Thanks to everyone who has played the game!!! Your support means everything to me! Here are some QoL and balancing improvements!!Added a Void Preview Popup to see upgrades without needing to prestigeScroll position is stored once you close the card shop popup. So you buy cards faster!There's been some balancing on prestige items!!:D
Greetings Gifted Gifters! With the release of our demo you, as the community raised some concerns and with this patch we addressed as many of them as we can. Without further ado, here are the patch notes:Fixed an issue that caused the localization to mix with each other,Fixed an issue with Bibi (Yes the tutorial cat has a name) causing him to stay on screen after the tutorial is finished.Added a message to tell players that their orders will arrive the next day for clarity,Fixed an error in the Welp app causing some review texts to appear faulty,Fixed some performance issues.Fixed an issue in the Inventory app causing the available slots to show the wrong number,Added some quality of life features to enhance user experience further in BulkBuy, And inventory apps as well as the wrapping station. Thank you for playing our demo and giving feedback! We hope you enjoy this update and as always Stay Gifted!
demo The New Products Festival kicks off!
Hey guys, this is a small QoL patch, here are the things added/fixed: Added scientific notation Changed Greek, Japanese and Chinese fonts Fixed text being pixelated in big resolutions Fixed minor UI issues That's all for now, open to more QoL suggestions, just let me know!
Hi guys, today's update is quite small but I am sure some of you will really really appreciate it. Here are the changes: Added blueprint sorting (you can move blueprints up and down in the buildings menu) Added scientific notation (in the UI tab of the settings menu) Improved UI text in the game to not be pixelated in big resolutions Changed Russian and Korean fonts (to fix some pixelation issues) Let me know what you think of the update, and if there are other QoL features you would like to see in the game. That's all for now, enjoy!
demo The New Products Festival kicks off!
demo The New Products Festival kicks off!
Added Polish localization (thanks to Yu-1N_54N_17Y)Fixed a small issue with the German localization
fixed bug where achievements don't trigger after world reset in same playsession fixed bug where the first recipe is unvalid ensured buttons have no navigation on directional input after submit actions store page disclaimer now includes median playtime Thanks from otterhands! 🦦🦦🦦
Changes:- New technologies- New buildings- New achievements- New Cosmic Wonder- Minor tweaks
{STEAM_CLAN_IMAGE}/43688931/db5c735f7fa2813dc18dc5ae2e25e20f29b431f0.png Are you ready for this new chapter? I've been working on Idle Cave Miner for over 4 years now, it started as a hobby project that I worked on when I had some free time. I never expected much of it, but 4 years and 1.5 Million downloads later, it has become my full-time job, which still doesn't feel real to me. When I first made ICM, I had no idea how a game should flow, what made a good idle game, what elements players like, how to design progression, and many other things. These past years have been a big learning experience, and I now have the opportunity to put everything I learned into something new. Thank you for being with me on this journey, I couldn't ask for a better community! With that said, it's with great pleasure that I announce Idle Cave Miner 2, coming soon to Steam! Wishlist now to be notified when it releases: https://store.steampowered.com/app/3340830/Idle_Cave_Miner_2/ What's new on Idle Cave Miner 2: Idle Cave Miner 2 takes everything you loved about the first game and makes it better than ever with a fresh new look, completely reworked progression, an updated roster of miners, pets, a market, global leaderboards and so much more! New worlds have been added, including a Combat World, where you'll be able to fight monsters and defeat bosses to acquire unique items. How much will it cost? Idle Cave Miner 2 will be Free to Play. When does it release? The is no estimate yet, when I have one, I will make an announcement. Follow my socials to be up-to-date in any news: X (former Twitter): https://x.com/coldhoursdev YouTube: https://www.youtube.com/@coldhoursdev Reddit: https://www.reddit.com/r/IdleCaveMiner/ Discord: https://discord.gg/idle-cave-miner-1012009692370829482 What's next? The game will soon enter alpha testing phase with a very small amount of players to test all the new features, and get some early feedback on all the new changes. Thank you for making all of this pos...
Fixed the Egg showing up during the ending Fixed some German localization errors
I am very happy to announce Progress Racer RPG's official release date: June 17th, 2025 12:00pm PDT (noon) It will have a launch discount of 20%, bringing the price down to $5.59 USD. Playtesters have averaged ~9-11 hours to complete the game, give or take. We haven't had much time or budget to do a lot of marketing, so we're keeping our expectations low. However I can confidently say we are very proud of what we have made, and we hope that it reminds you of why you fell in love with video games. Please mark your calendars, I promise it will be the ride of a lifetime. Thank you all for your patience and interest, - Dave {STEAM_CLAN_IMAGE}/45343400/123a4627b128093ac78abf2fc3d30bb5389abb2b.png
Minor update, fixing some issues, and adjusting some upgrades to be stronger. Full log is here: https://towerball.wafflestackstudio.com/home/change-log
Cookie Clicker is now available on Xbox, PlayStation and Nintendo Switch! It is a full port of the PC game, published by our partners at Playsaurus. You can pick it up on your preferred platform through the links below, or visit cookieclicker.com for the full list of everything you can officially play Cookie Clicker on! The console versions are about $5 or equivalent in your local currency (and as always, the browser version remains free). Cookie Clicker on PlayStation Cookie Clicker on Xbox Cookie Clicker on Nintendo Switch We've got a new thread on the discord server for any bugs or feedback relating to the console versions. We've already got some performance fixes lined up; expect patches as we get the kinks out! Thank you for supporting what we make, we're already planning the next content updates! New features will release on browser first, then Steam and consoles. -Orteil
Hey! Sorry for being quiet the last few days, i'm currently working on version v0.2, a huge update that will change and add a ton of stuff. I've had to remake pretty much the whole code of the game for the new features, that will come with GeckoShop v0.2. {STEAM_CLAN_IMAGE}/45374738/a82a4a894e26dcc84fca944ec3aba60524285909.png As soon as everything's working I'll go live on Twitch and show some of the new stuff. Soon after that, a new Beta will be available for everyone to play on Steam. Gather your friends for the next update, the shop’s too busy for one keeper alone. Big shoutout to the best community, giving my best to make sure y'all will love this new update! {STEAM_CLAN_IMAGE}/45374738/2f287fd6c61eca1123e0ffb3affbc3885398232e.png
调整生产界面ui 降低一些解锁需要的数值
Changes: - New alien species added - New reset option - New resource: Antimatter - New Ascend upgrades - New technologies - New buildings - New achievements - New Cosmic Wonder - Minor tweaks
调整ui
Time is Honey v1.4 Patch Notes Bug Fixes Fixed: Stickers placed at the bottom of your hive can now be moved properly! Improved: Holding the sell button while opening bee packs now takes less time! Fixed: The "Medieval Hive" was incorrectly labeled as "Medieval Pack" in the hives shop. Fixed: Two missing accessories have been restored! You can now get the Heart Cloud (from the Cute Accessory Pack) and the Egg Hat (from the Funny Accessory Pack) as intended. Changed: The "Open 10,000 Packs" achievement requirement has been reduced to 3,000 packs! Fixed: Opening presents from bees no longer gives more card packs than intended. Fixed: When opening a Present Bee Pack with more than 27 bees in your hive (out of 30 max), bees in the pack will no longer overwrite your existing bees. Thank you all so much for supporting the game!
Hello Raiders! We are proud to announce that Raid Auctus now has Steam Community Items! You can earn following Steam Community Items by playing the game: Trading Cards Badges Profile Backgrounds Emoticons Cheers Cosmic Whale Team
Hello Raider! It's now just over a month after the release of Raid Auctus. We read through alot of feedback and decided to present this patch for you! New Game Plus New Game Plus is a new feature of the game. After clearing the last raid, an option to start "New Game Plus" will appear ingame. Starting a new run, will reset all of your progress. bosses will have higher HP and prices are increased. New Game Plus can be repeated indefinitely! {STEAM_CLAN_IMAGE}/45439109/fcd6bb5486211848a94123e62b353210f9d4738b.png Knowledge Transfer Rework Knowledge transfer will no longer reset your current progression, but only consume EXP Every 100 points gained through the system, will grant 1% increased EXP and Gold gain Price per point has been reduced from 1.000.000 to 100.000 EXP The last few milestone rewards has been changed, since character levels won't reset Knowledge transfer damage / attack speed / critical damage is capped at 9.999.999 / 10.0 / 9999% Other changes Character unlock requirements have been adjusted Skillpoints prices have been adjusted Blacksmith prices have been adjusted Honing prices have been adjusted Damage gained from honing increased from 1 -> 2 Critical Damage gained from honing increased from 1 -> 2 While we can't meet all expectation, we hope this is something you will enjoy! Cheers Cosmic Whale Team
Welcome to another issue of (the) New Gnorp Times, voted superior to The New York Times in a recently conducted survey (Sample size: 1; Margin of error: ±0%). The topic of today is The Ring, a new mechanic designed for the Epilogue Expansion. The Epilogue is an upcoming free expansion to (the) Gnorp Apologue in the form a new mode, which will include new talents, mechanics and a different ending. The Ring If you look above while playing the Epilogue, you will find a number of particles that compose a ring around the planet of the gnorps. {STEAM_CLAN_IMAGE}/44722791/edc8398ed330613d7c690bf76ee2c9e881b5747f.gif The ring is not precious. It is the worst. Not only does the ring reduce the amount of damage and collection the gnorps do through its oppressive presence—it is also hoarding talent points. Besides further beating up the rock, in Epilogue you also want to reduce the ring integrity in order to get those talent points, increase collection and damage, and ultimately win. It was the rock all along The ring is the rock's fault. In the base game, during compression events and prestiging, the rock reclaims shards that were ouput. In Epilogue, things are slightly different. {STEAM_CLAN_IMAGE}/44722791/230cf66e3ddfb753880df1d8e536888c4bdff322.gif When a compression event occurs in Epilogue, shards fly up and coalesce into more ring particles. This further reduces damage and collection, and makes it harder to collect talent points from the ring. This downside of compression is intended to allow for a little more strategy about when to compress, but is not meant to be very punishing. How do you destroy the ring? I'm not telling. Other news Before we get into the next section, which will be about optimizing the performance of the ring, I want to quickly mention a couple of things: I am not 100% happy with the beta patch. More work has to be done, but Epilogue feels right to prioritize right now. I've shifted the road map a bit. Gnorps in Space will be the next focus after ...