Hi shop managers! Quick maintenance Hotfix v1.0.0.0.62 is now live! This update fixes some physical display anomalies caused by our high-dimensional artifacts and introduces a dedicated workspace upgrade for our tsundere employee: 🛠️ Artifact Reality Distortion Bug Fixed Fixed visual glitches and "reality clipping" issues affecting the and the . (The gravitational field of our cyber-space has been recalibrated. Your golden abacus beads will no longer fly out of the monitor due to uncalculated debts, and the Nine-Dragon Cup won't spill your wealth into parallel dimensions. Feel free to display these shop treasures safely!) 🖼️ UI Upgrade: Default Background for Bombay Cat (Daytime) Added a brand-new default background image for the . (A good capitalist never lets their employees work in a void! Our extremely tsundere daytime Bombay finally has its own dedicated backdrop.) 🎨 Teaser: Cyberpunk & Traditional Oriental Backgrounds in Development Our art team's neural engines are still overclocking! In future updates, we will be rolling out visually striking and background themes for your cats. Whether you prefer chrome cyberware or classical white-plastered walls, stay tuned! Please restart your Steam client to apply the update. Happy brewing!
The early-game New Player Guide is still being improved (the developers have already heard about it 9,999 times). 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 following test reward items are available to claim (remaining: 96/100): Trade Voucher x1 Auto Battle Unlock Voucher x1 Pet Egg x1 1. The Town system is now officially available. Purchase a Town Application Certificate from the System Shop for 100 Rabbit Coins to create a Plains, Ocean, Mountain, or Desert Town. Town search, Population/Wealth rankings, joining, and leaving are supported. 2. Town cycle activities are now available. A new cycle begins every day at 12:00 (UTC+8), with shared progress for the Town BOSS and Town Battlefield. BOSS participation, ranking, and final-blow rewards can stack and are claimed through Task Mail. The Town Battlefield victory target is five times the resident count frozen for the cycle. 3. Battlefield Trade Orders now have separate Gold and Gift Box channels. One order in each channel can be completed during the same period. The interface now includes two tabs, a server-anchored refresh countdown, requested-item icons and quantities, and matching inventory highlights. 4. Added an Alchemy entry to the main Action navigation. Each Alchemy material slot now has a Confirm action for its quantity. Fixed issues where Alchemy could remain unavailable after selecting materials, quantity state could become inconsistent after inventory changes, and controls could remain editable while a request was in progress. 5. Improved batch stacking for fixed-attribute equipment. Selected starter, wooden, and leather weapons/armor now display as quantity-bearing batches when bind state, enhancement, durability, quality, and all other identity fields are identical. Enhancement, equipping, Processing, and trading still split and settle real physical quantities on the server. Rand...
SAVEMore reliable save: Failed or interrupted saves will no longer wipe your progress.Clearer save feedback: Saving, successful saves, and failed saves are now displayed in the top-left corner of the screen.Save & Exit: The game will only exit after a successful save.DEBT TIMERSDebt timers: Debt timers now persist correctly when loading a save.
■ Bug Fixes - Fixed a rare issue where, after closing a window, part of the screen could stop responding to clicks on other applications Thank you for playing TASMON: Taskbar Monsters! We'll keep working on improvements.
Thanks for sticking around. Today is a huge update, mostly around UI changes. This is a big change, everything you see can still be changed, and it is not fully finished yet. I just wanted to push this out to get some feedback on it. A lot of icons were changed, and the interface got an uplift. You may run into some small bugs, and if you do, make sure to report them through the in-game menu. I am reading all of your reports, ideas, and feedback, and I am taking it all down and working to change the game for the better for the players. New look - Brand new UI. - The game has a new icon, you will see it on your desktop, and as well as throughout the game. Changes - Combat and skilling are now separated. Engaging a fight stops whatever you were training, and starting an activity ends the fight. Being able to run both at once was never intended. - You are now able to equip gear from the satchel. Hovering the equip button shows how the stats compare to what you already have on, and if you cannot wear the piece yet it tells you the level you need. - Satchel sort can now be right clicked to go back to the last sort, so you no longer need to click multiple times to get back to another sort. - Added new help popups for crafting, enchanting and sockets. They only show up when something is about happen, like putting a gem into armor where it does nothing or selling a piece and losing the sockets you paid to drill. - Remade the opening tutorial to be clearer about what to do and why. Bug Fixes - Fixed a bug where typing in the search bar made you have to click multiple times to keep typing. - Fixed an auto eat bug when you have a heal over time active. If broth was all you had, it would never eat at all. - Fixed gold not updating when buying sockets. - Fixed a bug where you were able to do combat and skilling at the same time(see above). - Fixed tooltips covering your cursor and getting cut off at the edge of the screen. Regarding future updates {STEAM_CLAN_IMAGE}/46222850/937...
IMPORTANT!!!Save data from the demo version can be directly carried over to the full version. Therefore, the demo version will be closed before the full version is released!\Added an option in Settings to hide combat effects. Disabling this can improve game performance.\Optimized combat performance.Unfinished build presets have been temporarily hidden and will be gradually supplemented in future updates.\Percentage-based rune affixes have been scaled down alongside rare affixes.\Fixed an issue where the refresh rate setting was not working properly.
Thanks for your patience, and sorry for the wait — there have been a couple of last-minute time changes on our end. TASMON: Taskbar Monsters launches today! At 12:00 PM JST on August 12, 2026 (that's 11:00 PM ET / 8:00 PM PT on August 11), this idle collection RPG that lives in a taskbar-style window will be available, free to play. ■ About the gameTASMON is an idle collection RPG that fits in a tiny window at the edge of your desktop. While you work or study, your Tasmons keep fighting, collecting eggs, and growing stronger on their own — check in whenever you have a moment for the fun part: hatching, evolving, and gearing up. ■ Highlights- Hatch 156+ species from eggs dropped in battle, across 10 rarity tiers- Pass on companions' power, learn skills at level milestones, build your own path on the Sphere Board- Stack duplicates to awaken a Tasmon (up to 6 stages) — a fully awakened Tasmon can leave behind a one-of-a-kind, serial-numbered weapon bearing its soul- Six elemental matchups, three-monster parties, gear crafting — win by raw power or by outsmarting the elements- Send feedback from the in-game Suggestion Box; weekly updates are shaped by players Free to play, with English and Japanese interface support. Thanks for hanging in there a little longer — let us know what you think from the in-game Suggestion Box, or join our Discord. Discord: https://discord.gg/zrka3GKy4Steam store page:
Unfortunately, the Early Access release is still waiting for final approval from Steam.Steam requested some additional verification regarding several of the game's skills and gameplay systems. I've already provided everything requested and prepared the review account to make verification as straightforward as possible.Everything is ready for release on my side, so I'm now waiting for the next review.As soon as I get the green light, I'll hit the release button immediately.Sorry for the additional delay, and thank you for your patience!The game itself is running normally, and Demo and Founder's Edition players can continue playing in the meantime.
Thanks to everyone who reported the bug.Hull SiphonThe low-hull alarm no longer plays while Hull Siphon is equipped.Shield HarvestShield Harvest now consistently activates from all player kills.Enemy self-destructs do not activate Shield Harvest, but still count toward enemy totals and rewards.OverkillOverkill now activates from all player lethal damage.Shield LeechShield Leech now restores shields based on the actual damage dealt.Damage from secondary effects also qualifies now.Overflow BafflesOverflow Baffles now activates from every shield break, including shields broken by Ionic damage.Weapon StoreThe bottom row now only offers:2 random weapon-stat upgradesplus1 effectiveness decrease1 effectiveness increaseShady Weapon Store weapons are now 25% cheaper than normal Weapon store.Enemy TacticsEnemy reflected damage is now capped at 50% of the player's current hull per hit, preventing an instant kill.
Checkout this Sneak Peek of the upcoming legendary familiar, Scholaire, from Neflarian!
Hey everyone,A week ago, we launched our game on Steam. This is the first project we’ve ever put out, and wanted to take time to thank you for all the support thus far!Here is what the real Early Access loop looked like on our end from feedback we have received:The Jittery Timer: A player mentioned the farming timer numbers were jittering.Grammar Consistency: Someone pointed out that "Start Cook" should say "Start Cooking," matching every other action label.QoL Controls: A user suggested right-clicking to set a secondary skill, and another recommended showing owned items in the gathering panels. We took this feedback, and made updates to the game as a result, and hope to continue updating and improving! We launched into Early Access exactly for this reason. So let us know if you encounter any bugs, issues, or have recommendations for improvement! What started as two guys wanting to make their first game, has now crossed into a shared collaboration between developers and you. Thanks again for an incredible first week.— The team at Afterwork StudiosThe Steam Discussions forum is the best way to reach us. With that being all said!Build 0.1.4 Patch NotesDynamic Taskbar Icon Recoloring - Setting your theme in-game also changes the color of the icon in your task bar to match!Added color-coded combat text to make the combat log easier to read. Red - for damage taken by the player or defeatedGreen - when the player damages the enemyUpgraded UI icons to be consistent across all operating systems, fixing visual discrepancies between Windows 10, Windows 11, and other platforms.
A bug that awarded points while offline was fixed.A button to clear data and restart from scratch was added to the settings panel.
I grateful for all the feedback you've shared since launch! Here's what's included in Hotfix #2: Fixes & Improvements Fixed the scrolling issue on Steam Deck. Fixed a performance issue in the late game. The game should no longer slows down when you have a large number of slots. Various QoL improvements based on your suggestions. Thank you again for all your feedback and support❤️ OneMoreSystem
SMALL HOTFIX PATCH, ALL FROM YOUR REPORTS Window dropping behind other programsI found what I believe was causing this and fixed it. It was rare and I could never trigger it here, so I need your help confirming it. Please let me know either way after this update. If it ever happens again, F11 still gets you out. CursorThe cursor could flicker between the green pointer and the white Windows one in a constant loop. I think this is fixed, but it depends on your graphics driver, so please tell me if you still see it. The cursor could also stay hidden after a drag ended in an unusual way. Fixed. TraderMoving items around your stash with the trader open could show the same item in two places, and let it be added to the sell list twice. Fixed, along with a coin flip paying out for an item it did not actually take. A copy of an item could stay floating on screen after you dropped it. Fixed. Extraction SummaryOn late game maps the notable loot list could get long enough to push the buttons off the bottom of the screen. It now shows the best eight and a count of the rest. Demo OnlyFixed an issue where items placed in the Safe Box from the Loadout were lost upon dying in a raid. Items brought in your Safe Box are now properly preserved, even if you die.What's NextMore quality of life is queued, and the demo build is getting caught up with all of this next. Localization is still on the roadmap. If anything here still misbehaves, please report it on our UNHUMAN Discord. I am doing my best to keep up with every question and every report that comes in.
Bugfixes Fixed the Market showing the price you asked for instead of the price your order really traded at. A buy order at 10M filled by cheaper offers actually paid less, and your history and your own listings now show the real unit price, quantity and total. Older orders will be corrected after the patch hits, except the ones whose trading partner no longer exists, which keep showing the price they asked for. Fixed a cancelled order that had already traded part of its units vanishing from your history, hiding that trade from the only person it belonged to. Fixed the Bookmark and edit buttons in the Atlas doing nothing, and the bookmark description rejecting line breaks and quotes typed on a physical keyboard. Fixed the Hit and Dodge chances shown in battling ignoring your catalyst precision and evasion bonuses, so the numbers on screen did not match the fight. Combat itself was always correct. Fixed the stranded warning ignoring your catalyst fuel efficiency and telling you that you were stuck while you could still travel. Fixed multicrafting keeping the cost of the previous craft on screen, and switching category carrying over the selection and the cost from the tab you left. Fixed searching your inventory and the crafting list only matching the English item names, so a search in Spanish or Chinese found nothing. Two word names like dark matter missed in English too. Fixed several rankings missing their squadron names, and a squadron leader change being able to freeze every ranking built after the space stations one. QoL Market listings now show the year and put the newest first. The store now explains that premium is optional and that you can reach tokens with credits through the Market.
IGNOBLE releases on August 12.This one means a lot to us. IGNOBLE is Retromagine's first game and our first release on Steam. We've learned a lot getting it to this point, and we're incredibly excited to finally release the full game.We've also put a lot of work into making IGNOBLE play well on Steam Deck, so if that's your preferred way to play, you're covered.And if you'd like to follow development, share feedback, report bugs, or just talk to us, join our Discord. We're there and we'll be listening.- Retromagine team
《挂机猫猫传》第2个 趣味DLC 已开放下载追加一只可自定义立绘、自定义定位的猫猫领取DLC后,可于家有萌宠界面豢养一只属于自己的猫猫!!!猫猫传将于一个月内转入正式版,最后一个系统也在紧密开发中⬇⬇⬇ 狮子卖萌图,祝大家生活轻松、摸鱼愉快
Complete some unlocalized texts
圣裁持续时间缩短为6秒 伤害触发间隔增加至0.35 修复了圣裁技能特效重复触发的bug 修复了因圣裁导致的内存溢出bug 吸收斩逻辑调整 不再造成伤害,将附近的敌人聚拢到面前并击晕1秒,每吸收1个敌人获得自身最大生命值20%的护盾,吸收斩每级成长cd变为-0.1秒
{STEAM_CLAN_IMAGE}/46096882/32e0a1cb72cd1ec421e4a3ad50fe36cca20bb06b.png AUGUST 11, 2026 An apology first For the last few days the game was quietly losing time it should have been keeping. If you left it running and came back, the away summary could tell you nothing had happened, and it was right, because nothing had been recorded. It was worst for anyone who walked away with the game open, which is exactly how most people play this. It is fixed, and it is fixed on my side, so you do not have to reinstall or refresh anything to get it back. I am sorry. It is the kind of bug that takes progress you actually earned, and there is no version of that which is fine. Orbital Express, for a week A fix does not give the nights back, so there is a delivery on the way. A crate of Orbital Express Hot Wings has been in orbit since the last time this happened, and the driver has agreed to come back for a week. One a day, seven days. A Delivery button sits in the top bar while the offer stands. Claim whenever you like. Still hot. Nobody knows how. Xenoarchaeology The pass it should have had at launch. Active tasks. A running dig appears in your active task list alongside every other skill. A timer on the board. See how long the cell you are working actually takes instead of guessing at a spinning square. Reopening your site no longer restarts the dig. Coming back to the board you were already working was costing a full cell every time. Digs survive a lost connection instead of going quiet for the rest of the night. Leaderboards for excavation and for artefacts recovered. Profiles show the skill properly instead of reading level 1. The galaxy log announces the finds worth announcing. Fixes Idle credit. Time you were present is credited as present, time you were away is credited as away, once each. The app no longer throttles itself into a state where it looks awake and is not. Account lockout. A dropped connection can no longer fence you out of your own account. Unlocked content s...
Void Salvage is officially available now on Steam.Inspired by FTL and He Is Coming. A spaceship simulation with pick-from-three rewards and choice-driven encounters. Explore the void, combine and upgrade SYSTEM, then install SOCKET INSERT to build a powerful ship, all while sipping coffee or pretending to work.What started as a small incremental space game from itch.io grew into a much bigger project with multiple ships, weapons, build combinations, meta progression, strange signals, hostile pursuits, bosses, and a full story with multiple patch to uncover.Thank you to everyone who played the demo, joined the playtests, reported bugs, shared feedback, made videos, streamed the game, or simply followed the project along the way.I have been working tirelessly on Void Salvage, and I am very happy to finally say:Void Salvage is OUT NOW.See you in the void.Myradann
LORED
53 days ago
· Drillur
Version 0.3.0 will introduce Stage 3.Stage 3 will have:AchievementsEach Stage has its own Achievements which impact the attributes of LOREDs in various ways.Each completed Achievement increases the effect of that bonus exponentially!Completing all of the Achievements in a Stage will grant the LOREDs in that Stage all of the bonuses from the Achievements in the other Stages.WorkshopThe LORED Workshop will go live, allowing for easy use of mods!LORED Modding Kit will release at the same time as Stage 3, allowing users to create mods from within the LORED project itself using your own copy of Godot!Absolutely zero bugs!!!37 new LOREDs (for a total of 78) with their own animations and dialogue!210 new Upgrades (for a total of 487)!!!No performance impact!!!!!!!!!!!!The Soul Grid oooo mysteriouuussssStage 3 development was officially set to begin in August, 2020. I'm very happy to say that it will finally be released and playable on August 28, 2026 at 12:00 MST. Thank y'all so much for all of the support!
Blitz Mode is now available!Once you have beaten the game, Blitz Mode is unlocked automatically and can be selected on a new save file.In this shorter mode, progression is sped up and slightly changed:Research is integrated directly into the Core Grid. There are no Kernel Ops or Research tabs.You start with 1 token, allowing you to unlock an additional weapon immediately.Enemies drop more bits by default, and the Bits Increase skill increases them even further.Threat Level is capped at 10, but it will still require a lot of firepower to beat.You can select your own music track as well!Have fun, operators!
Display Fixes & QoLAll from your reports over the last day. Thank you. If you encounter any issues, please report me on Discord or Steam Discussions.DisplayThe forced screen redraw we added for Linux was running on Windows too, where it was not needed. It is now limited to Linux, so hopefully the blurry menu text some of you saw is gone with it. F11 now switches between fullscreen and windowed. If the game ever ends up in a state where clicking does nothing, F11 should get you out without needing the menu. The display option in Settings should now apply when you click it, even if it already looks selected. If your window has been dropping behind everything: no confirmed cause yet, so I am not calling this fixed. The redraw above is my main suspect. Please tell me either way after this update, both answers help. New SettingMenu Animations (Options, under Visual Effects). On by default. Turn it off and the hub text appears instantly, the menu transition is skipped, and the boot flicker is gone. Faster transitions between pages. FixesMining GPUs in a rig showed one name in the tooltip and another in the click menu. Yesterday's tier rename only reached newly found GPUs, so older ones kept their old names. Both should be consistent now, and the GPUs you already own get relabelled. The junk item "GPU (Mining)" is now Burnt-Out GPU and its description says what it is. It was never installable in a mining rig. It is trash, and it sells well. Bulk sell "junk only" was selling artifacts. Glitch and mythic artifacts are now kept, cheap low tier ones are still sold. The option reads "Junk only, keeps artifacts". The auto-buy magazine Amount setting kept resetting to 1. It was being limited to the space you had free at that moment and saved that way, so a full backpack wrecked the setting. It should now stay where you put it, and it shows how many will actually fit. A leftover item image should no longer stay stuck on screen after a drag ends abnormally. What's NextMore quality ...
Fixed and error where you couldnt add gems while spire was paused