Eldara
49 days ago
· Bo Jangles
JUST WANT TO THANK YOU GUYS FOR OUR FIRST 2 MONTHS! WE'VE APPRECIATED ALL THE FEEDBACK/SUPPORT AND WE'RE TRYING TO BRING OUT ALL THE BEST POSSIBLE CONTENT/BUG FIXES WE POSSIBLY CAN! The Eternal Forge Update A new rebirth-cycle progression system has arrived in Eldara. The Eternal Forge Enter the Eternal Forge and generate a new currency known as Echoes. Strike the Forge manually, build Heat through active play, and discover Golden Echoes for powerful bonus strikes. Generate Echoes through manual and passive progression. Build Forge Heat to increase your maximum strike rate. Claim Golden Echoes for multiplied rewards. Gain increased Echo generation with every rebirth level. Retain a portion of passive Echo generation while offline. Echo Upgrades Spend your Echoes on three foundational upgrade paths: Resonant Hammer — increases Echoes earned from manual strikes. Living Ember — generates Echoes passively while the game is open. Memory Crucible — retains passive Echo generation while offline. Skill Upgrades The Eternal Forge also contains cycle-based upgrades that reduce action times for: Smithing Fletching Cultivating Firemaking Cooking Crafting Thieving Combat Echoes and all Eternal Forge upgrades reset when rebirthing. Higher rebirth levels provide a stronger Echo multiplier, allowing experienced characters to rebuild their Forge progression considerably faster. Additional Changes Reduced the Legendary Slayer achievement requirement from 50,000 monster kills to 25,000. Added custom-quantity activation for Pyre Salts through the inventory right-click menu. Improved Eternal Forge localization across all supported languages. Improved interface readability, responsive layouts, visual feedback, and general stability. Thank you to everyone who submitted feedback and helped test the Eternal Forge.
新增批量鉴定 新增了一页独立仓库 新增木桩副本 新增技能 断焰斩 调整了野火的触发范围 调整了图鉴系统 修复 金币成就没有正常触发的问题
There's only a week five days left until the release of Kotamon on August 20th... We're working incredibly hard, fixing bugs and adding cool stuff.Thank you for being with us!
We go silver instead of gold for an early access launch, right?What a fun trip this has been!First, thank you to everyone who helped beta test the game. Your help finding bugs and providing feedback was invaluable in getting us to our final build ready to go for the early access release of Clickbait Tycoon.The is our final build before early access begins on August 21, 2026 and then we can expect for the first couple of weeks consistent bug fixes for anything that pops up from our larger, public pool of players before we settle in on diving deeper into the 0.6.0 release (more on that in the coming days, a roadmap!)I know a lot of these notes won't mean much to the greater audience, however, it is important for me that we catalog the game's progress. Let's jump into the changes in the 0.5.0 patch.Visual PolishBest Value tags no longer cause hire buttons to increase in size when upgrades have been purchased.Moved the name of the quest you're on to keep the box the same size.Writer tab now has a more character sheet feel to it.Writer tab glows while any writer has unspent attribute points.Every research project and every achievement now has an icon.Questing now shows stats and rewards associated with that quest after first completion.Every quest now keeps a permanent career recordAdded a "Fog of War" to the quest interface so you can't see very far...Improved the appearance of our patch notes in the clientAdded comparison tooltips for items.Increased some character-related font sizes.Reworked the paper doll frame for gear and stats for each character.Inventory is now a grid with comparison tooltips. This works better if you have lots of gear.The Lab / Research tab has an updated appearance.Researches that require knowledge points will now show KP in red when you don't have enough.StatsWords Per Minion increases your auto-attack speed.Plagiarism steals life from enemies.Renamed Serendipity to Luck. Yeah, it was a cool name but it wasn't immediately obvious what it did.A...
V1.2.2 Patch NotesExotic and Legendary Scrolls can no longer be auto-sold to the Merchant, and must be scrapped in order to be soldClarified the text in the call to AscendBeing defeated by a fish will still 'discover' them in the Fish ArchiveThe Hero Stats page now shows the last fish that you were defeated by, and can open that fish entry in the Fish Archive
THANK YOU! Truly, thank you, everyone. When I pressed the button to release the game, I was expecting to only sell it to my friends and a couple of family members; I never would've imagined that I would get to 100 PLAYERS, let alone 2500. This has been an amazing journey. Please provide your feedback; I am taking it all in to decide on the future updates for the game. So, in conclusion. THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU.
Hello, everyone! This is a "small" update that fixes several issues from the previous patch and introduces further progression and balance changes. Core & UI Optimized Auto-Dispatch squad planning and reduced unnecessary full UI re-renders. This should improve responsiveness and reduce stuttering on low-end devices. Fixed several UI elements clipping at sizes above 125%, up to 200%. Moved Archive from Codex to the Quests menu. Added the Contacts screen, which displays story NPCs you have encountered. Progression & Balance District Accounts now produce Training Dossiers instead of granting raw XP directly. Dossiers can be used from an operative's Loadout screen to grant XP to any operative. This allows players to deploy their best operatives to District Accounts without feeling that they need to assign low-level units just to level them up. Ever wanted an Enforcer to become a stealth operative? I didn't, but "freedom" has arrived in New Haven: Stat distribution is now up to the player. Whenever an operative levels up, they gain a stat point that can be freely assigned to Power, Tech, or Stealth. Stat points can also be reset at any time. Combat Sim Removed the Experience Drill from Combat Sim. This system is now obsolete because District Accounts produce Training Dossiers that can grant XP to any operative. Added Trait Reconstruction. This new system lets you add new traits to your operatives until they reach their rarity cap, after which existing traits can be rerolled. N and R operatives can hold a maximum of 2 traits. SR operatives can hold a maximum of 3 traits. SSR operatives can hold a maximum of 4 traits. More traits will be added in future updates. Loadouts Added role tooltips explaining the differences between Enforcer, Grid Daemon, Infiltrator, and Grunt operatives. Fixed certain role effects that were not being applied correctly during missions. Auto-Dispatch Removed redundant UI elements. Added mission-risk filters, Fill Squad, and LOWEST squad-filling op...
Fixed Minimizing the game window (or letting your PC go to sleep) could cause your guild's progress to silently pause instead of continuing in the background. Restoring the window now correctly catches you up on everything that happened while you were away
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 client protocol has been upgraded to V0.031. To prevent battle data from different versions from being mixed, please update the client before entering battle. Older clients cannot access battle features. 1. Improved equipment selling and enhancement selection. Selling now requires an explicit equipment instance and displays its enhancement level, reducing the risk of selecting the wrong copy among items with the same name. Enhancement candidates now consistently use the latest server asset projection, even when many identical items are present. 2. Improved manual battle runtime and skill feedback. The battle view, skill bar, cooldowns, and process log now follow the latest server progression through one consistent projection. Old requests and earlier revisions cannot overwrite the current battle, and death, victory, or abandon will not navigate away before authoritative settlement is applied. 3. Strengthened terminal settlement, reconnection, and revival recovery. After a battle ends, the client performs bounded settlement recovery and enters loot or revival only after formal settlement arrives. If settlement is still being materialized, the client shows an explicit state instead of settling twice, reconnecting forever, or remaining on the wrong page. 4. Fixed post-stop Auto Battle loot display and session isolation. Terminal loot summaries can now be recovered from the server after stopping. Starting a new Auto Battle immediately removes the previous session's loot overlay. A session that is already stopping disables duplicate actions while safely finishing the current battle. 5. Added overflow confirmation for stamina recovery. Before a stamina item is used, the server previews the planned recovery, effective recovery, and overflow. Was...
DetailsColoring Voxels has been out for an entire year! To celebrate, we are hosting another voxel art competition to give you, our incredible community, the opportunity to have your own levels in the game!That's right, the winners of this competition will feature as levels in Coloring Voxels!The 16 winners of this competition will be combined into an exhibition world, Community 2, which will be added in a free update to Coloring Voxels. It's very easy to enter; keep reading to find out all the information you need. When you're ready, click on the big SUBMIT HERE link at the bottom."I canne do it, Captain!" Yes, you can! It doesn't matter if you've never made Voxel art before; it's super easy to get started and create a whole variety of pieces. The only limitation is your imagination... and I guess the time constraint we're giving you with this competition. Make sure you check out the suggestions below if you're a first-time Voxeler, and even join our Discord to chat with our artists and community for guidance!The deadline is the 9th of October 2026 at 17:00 UTC. The winners will be announced on the 23rd of October 2026 via a blog post here on our website, a Steam announcement, Discord, and X. Links to the socials can be found at the top right of this website!Rules and SuggestionsWe will need to modify any submitted work to make things work well in the game, but we have a couple of points to stick to that would help us out. To help improve your chances, we have come up with a few simple rules for you to follow and some suggestions to help you get started.Rules (the dull bit):You must submit a file in one of the commonly used project files. Project files are best for us to inspect, and they are easiest to use to modify and import into our Coloring Voxels editor. We will try to accept as many types as we can, but recommend .qb (Qubicle), .vox (Magica) or .gox (Goxel). Sadly, if we can't open the files in any of our editors, they won't be considered. Files such as .fbx...
Thank you for playing Limitless Survivor.We are currently working on implementing a new system, "Drones," for a future update.Drone SystemDrones can be obtained at a low drop rate by defeating enemies.Up to three Drones can be equipped at once.Each Drone has its own skill and will automatically attack independently from the player when equipped.Drones can have multiple random Affixes, and their performance can vary significantly depending on the types and values of those Affixes.Note: Images are from the Japanese version currently in development.We are currently aiming to release this system in August, allowing players to obtain and hunt for Drones with stronger Affixes.Thank you for your continued support of Limitless Survivor.
Hey everyone
【Important】Loot Progress has been removed; drop rate now remains at 300% throughout.Loot Progress has been changed to Exploration Progress. When full, this chapter's Treasure sites automatically refresh.Temple Baptism now lets you lock and unlock Talents by clicking them.Preferred Skills now also apply to Baptism.\ are no longer useful and will be converted back into Abyssal Scales in the next update.Monster strength reduced by about 15%.Boar Boss and Mushroom Boss Attack reduced by 15%.Normal chapters now drop a small amount of Bone.【Improvements】Market no longer refreshes duplicate Order requirements.More Attributes now show all attributes by default.Uruk set Shields are temporarily counted on the set ring.Skill tags have been moved above skill info for clearer visibility.【Balance】\ crafting cost reduced to 6.The value of individual Resistance affixes has been increased.EXP required to level up reduced by 20%.\ drop rate increased by 50%.EXP level penalty reduced to 10% per level, with a minimum of 10% EXP retained.High-level Forging costs reduced by about 25%High-quality Prisoner recruitment costs reduced by about 25%【Fixes】Fixed some Legendary items that could not be Refined into the corresponding Mythic.Fixed Refined Mythic Equipment not being correctly recorded in the Codex.Fixed Divine Tower sometimes being unable to proceed to the next floor.Fixed duplicate Words of Runes for \ and \.Fixed incorrect stats for \.Fixed Priest \ missing the Debuff tag.Fixed Temple Inspire incorrectly showing as full.Fixed an error caused by clearing Outlands.Fixed Rare Rune Pouches and Legendary Rune Pouches not being craftable in the Workshop.
Hi everyone,Today, we’re adding an important new feature to the game: Skill Tree Filters.We believe this was one of the most requested features, so we wanted to add it before anything else.In the bottom-left corner of the Skill Tree, you can now find a filter icon. Clicking it will open a list of all your unlocked nodes. You can select any number of nodes to highlight them in the Skill Tree and keep them highlighted.Clicking a highlighted node’s icon again will remove it from the filter, and clicking the filter icon again will hide the node list.We’ve also made the highlighted state more visible.We have more plans for the filter feature, such as automatically highlighting the nodes required for missions, but this first version should already make navigating the Skill Tree much easier.We hope you’ll find the Skill Tree Filters useful! As always, feel free to share your feedback with us so we can continue improving the game.Thank you for your support!The Rablo Games team
v0.1.1 更新公告 各位玩家大家好!《挂机英雄传》v0.1.1 版本更新完成,感谢大家一直以来的支持! 本次更新内容 1. Bug 修复 修复部分地图在 1920×1080 分辨率下显示超出屏幕的问题。 修复全屏与窗口模式显示状态不同步的问题。 修复部分设置选项点击后未及时生效的问题。 修复部分界面文本被遮挡、布局溢出的问题。 优化旧版本存档兼容,新增地图和系统不会影响原有存档。 2. 内容调整 降低抽卡助手(自动召唤)研究难度。 补充 50~55、55~60 等后续等级地图。 初始教程新增钻石获取指南。 3. 新增与系统优化 新增部分五星少女的皮肤系统。 优化装备选择、打造结果、装备强化等多个条件筛选界面。 装备筛选改为更清晰的双栏卡片布局,并统一开关、下拉框和选中颜色。 设置中新增更大字号档位。 优化抽卡退出操作的响应速度。 优化日常游玩中的卡顿问题。 魔灵效果以战斗 Buff 形式显示,效果更加清晰可见。 4. 平衡性调整 杜星铸「迸发」:主动技能伤害强化调整为普通攻击拥有群体伤害效果。 杜星铸「魔力弹」:魔攻加成由 100% 下调至 40%。 5. 挑战调整 强化大后期敌人难度,增加后期挑战性。 怪物技能池加入新技能。 300 级后怪物将获得额外增益 Buff,包括但不限于:气势回复 初始气势加成 减伤 残血护盾 伤害提升 终局敌人获得额外 Buff 与专属技能强化。 未来更新计划 新增更多秘书角色。 开放 400~500 级关卡。 持续完善皮肤、装备和挑战玩法。 省流版 修复地图显示和全屏模式问题,降低召唤助手研究难度,优化卡顿与多个界面显示;新增少女皮肤、资质雷达图和后续地图,并加强大后期敌人与怪物技能。 再次感谢大家对《挂机英雄传》的支持!如果在游玩过程中遇到 Bug,或对后续内容有什么建议,欢迎随时反馈。 更新完成时间:2026.08.15
This weekend only, all diamond drop rates are doubled! Now’s the perfect time to jump in, collect as many diamonds as you can, and make some serious progress. Grab your friends, grab your cat and dog, get clicking, and make the most of the 2× Drop Rate Event before it’s gone! Join our Discord for updates, events, and to chat with the community: https://discord.com/invite/w9BHNgCmqv
Fixed a few typos and spelling mistakes. Thanks for reporting
Hey everyone,We are getting closer and closer to the full version of Idle Life.The last public beta update was not the end of development. It only marked the point where we decided to keep the remaining 1.0 content behind closed doors, so the full release can still feel fresh and exciting when it finally arrives.Right now, we are still working on several important parts of the game. Some of them are smaller improvements, while others are bigger changes that are important for the final version. Still working behind the scenes 🛠️Development is still very active behind the scenes.We are currently working on more content, new functions, balancing changes, bug fixes, performance improvements, and final polish for the full version.This includes:Adding new itemsAdding new functions and gameplay improvementsFixing some bigger bugsImproving performance againAdjusting progression and balancingImproving UI behavior and game flowCleaning up systems before the full releasePreparing the game for the 1.0 launchA lot of this work is not something we want to show piece by piece anymore, because we want the full version to have some surprises left when players start it for the first time. New content is still being added 🌿We are still adding new items and additional content for 1.0.Some of these items will be part of progression, crafting, research, equipment, Wildground, or future systems. Others are there to make the game feel more complete and give us more room for balancing and future updates.We do not want to reveal every new item or every new feature before release. The goal is that 1.0 feels bigger, cleaner, and more complete when you finally play it. New functions and improvements ✨We are also still adding and improving functions that make the game better to play.Some systems already exist, but still need more polish, better balancing, or small quality-of-life improvements. Other parts are being adjusted so the full version feels smoother and less confusing.Idle Life has grow...
The first official large update is here, Research Rework! What's New in Research?Research used to sit inside each egg, as a per-egg upgrade. This has now been removed in favour of a dedicated Research page (next to the Shop), complete with lots of great global research upgrades to help your collection grow. Also, your Research Potions are now shown underneath your income so it's easy to keep track. The Research page will show your branching tree of upgrades, starting from the useful Hatch Speed increase!Earning Research Potions is the same as it was before, where every dino you own (across all habitats) is counted every 8 hours. The more dinos you own, the more Research Potions you'll receive each 8 hours. Get even more by keeping around your Legendary dinos! It may take a while to upgrade all your research, but when you do you can wear the Ramen hat (and buy more Ramen hats from the shop!). There's also an ongoing bonus when completing all the research...but I won't spoil that for you! Additional ChangesThere has been a host of improvements in this update, including quality of life changes and back end adjustments to make games run smoother. A new addition is the ability to bulk buy dino eggs if you have the money.Income rebalance for all dinosWhen the pack pricing was updated, the remaining income was not correctly adjusted for all dinos. This included the income for Rarity, Variants and Packs. As such, the rebalance updates all dinos so that the top end dinos aren't as high earners, and middle dinos are buffed a little to balance out. This will be noticeable with high level dinos earning a bit less, but overall it balances out the game in a much better way. Some of these changes were critical for the Research Rework as boosts and bonuses needed to be correctly balanced. I will be monitoring this and adjusting based on feedback.General ChangesMenu adjustments to Exit the game straight from the habitatWishlist button switched to Add a Review and small menu changesM...
Hello everyone, Here are the main updates for this patch: Gameplay Adjustments: 1. Automatic exploration is now available for ordinary floors with low exploration progress — usable after completing the first floor's exploration. 2. Improving blueprints will now synchronize updates to existing equipment stats — for existing saves, this only applies to equipment obtained after the update. 3. The effect from elemental refinement has been increased from to — for existing saves, this only applies to equipment obtained after the update. 4. In the Supplier / Adventure Meow Guild shop interface, special merchandise now includes scene objects with decoration ratings and effect tooltips. 5. After purchasing from vending machines, customers will now continue to the shelves and make further requests. Bug Fixes: 1. Fixed an issue where customer bias events might not trigger after the equipment-providing character wins the championship in the arena. If you encounter any issues during the game, please feel free to join our discord channel to share your experience and suggestions.
Thanks for waiting. The DLC is finally ready, so here is the announcement. ■ On sale from August 20 (planned) It is currently in review at Steam, and it goes on sale as soon as that clears. The date may shift a little depending on how the review goes. If it does, I will post about it here. ■ What the DLC is Speed Boost … makes idle progress faster. For when you want the numbers to climb sooner Rare Equipment Drop Rate Up … better gear drops more often Material Drop Rate Up … upgrade materials pile up faster Talent Coin Pack I / II … talent coins in bulk Material Set … upgrade materials in bulk Starter Boost Set … a running start for new players Development Support / II … purely for cheering me on. The in-game return is deliberately small ■ The important part The base game stays completely free. It is built so you can reach the ending without buying a single piece of DLC. The DLC only makes you strong a bit faster. There is no wall placed anywhere that requires a purchase. So think of the DLC as a tip jar. Whenever you feel like it, for however much you feel like. That is plenty. ■ What comes after If total sales reach 500,000 yen, I plan to make Episode 2. The idea is to add verticality to the side-scrolling, more companions, and a lot more boss and companion art. ■ Requests and bug reports There is a "FAQ & Request" thread on the forums. Bugs, requests for additional languages, anything. Write casually. X.com works too. Still waiting on your screenshots as well. Look forward to it!
https://store.steampowered.com/app/4267800/_/ After the last round of playtesting for Bandit Simulator TD, we received a ton of feedback and suggestions from our players! Now, the game has entered the full-content development phase. We'd like to continue sharing some of our recent fixes and progress with you: Advanced Tech System Complete Overhaul We've completely reworked the advanced technology system, consolidating the previously cluttered tech tree into distinct technology branches that correspond to specific building types. Now, you only need to upgrade simple technology directions to not only gain multiple tech bonuses simultaneously but also unlock higher-tier buildings. {STEAM_CLAN_IMAGE}/45936264/28cbfccf1eb331be8ba5140edbc0375441182636.png Base Tech Tree Optimized The corresponding base technology tree has also been optimized, with more logical and streamlined progression steps. {STEAM_CLAN_IMAGE}/45936264/53022510ff8fb884395e5f62550611a032309838.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the ga...
We're in the final stretch now! Very soon this will go into the main build depending on a few factors. Thanks for all the help! What Changed?Switched from Vulkan to D3D12 (This may fix some issues related to streaming with OBS)VSync has been disabled (and removed) due to issues conflicting and contributing to crashes and other items - this game likely doesnt need VSync so this was the better option. Scrolling research list no longer zooms the treeDino packs 'buy' buttons simplified wording so it's not as confusingResearch timer is reset properly when starting a new gameIf this fix passes checks I'll push it across to the main branch so stay tuned!
1. 复习方式可选模式,当前除了默认复习方式,还可以选择与【每日学习】相同方式。 2. 优化了部分学习、复习模式UI。 3. 修复了装备界面查看技能时,拖拉条回弹的bug。
Hotfix v1.0.1 — Performance & ProgressionThanks to everyone who played on launch day and took the time to report issues. Here's what's fixed: FIXED — Severe lag with auto-clicker skillsThe Infinite Loop and auto-click nodes were causing the game to drop to a few FPS in late game. This was a bug in how the game processed clicks internally, and it's now resolved. FIXED — Save file not restoring skill effectsAuto-clicks, crit chance, offline bonuses, and cost reductions were being lost when you reloaded your save. Your purchased nodes are now correctly restored. Existing saves repair themselves automatically on next launch. FIXED — Prestige requirements scaling out of controlThresholds scaled off the highest element you owned rather than how many you owned, so buying a high-numbered element could make progression impossible. Scaling is now steady and predictable, and the full 118-element table is actually reachable. FIXED — UI too small on high-resolution displaysThe interface now scales properly to your window and monitor, including 4K, ultrawide, and vertical displays. The periodic table and skill tree resize correctly, and the settings menu is no longer cut off. ADDED — Crit visual feedbackCrits were firing but invisible. They now show a gold "CRIT!" label so you can see them land. IMPROVED — Skill tree navigationYou can now pan the skill tree with left-click drag, not just right-click. Also fixed a crash when purchasing Oganesson (#118) and restored Radon's permanent offline bonus, which was being wiped on prestige.More balance work coming — skill tree pacing and content depth are next on the list. Keep the feedback coming.