GET YOUR FREE TOKEN NOW!1. Defeat any monster, and you'll be credited with +1 Pet-Bonus Token. Getting multiple of these token doesn't do anything btw. 2. Find a player with the pet bonus you want most. This can be ANY pet, including Bundle exclusive pets! 3. Double-click said player, and click "Trade". You do NOT need a pet to do this, you'll find the "Use" button once this Trade Window is up. Do not "trade" your pet itself, that is a separate system... 4. Enjoy your new bonus, forever! Note that you don't get the pet itself, this is for the IdleOn Bonus!5. If you EVER get the pet "for real" via Buying or Trading, your token is REFUNDED! This way you can use it on a different bonus! • Summer Event is HERE, with all the classic rewards you love, and a BIG NEW REWARDS you WONT wanna miss!• GO CLAIM YOUR FREE ITEM: The one of a kind PET BONUS TOKEN! Defeat one monster to receive it, and use it to get the bonus of ANY pet you want... yea, ANY! Note that you only get the bonus and not the pet itself, but if you DO get the pet later, your token is REFUNDED and you can use it on a different pet bonus! See INFO DUMP for details. (yes you can collect multiple of this item, but you only get one token to use)• Skeleton Keys: Earned from the Event Game "Buried Treasure", these can give Prisma Bubble Fragments, Cosmic Balls, or Gold Balls. Or you could save them in the hopes they give better rewards in the future, but maybe the rewards will be worse.... I wouldn't just make it worse in the future though, would I?• New EVENT EXCLUSIVE Friend Bonus: +% EXTRA KILLS! There'll be new friend bonuses every event, sometimes from older events, so while this isn't your only chance to get this new bonus, it will be for a long time!• New Map, with a new monster: the formidable GLOWFISH! They have 5,000T crystal HP, a their card gives passive Research EXP!• Added "Crystal Trillion" Damage Notation within your Player Stats display! For example, if you had 5324235M~7943045M Crystal damage, it...
BALANCING- Trending items that are rejected by adventurers will disappoint even more: a 100% drop in satisfaction when purchasing a red item - You can move NPCs anywhere in the game area; there's no more collision. So you can integrate them into the decorations, do whatever you want! (This helps reduce drag-and-drop bugs :) - Addition of rotation to certain soils UI/UXThe game lacks clarity for beginners, and we're sorry about that, especially for a cozy game. A few small improvements are in order: - Added tooltips for the building panel - Tooltips for trending items - On the tooltip of articles, if it is a trending article, the bonus/penalty is displayed in color directly on the tooltip. - Tooltips for building customization and info buttons - Added the average success rate next to the difficulty level - Added a tutorial window in the first village on building customization and NPC movement DEBUG- Minor bug fixes for decorations - Minor bug fixes for NPCs
Hello everyone!❤️❤️ First of all, thank you so much for playing Glimvale and for all your feedback. We've been reading everything and working on improvements since launch. SUCCESS STEAM- DLC Achievement Removed We owe you an apology We recently discovered that the DLC achievement was counting towards the game's full achievement completion. Our intention was for it to be an optional DLC achievement that wouldn't affect players trying to 100% the base game. Unfortunately, we couldn't figure out how to properly separate it from the main achievement list. We honestly don't know if Steam allows this or if we're simply missing something. We've contacted Steam to ask for clarification. In the meantime, we've decided to completely remove the DLC achievement to avoid frustrating players who want to fully complete the game. We're really sorry about this. We genuinely thought Steam allowed DLC-only achievements that didn't affect completion percentages, and we feel a bit silly for not realizing the issue sooner. If Steam provides a proper solution later, we'll revisit it. Sorry Achievement Fixes The achievement for reaching 100 Population has been fixed. If your village already has 100+ population, the achievement should now unlock correctly. BALANCINGFollowing player feedback and our own observations, we've made several balance adjustments: Increased the gold requirements for Village Levels 3 and 4. Increased recipe purchase requirements. Increased adventurer spawn speed. Increased the population cap from 100 → 110. Adjusted progression pacing in later stages of the game. Growth, change in the size of the treasure chest At certain sizes it became difficult to move around the village. The chest will now stop growing after reaching a maximum size of x8, instead of scaling infinitely. DEBUG & QUALITY OF LIFEAdded rotation support for several decorations. Fixed an issue where some drinks and decorations could transform into unexpected objects when placed. Various small fixes and ...
Small update adding Italian localization to the game.
《挂机猫猫传》试玩持续至新品节结束,7月夏促之后正式出品。游戏开发情况与后续更新计划详见本日试玩版更新🐱🐱🐱——— 20260618.0 ——— 🦁🦁🦁🎮增加物品界面统一整理,售卖按钮与功能,让整理仓库变得更流畅了喵🔧修正首领界面一个处可能的显示错误⭐ 跪求+愿望单+关注,这对狮子来说非常重要⭐ 跪求+愿望单+关注,这对狮子来说非常重要⭐ 跪求+愿望单+关注,这对狮子来说非常重要
This update focuses on clearer mutation browsing, better boss tracking, and automation controls. Changes Add multi-select filters for mutation stats and mutation states Improve the Mutations tab with stat icons, clearer filter buttons, and cleaner total stat display Add Boss Status details to the enemy Codex, showing where bosses appear and whether they are still available this run Add an Auto Battle only with Full Roster option Improve Dominion zone and route picker modals Bugfixes Fix Auto-Scout getting stuck with no routes after zone completion Disable manual Scavenger zone assignment while Auto-Zone is enabled Disable manual Scourer route planning while Auto-Scout is enabled Fix Cultivator messaging when no Cultivation Plots are built Fix some resource cost/order display issues
- Fixed the 100 population success rate - Fixed the issue where having all the talent points would skip/complete talent point quests - Minor bug fixes for item recipes - Fixed the new adventurer spawn speed
DEBUG - Debugging the success of reaching 100 population
1k wishlists! Garbage growth just hit 1 000 total wishlists! Thank you so much i'd have never reached this milestones without the content creators covering the game, i'm really grateful to them! Release DateJune 23rd is the official release date for the game :D Only 3 days awayMake sure to not miss it!
☕🐾All aboard with cat passengers, we're off!"Neko Station" Demo version now available!Also features a "connection function" with streamers through comments! 🚂 What’s Neko Station? It’s a cozy 2D pixel art game that turns your screen into a moving cat paradise. You’re the train manager, picking up cats at different stations, decorating train cars, and bonding with your furry guests. 🛋️ What You Can Do:Decorate your train with cute furniture to attract different catsPet, feed, and photograph your passengers to build friendshipsDiscover rare cats in costumes and legendary fluffballs at special stopsLet it run in the background while you work or chill — it’s the perfect companion
Howdy! Dead Possum Games here to introduce you to the supporting cast of Petunia's Purgatory: The Sprites!The Elder One's hunger is never-ending and Petunia will need help fulfilling all of his orders. Luckily, you'll be able to summon some helpers to assist her.The Water SpriteA gentle, translucent being made of pure spring water, the Water Sprite is the perfect assistant to keep your crops well hydrated. You may wonder how she can water plants without a watering can... but it's probably better if you don't think about it too hard.The Harvest SpriteAt first glance, you might assume that this little critter is just a squirrel, but looking closer you may have doubts. Maybe it's the odd horns on its head or its unsettling red eyes. Regardless, the Harvest Sprite is great at picking up crops and carrying them around, not unlike the rodent it resembles.The Blood SpriteSome of the crops that the Elder One desires need more than just water to grow. That's where the Blood Sprite comes in, a strange creature in its own right. It may have once been a rabbit, but now it only serves the Elder One, capturing nearby animals and sacrificing them for their nutrient-rich blood. But don't worry, it doesn't hurt them... much. The Flower SpriteBeing surrounded by unnatural plants and blood rituals ever day would drive even the bravest farmer mad. Luckily, growing something beautiful can calm Petunia's turbulent mind. The Flower Sprite, a cheerful little pixie, can help tend fields of lovely flowers and keep Petunia feeling her best. The Crafting SpriteRaw produce will only satisfy the Elder One for so long. Eventually, it will hunger for more complex flavors. This resourceful avian fellow, the Crafting Sprite, is ready to assist, churning crops into delicious jams and jellies. We don't know where exactly he learned how to do this, but we don't ask questions.Serving the Elder God is hard work, but with the help of her motley crew of sprites (and your assistance), Petunia might just hav...
Hey Grove Keepers! Update 1.0.32 is here, bringing a nicer Notepad, safer deleting, and a few small but helpful fixes around the grove. Fancy Markdown Notepad The Notepad now has its first version of Markdown support! It is still a simple version for now, but you can already use formatting tools, switch between editing and preview, and make your notes a little clearer and cozier.Let us know how it feels.Delete Confirmations We added confirmation before deleting tasks, to-do list tabs, notes, and notepad tabs. No more accidental goodbyes to important little lists. Performance ImprovementsWe added a new Dynamic Performance option to the settings, with three modes: Off, Balanced, and Power Saver.Balanced is now enabled by default, so your grove should feel just as cozy while using fewer resources when zoomed out. You can also switch to Power Saver if you want Focus Grove to be even lighter in the background, or choose Off to keep the frame rate unchanged.Small Fixes and Improvements* Fixed display resolution issues * Fixed big numbers not rendering correctly in the Angler's shop * Made the selection cursor thinner * Improved the Report Bug text description * Fixed the look of the close button in Settings * Fixed a swamp collider Thank you for all your feedback and bug reports. They help us keep making the grove cozier, smoother, and better with every update. See you in the grove! 🌿
BALANCING - New adventurers now arrive based on both your village satisfaction and current population size. Small villages will attract new adventurers more quickly, while larger populations will slow down future arrivals. Adventurer arrival time is now capped to prevent excessively long wait times in the late game. Minimum arrival time reduced to 30 seconds for small villages. Maximum arrival time capped at 8 minutes. - Increased chance of an adventurer choosing their preferred shop/building based on their activities: 20% > 25% DEBUG - Fixed the looping animal fart sound issue with the Altar. The Second Chance Altar in automatic mode was triggering the fart sound on nearby animals; it's fixed :) (Thanks for your feedback, we're sorry about this sound problem, it was very annoying) - Fixed a rare issue where some shop items and activities could remain locked even after unlocking the required talents. Changing villages or reloading a save should no longer be required for the unlocks to appear correctly. - Minor debugging on the price interface display. - Minor debugging on the display of decoration combo icons (chocolate horse). - Debug on the global resource interface for all villages, which remains displayed in-game. - Debugged access to the Village 4 achievement (entering the village instantly unlocks the achievement if you have already completed the quests) - Fixed a bug where the talent tree tooltip sometimes remained displayed, for example, after a victory. - Minor bug fixes on some decorations Thank you so much for all your feedback, it helps us a lot with debugging
Hello! Got another patch for you guys. I'm continuously working on performance and by now the biggest bottleneck is actually the flight paths. In the last patch, I offloaded the drawing from the CPU to the GPU. That helped, but the game can still slow down if you zoom in close and have a lot of ships.Fixed a bug that would sometimes draw the paths twice, overlaying them.Merged draw calls into one large render call instead of processing them individually for each ship.Added a setting to disable flight paths. If you still experience performance issues, you can now turn them off in the settings.Added a fleet defense score to Fleet Command.Locked positions for pirate warnings and defense probability in Fleet Command. This prevents the buy buttons from moving around and causing accidental misclicks.Individual module scaling: You can now resize each UI module individually in the settings.Finally, I want to thank everyone who played, left a review, provided feedback, and shared the game! Somehow, we passed 4500 wishlists and hit 121 concurrent players (last I checked, we were the 130th most popular demo!), which is crazy to me.Truly humbling! Okay, now back to work...
This update focuses on automation control, Conquest map clarity, and several balance/UI fixes. Changes Add a Fill Empty Slots First automation toggle for role assignment Auto Scavenger zone assignment now updates when new scavengers are added or zones are completed Rework the Conquest zone details panel with clearer special tile and reward information Show boss reward availability and respawn details more clearly in zone details Rebalance Industry divine skills for Scavengers, Cultivators, Chroniclers, Scourers, and Forgers Improve number notation formatting across several UI panels and Codex entries Bugfixes Fix Cleaver treasure damage scaling starting below x1 Fix the Conquest map not returning to the caves after prestige or run reset Fix stale zone details staying open after ending a conquest run
We are excited to announce that the macOS version of our game demo is now available.Mac users can now explore the world of our game, experience its core mechanics, and get a firsthand look at what we have been building. This demo represents an important milestone in our development journey, and we are eager to hear your feedback as we continue to improve and expand the experience.Download the demo today and join us on this adventure. Be sure to follow our channels for the latest development updates, behind-the-scenes insights, and future announcements. Your support and feedback play a valuable role in shaping the future of the game.
Release v1.6.25: + Minor improvements and changes + Steam Workshop support!
v1.1.14 Update Notes Fixed a bug where the Amazon River Scholar application condition was not correctly evaluated. Added an option to skip graduation ceremony animations. Fixed an issue where the mouse cursor could disappear after minimizing on the graduation certificate screen. Fixed a potential freeze issue when minimizing the game during recruitment. Added a Journal Catalog. Added more custom paper content options. Thank you for your support and feedback. We will continue improving the game experience.
《挂机猫猫传》试玩版已经开启,将于参与下周的新品节,并于 7月 夏促之后正式出品。游戏开发情况与后续更新计划详见本日试玩版更新🐱🐱🐱——— 20260618.0 ——— 🦁🦁🦁🎮增加物品界面统一整理,售卖按钮与功能,让整理仓库变得更流畅了喵🔧修正首领界面一个处可能的显示错误⭐ 跪求+愿望单+关注,这对狮子来说非常重要⭐ 跪求+愿望单+关注,这对狮子来说非常重要⭐ 跪求+愿望单+关注,这对狮子来说非常重要
Debug - Saved guild levels for each village - Removed random gold generation for villages that are offline (out of game) - Fixed decoration combo with the bell flower - Minor interface bug on the building panel and the upgrade cost display - Changed the translation from "Achievement" to "Success" (for consistency with localization)
Mark your calendars because Petunia is ready! She lives at the bottom of your screen.. quietly waiting, holding her sanity together while you do literally anything else...Cursed crops nobody asked for, mutant animals slaughtered for blood (because apparently that's just a Tuesday now), and an ancient landlord in the barn that's been alive longer than memory itself and is always, always hungry.. It's coming to your desktop on July 16 - whether you're ready or not!Wishlist now so you don't miss the exact moment everything goes wrong.
Over the last few years, conversations about AI have become impossible to avoid.Some people see it as the future. Others see it as a threat. Most discussions focus on what AI can do.We find ourselves asking a different question:What happens when people stop questioning systems simply because they are convenient?As game developers, we're fascinated by the relationship between technology and trust. Not because technology is inherently good or bad, but because people tend to accept systems they don't fully understand as long as those systems appear to work.That idea eventually became the foundation of a project we're currently working on: Future Sauce Dispenser.Future Sauce Dispenser is a dystopian satire set in the year 2145. In this world, humanity has become dependent on automated systems to the point where people can no longer function without AI-approved sauce. What begins as an absurd joke quickly turns into a commentary on dependency, automation, convenience, and the gradual erosion of critical thinking.One question we've already received is why some visuals, text, and trailer elements intentionally use AI-generated content.The answer is simple:Because imperfection is part of the message.The world of Future Sauce Dispenser is built around systems that are trusted despite being flawed. Systems that produce strange results, occasional inconsistencies, and outcomes nobody fully understands anymore.Not as a celebration of AI, and not as a replacement for creativity, but we thought that the storytelling and the setting of choice is not enough to punch through. We chose to show it with form... a 100% AI trailer, with all the glitches and bugs and imperfections it made.Future Sauce Dispenser isn't a game about sauce.It's a game about what happens when convenience becomes more important than understanding.It's about trusting systems because they work "well enough."It's about a future that feels ridiculous right up until it starts feeling familiar.Some people describe th...
Over the last few years, conversations about AI have become impossible to avoid.Some people see it as the future. Others see it as a threat. Most discussions focus on what AI can do.We find ourselves asking a different question:What happens when people stop questioning systems simply because they are convenient?As game developers, we're fascinated by the relationship between technology and trust. Not because technology is inherently good or bad, but because people tend to accept systems they don't fully understand as long as those systems appear to work.That idea eventually became the foundation of a project we're currently working on: Future Sauce Dispenser.Future Sauce Dispenser is a dystopian satire set in the year 2145. In this world, humanity has become dependent on automated systems to the point where people can no longer function without AI-approved sauce. What begins as an absurd joke quickly turns into a commentary on dependency, automation, convenience, and the gradual erosion of critical thinking.One question we've already received is why some visuals, text, and trailer elements intentionally use AI-generated content.The answer is simple:Because imperfection is part of the message.The world of Future Sauce Dispenser is built around systems that are trusted despite being flawed. Systems that produce strange results, occasional inconsistencies, and outcomes nobody fully understands anymore.Not as a celebration of AI, and not as a replacement for creativity, but we thought that the storytelling and the setting of choice is not enough to punch through. We chose to show it with form... a 100% AI trailer, with all the glitches and bugs and imperfections it made.Future Sauce Dispenser isn't a game about sauce.It's a game about what happens when convenience becomes more important than understanding.It's about trusting systems because they work "well enough."It's about a future that feels ridiculous right up until it starts feeling familiar.Some people describe th...
Hey everyone, We heard that Woodlings could sometimes get blocked by jacuzzis, picnic blankets, or sunbeds - and occasionally do weird things, like walking outside the game area. This has now been fixed, and they should smoothly walk around these objects. Thank you for reporting this! Here's a video showing how it looked before:
Quick hotfixFleet command module is now scrollable when it's larger than the window. Should help players with large screens that put text size on max.Text scale now enlarges the pilot pop-up textAdded French and German translations