Major :Fixed an issue causing the storm to cause crashes for some playersImproved late game optimizationMinor :Locked island VFX could still appear when loading into a save
Hello Alchemists! I'm revealing a new game that I've been working on, Sprout's Meadow! Sprout’s Meadow is a cozy farming simulator where you manage a team of cute Sproutlings! Grow crops, raise animals, and craft recipes to expand your land. When you're ready for adventure, board your hot air balloon to trade or venture into the mystical clouds to uncover magical secrets. If you liked Alchemist's Garden I hope you'll like this game as well. It'll have tons of cute and cozy mechanics as well as the satisfying gameplay and crafting found in Alchemist's Garden. Wishlist and follow along, it really helps out with the algorithm! Thanks for all the support!
Hi PickCrafters, In today's update, we have completely reworked the Statistics screen. It is now easier to navigate, contains significantly more information, performs better, and provides much more complete statistics of your PickCrafter journey.ChangelogStatistics Menu ReworkCompletely redesigned and reorganized the Statistics menu.Added dedicated categories for:ProgressPPSGameplayMobsAbilitiesBlocksEventsAdded functionality to search Statistics.Search supports all available languages.Added new Progression Statistics:Current AscensionLifetime Ender Pearls EarnedLifetime Ascension Crystals EarnedHighest Ascension Crystal BalanceAdded PPS breakdown:Added a detailed breakdown showing you were your PPS comes from:ArmorWeaponsBiome ItemsMythical ItemsCompanionsSeasonal ItemsBoss ItemsBase PPSItem, Treasure, and Badge BonusesAscension BonusOther BonusesTemporary BonusesRaw PPSAdded all previously missing Statistics for:BlocksItemsMobsBiomesAbilitiesAdded new Event Statistics:Times CompletedBadge Levels EarnedEvent Mobs DefeatedEvent Chests OpenedEvent-specific collectibles like Scrolls and EggsThe Statistics menu is now localized in all available languages.Optimized the Statistics menu to significantly reduce its performance impact.FixesFixed an issue where Achievements sometimes wouldn't unlock.ChangesUpgraded Unity Version to 6000.3.20f1.If you like to see any improvements or features added to PickCrafter, please let us know here in the comments or join our official Discord server!Discord: https://discord.gg/pickcrafterStay awesome and happy picking!
This post is not only about what is coming. We also want to clear up a mechanic that has been confusing for a lot of you. At least 20 chapters The game will have at least 20 chapters, and many unique bosses will show up along the way. So far only one of them has crossed your path: The Lesser Kraken. A unique boss dies only once Each unique boss can be killed only once per character. Once it falls, its room is left empty or closed off. A rebirth does not bring it back. Getting to them In many cases, reaching a unique boss means clearing an obstacle first, and that will require a specific key item, skill or spell. For example: if the boss sits on a ledge, you will need a grappling hook and rope, the climbing skill or the levitation spell. This is where the academies matter Some of those key items can be bought at the market, but every purchase has its cost: that money no longer goes into the upgrade that raises your consumables stock. If you would rather avoid that, you will have to pick a route through an academy where you can obtain the means to clear the obstacle. And in some cases, passing that academy's trial means training a combat ability that is not your class's primary one. Rewards are collected at an academy Once a unique boss is defeated, its reward does not appear on the spot: you collect it at one of the academies. What you get are materials that members of that academy harvested from the boss's body, handed over when you pass their trial. Those materials are used to craft items. Some grant percentage bonuses to your character, and others are mandatory in order to defeat other unique bosses. Is killing them mandatory? In most cases, no. But investing time into routes that kill them once per character opens access to items that make you advance faster than normal, or that let you get through the unique bosses that are mandatory with far less effort. Even so, enough grinding will always see you through. General rule If you do not need a specific key item, s...
HeyWe're aware of optimization issues on the guest player side while playing coop and we're working on it.This bugfix fixes below issues:Fixed some localization issues between multiple languages.Fixed achievement "Perfect Timing" not popping up.As always you can reach out to us in our Discord. EEXimium / zerotask.
This patch brings a lot of graphics into the game: crests, kits and sponsor marks. That also means more for you to design yourself in the editor, and it means your own files need updating again. Sorry for the hassle. All of it is groundwork for the animated scenes now being planned. Thank you for all the feedback, you are a truly great community. Crests and kits: Every club has its own colours, its own crest and its own kit, derived from its ID so it looks the same on every device. The crest appears where a club stands on its own (tables, rankings, club lists), the kit where two clubs face each other (scoreboard, fixtures, results). Four crest shapes with real-world models, weighted differently per country. Your own images: Crests, kits, away kits, sponsor marks and pitchside boards can be uploaded - one at a time in the editor, or as a ZIP for the whole squad. SVG is accepted and rasterised. A template ZIP with every club name in your active database is included. Sponsor marks: Every sponsor has its own mark with colours, pattern and monogram. 32 pictograms are recognised from the name: Blue Cow Energy gets a cow. Fully editable. Finances: you can see where the money goes: Every row of the finance screen expands and shows its individual entries with amount, count and matchday. Each cost item carries a question mark that explains that item. The three key figures are clickable too: monthly fixed costs, board satisfaction and the financial rating now show how they are arrived at. Tax and rating: Tax on your season profit drops from 25 to 10 percent. And the financial rating now measures your balance against your squad value: AAA is reachable for a small club too, instead of only for whoever already has the most. Fan shop: The order buttons count the home games you have left instead of the whole season - before, from matchday two onwards you were buying stock for games long played. New: the domestic cup scarf, unlocked by reaching the cup final. The whole screen is spl...
Some bug fixes
A small mistake I made while pushing the previous update caused crashes for many players playing the game in English. I’m really sorry about this. I fixed the issue right away, and thank you for your feedback! Have fun! Aziz
Stability Pass, Ability Aiming Overhaul & Twitch Improvements We've pushed a round of important fixes and quality-of-life improvements over the past couple of days — including a fix for a freeze some players hit when selling items in bulk, a raid-progression bug, a substantial upgrade to how manually-aimed abilities look and feel, and new tools for streamers. FixesFixed a freeze when using "Sell All." Selling large batches of items could hard-lock the client. This is resolved. We also fixed an underlying bug where items equipped on other Minimon weren't properly detached when sold, which could cause sold gear to return to your inventory after reloading. Raid checkpoints now function correctly. Previously, being defeated after clearing a checkpoint would restart the entire raid from wave 1. Raids now resume from your last checkpoint — and correctly redeploy the full squad you entered with, not a single Minimon. Muting no longer overwrites saved volume levels. Adjusting volume sliders while muted is now preserved instead of being discarded on unmute. Saves affected by the previous behavior are automatically repaired on load. Confirmation dialogs now always render in front. The Yes/No confirmation pop-up (used for selling, slot purchases, and more) could appear behind open menus such as the Roster page. It now draws on top in all cases. Ability & Aiming ImprovementsReworked targeting feedback for manually-aimed abilities. Hovering now highlights the exact unit that would be hit, scaled to the target's size; the cursor grows and warms over a valid target; and multi-use abilities display a remaining-uses counter with a countdown timer. Hit detection now covers a unit's full sprite rather than only its center. Axe now deals true damage, bypassing armor, block, dodge, and resistances for reliable damage against durable targets. Shields still absorb it. Dark Pull has been reworked from a small-radius gather into a field-wide effect: target any location and all enemies are d...
Patch - v1.0.6Changes:Quantum-Era upgrades no longer can be upgraded beyond their limits.Token multiplier in I/O at level 30 should no longer cause tokens to decrement.Things that cost more than 9.22e18 should no longer be free due to integer overflow.I/O upgrade limits have been re-introduced for balancing.New "Salvage Random Node" button has been added to the token shop. You can now sell a random node in exchange for a random stat upgrade. This is so that anyone who is over the limit and either wants to go below it, is having performance issues, or wants to give re-rolling their nodes another shot, has an opportunity to do so.Game should not slow down or crash after minimizing and reopening.Fast Path max has been removed. Now will disable if no paths are available.I hope this was able to address the issues you all have been experiencing. If any other issues exist, or arise as a part of this patch, please let me know so I can get them sorted as soon as possible. Thank you all for the support, and the feedback!
Hi everyone!It's been about 24 hours since Desktop Detective came out, and it's been so incredible to see you all play and enjoy the game!Some of you have been reporting some bugs/preferences, and we just pushed an update to address them! Below are the notes:Fixed a bug that caused loot shadows cast on walls when positioned closed to them in some areas Made it such that you can receive fractional Ascendium, to make it easier to see how close you are to your next Ascendium milestoneFixed the tip text for the Ascendium entry that showcased an outdated formulaFixed the tip text for the Momentum entry that showcased an outdated formulaMade it such that you can toggle fullscreen on/off with the "F" key.Thank you all SO much for playing the game so far! If you've been enjoying it, a review would be super helpful and is the best thing you could do to support the game.I'll see you soon, and I'm off to work on the game some more. Let me know what you think of it so far :)- Conrad, Lead Developer
No new content. This update has some UI changes including a full set of Help Screens and a more prominent way to view missing stats with the Stat Advisor button. It also condenses the top right menu buttons slightly.Despite the relatively minor changes, this is also an engine update and some major back end changes to allow for a completely separate mobile version UI.Changes:Top UI changed, right side button grid reduced, one Saves button to handle the 3 previous buttonsVersion info button is now in settingsNew Help tab with a bunch of informationNew Stat Advisor button that will indicate when you are missing stats for the tab you are currently onAuto merge and shard stats AI Upgrades removed and refunded, bundles adjustedShards now always Auto MergeAI tab renamed AutomationBuy amount moved into each screen that it matters for and tracked independently"Smart" setting added to Core buy amount buttonVeil Shift moved to its own top level buttonChallenges moved into Prestige screenLoadouts now properly arrange your weapons in the right orderMade the splice onboarding tutorial buttons a bit more obviousUnlocking Galaxy 11 now also speeds up Instability generationFixed issue with lag spikes right on Colossal spawnFixed warp auto run next difficulty issuesA whole bunch of other minor fixes and ui tweaks
Patch NotesOur Season of Adventure is here for three more weeks!Bring Ludicrously Expensive Plastic to Sardinex to exchange for cool rewards!!New PvP and Trials events have begun!After the Trials event ends, get ready for a Gauntlet event until September 3rdThe Inferno Dimension Expedition event is here until August 27thAfter the Inferno Dimension Expedition event ends, get ready for a GvG event featuring new thrones until September 3rdChange LogsFixed an issue that caused players to get stuck in Martyr's Garden
Hello Grass Touchers! I'm excited to announce that the Steam store page for Only Up: 2D Platformer is now live! If you're interested in the game, please consider adding it to your wishlist. Every wishlist helps a lot and means a lot to me! Thank you for your support! Have a nice day! ːsteamhappyː
Patch Notes — v1.056This update focuses on a balance, dungeon progression, boss difficulty, and bug fixes.Main ChangesMajor balance updateRebalanced loot, enemies, upgrades, and perksImproved progression rewards to make deeper dungeons more worthwhileBoss changesStrengthened the Duelist mini-bossRebalanced several enemy and encounter valuesCombat and tutorial fixesFixed a critical issue where defeated characters could continue attackinFixed combat becoming stuck after the Knight, Dragon, or Duelist reached zero HP
- No need to click, the character will auto-click when standing near a resource. - Store changes - Events changes, changed UI, added possibility to divide quests per event days. - Bug Fixes
The day has come. We all have been waiting for it. The road was long, hard, and not always straight, but we kept walking—stubborn as a cat heading for its bowl.Is it a good game? Heck if we know! When you're this deep in a project, you lose all objectivity. But we can tell you for sure: Kota and I put a hell of a lot of effort into it. So… we did our best. Your reviews will show the rest! Hope you enjoy hunting for lewd cards!P.S. Will there be… well… lewd-ER cards?Oh, they're coming! When exactly? Tricky question, but we're aiming for before the end of the year. We're a bit stretched thin right now, so we couldn't finish the 18+ version alongside the vanilla release. But it's already underway.We plan to release it first for our Patreon and Boosty subscribers, and later add it as a DLC on Steam. Hopefully, Steam-chan won't smack us with her ban hammer for this hornication!
Release v1.6.32: + Minor balance changes and tweaks --- Major Release v1.6.0: Military ranks, household pets, marriage deals and much more!
- Fixed the game strip covering menu and tutorial controls on smaller displays. - Tutorial steps now automatically scroll required buttons into view. - Repositioned the Log Flatcar tutorial instructions for clearer visibility. - The final tutorial step now highlights the always-visible Depart button. - Added improved Windows graphics startup diagnostics and troubleshooting launch options. - No gameplay or balance changes.
Yooooooo! Today's the big day: Berry Bury Berry is officially out for XBOX Series X/S, Playstation 5, and Nintendo Switch! Along side that, we have a new console launch trailer: AND a Ms. Rainbow Plush made in collaboration with Youtooz! {STEAM_CLAN_IMAGE}/45863579/9e5797c8f6b53a9f878431f84c6e8df436edf3f2.png The plush goes on sale (Today!) Aug 20th, 3pm EST, Link: Ms. Rainbow Plush Page And lastly, a BIG THANK YOU is in order: As many of you know, Berry Bury Berry was primarily a solo developed game. It's been absolutely surreal to see the response and love you have all shared for the game over the last few months. I have never released a game on consoles before, so that too is a big step and achievement. - and one more big shoutout to Black Lantern Collective for helping bring the game to consoles. I would have been way over my head otherwise! Thank you all for the support, and I can't wait to show you what I've been cookin' next :D
Two new languages: Polish and Simplified ChineseNew "Import from another character" button in the Automation panel: it copies the presets of another of your characters and translates every plan to the routes you pick, chapter by chapter. The difficulty colours are those of the class receiving the presets, not of the one that built them, and you decide whether it stops at each route's academy. When it finishes you get a summary of what was carried across, what was queued on top and what was left out because it does not exist on the new routePresets arrive all together or not at all: if there are not enough free slots you get a warning and nothing is touched, and repeated names are numbered so queue triggers keep pointing at a single presetThe Speedrun panel shows the Life gained in the last Rebirth, as a percentage and as a figure, above the innate gains
A small bug-fixing update is here!FixesFixed the wildflower unlocks - unlocking lavender flowers from the Honey Album no longer unlocks all new wildflowers at once.Woodlings no longer remove their hats after tending beehives.Fixed selecting skins on Preset 1.One more thing! We forgot to mention this in the previous update: you can now place the picnic blanket directly on grass as well 🌿Thanks for reporting issues and helping us improve Focus Grove! ❤️
Hello everyone, Daymark v1.0.1 is now available. This small update focuses on improving desktop companion controls and the custom application setup experience, while also fixing several issues left over from the initial release. New Features: Added a persistent “Click-Through” mode for the desktop companion. When enabled, the companion remains fully visible but no longer intercepts mouse input. The click-through state is saved automatically and remains active after restarting Daymark. Click-through can be enabled quickly from the companion’s right-click menu. It can be enabled or disabled from the system tray, where a checkmark indicates when it is active. Click-through can also be managed from the Character Career page. The existing temporary dimmed click-through behavior remains unchanged and works independently from persistent click-through. Bug Fixes: 1. Fixed an issue where the companion would reappear after being hidden from its right-click menu whenever the mouse was used. 2. Unified the behavior of the right-click “Hide” option and the in-app “Hide Companion” action. 3. Fixed an issue where “Detect Current Application” worked only once and could continue returning an outdated application afterward. 4. Removed the unreliable “Detect Current Application” option. Applications are now selected consistently from the process list. 5. When quickly adding a rule for the current application, Daymark now pre-fills the rule using the application information it has already detected. Interface Improvements: 1. Improved the layout of desktop companion controls to reduce interface crowding. 2. Shortened “Hide Companion” to “Hide” in the companion’s right-click menu. 3. Standardized the in-app wording for “Show Companion / Hide Companion” and “Enable Click-Through / Disable Click-Through.” Updated and completed the related text across all supported languages. Thank you for your feedback. We will continue improving Daymark’s desktop companion experience and everyday usabilit...
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Nine years ago you took an interest in a game about polygons eating polygons. That is still the largest group of people who ever have, and we have never quite got over it... We have built something new - Now instead of polygons it's sprites eating sprites..Captain Contraption's Safari Park is a park management game with a properly simulated ecosystem underneath it - no fences, no enclosures, no way to tell an animal what to do. Every creature is an individual now, so herds have stragglers and wanderers. Territories pass down through generations. Creatures sleep. Fights end in routs and chases instead of always ending in a corpse pile. The playtest is now permanently open to everyone. Free, no invite, no deadline.If you know what a food chain looks like just before it falls over, we would really value your eyes on this one.