The past year has been truly exceptional for us. We want to thank everyone who has been with us during Early Access, for every single feedback, discussion on Steam, and message on Discord. We read everything, and many of these comments have had a real impact on the game's development. It's thanks to you that Junkyard Builder is where it is today.Leaving Early Access for the full version doesn't mean we're done with it. On the contrary, we treat it as the next step. We still have a lot of ideas and plan to further develop the game in future updates.Regarding the full release itself, we've primarily focused on improving the quality and polishing what we already have in the game. Instead of a revolution, we focused on improvements that should be noticeable in everyday gameplay:Key changes:Completely rebuilt refinishing system: now cleaning, grinding, and painting show full texture details instead of flat colors, and dirty objects have a new, more realistic look.Improved terrain quality: We've added an "Anisotropic Filtering" option in the video settings, which eliminates blur and sharpens surfaces.Improved shadows and LOD system.Clearer textures for rusty objects.Added sounds for machines and vehicles.Two new cars to assemble.New collectibles: 21plastic toy cars to find.Minor fixes and general improvements.All changes we made during Early Access can be viewed HEREJunkyard Builder is currently on sale but if you would like to buy the game at an even more attractive price, you can choose something from our prepared bundli:https://store.steampowered.com/bundlelist/3339330/Junkyard_BuilderWe recommend:Thank you for being with us and we hope you will continue to support us in the development of Junkyard Builder.
Translations are taking longer than expected, so here are the other fixes that were going to be included in that update. Translations are coming next! Changes: Fixed achievements not always unlocking Fixed using DirectX3D12 not closing the game properly (and not allowing anything else to launch) Contract requirements are based on your fastest 5 min average rate for each weapon/material. This should make the requirements more achievable, even when you buy large amounts of materials at once The Cash Stack visual is now tied to the "Production Visual Amount" as well The buy/sell amount dropdowns use the number formats correctly now Fixed an issue with the ending text and credits not displaying correctly Fixed a few issues with the dark mode theme The research visual does not impact performance as much now Updated the demo to reflect the current game, and also now demo saves carry over to the full game
Hello bosses!We're pleased to announce that Pay 2 Win: The World is Mine will be officially launching on May 4th, 2026!New things coming to the 1.0 Release:Steam Deck SupportController SupportRevamped Planetarium Talent SystemRevamped Player OnboardingForge 2.0/Revamped Upgrade SystemNew Talents, Ascension paths, and extra scenesRevamped Link System with Link Locking MechanicReworked Facilities and additional contentNew missions and mission types...AND MUCH MORE!For those who are new to the game and world, we've also put together a Story Trailer that explains the narrative backdrop of the game:As part of the launch event, we will also be bringing you a few extra goodies.For new players, we will feature a 20% launch discount on Pay 2 Win, which will be available in the first week of launch! We will also set up a new Supporter Pack for individuals who would like to further support the devs. The supporter pack contains some neat skins for several of the in-game facilities, and once you own the pack, you can click or tap a facility in your inventory to update the visual.Existing players who currently have Early Access (or purchase the base game before launch) will get this pack for FREE!We're excited to enter this next phase of the game with you all.PRODUCTIVITY HOOOOOO!
I'm incredibly excited to finally share that Fracture Field will officially launch on April 20th!This is my first solo game development title on Steam. It has been a long journey, and seeing the game grow from an idea into something thousands of players are excited about has been surreal for me. Speaking of which…Over 20,000 of you have wishlisted the game!That number is insane to me, I can't believe it. Whether you’ve been following since the early days or just recently discovered the game, your support has made a huge difference and helped push this project forward.Thank You!Getting to this point wouldn’t have been possible without all of you! Your feedback, excitement, and support have been invaluable. I'm counting down the days and can’t wait for you to finally have your hands on the full game.If you haven’t yet, make sure to wishlist the game so you get notified the moment it goes live!See you on April 20th!
v0.12.2 Patch NotesGame Updates:Added the Spear Soul Challenge Stage and Spear Soul Re-forge.Added a toggle between Repeat and Single Run in ticket stages.Fixed an issue where, under manual target selection, Charge Attack would not hit the selected target.Fixed several localization issues and added a combat log entry for total C.A. damage.Buffed Ghost Cultivator skills and passives.Added a filter bar in Dismantle Mode.Added default material tables for Null-element artifacts and for character Uncap/Tribulation requirements, so some mods with Null-element gear can run correctly.Editor Updates:Added ON_HEAL trigger.Charge Attack can now check usage conditions at cast time.Have suggestions or found a bug? Join us on Discord and help shape the future of the game! https://discord.gg/KJ43HeYZbt
Reduced the demand for Grand Alchemist achievements from 35 to 30.
FIXES 🐛 Fixed Achievements 208 and 415 not working correctly 🐛 Fixed an issue where Gold could become negative under certain conditions 🐛 Fixed NaN Dust caused by Auto Flush Macro and Tarot Challenges 🐛 Fixed an issue allowing the purchase of higher-level Minerals without enough Gold 🐛 Fixed an issue with Level 3 Aries
After taking a two-month break from CivIdle, I am happy to announce that I am back with another content patch! Patch 1.2 has a new civilization, as well as a bunch of QoL updates. And I will also briefly talk about what I've been working on during the break. New Civ: Carthaginian {STEAM_CLAN_IMAGE}/43106564/20037a0c096a84a0f91450c15f5d255d270a581c.png CivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras. To address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later). {STEAM_CLAN_IMAGE}/43106564/8cea96688045f987259382e6c72a2a8184982e74.png Carthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age. This new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues. Cothon of Carthage (Wonder) {STEAM_CLAN_IMAGE}/43106564/fef1520014cadff5f9e13a85b168a7d706769029.png Unlock Carthaginian civilization ideas Atlas Mountains (Natural Wonder) {STEAM_CLAN_IMAGE}/43106564/c74359925b565f7f801f30425394abd6b07f45bd.png All buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range Hanno the Navigator (Great People) {STEAM_CLAN_IMAGE}/43106564/8856324c80850e0655310329ee4c81f3091fc779.png +1 Transport Capacity Multiplier (Classical Age) Hannibal (Great People) {STEAM_...
New 35 new excavation achievements (1232 → 1267) Only in game, not on Steam as promised Total rainbow rewards found statistic Viewable in statistics and used for achievements Automatically granted 1 rainbow reward for every 40 rewards found Rainbow scanner Unlock instructions tooltip - shows how to unlock locked upgrades Includes support for rainbow rewards Setting to make auto excavation work while the window is closed Changed Reworked excavation pricing with a dynamic pricing system Some achievement requirements adjusted to reflect updated numbers after recent balancing Fixed Fixed lag when opening the excavation shop Fixed lag caused by rainbow text rendering
• NEW MAP - Trench Precipice, found directly after the Kelpfish map at the end of World 7.• Defeat the new strongest mob in IdleOn, the MANTA RAY, with 25T crystal HP they won't go down easy. This of course means there's a new monster card!• New feature - THE BUTTON - found on the new map. The button gives insane multiplicative bonuses, and will put even the most tryhard of endgamer's stats to the test... how many time will YOU be able to press it?• 2 new Research Grid upgrades found at \ and \ - these help boost The Button.• New tome metric - total button presses• Fixed Killroy's bonus that boosts all W7 exp gain not properly affecting research 5000 GEMS winners from LAST Patch Notes are:maximelie, 1kuy, jugulu, tuffblock, dantess4, nxnstxq, akuy, ioiofad, rikuto3, redracc00n10 people who comment their 1st IdleOn player name on THIS Patch Notes will win 5000 gems next time! You know what? As a special bonus, the first FIVE people who comment their name and the phrase "gimme manta ray pet pls" will get a FREE untradeable manta ray pet! Ok now go press the button or else... ~Lavaflame2
This is a Windows-only patch that fixes Tiny Mode issues.
Hello there, fellow Tiny Terrace enjoyers! 🌿🌱🌞 small patch to fix a few more things.(as of v0.92.927.10101) 🔨Here are some things that I have added/fixed/changed.Fixed a Beehive loading issue(?) Fixed Tutorials getting reset sometimes(or every time), I believe.performance improvement per plant (significantly improves performance while Wind is enabled and hundreds to thousands of crops are planted \~3x fps increase for me with almost all 4,200 tiles planted])Fixed an error when clicking outside the usable areaFixed some leftover building requests when a building was destroyedFixed issue of leftover water field/pond related data when destroyed or swapped to another tile type.Fixed Water plants saying "Water" instead of "Growing" while growing.Fixed fellas fishing on no-longer fishable tiles.Fixed random error causing building destruction to think there wasn't a building on a tile when there was one.Adjusted some Egg laying related stuff.Small optimizations to various sections of code.Fixed an error in the Monitor/Window placement stuff(?) = possible fix 📃Known Issues:Loading back in sometimes malfunctions, causing a clearing of some amount of your farm. (possibly fixed)Strange visuals with the fellas after a while of playing.(?) Performance degrades over time \Crashes sometimes \Various visual issuesClick through UI sometimes(mainly on Mobile, might be on PC as well)Ghost Carrying - Fellas walk around with nothing in their hands.Thanks for checking out the game! :D Outside of other patches to fix stuff, I am working on the next update that'll have some more goals to complete, so yeah look forward to that sometime soon. Try out the game if you haven't :) There is also a mobile version. 📱If you want to check it out, here's the link: iOS: Tiny Terraces on iOS Android: Tiny Terraces on Android *Note that these updates are delayed for mobile by a day or two, because they must get approval from Apple & Google before going live.
Fixed some translation issues.
Hello Aquarist fans 🐟Discover a whole new collection of aquatic life inspired by Asian ecosystems!The Asian DLC not only brings an oriental vibe, as we are introducing 25 unique fish straight from the heart of Asia, which will delight you with their details and behavior.Expand your aquariums and bring a fresh, elegant style to your underwater creations 🌊✨💬 Show us your designs and let us know your favorite fish!Check the trailer 🎥Download and play now: What fish will you get in the DLC? 🔹 Asian Arowana 🐉 🔹 Hillstream Loach 🦎 🔹 Chili Rasbora 🌶️ 🔹 Betta Albimarginata 👄 🔹 Yoyo Loach 🪀 🔹 Bumblebee Fish 🐝 🔹 Clown Knifefish 🔪 🔹 Celestial Pearl Danio ✨ 🔹 Zebrafish 🏁 🔹 White Cloud Mountain Minnow 🏔️ 🔹 Red Tailed Black Shark 🦈 🔹 Drape Fin Barb 🎏 🔹 Siamese Algae Eater 🌿 🔹 Paradise Fish 🌴 🔹 Neon Green Rasbora 🔋 🔹 Licorice Gourami 🍬 🔹 Tiger Barb 🐯 🔹 Gold Tiger Datnoid 🐅 🔹 Flowerhorn 🦁 🔹 Chinese High Fin Banded Shark 🗼 🔹 Blue Ring Angelfish 🔵 🔹 Yellowbanded Sweetlips 💋 🔹 Painted Frogfish 🐸 🔹 Yellowtail Damselfish ☀️ 🔹 Oriental Flying Gurnard ✈️Just to let you know, we also have two important announcements from our publisher. Junkyard Builder is coming out on Steam as a full release on the 8th of AprilMedieval Machines Builder is also leaving Early Access on the 20th of AprilGet them while discounted and play through Easter. Have fun,Aquarist team
Hello, dear Aquarists!We’re excited to introduce the Aztec & Axolotl Update — bringing new content, improvements, and fixes to the game!🆕 What’s new?🏺 A new major quest has been added to the game in a brand new Aztec location🏺! Help create beautiful Aztec-themed aquariums, solve the mystery of an ancient city, discover and care for Axolotls and new fish! )🐸 8 new fish (including various types of the long-awaited Axolotls)🎨14 new themed decorations🏆 A new quest-related Achievement!🌊Improved hint system in underwater locations and the Arctic location. 🦴Now, when searching for bones, hints will appear next to the last 3 bones of a given skeleton, making it easier to complete the skeleton.⚙️ ImprovementsRemoved unnecessary ads from other games that could be distracting and disruptive. Improved UI graphics in several places.We hope you enjoy the update and can’t wait to see your creations!💙 The Aquarist TeamBTW. New DLC is launching in minutes. All about its content in the next devlog
TWEAKS ⚙️ Added Dust/sec display when all Special Minerals are sacrificed (Mineral view) FIXES 🐛 Fixed an issue where Gold could sometimes go negative during bulk mineral spawn 🐛 Fixed an issue where Astrology level could sometimes go negative 🐛 Fixed a jittering issue in the shop 🐛 Fixed Achievements 322 and 343 not working correctly 🐛 Fixed an issue where attack units were sometimes displayed incorrectly 🐛 Fixed Destroy All Black Gems macro block now working properly 🐛 Zodiac BooOOOm sound is back! 🐛 Fixed an issue where import/export new Macro blocks did not work 🐛 Fixed an issue where Tarot button requirements could be bypassed 🐛 Fixed a display issue where Mineral LGS amount became unreadable due to boost color 🐛 Fixed SN16 in the Dilation Tree guide
Happy Easter to you all! I hope you have a nice time. Here the full changelog: - Added an easter event. For 2 weeks after you start it, you can gain bonus pet stones, research points, growth and event currency from a generator event. As usual that also lets you get a free pet token and a new statue. The statue this time adds 1 base growth to all your unlocked pets every hour. Like last time, you can choose your starting time. The event will be removed in around 3 weeks, so you have up to a week to start it for the full bonus. - As the new statue and some other increases to growth gain the last years devalued the growth you gain from the daily packs quite a bit, I increased the growth you gain from them now. - You can now also get the lamb statues from last year again via pet stones or money. - Added a new challenge: Divinity Accumulation Challenge. With this you can auto unlock the divinity generator tab and make the upgrades of the div gen free. - Added a new challenge: Boosting Capacity Challenge. With this, leveling up your divinity capacity will also boost your divinity output. - Added a new challenge: Powerful Worker Challenge. With this your worker clones can boost the output of your divinity generator higher and make it also count for UBs or Pet Campaigns and they don't need stones anymore. - Added auto worker clones as pet stone purchase. With it, it adds a toggle to your div gen page to auto CAP max worker clones when your div gen levels up. It will first use idle clones, then clones on div gen and if you level up your clones on planet + might, it will auto move not needed worker clones to that might once that might is leveled up. - Added a token improvement for the shadow clone pet. With it, it will auto add idle clones up to your clones spread setting to fight your idle pets once a minute (you need to have improved half stats first). - Added an improvement to preselect might as a pet stone purchase. With it, it will move a set amount of clones from your R...
Addressing the feedback, I've just pushed another update patch with the following adjustments:1.Adjusted Spirit Herb Size: Increased the model size and collision volume of Spirit Herbs, making them easier to spot even amidst dense bullet patterns.2.Optimized Equipment Stats: Increased the base attributes of certain equipment to create a clearer distinction in power between different quality tiers.3.Adjusted Realm Progression: Refined the numerical curve for Cultivation Realms, increasing the attribute gains from breaking through to higher realms.4.Enhanced Healing Skills: Boosted the effectiveness of healing skills to ensure sustainability meets expectations.5.Through these changes, have generally improved the growth rate of the character's attack and health, thereby reducing the difficulty of clearing the late game.Thank you all for your feedback and support!
Addressed the crash issue that some players encountered during level completion screens by enhancing error handling and overall stability. I hope this resolves the problem. Thank your feedback!
Hello wizards,First of all, thank you for playing Mining Wizards!Achievement Sync FixSteam achievements will now unlock upon entering the lobby if they were previously completed in-game but not synced.NoticePlease restart Steam if the update does not apply automatically (v1.0.1.2)You can check your version at the bottom-right of the lobbyI hope you enjoy Mining Wizards.
Addressing the feedback on gameplay experience, I've just pushed an update with the following adjustments: 1.Reduced the collision volume for all Spirit Stone Node. 2.Improved the visibility of the One-Eyed Monster's laser beams in Chapter 5 and extended the laser warning time. 3.Slightly reduced the player character's collision volume. Happy Gaming!
There is many differences between Tower Walker and Mushi. Today we wanted to list 4 of them. The racials, boggin companions, loots in dungeons and the world map. 1. The racials and ancestry In Tower Walker there is not much depth around the racial abilities. In Mushi we wanted to put more focus into adding more depth to racials. All races now have their own talent tree "Ancestry" with special unique abilities. The game will have 24 different races at launch with a total of 95+ new skills tied to these talents. {STEAM_CLAN_IMAGE}/42896979/96326e7bb96b80808eeedeff9a64287181e3b274.jpg For example: Human has "Royal Heritage" which increases crit chance just as it did in Tower Walker, but now in Mushi with the added "Ancestry" tree there is a choice between "Ferocity" or "Momentum" - these bonuses has a chance to proc everytime you crit. "Ferocity" - Gain an extra bonus of crit power for 5 seconds "Momentum" - Gain movement speed for 10 seconds. And further down we have a powerful talent "Warpath" which has a chance on hit to grant 100% crit chance for 5 seconds. Stats in Mushi such as Crit and Dodge has been reworked and rebalanced. 2. Party companions In Tower Walker it costs gold coins to unlock and level up party companions. In Mushi this has been reworked to be talents for a new set of companions called "Boggins" in the "Traveler" tree. It now costs skillpoints to improve their support instead of gold. Boggins can have synergy with certain races and classes. For example "Fungi" has a special bond with the "Boggin Seer" that plants mushrooms to bring support in combat. The racial ability can boost and greatly improve these types of "Windy Shroom" and "Frenzy Shroom". With boggins there is also new features around gear and special equipment. {STEAM_CLAN_IMAGE}/42896979/67bd35d64c5675b839e64c82c7dcdce50ae59a83.jpg(This screenshot is from a dungeon called "Deep mines") 3. Looting in dungeons Dungeons is much different in the next game than in Tower Walker. We wanted Mus...
CHANGES: - Added Illid back. The new character just wasn't working out FIXES: - Major bug with the manual crafting queue has been fixed - Maximum offline time is now calculated possibly, could previously forget certain upgrades - Some small stuff that prevented year+ old saves from loading has been patched - Can talk to the Trader again
This patch does not contain too much new content, but is mainly focusing on QOL changes.With level cap 700 just around the corner, we're trying to tidy everything up and make way for some explosive battles.Patch Notes below:New:Battle Fatigue shown in battle now. It starts after 500 actions have taken place and slowly increases ALL damage dealt with each action afterwards.Actual Thorns damage now shown in the Advanced Stat.Advanced Stat - Debase: The chance a character has for debuff and dispel effects to land.Changes:Hotkey G now closes the GlossaryDispel mechanics now follow the stat Debase and can be resisted just like Debuffs.Separated Limit Break quest from the rest of the activities in the Quest Log to make it clearer.Made some changes to the Conditions menu for Utility skills. Nothing substantial yet, just made it more clear and ready for updates.Added more information in the Glossary.Advanced Stats page for characters has been expanded to 3 pages now. There will be some empty space until it eventually gets filled in with more stats that can show the characters properties easier!Display tooltips for passive skills and equipment have been redone.Fixed:Harmonious was not working correctly with Enhancement bonuses from things like Engineer passive.Undying Boss Power Proc Chance not showing for the playerFixed a couple of Armor Enhancements not functioning properly such as the Earth Armor applying the wrong status effect.Updated Flurry Bands description.Boss Rush menu sometimes closing when difficulty slider was being changed.Fixed no Mystic glow in GlossaryFixed Overgrowth showing the wrong skill when going from Tree Form in GlossaryReactionary Armor skill wasn't functioning properly.Martyr Lifeforce was interacting with Spend TP effects. This has been fixed. As you spend Life and not TP to use skills.What's Next?v0.940 with an Increased Level Cap to 700This will bring - Level cap increased to 7002 New Mystic BossesTower Level cap increased to 899Empowered Base ...
Bug Fix Game doesn't load correctly when the player doesn't set their popularity All artists with the Easy Money Records label in the editor Bots with incorrect photos on the charts Player age displaying incorrectly (birth date always defaulting to 01/01/2000) Certificates page and StreamOnTrack with different SPS for the same album/song Small Changes Increased lifecycle of big hits on streaming platforms Decreased number of soundtrack invitations Song/album promotions on social media now have a limited impact to prevent flooding Store item prices now make more sense (lower prices will attract more public interest, and prices that are too high may cause sales to drop) Adjusts on TicTac formula Tour Promotion added on Social Media Small adjusts on the game UI