Added1. Added First person view 2. Added a system of movement over obstacles (parkour)3. Added the ability to search objects on the map4. Added the ability to catch fish5. Added tilt when aiming6. Added new types of mutants/zombies7. Added new locations 8. Added throwing weapons9. Added new types of weapons10. Added new models of trees and environments11. Added the ability to sell found and crafted items12. Added descriptions of locations on the world map13. Improved user interfaceFixedFixed temperature issueFixed missing modules when repairing weaponsFixed the issue where weapon modules would disappear upon deathFixed collisions of objects on the mapFixed complete immortality when using certain types of equipmentFixed passenger position inside carsFixed jump not using staminaWeapon, trade, and food balance has been reworkedIn the next update (the update will be on September 20th)Improved optimizationReworking the main and secondary quest lines
Celebrate Steam’s Pins & Pegs Fest with huge discounts! Grab Idle Gumball Machine at 30% OFF Until Aug 20!Thank you to the 11,875 players who have purchased this short and relaxing Plinko-style INCREMENTAL game! If you haven’t had a chance to check out Idle Gumball Machine yet, why not start your pinball journey right now? ːsteamhappyː
Hah, and I thought after release 2.0 I'd be feet up on my yacht in Monaco*.I made some changes, thanks for your feedback. ChangelogLots of optimisation. Game should run about three times faster. (my code was/is horrendous)Worked on the money popups so they're more reliable at high speed.Print progress bars don't jump when just started by a worker.Orders arrive two to three times faster, and the board holds up to ten at once instead of five. The extra offers you were meant to get at 70 reputation weren't working correctly, so that is fixed too.The window can now shrink to half the width of most screens, so you can play alongside a browser or a video. The top bar wraps instead of hiding the pause and settings buttons.Added a prestige section to the help menu explaining how the bonus is worked out. A few other help entries were out of date and have been corrected.*Disclaimer - I do not have a yacht and have never been to Monaco
Optimization When the system detects that the player has no weapons, it will automatically grant the player a lowest‑tier weapon.
The Singularity Perks/Penalties tab has received a major overhaul!
- Fixed an issue where the "No Room Left" achievement could trigger without actually having filled every slot with special pins. - Fixed an issue where certain pins wouldn't reset their state when using Auto-Retry.
Tavern Board - whole-roster party listings Publishing now posts your entire guild roster as one grouped party listing instead of one character at a time. Other players can hire the whole party for a raid, or pull individual members into a dungeon party. The Tavern Board's "Players" browse section now server-side samples real player listings (rate-limited, capped) instead of an unbounded fetch that got slower as more players posted. Accounts with leftover per-character listings from the old model are recovered automatically, once. Login/session fixes Fixed a flash of the sign-in/create-account screen for already-logged-in returning players, caused by a race between local-save loading and auth-session restoration. An involuntary session drop (idle refresh-token expiry, cross-tab sign-out) now flushes and mirrors your save before falling back to the logged-out view, instead of risking a save that looks like lost progress. Offline-progress correctness (4 bugs fixed) Raid parties containing hired guildmates or Tavern mercs would clear once during an offline session and then sit idle for the rest of it instead of continuing to farm. Any raid — including bot-only parties — already sitting on its victory/wipe screen at the moment an offline session began never resumed at all, for the whole gap. The Tavern Board's daily assist-token cap was keying off the real calendar date instead of simulated offline time, silently capping multi-day-offline lenders at one day's rewards. Dying in a dungeon (solo or full party wipe) never auto-retried, live or offline — fixed to auto-retry once death fatigue clears (~60s), with a visible countdown on the wipe screen. Infrastructure Two Supabase migrations applied to production for the party-listing feature (backward-compatible with any not-yet-updated client).
1.03.10 Rebalanced the campaign. Added enemy indicator icons. Reduced the difficulty of challenges. Increased rewards for levels 12+. Fixed save issues on macOS.
Thank you to everyone who has bought Void Salvage, shared feedback, reported bugs, or supported the game since launch. It means a lot, and I've been working through that feedback to improve progression, clarity, balance, and several of the game's systems.If you've been enjoying Void Salvage, please consider leaving a Steam review. Reviews are one of the biggest ways you can help the game reach more players.Version 1.2.1.2Bug FixesFixed Flagship defeat visual & input lockFixed Milestones:"Follow the Static" now correctly counts towards Ping POI event."Curiosity Killed the Cat" no correctly counts towards jumping to Unknown POIsFixed Typos:+1 LOT to +1 SLOTCore UpgradeAvailable to Core Upgrade Availableversion 1.2.1.1Core Upgrades & ProgressionAdded two new endings: True Ending and Bypass Ending.The Flagship is now available on every 10th Sector.Added System Wear Avoidance, reducing the chance for equipped SYSTEMS to take damage.Meld upgrades can now be leveled up to allow higher-tier SYSTEMS.Critical Damage output has been increased to +1.5 per level.Reaching Continuum 5 now also unlocks the Ship Bay.Ships & Ship BayPurchased ships now carry over globally between save slots.The Ship Bay can now be viewed from regular areas once unlocked.Ship purchasing is now gated by your highest Sector reached instead of your current Sector.Ships with built-in SYSTEMS now start those SYSTEMS at Tier 3 with 3 Integrity.The Ironbound now starts with 1 slot.MilestonesMilestones now display a progress counter.Unachieved Milestones can now be pinned to the top panel during gameplay.Black HoleJumping backward or forward through a Black Hole no longer removes currently equipped SYSTEMS or weapons.Added a jump-distance selector above trajectory cards:1 Sector5 Sectors10 Sectors20 Sectors~ to jump toward the first Sector or highest Sector reachedAdded Jump Bypass, allowing you to jump directly to Jump 9.Loot & SYSTEMSThe number of loot cards now dynamically increases based on the number of ...
Galactic Overthrow has now been updated to version 1.2. This update includes a few bug fixes and optimizations to the simulation, as well as laying the ground work for some future updates (more on that coming soon).New FactionA new 10th faction has been added to the game, so hop in and check it out. I wanted to get the roster filled out to the full 10 planned since the initial release, but needed some significant changes to the systems in the game to be able to support some of the things I wanted to do with new factions going forward. This update has made some of those options possible, so I've added a faction that utilizes some of those changes.Changes to SystemsThere should be no visible gameplay changes to anyone who's been playing already, and your save files should be able to seamlessly support these changes (and the additional faction unlock) with no issues.The main intent of these changes was to remove some of the development short cuts I'd made close to release and to pave the way for future changes in a much more manageable fashion. Things were a bit hectic from release, and then a small break, so I wanted to get back and get those things fixed and out of the way.Generally this means research data, and planet data are handled more efficiently and more generically when it comes to gameplay modifiers. A big area of limitation was around randomized effects, choosing between options, or being able to dynamically disable / enable certain techs and effects based on factions and game state.Bug FixesThere were quite a few minor bugs and issues that popped up over the last month as the player base has increased. Overall the game has been stable with a very limited number of crashes during this time, but some visual inconsistencies and gameplay hinderances have been improved.Fixed an issue with the goals and objectives list not updating if a menu was opened around the same time. This was a race condition that was not easy to hit, but thanks to some dedicated playtest...
Hello everyone!Do you remember those nostalgic water ring-toss games where you tried to land the rings on the little plastic spikes?Well, we made one where landing those rings actually gets you somewhere! Get ready for satisfying moments, unexpected combinations, and maybe... finally completing one of those things.This is the game we are working right now: ☘️🐬 Frutiger Aqua Rings 🐠🌏 And what a best way to start by participating at the Steam Pins & Pegs Fest 2026!If you like this type of games we would love if you could spread the word to your friends and wishlist the game!We will provide more information and prepare a super cool trailer of the gameplay!That's all for now! Hope you like what you see for now!Hyper Three Studio team
Highlights: This round answers a few pieces of feedback we've heard from you lately. First, many of you had already logged 50+ hours on Steam, yet the "Island Veteran" achievement still wouldn't unlock—that came down to how we used to count playtime. It now tallies your total time across all your save files and syncs with Steam Cloud, so it lines up much better with the hours on your Steam profile. Second, by popular request for more trading-post automation, auto-sell gains a new "Reserve" mode: set an amount to keep on hand, and the post only ever sells your surplus. Third, we've made expedition base rewards more worthwhile—every success reliably pays out coins, with more exotic ingredients too. Thank you to everyone who shared suggestions. Gameplay Improvements Achievement · "Island Veteran" now counts across all saves: Before, playtime was counted per save file—so if you started a new game or hopped between several saves, your time got split across them, and none ever reached 50 hours. The achievement could stay locked even when your total on Steam had long passed it. Now it counts your combined playtime across every save and syncs with Steam Cloud, matching what you see on your profile. Long-time players won't start from zero—the game seeds your total from your longest existing save. Trading Post · New "Reserve" trading mode: You can now set a reserve amount for an item at the trading post. The post automatically moves everything above that amount into the sell area, always keeping your reserve in stock, and keeps topping up the sell area as you produce more. Paired with "Loop" caravans, this gives you a hands-off "keep some, auto-sell the rest" setup—one more way to run your trade. Items with a reserve show a small loop icon in the top-right corner, in both your inventory and the sell area; hover or right-click to view or clear it. Expeditions · More worthwhile base rewards: By popular feedback, an expedition's base coins and supplies felt too thin. Now every s...
新增传说戒指【精准指环】- 传说护符【破界护符】 修复毒刃附魔意外不生效的问题 修复追猎者之眼意外不生效的问题 调整骑士技能-反击姿态
Another Year!The 17th of August marks 8 amazing years since the launch of Coloring Pixels, and 9 years of ToastieLabs! After a trickier 2025, it feels like 2026 has been our year; we have found our feet again and are back on track for our ambitious goals! Moving into new premises, networking with the local Game Dev community and porting our games to Xbox for the first time, to name but a few!Not to mention our long-overdue Rebrand of our Games Studio Logo! We've wanted to update this for a while to make our logo have more colour and be more in line with Gaming!An Exciting Evolution!As you've seen in our Vlogs, the last office was falling apart (Literally!) with a hole in the roof causing rain, mould, cold and electrical problems. Far from ideal conditions that not only affected our moods but also our ability to work. Thankfully, we got rescued by "Council James", as we lovingly call him, and moved into temporary Gateshead Council-provided offices before finalising our move into the new ToastieLabs HQ! We have a cool sign and everything!As the office space is much larger than the 3 of us need to make games, we are in the process of acquiring investment to expand our reach into the local gaming community as well as online! If you're in the area, maybe consider stopping by to buy some merch, try our escape room or play some games in the Games Corner room!Don't worry! This new venture won't affect our regular Game Development, and we still have exciting plans coming for the games you know and love too.Patreon OverhauledWe've always been very thankful for our steady Patreon support. You guys have been the constant moral and financial boost we've needed for such a long time.Our Patreon was always just a nice-to-have option for anyone who wanted to support us a little bit more than buying our games. Once we set it up, we kind of just left it to steadily grow, always wanting to offer more but never having the time. However, since you have all been an amazing support for so ...
Another Year!The 17th of August marks 8 amazing years since the launch of Coloring Pixels, and 9 years of ToastieLabs! After a trickier 2025, it feels like 2026 has been our year; we have found our feet again and are back on track for our ambitious goals! Moving into new premises, networking with the local Game Dev community and porting our games to Xbox for the first time, to name but a few!Not to mention our long-overdue Rebrand of our Games Studio Logo! We've wanted to update this for a while to make our logo have more colour and be more in line with Gaming!An Exciting Evolution!As you've seen in our Vlogs, the last office was falling apart (Literally!) with a hole in the roof causing rain, mould, cold and electrical problems. Far from ideal conditions that not only affected our moods but also our ability to work. Thankfully, we got rescued by "Council James", as we lovingly call him, and moved into temporary Gateshead Council-provided offices before finalising our move into the new ToastieLabs HQ! We have a cool sign and everything!As the office space is much larger than the 3 of us need to make games, we are in the process of acquiring investment to expand our reach into the local gaming community as well as online! If you're in the area, maybe consider stopping by to buy some merch, try our escape room or play some games in the Games Corner room!Don't worry! This new venture won't affect our regular Game Development, and we still have exciting plans coming for the games you know and love too.Patreon OverhauledWe've always been very thankful for our steady Patreon support. You guys have been the constant moral and financial boost we've needed for such a long time.Our Patreon was always just a nice-to-have option for anyone who wanted to support us a little bit more than buying our games. Once we set it up, we kind of just left it to steadily grow, always wanting to offer more but never having the time. However, since you have all been an amazing support for so ...
FEED THE AI just reached 10,000 WISHLISTS! Exactly one week before launch!I honestly did not expect it to go this far.The game is ready, and I'm slowly wrapping up the last things around the Steam page, marketing, and everything else before release.Thank you so much to everyone who played the demo, wishlisted the game, shared it, or gave me feedback along the way. I really appreciate all the support! ❤️FEED THE AI releases August 24th at 4:00 PM CEST / 7:00 AM PDT.See you in exactly one week!
Balls & Gamble is officially released on Steam!Shoot, upgrade, gamble, and see how far you can it can get!🔥 30% launch discount for a limited time! Balls & Gamble is also a participant of the Ukrainian Game Festival!Thank you for supporting an indie Ukrainian game! ❤️
VOID PACHINKO IS OUT NOW!!We're thrilled to finally reach the public release of Void Pachinko!The public demo gave access to the first era of the story, while the full game spans 4 additional eras. Altogether, we expect the game to take most players ~4 hours total.We've also made the OST available if you wish to show additional support. Be sure to check out the Supporter Pack bundle for the best possible price!Pins & Pegs FestSteam is running an event entirely dedicated to all things Pins & Pegs. This includes pinball, pachinko, plinko, bowling ang more! If you're a lover of physics-based randomness, then this event is just for you!We're pleased to shout out our friends over at Okomotive who are also participating in the event with their pinball roguelike, PinKeep!BUNDLESPaired Publisher Packages2 Left Thumbs has published a few other games that we felt would pair will with Void Pachinko. Support indie devs and publishing with any of these available options!Multi-Game MegabundlesRavenous for a specific genre of game? We've got you covered! Check out these beefy megabundles for a wide array of quality games to check out.Pins & Pegs - Games inspired by pachinko, plinko, and other peg-like gamesIncrementals - A wide array of distinct indie incremental gamesAdditional BundlesThis link takes you to a landing page with ALL available bundles. We did our best to pair with other games and developers we're fans of, in the hopes of spreading the love between our games and introducing you to some fresh and fun indies!
Hi everyone!First of all, I just want to say a huge thank you to everyone who has bought, played, wishlisted, reviewed, or shared Pegfinity so far.The launch has been a fantastic start for the game, and honestly, it means a lot. Pegfinity is made by just me as a solo developer, so seeing people play the game, chase scores, break the board, and share feedback has been incredibly motivating.Pegfinity is Part of Steam’s Pins & Pegs FestPegfinity is also participating in Steam’s Pins & Pegs Fest, running from August 17–20.To celebrate the festival, Pegfinity is included in the Pins and Pegs Megabundle, together with a lot of great games about pins, pegs, pachinko, pinball, and chaotic bouncing things.If you enjoy this kind of game, the bundle is a great way to discover more games in the same space ːsteamhappyːThank you again for giving Pegfinity such a strong start.It really means a lot. – Lasse
Hello friends!Sometimes life brings unexpected challenges, and other times moments to unwind with a good story. In Hero of the Kingdom II, our hero faces a tough task as he sets out to rescue his beloved sister from the hands of pirates. ːrainbowtintedshellːDon't worry though—everything unfolds peacefully and without any rush, just the way you like it. This time, you'll even build your own ship to sail to distant, uncharted islands. So if you've been in the mood for a new journey filled with lovely scenery and good deeds, we have wonderful news—the game is now 70% off.We're truly grateful for your continued love and support, which allows us to keep weaving these stories for you. ːoldmapːWishing you many cozy and peaceful moments while playing!
- Fix missing gold prestige point - Make most monuments available from the start - Add clearer explanations to Vassal Doctrine tooltips and Royal City tooltips
The Eternal Woods is releasing today! It's been fun getting it to this point and I hope you all enjoy it.
Upgradia will be updating in the next hour, please allow 20 minutes for maintenance to complete. Hello Adventurers! This update focuses on fresh UI customization, new cooking content, clearer combat feedback, profession quality-of-life, and a few important follow-up fixes from recent reports. Your suggestions and support have been amazing, and we have already managed to add many of them to the game in the last couple of weeks, and more are planned for future updates too, keep the ideas coming! New UI CustomizationDark Mode has been added as an unlocked-by-default graphics option.An Always Night graphics option has been added.Players can now unlock and select UI Theme Colors for the main panels and tabs.New UI Theme Colors include Ocean, Forest, Royal, Ember, and Starry.New UI Theme Dyes can very rarely drop from dungeon enemies and dungeon chests.Dungeon Chest preview windows now show the new UI Theme Dyes in their possible cosmetic dye drops. New Cooking ContentAdded 11 new Basic Fire foods, including 6 Mana-restoring cooked items and 5 Stamina-restoring cooked items.Added 15 new Cooking Station recipes focused on Mana and Stamina restoration.10 existing Basic Fire foods now restore a second resource as well as HP.Basic Fire has been updated.Basic Fire now has HP, Stamina, and Mana filters in the Add to Queue list.Basic Fire and Cooking Stations now continue more reliably after switching tabs, windows or offline. Journal And Profession Quality Of LifeCrop, fish, forage, and mining selection panels now have expandable views.Equipment can now be compared against currently equipped gear. (Press Shift while hovering) Bank storage now supports Shift-click quick transfer.The Village Lake now has its own fishing board.The Village Pond now has its own fishing board.The Journal now has a search bar across the full journal.Journal search results can be clicked to open matching detail views where supported.Profession auto tooltips now render above cards and panels correctly. ...
Guilds of Mountgate – Update v0.3.0.8Greetings Adventurers,v0.3.0.8 is now live – including its first hotfix!This is a smaller update following the much larger v0.3.0.7, but it continues expanding progression while improving some of the systems introduced over the last few updates.The Skill Level Cap has been increased to Level 42, Edric's travels through Vellgar are becoming more tangible, the Journal is easier to navigate, and Cooking receives another step towards more convenient late-game production. Progression Continues to Level 42The maximum Skill Level has been increased to 42, opening up the next small stretch of progression.We've also adjusted the XP curve from Level 40 onwards following the first players reaching the new progression range.This will continue to be an ongoing process as higher-level content is introduced and we get more real player data for the later parts of the game. Meet Edric on the RoadEdric Wayfarer's journey through Vellgar is becoming a little more physical.If you and Edric are traveling along the same route in opposite directions, you can now actually encounter him on the road.This is another small step for the Living NPC system towards making NPCs feel like inhabitants of the same world rather than characters that simply appear at predetermined locations.So if you know Edric is somewhere out there – you might actually run into him. Journal SearchAs the Journal continues to grow, finding specific information has naturally become more difficult.You can now search the Journal directly, making it much easier to find resources, recipes, discoveries, and other information you've already collected. Bulk Cooking & Thin PaperNew Bulk Cooking recipes have been added for later Cooking progression.These provide more convenient options for producing larger quantities once you've progressed far enough, rather than requiring the same early-game production methods forever.Thin Paper can now also be crafted and purchased from the trader in Smallbro...
Fixes:Frequently changing HUD tips (gamepad - keyboard keys) on some devicesTime display issue fixed records between X:XX:000 and X:XX:099 do not display the leading zeros. For example, my time for “nicesboys” in Krakow Bus Station, from Chapter 1, is 0:45:004, but in the leaderboard it appears as 0:45:4. Continue button starts the last opened levelSetiings button no longer blocked after returning from settings and try to open settings again in main menuLevel button no longer blocked when leaderboard is shownImprovementsLeaderboard always shows top 3 positionsUI navigation by holding up/down buttons for keyboard and gamepadLeaderboard doesn't closes when level selection changes