Game Updates

Patch notes and dev posts · 14,748 Steam updates
Farewells clicker
Farewells clicker
47 days ago · teamsquare.game

Patch 1.0 - Release patch note

Patch Note - 1.0It's finally here, Farewells Clicker is out! Thank you to everyone who followed the project, tested builds, and sent feedback along the way. This release owes a lot to you.Over the coming weeks, we'll be pushing bug fixes based on what you report, so please don't hesitate to let us know if something's off. Depending on how the game does, we're also considering future updates down the line. For now, here's what's new in 1.0: BuildingsSome locked for the demo, some brand new, here they are:Rock: produce stones.Obsidian: SUPER rock.Quarry: produce a lot of stones depending on the rocks around.Tower: give a lot of stars. Don't produce anything. (Banquet/Totem built with stones.)Lumbermill: produce a lot of wood depending on the trees around.Manor: produce a lot of coins depending on the other manors around.Castle: give a lot of stars. SUPER click propagation. Don't produce anything. (Banquet/Totem built with coins.)Portal: the ultimate building of your island…NodesA lot of nodes come along with the new buildings — unlocks, improvements, influences… And we also have a few other nodes that are not related to the new buildings.Multi Claim: claim multiple tiles at once.Chest Discovery: chance to discover a new chest when claiming a tile.Jungle: chest choice. SUPER boost to trees.Windmill range: chest choice. Increase windmill range.Creative ModeFor those who just want to build and relax, or maybe try-hard and min-max setups! In this mode, you can place buildings, claim, and remove freely.BalancingWe were satisfied with the overall balancing of the early game. We made some adjustments and some corrections but we mainly focused our attention on the late game.Quality of LifeBug fixes: corrections of various issues.Optimization: we bet you love big islands and big numbers as much as we do. We made sure you can build as much as you want without compromising on performance.Localization: corrections and improvements of translations.Achievements: added.Dark transiti...
Thousand Floors
Thousand Floors
47 days ago · 空城琥珀柒

Thousand Floors V1.2.3

Since v1.2.2: smoother Peach Blossom theme and cosmetic skin texture loading on Steam (less repeated PNG decode hitching). Improvements Gameplay without Peach Blossom theme matches v1.2.2; this update mainly improves smoothness when the Peach Blossom DLC is installed and in use Bug fixes On Steam release builds, switching Peach Blossom theme or cosmetics: each texture is decoded once and then reused, reducing hitching when re-applying skins Peach Blossom cosmetic availability and frame loading now use the same bare-PNG path as sky/UI chrome, avoiding missing-skin glitches when files are present How to get this update (Playtest) If you have not received the update yet: Steam Library → right-click Thousand Floors → Properties → Betas Check Enter beta access code, enter: qiancengdengta (lowercase, no spaces) Under Select beta, choose playtest (not Default) Close Properties and wait for Steam to finish downloading Launch the game — v1.2.3 appears at the bottom of Settings Troubleshooting Only Default in the list: the new version is not live yet — try again later Wrong version number: confirm playtest is selected; Verify integrity of game files, then restart Steam When this version ships on the main branch, switch back to Default in Betas — no access code needed.
Deadline Savior
Deadline Savior
47 days ago · mizuokami

Public Playtest Begins August 20!

Greetings, Heroes!Deadline Savior will officially launch in Steam Early Access on August 31, but before that, we're holding a 10-day Public Playtest!This playtest will feature content very close to the Early Access version, and everyone is welcome to join. More importantly, your save data from this Public Playtest can be carried over to the full version, so if you're ready to begin your adventure, you won't have to start all over again when the game launches!Public Playtest ScheduleStarts: August 19 at 09:00 PM (UTC-7) Ends:August 29 at 09:00 PM (UTC-7) After the Public Playtest ends, Deadline Savior will officially launch in Steam Early Access on August 31.What's Included in the Public PlaytestThe features available in this playtest are largely the same as those in the Early Access version launching in August. You can get a head start on your adventure, build your character and experiment with different builds, collect equipment and items, and experience the game's long-term progression systems.The progress you make during the playtest can also be carried over to the full version.Carrying Your Public Playtest Save Over to the Full VersionYour save data from this Public Playtest can be carried over to the full version.If you'd like to continue using your playtest save after the full version launches, please make sure Steam Cloud is enabled so your progress can be synced successfully.Also, please make sure to close the game before the Public Playtest ends on August 30.If the game is still running when the playtest ends, Steam Cloud may not be able to sync your save data properly.If this happens, please back up your local save data. After installing the full version, you can manually copy your backup save data to the full version's save location to continue your progress.About Steam AchievementsBecause the Public Playtest and the full version use different Steam App IDs, Steam achievements from the full version will not unlock directly during the playtest.But don't wo...
ARC Aquarium
ARC Aquarium
47 days ago · perverance

Sell All, Name Your Fish & a Cleaner UI

This update is about cutting down the busywork and tidying up the interface. Sell All A new Sell All button appears in the bottom bar whenever you have grown fish ready to go. One click sells every grown, unlocked fish, and it tells you how many and how much before it does anything. Locked fish are never touched. Name your fish Click any fish and you can give it a name. Naming a fish locks it automatically, so your favourites can't be swept up by Sell All or a stray Shift-click. Unlock it whenever you like and it becomes sellable again — the name stays. The game now follows your Steam language On first launch the game uses the language you picked for it in Steam, then falls back to your system language. If you already chose a language in-game, nothing changes — your choice is never overwritten. Spanish (Spain) and Brazilian Portuguese are now listed as supported languages too. A tidier interface The bottom bar went from twelve buttons down to five. Collection, Achievements, How to Play, Settings, Touch, Light, Share and Community now live under a single Menu button. Settings and the fish detail panel scroll now, with a visible scrollbar. Nothing gets clipped on ultrawide monitors any more. The fish panel is shorter, and Close always stays in view. Other changes New setting: turn the gold pop-ups above decorations on or off. Your decorations keep earning either way. Selling fish quickly no longer causes a stutter. Clicking fish is snappier in a full tank. The fish Lock button and the "while you were away" report were still showing English in 21 languages. Both are properly translated now. The Freshwater and Reef booster packs have been removed from the shop.
Stellar Odyssey
Stellar Odyssey
47 days ago · Stellar Odyssey Game

v1.0.8

Additions The catalysts wiki article now covers the whole system and matches the game, in English, Spanish and Chinese. Bugfixes Fixed both premium subscription cards being disabled when you could only afford one of them. Fixed the Cancel button not working on your own item listings. Fixed the galaxy minimap being flipped vertically against the in-game map. QoL Catalyst drops in the item drop log now show their stat and value, and every row leads with its icon. The mass scrap confirmation now tells you how many items are about to be scrapped.
仙途放置:无尽天梯和完美装备

v5.1.12 2026-08-15

1:【战斗】修复"不锁层"勾选失效:读档/引擎就绪后勾选框状态未同步引擎值,点击方向错乱导致战败仍退层锁定;现勾选状态与引擎实时同步、勾选即保存 2:【装备】修复异宝专属词缀(仙缘词缀)不显示的问题:装备详情弹窗新增专属词缀展示(名称+描述),背包物品行显示词缀名(★天赐暴击等);天命装备同样显示技能名 3:优化挂机内存和GPU消耗
Emberfall Idle
Emberfall Idle
47 days ago · Galaban

Patch Notes: v2.3.1 Stability Update

Cloud Save Simplified the save source screen: it now shows only one actionable button (switch to the other save) instead of two, since "This Device" is always what you're already playing, no need for a button to switch to itself. The "Recovered Save" notice no longer appears for routine, harmless differences between your device and the cloud. It's now reserved for genuine problem, a cloud save that's corrupted or couldn't be read at all, and shows clearly marked as an error when it does. Dungeons & Raids Fixed party members sometimes falling back to basic attacks instead of their real abilities, this could happen after switching characters, on a cold app start, or during long offline/idle sessions. Fixed a bug where a character could end up committed to two runs at once (a dungeon and a raid simultaneously), which is now blocked. Fixed raids sometimes going idle and not resuming after a run finished while you were away. Fixed hired Tavern board characters losing their real abilities during offline progress calculations. Offline Progress Fixed death recovery (the post-defeat lockout) sometimes being skipped entirely during long offline sessions. Fixed the Rare Market's appearance schedule unfairly resetting after being away for a long time. Fixed loot being silently lost once your loot stash filled up during long combat sessions it's now automatically collected into your inventory instead. Fixed offline progress occasionally not saving right away after returning to the game, which could lose recent gains if the app was closed too quickly afterward. Fixed a rare timing issue where returning to a backgrounded tab could revert progress that had just synced from the cloud. General Minor buff-display cleanup: expired buffs no longer linger visually after long idle stretches.
3D Printer Manager
3D Printer Manager
47 days ago · TMP69

Small rebalance

I see a lot of people playing! Thanks for returning for the release :) I decided the game needed a couple more things to rebalance it.ChangelogCaps on the printer prices, hopefully making it easier to fill rooms with one type of printer, though I don't think this is an optimal strategy.Industrial printers are much faster to warrant the price, They used to be slower than an IDEX while costing more than twice as much, so there was never really a reason to buy one.IDEX and Industrial printers now unlock with rooms instead of reputation. IDEX comes with the Office, Industrial comes with the Factory. Should lessen confusion with reputation gates.Related to this I put in a failsafe, if you already own one of these printers you keep them and you can still buy more. The amount of users this effects will fall off eventually, but it's a nice catch all to prevent balancing effecting anyone.Hope you're enjoying the game, thanks for playing
Scratch the Ticket
Scratch the Ticket
47 days ago · Tracker

Second hotfix + small content update

Patch Notes Changes: - New LED panel progression system - A high number of satellites now worsens the aluminum shortage. The protective scratch layer on lottery tickets has started to degrade, causing the LED panel to be more effective - Coins now snap magnetically to the slots on the wooden stand - Tweaked ticket printing sound - The phone now stops ringing if the player doesn't answer the call - Optimized some texture maps Bug Fixes: - The microscope no longer gets stuck in walls - Fixed the issue with endless calls from Mom - Blackjack lottery tickets with 22+ points can no longer be picked up and redeemed - Minor graphical artifact fixes More content and balance updates are on the way and will be dropping soon!
Clicker Ore
Clicker Ore
47 days ago · Tiny Depth Studio

1.3.9 Patch Notes — August 16, 2026

NewWorker System Five worker slots have been added — workers mine for you while you play. Each worker generates income on a one-minute tick, the income collects into a pool, and you claim it whenever you like.Worker slots unlock automatically as you reach certain floors (250 / 400 / 600 / 800 / 1000). No purchase or diamond cost is involved.You assign a pickaxe to each worker; the pickaxe's damage increases that worker's income.A pickaxe can only be used by one worker at a time.A single standalone "Collect" button claims every worker's pending income at once. It turns green as soon as there is anything to collect.Each slot shows income per tick and the amount accumulated since your last collect separately. The worker's name, description and lifetime total are shown in its tooltip.On Prestige, worker levels and pending income are kept. Only pickaxe assignments are released.Pickaxe Selection Panel A new selection window handles assigning pickaxes to workers. Pickaxes you don't own are hidden, pickaxes already in use by another worker are dimmed, and hovering one shows who is using it. To remove a pickaxe, use the X button on the slot itself.Dynamic Currency Display The currency display in the top bar can now be cycled with the forward/back arrows, so you can keep whichever currency you want on screen.Other additionsThe Prestige rewards panel now has a title.A "Give Up" option was added for tasks.Bulk action buttons (x1 / x10 / max, and "buy all / upgrade all") were unified into one consistent system.Balance and system changesBuy, upgrade and skill costs for pickaxes, suits and pets can now each use a separately configurable currency. As a result, the icon shown next to a price always matches the currency you actually pay — previously some screens always displayed the gold icon.Upgrade prices on the Prestige page now show their own currency icon as well.Worker upgrade cost was reduced to a single formula that scales with slot order.Worker income no longer loses fractio...
Cultivation Tower
Cultivation Tower
48 days ago · NoFire

Twelve Allies Join the Ascent

Every Ally Has Their Own Deployment Rhythm As the climb progresses, twelve named cultivation allies join one by one. Each deploys automatically from the starting floor on an independent timer, with no shared unit cap. While the battle continues, you decide whose growth receives the next Spirit Stones. Develop your companions Improve Attack, Health, Speed, and Summon timing separately Use x1, x10, or x100 batch purchases to allocate Spirit Stones quickly Keep allies with different deployment timings entering the tower battle Meet them through the Compendium Once an ally is unlocked, you can view their full character art, profile, and growth record. Starting with the early companion Yun Zhi, gradually gather twelve allies with distinct attributes and deployment timings. Add Cultivation Tower to your Steam wishlist
Vespera
Vespera
48 days ago · Thade

🏰 Patch 0.14.9 — Tower Ascension & Combat Reliability

🏰 Patch 0.14.9 — Tower Ascension & Combat Reliability 🏰 Tower Ascension 🟠 The first Tower Ascension is now offered when Tower 1 reaches Floor 1,000, before its Guardian fight. Existing eligible characters receive the same option, and later Ascension gates are unchanged. 🟠 After Ascending, Auto-Combat can now combine up to nine previously cleared ordinary floors into one Reclamation fight. Bosses, Guardians, Eclipse encounters, repeated or manually selected floors, checkpoint backtracking, and new-record floors remain individual fights. 🟠 Every reclaimed floor still grants its own XP, Gold, drops, quest credit, kill credit, and session progress. Divine Gear progression, Ascension rewards, and save progress remain preserved. ⚔️ Combat & Offline Progress 🟠 Nullwell Siphon’s healing now scales correctly with level and combat stats online and offline while preserving its Max HP safety caps. Its tooltip and Combat Mathematics entry show the corrected healing. 🟠 Offline Auto-Cast now correctly calculates area damage and non-Bleed damage-over-time effects. Hybrid abilities such as Nullwell Siphon apply their healing without being omitted or counted twice. 🟠 Each character now uses its own offline timestamp when loading or switching characters, preventing another character’s activity time from shortening that character’s offline progress.
Stellar Odyssey
Stellar Odyssey
48 days ago · Stellar Odyssey Game

v.1.0.7

Additions Blueprint and catalyst drops now appear in the item drop log, with their rarity and their slot or stat. The wiki has a new Daily Quests article, in English, Spanish and Chinese. Bugfixes Fixed premium subscriptions and wire transfers failing when you typed the amount instead of using the plus and minus buttons. Fixed the item drop log going blank for players with auto scrap enabled. Fixed an answered squadron invite still showing on every login and blocking you from joining any squadron. Fixed a finished daily quest still holding one of your five active slots until you claimed it. Fixed the squadron panels breaking right after you leave or get kicked. Fixed the squadron PvP member list breaking for members who never got the Velari pet. Fixed the Korin enhance popup marking the wrong material as the one you were missing. Pet descriptions now say ship parts instead of items, which is what the drop boost actually covers, and they are no longer stuck in English for Spanish and Chinese players. Fixed the daily quest difficulty chip and dates like Last seen showing in English for Spanish and Chinese players. QoL The discovery dialog now shows the catalyst you found while exploring. The squadron member list now shows the quality of the node each member is gathering on, and how much offline time they have left. The squadron PvP member list now shows the Velari level instead of a check icon. The header now fits narrow phone screens without wrapping.
Candy Clicker
Candy Clicker
48 days ago · Iruka

0.46b

Rebirth Plus • Added a new unique item: Eternal Core. Each copy grants a ×1.20 bonus to all income. Copies stack — the more Cores you have, the stronger the bonus. • Get Eternal Core with Rebirth+, a new option available at 15 or more rebirths. • Regular rebirths are unchanged: you can keep going as far as you like, or use Rebirth+ when you're ready. Community Don't miss Steam Discussions — news, promos, and feedback.
Ballatory
Ballatory
48 days ago · FVS

Bug fixed: unable to unlock a skill tier

Hi, it's me, FVS, the solo dev of Ballatory!This update fixed a bug where you may not be able to unlock a skill tier due to "not spending enough skill points".Cause: there are skills that require a certain stage. Somehow, the game didn't unlock those skills for you when you reached those stages.How to fix: if you think you encountered that bug, here's how you can fix:Update the game to this version (1.0.8) or later Re-launch the game; make sure all the modules you ever unlocked are being unlocked in the current prestige.Do a prestige. Revisit from Tier 1 and look for newly unlocked skills. Spend Skill points on those skills so you can unlock a new tier.I'm sorry for the negative experience 🙇‍♂️Thank you to the players who reported the bug.Special thanks to Locdown for providing the data needed to identify the bug.
Lowmoor Idle RPG: An Adventurer's Chronicle
Lowmoor Idle RPG: An Adventurer's Chronicle
48 days ago · buy gold, bye

v1.5.2: prestige pays for depth, in both modules

Retiring on Arc I now pays 2 prestige points where it paid 25. A full Maw run pays 406, exactly what it paid before, and nothing you have already banked is touched. Module II moves the other way: a whole Vale run is 1,852 points where it was 85, and beating the Count is 700 where it was 2. WhyA player measured it and filed the report: beating Arc I took them about two minutes for 25 points, and beating Arc V took about four hours for 370. Farming the doorstep was the best prestige in the game by a factor of ten, and it got better the more you did it, because Speed is bought with the proceeds and has no cap. The cause was that five of retirement's six rows paid for breadth rather than depth: rank attained, bosses felled, beasts mastered, gold on the table, skills taken. All five fill inside the first hour. A run closed at Arc I was collecting 23 of its 25 points for work that cost it nothing. Every row but the depth row is now paid at the share of the descent you actually walked. The depth row is paid whole, as it always was, which is why a full descent does not move by a point. And Module II was underpaid by the same arithmeticThe Mourning Vale's table was cut against a Maw whose depth figure later doubled, and nothing came back to update it. For five days Module II was worth 5% of Module I by the hour. The end clamp was a second fault on top: it read the chapter you had reached rather than the one you had closed, so the whole of the Vale's depth payout landed for entering the last chapter, and beating the Count, 86 hours and four endings, added one rank and one boss. Both are re-cut. A whole Vale is now 99% of a whole Maw by the hour, and its last chapter is the best-paying stretch of either module. Eleven fixes An oath opens once one of its two rings is closed, which is all eight skills. That puts it at about the 221st skill of a run, where it stood at the 214th. An oath already sworn is untouched. Retire says why a shallow run pays nothing, instead of showing an ...
Pocket Dinos
Pocket Dinos
48 days ago · ManChickenTurtle

QOL and Bug Fixes

Here's a few quality of life changes based on your feedback and some bug fixes. Bug FixesResearch Potions now convert correctly when claiming the last upgradeWindowed mode now stays windowed and recenters on loadCollections now keep their scroll position when using the scrollbarIncome per min now goes to $0 when you sell all your dinos Food now stays within the habitat bounds so eggs can eat it! Quality of LifeScenery becomes transparent when hovering over it - adjustable slider in the Gameplay > Habitat settings. Made it clearer what Palettes are for by redesigning them into mini habitatsPack Boosts now have unique dino silhouette icons to reinforce their pack typeCleaned up the wording on the basket to be easier to skim Updated Offline Time text in the Help to match your current time Updated all scrollable shops to start at the top when switching tabsSlight adjustment to bounds to better match the habitat book shapeAs always, keep that feedback coming in, especially about the small stuff! Have a great week.
BiColor - Lazy Eye Game Trainer
BiColor - Lazy Eye Game Trainer
48 days ago · BinaryBrainGames

Update 1.3 — New Bricks Minigame!

Update 1.3 — New Bricks Minigame!I'm happy to present Update 1.3! A new minigame has been added, Balloons has gained new options, and anaglyph glasses settings are now even more flexible.New Minigame — BricksBiColor now features a new minigame — Bricks, a classic falling-block puzzle.Move and rotate the pieces, complete horizontal lines, and earn points. As your level increases, the pieces fall faster, gradually making the game more challenging.Bricks’ visuals are adapted for use with anaglyph glasses and apply your selected color distribution settings.Starting Level Selection in BalloonsBefore starting a game of Balloons, you can now choose the starting level. Your selection determines how many balloons appear on the playing field at the beginning of the game.This allows you to choose a gentler start or jump straight into more action-packed gameplay.Expanded Anaglyph Glasses SettingsAn opacity option has been added to the anaglyph glasses settings. You can now fine-tune the display to suit the glasses you use and your personal preferences.This new option will help you find the most comfortable image and make gameplay more enjoyable.Thank you to everyone who plays BiColor! I’d love to hear your thoughts on the new minigame and the other changes in Update 1.3.
Snt Plan
Snt Plan
48 days ago · Sn兔子

V0.034 Update Announcement

The early-game New Player Guide is still being improved. If you need help, please join one of the following communities: QQ Group: 1098841891 Telegram: https://t.me/+KkKgOeeWXbM0NmM1 Discord: https://discord.gg/2g6mZfAPq The Battle and Town Activity client protocols have been upgraded to V0.034. To prevent old and new runtime states from being mixed, please update the client before entering battle, forming a party, or challenging a Town BOSS. Older clients cannot use the affected features after this update. 1. Reworked Battle room lifecycle and current activity recovery. Each player can now belong to only one solo or multiplayer room at a time, while room creation, joining, leaving, disbanding, and long-idle expiration are handled by the server. The Battle Hall and preparation screen also restore an existing room, battle, Auto Battle, or settlement before allowing another activity, reducing blocks caused by stale states. 2. Added official room-code parties. Multiplayer rooms display a copyable 12-character room code, and Publish Recruitment, Copy Room Code, Join by Room Code, and Quick Join are now separate actions. Entering a room code targets only that room, and an empty input can no longer trigger Quick Join by mistake. 3. Strengthened room switching, disconnection, and retry protection. When a player explicitly joins another room, the server atomically leaves or disbands the old room and joins the target room. An active battle, Auto Battle, or unsettled result protects the current activity. A normal disconnection does not immediately leave the room, and a long-idle room expires safely only when no protected activity exists. Network retries no longer repeat ready-state, loot-rule, or recruitment changes. 4. Unified automatic Skill and Item control. During Auto Battle, automatic Skills and automatic Items are always enabled and cannot be manually disabled. During a manual battle, both controls start disabled for each battle and may be changed only for the current ...
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