons to the unlock, lab, and accelerator terminal tabs to explain what they do instead of having the help tab in the settings. Changed the upgrade sliders to be hidden behind the ? button of every upgrade to make the upgrade terminal tab less cluttered.
Slots & Diapers
Slots & Diapers
94 days ago · PoopChief-mon

🎉💩 Patch 1.0.8: Slots & Diapers is officially STEAM DECK VERIFIED! 💩🎰

Hello Hello, Diapers Club Members!!!!We are back with another update, and this one features a milestone we have been chasing since the absolute second we launched the game. Put on a fresh pair, because Slots & Diapers is officially Steam Deck Verified! 🟩🎮 We have spent the last two solid weeks grinding behind the scenes, optimizing performance, adjusting UI layouts, and fighting through the verification pipeline to secure that beautiful green badge. It was a ton of work for our two-person team, but we finally did it. You can now manage your chaotic financial empire on the go, on the train, or -most appropriately for this game- while sitting on an actual toilet. Here are the patch notes for Update 1.0.8:🎮 Steam Deck IntegrationOfficial Verification: The game is fully optimized for Steam Deck compatibility. Everything from controller inputs to text legibility has been tuned to give you a perfect portable experience right out of the box. 🔊 Audio Adjustments & Feedback FixesThe Endgame Machine Volume Slider: We heard your feedback regarding the final machine loud and clear. Originally, we designed the endgame machine to emit eerie voices even if you had your in-game volume sliders turned all the way down. We did this intentionally because we really wanted to craft a specific, unhinged atmosphere for the grand finale.However, several players reached out letting us know that when they want total silence, they mean total silence. We completely respect that! We have updated the audio logic so that the final machine's voices will now properly obey your master and SFX volume settings.Thank you all so much for your ongoing support, your incredible feedback, and for helping us reach this massive Steam Deck milestone. If you encounter any unexpected bugs while playing on your portable setups, please make sure to jump into our Official Discord Server and let us know!Go update your games, grab your Decks, and let's keep those reels spinning!– Parodie Games
Idle Startup
Idle Startup
95 days ago · TheCandyMan

Update 6.13 — Automation, Reworked

You asked — loudly and in great detail — so we reworked it. Automations are now permanent and yours to keep. Permanent, bought with Founder Points — unlock an automation once and keep it forever, across every refound. No more re-buying it each run. No more Level 99 gate — every automation is available from the start. It simply kicks in whenever it's relevant (Auto-Research waits for R&D to unlock, and so on). Default off — you're in control — nothing auto-spends your cash or auto-refounds your run until you switch it on. Flip any automation on or off whenever you like. Auto-Refound, your way — refound right away, once the payout hits a Founder-Point target you set, or after a wait. Your call. Climb Priority is now built into Auto-Hire — it just prefers skills still climbing to 99, no separate purchase needed. Prices are deliberately accessible — your first automation is within reach on your very first refound, and the full set by your second or third. Huge thanks to everyone in the automation threads — IronEagle, Loop, Tunerko, and many more. This update is almost entirely your feedback, shipped within a couple of days of you giving it. Keep it coming. Also in this build: fixed the Centurion (Play 100 hours) achievement, whose progress was frozen at 0 on Steam — it now updates and catches up automatically on launch.
Idle Startup
Idle Startup
95 days ago · TheCandyMan

Update 6.12a — Centurion Progress Fix

Fixed: the Centurion achievement ("Play for 100 hours") was showing 0 progress and never moving — your playtime wasn't being reported to Steam due to a stat-type mismatch on our end. It now updates correctly and will catch up automatically next time you launch. Heads up: the achievement was always unlocking at 100 hours on our side — it was just the progress indicator that was frozen, so no one who hit 100h was actually missing it. Thanks to Tunerko for spotting this one.
Trashy Cashy
Trashy Cashy
95 days ago · Niko Bellic

What’s Next? A Very Early Look at the Upcoming Endless Mode Update

Hello again!We’ve already started working on an additional game mode. I’d like to share a little information, but with an important disclaimer: everything is still at a very early stage, and any of the details below may change.The mode will be unlocked after completing the main game.It will be a replayable mode for players who want to jump back in and grind again and again.The mode will have its own Steam leaderboard.A single run will most likely take around 30 minutes.Some parts will feel similar to the main game, while others will play quite differently.I’ll be happy to share more details as we get closer to release. Until then - have fun playing!
Idle Startup
Idle Startup
95 days ago · TheCandyMan

Update 6.12 — Automation Save Fix

Fixed: automations you purchased during a run were being lost whenever you closed and reopened the game, forcing you to buy them again. They now persist correctly across restarts (and still reset on refound, as designed). Huge thanks to everyone who reported this so fast. We're also reading all your feedback on how the automations work — when they unlock, how they're priced, and whether they should stick around after a refound. A balance/design pass is in the works, so keep the thoughts coming.
Fish to Dish: Idle Sushi
Fish to Dish: Idle Sushi
95 days ago · shido

V3.01 Update Log

Added a feature that lets Dave return to the Boat immediately.Reduced the chance of fish from other areas appearing in the Blue Hole. Now, only fish from the same area as the Boat will appear.When in the Blue Hole, opening the collection will now jump to the Blue Hole page.Increased the value cap when pressing and holding.When selling fish, you can now right-click to select the maximum quantity.Fixed a UI display error in the Blue Hole.Corrected the names of Blue Hole fry.Improved translations.
Cradle of the Dark Brood
Cradle of the Dark Brood
95 days ago · RyuseGames

v1.1.2

This is a small tuning update for the Boundless Dream and Abode view. Changes Update Boundless Dream zone shrinking so deeper depths increase the shrink cost instead of growing the grid back out Add clearer messaging when an endless depth is too deep to shrink with your current shrink points Allow the Abode grid to zoom out farther
Asbury Pines
Asbury Pines
95 days ago · jedizebra

Preview: New Character Skills System

Hey there Pinies,For our upcoming series of updates, we'd like to keep you posted with a few previews of what's to come. If you haven't been following along, we've now begun work on the next round of content, as outlined in our roadmap post.(Spoiler Warning: previews may contain details of the game not yet experienced by players.)Character Skills systemOne of the first features we're working on is an overhaul of the Character Skills system.Our original skills system was bit too linear and one-dimensional. Each action (Working, Scavenging, and so on) had its own skill level, and those skills could only be improved through perks on the Government, Religion, and Science tabs. While this was a solid foundation for improving character production, it didn't leave much room for strategizing individual character progression -- the little engines that keep the game economy running. As we started designing new systems like Friendships, Sports, and Tomes, it also became clear that we'd eventually end up with more skills than we'd like players to manage.The new system uses seven core skills: Life, Scavenging, Work, Nature, Research, Community, and Rivalry. These skills will support multiple actions and expand progression avenues throughout the game. Our goal is to make the gameplay less repetitive and more strategic. The result? Players will now have additional ways to improve a character's skill levels (in addition to researching Government, Science, and Religion):Players will be able to improve the skills of individual characters via a new Learning tabIndividual characters can be honed over time to be highly skilled in particular actions to fit your style of economic progression Players will be able to equip characters with Artifacts (and eventually Tomes), which provide additional bonuses to their skill levels. (We also hope that these equipment slots give researched artifacts a more meaningful economic impact.)Check out the updated Character Skills UI below:As always, thank...
Cradle of the Dark Brood
Cradle of the Dark Brood
95 days ago · RyuseGames

v1.1.1

This is a small performance and bugfix update for endless-zone play. Changes Improve Conquest map performance on large endless grids Optimize effect recalculation so unrelated effects are not refreshed as often Bugfixes Fix endless zones counting against all-zones-cleared and all-zones-perfected progress checks
Desk Space: Idle Spacefleet clicker
Desk Space: Idle Spacefleet clicker
95 days ago · Shotgun Anaconda

Progression in Desk Space

During the demo, some people were rightfully curious about the progression of Desk Space. There’s no secret that all of these games have some sort of prestige mechanic, and so does Desk Space.I didn’t want to show too much since I want it to be a nice surprise for the players, not that it's a revolutionary mechanic, but I personally think anything that can be left to be discovered is a good thing.My game design style is to try for gameplay variation with mechanics that exist in the game, making it a relatively meaningful change instead of doing smaller changes just to bloat content.The overall goal for each loop is to trigger a singularity, which triggers a universe reset… and gives you a permanent upgrade that can help or speed up the loop in certain ways.As you trigger a singularity, the universe \ and introduces more friction until you can trigger it again. There are a couple of ways you can \ the \, ranging from passive ways to more active choices that require resources of different kinds.Desk Space is still made to run relatively passively (if you want), but the game also introduces extra gameplay choices to give variation, such as running refineries for metal, playing the stock market or sending crews on time-based expeditions. All this, and you can still watch your ships zoom around with their flight paths. I’m glad so many players found the joy and calmness in that, just as I did when I was prototyping. Someone called it a "space aquarium" and I loved that comparison lol.Here's a sneakpeak at refineries (which you can manually place out, pretty cool!)I’m working hard on putting all the nuts and bolts together for release on the 30th. The Next Fest support really blew me away, so I’m crunching to put in content and variation. I hope you will enjoy it, some will probably be disappointed, but hopefully most will find the fun in it!More info soon!
Petunia's Purgatory
Petunia's Purgatory
95 days ago · Dead Possum Games

Dev Diary: Concept vs. Pixel Art

We wanted to give you a peek inside the development process of how we created the characters in Petunia's Purgatory. For each character, we shared our ideas with our concept artist Emmy, and she took our ideas and turned them into a digital sketch of each character. Then, our pixel artist Alex took each sketch and used it to create a pixel art version of the character and animated each character. Here is what each of the characters looked like as a concept and the final pixel art! Petunia: {STEAM_CLAN_IMAGE}/45881550/4ad9e0905bb358888d44186990032e9f75992d44.png Water Sprite: {STEAM_CLAN_IMAGE}/45881550/2cf4795030078fd5f3cd6a7b56baaf101ba522b3.png Harvest Sprite: {STEAM_CLAN_IMAGE}/45881550/2b5b3fd3e57718ff8bcbed51ad0a85b4f14fe72b.png Flower Sprite: {STEAM_CLAN_IMAGE}/45881550/1024f63f05c1db6bcbb3cc3aaa797591fa1debf2.png Crafting Sprite: {STEAM_CLAN_IMAGE}/45881550/a5f0d30c9efe43f0e1a1c3546db011d18b1f4ec3.png Blood Harvester: {STEAM_CLAN_IMAGE}/45881550/ed2a130a996bd628ba6af69d21d69acf1ffad343.png Do you have a favorite? Let us know here, or join our Discord!
Riftborne
Riftborne
95 days ago · Reckoner

11.46 Patch Notes (More QoL)

New QoL features - Added Detailed galaxy map markers and selected tile highlighting. These settings can all be customised from codex -> game settings in game too. - Added configurable incoming resource views (toggle from settings): merged loot + shipments, split incoming by resource, and split home radar loot by resource Other changes - Added a 'destroy entire colony/outpost' option and prevented game from crashing if you destroy all buildings - Further buffs to bot intelligence / learning mechanics for early game aggression. They should be more likely to defend against your raid attempts, and counter punch, and look for undefended places to loot to gain a snowball. - Send resources screen now presents a confirmation page and takes you back to star map once resources are sent - Pressing Enter on combat-log notifications now opens the related combat report directly - You can now move the order of the top queued item if it is in pending/waiting for resources state - Fixed a bug where construction queue is marked "busy" but nothing is actually being built despite available resources - I've kept the previous version in steam to use on your hosted server if you require
Professor Simulator
Professor Simulator
95 days ago · Mai

Update Notice v1.1.15

v1.1.15 Update Notes Fixed an issue where some students could not be properly assigned to positions. Reduced the cost growth rate of decorative items. On Mac, added an option in the settings menu to control whether the game stays always on top. Optimized save loading performance and reduced stuttering. Shortened most joint training codes. Added a new rule allowing graduation without requiring a paper. Thank you for your support and feedback. We will continue improving the game experience.
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