Fixed a bug that caused certain repeatable actions to lose count and reset Added automatic scaling that adjusts the default UI size to your screen resolution Added an option in Settings to adjust tooltip size
This patch:Fixes starting pals not being granted to some players.Fixes new store pals not being available.
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. Fixed an abnormal algorithm used by Battle Drops. 2. Removed the repeated heading at the top of the battle configuration column, and adjusted the layout of the skill slots and quick-item slots. 3. Added "Unequip All Skills" and "Unequip All Items" buttons, which can separately unequip all 5 skill slots or all 5 quick battle item slots in the current configuration with one click. 4. Added consecutive enhancement failure achievements: "Black?": Fail a probability-based enhancement 30 times in a row on the same equipment or tool at any enhancement level. Reward: Luck +1. "Black Pineapple?": Fail a probability-based enhancement 40 times in a row on the same equipment or tool at any enhancement level. Reward: Luck +1. Failures where enhancement protection takes effect still count toward the consecutive failure total; any successful enhancement resets the total to zero. An achievement triggers only when a new failed attempt causes the same equipment to cross the 30- or 40-failure threshold for the first time. It will not be granted retroactively merely by loading an existing historical count. 5. Improved interface synchronization after enhancement completion. 1. Please conduct trades through the Market. The Market does not charge any transaction fees. Issues arising from private trades will not be handled. 2. If you encounter a bug with the Steam Community Market, please contact the developers through the QQ Group, Telegram, or Discord. 1. Improve the Main Quest and Side Quest features. 2. Add a Thank You feature. 3. Update the Leaderboard feature.
Hello everyone!Thank you to all players who have supported Girls vs. Goblins!We are excited to announce that a major update will arrive on August 25th!This update brings a brand-new challenge:🥩 New Roguelike LevelA new level is waiting for you! Face stronger enemies, use your strategy and skills, and embark on a new adventure!This update also includes:Gameplay improvementsBug fixesBalance adjustmentsOther improvementsThank you again to every player for your support!Have fun!
Hey all,I want to start by saying I really appreciate all the feedback I have received for this over the last couple of years, both good and bad. I had a long moment where I felt demotivated to work on the project further.As many of you know, I planned on releasing in Early Access but forgot to set it up 🙃 That however, has not meant the end of updates. We've seen the introduction of Mining and Smithing, construction updates, controller support, steam deck release, and even skill locked; A game mode where you unlock 1 skill at a time (personally my favourite way to plan). So, what's next? Idle Fields Update 2.0This update will reshape the game by introducing more progression that touches gameplay, new ways of training skilling that doesn't involve your worker doing it for you, outfit bonuses, new areas, food providing bonuses, and more. Here's my current plan: Add new ways to train skills actively. So far I have added crab traps and tree saps.Rework the inventory to be less static. This means only showing items you have. This will include some QoL such as sorting and searching.Refine outfit experience bonuses.Work out what skills needs to be rebalance, or even reworked slightly.Add lots of QoL + polish.Add more progression to the game. This includes workers getting better, ways to earn more xp through upgrades.Add a proper gold sink. Gold is fairly useless. I want to change this.Rework the tutorial for the game.This is just the initial plan. I want to do more, and I want your help. If you wish to provide feedback or help come up with ideas, head over to the Discord channel or share feedback on Steam.This update will be available on a testing branch soon before it goes live. It will not have everything mentioned above as I need to build it all. I want to change parts based on feedback before anything goes live. This could even mean remove parts I have added if you all dislike it. I just have a few things to finish before I push the test update.Thank you,KotieDev
Guilds of Mountgate — The Road to Version 1.0Soon, Guilds of Mountgate officially enters Early Access.With the release getting very close, I think this is the perfect time to look a little further ahead.Early Access is not the finish line for Guilds of Mountgate. It is the foundation I want to build upon together with the community.Over the course of Early Access, the existing world will continue to grow, unfinished locations will receive their own content and identity, existing systems will become deeper and more interconnected, and entirely new parts of the game will be introduced.So today, I'd like to share the current: Early Access Roadmap — The Road to Version 1.0The roadmap is currently divided into Content Passes.These are not tied to fixed release dates. Some will be relatively small, while others will fundamentally expand the game.The order may also change depending on development, technical requirements and — most importantly — player feedback.But this is the current direction for the journey towards Version 1.0. Content Pass I — AmberbendVineyards, Quests & WineOne of the first stops right before or after the Early Access launch will be Amberbend.The vineyards will receive more purpose, Amberbend will get its own quests, and wine production will become a more meaningful part of progression.Planned:Amberbend questsMore interaction with the vineyardsWine productionAdditional production and progression balancingThe goal is simple: Amberbend should not just look like a wine region — it should actually play like one. Content Pass II — Living CharactersNPC Memory & RelationshipsOne of the systems I'm particularly excited about.NPCs will gradually become more than static quest givers.Characters will be able to remember relevant interactions, react to things you've done and develop different relationships with your character over time.Planned:Persistent NPC memoriesReactions to previous quests and interactionsRelationship progressionDynamic dialoguePersonal quest...
Patch Fix NoticeHello everyone! This patch focuses on fixes for story playback, character presentation, saves, and Steam Workshop features, along with several interface and usability improvements.Story and ControlsAdded mouse-wheel story navigation:Scroll down to continue.Scroll up to go back.Scrolling inside text fields, settings, dialogue history, and other scrollable areas will no longer change the story by mistake.Fixed dialogue history sometimes showing both correct and incorrect branches. It now records only the path you actually played.Fixed custom player forms of address sometimes being ignored during Raise Hand questions.Failed story generation attempts no longer consume the corresponding usage.The ending screen and share poster now use the background from the current story.Shortened the character blur duration after taking a hit in the minigame for more responsive feedback.Characters and Steam WorkshopAdded controls for adjusting a character sprite’s position and size.New characters can now be previewed and adjusted before creation.Existing characters can also be adjusted at any time.Character layouts are preserved locally, in saves, and through Steam Workshop data.Fixed the default background or default sprite not appearing in the layout preview.Fixed an occasional missing-file error when publishing a new Workshop character too quickly.Fixed characters failing to upload again after their previous Workshop item had been deleted.Added JPG support for character images.Removed the file-size limit for character images.Character reference audio files up to 2 MB are now supported.SavesLocal saves in the Steam version no longer have a fixed maximum count.Removed the outdated “maximum 100” display from the save page.Simplified the information displayed at the top of the save page.Saves can now be renamed:Click the pencil button on a save card.Or double-click the save title.Improved save synchronization with Steam Cloud.Raise Hand and AchievementsFree players on St...
Dropdown menus are now drawn in-game instead of by the OS. This fixes dropdowns never opening when playing through Proton on Linux, and they now match the game's style everywhere. Added a forced redraw after switching tabs, aimed at the black screen some Linux players hit on the TRADERS tab. If you still see it, please tell us on Discord. No gameplay or save changes. Windows players are unaffected apart from the new dropdown look.
Multiplayer Layout SettingsThanks to all of the suggestions for this feature on the Discord!You can access via the Multiplayer tab using the “Spawn Settings” button.Use 1 of 8 patterns to automatically align your friends' catsEvery pattern has an anchor that defines where it startsCat slots can be disabled so that certain screen regions can be kept free (click on a preview cat to enable/disable a slot)Rotate all cats at onceSwap two cats by dragging one onto anotherSnap Cats lets your cats snap into the pattern-defined slotsThe “Recalculate” button lets you re-evaluate the layout instantly. All cats you placed outside of the pattern will remain in their positionsUse F6 when in a lobby to show a preview of all current slotsAnd some more pattern-specific settings!Quality of life:Open and close your inventory with Esc, M (Bongo Cat needs focus) or the middle mouse button (while hovering over your cat)Patting can be turned off (Settings > Interaction > Pat Cats)much shorter white flash on startup (we tried everything, looks like we cant fix this fully : Interaction > Translucent On Hover)Bug fixes:Fixed inventory sometimes not refreshing correctlyFixed randomly resetting emote wheelFixed “Multiplayer Popup” setting where players couldn’t be gifted when the setting was turned offFixed BongoDex hiding items from a fully hidden collection even though you have some of that collectionHolding Enter doesn’t spam the chat anymoreFixed tooltips staying on screen although the menu was closedAnd many more thanks to you!! 💖I’ll have a look at some performance improvements next. And there is an even bigger update in the making :)Don’t forget to update your game!Thank you for your Support
Hello everyone, I'm here again with a minor patch that is more or less a continuation of 1.1.0 from a few days ago! The following are the change logs: ADD: "Mute on Unfocused" setting (defaults to off), that mutes all game audio when window focus is lost. ADD: Varying audio pitches to make Spinners, Pulsers and Biocores sound less annoying. ADD: Middle Mouse button shortcut to use Blueprints and Consumables. FIX: Non-storage items showing the "recycling storage container" warning. FIX: Databank item-name search box not being flagged as typing, causing WASD to cause map movement and hotkeys. FIX: Flawed check handling for item-wiring, this only affected the Cultivator. FIX: Disconnected Grabbers still counted as "Functional" by Auto Explore; causing it to wait indefinitely. FIX: Mouse held-down behaviour for Metal and Biomass buttons (for POIs). The buttons now correctly register mouse up and down events (no more weird moments where holding down the button does nothing until you click once first, as well as no more Biomass storage warning spams when the panel switches thanks to Auto Explore). FIX: Text typo in Emergency Stop warning ("Trigerred" instead of "Triggered") FIX: Fog of War generation and rendering, causing the POIs to be revealed while still hidden behind the black fog on the MAP. This hopefully also fixes the fog-drift too? but still unproven. CHANGE: Audio for Biocore altered to have less bass and volume. CHANGE: Increased "Repair Speed" level cap from 6 to 8, now repair speed can be further reduced to just 20% of base repair time. And that's all the changes in this patch; thanks for reading, and thanks for playing! -Kevin
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...
UNHUMAN IS OUT NOW UNHUMAN is an incremental extraction game. You send your operative into corrupted zones, fight through raids, drag the loot home, gear up and dive deeper. Crank SIGNAL CORRUPTION on a map for higher risk and better rewards, fill the WARDEN bar, and take down the thing waiting at the end. And when you need a break from reality, there is always the INSANITY terminal in the hub. The full version is live today, shaped by months of demo feedback from this community. Demo progress transfers: launch the full game on the PC where you played the demo and your save carries over, with prestige points rebalanced fairly. Your first-time corruption clears also count toward the new SIGNAL HARVEST mastery tree retroactively, and achievements you already earned unlock on first launch. What's beyond the demo: Prestige 4 to 10, each layer with new systems unlocking along the way Corruption levels 8 to 10 and the SIGNAL HARVEST mastery tree The full augment system: cyberware slots, augment quests and upgrades Mythic-tier gear with its own ability slots, rolls and crafting 84 Steam achievements, retroactive for demo veterans A final encounter for the story to end. No spoilers. The demo stays up, and it is still the best way to try the game before buying. Join us on Discord for feedback, bug reports, questions and help with the game, or just to argue about builds. Reports land right in front of the dev there, and hotfixes ship fast. If you hit a silent crash, blackbox.log helps us fix it even faster (see the patch notes).
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: Building Visual Upgrades We've replaced the original building designs to achieve a more unified and consistent art style. {STEAM_CLAN_IMAGE}/45936264/c3ee9dc0c04dbc51ee3b52cd9758937e89c4ba5f.png Better Map Integration Buildings now look more coordinated and harmonious with the surrounding map environment. {STEAM_CLAN_IMAGE}/45936264/59014f1492422d2281292295466bb6a96926cff4.png Rich Building Progression The game features a deep and varied building upgrade and evolution system. {STEAM_CLAN_IMAGE}/45936264/a10ec587d455a7340b530e1d1fcb3889b8526f6c.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 game survive and thrive! https://store.steampowered.com/app/4267800/_/
Achievements: selling profits count again, eleven more faults fixed. Streaks now belong to the career instead of the device. Fan shop: at a final both finalists sell, and a win brings more revenue. The championship scarf follows the title race. Startup: on a few devices the game did not start at all. Fixed. Handling: alerts are the default tab on the laptop, and staff are reachable again from the pre-season. Editor: teams you move to another league now stay there.
Здравствуйте, Ваше Величество.В Console Kingdom судьба государства зависит только от ваших решений!Выбирайте одного из трех героевПринимайте непростые решения с последствиямиСледите за исходом вашего правленияПродержитесь на троне как можно дольшеКаждое решение имеет последствия. Каждый указ меняет историю вашего королевства.Redirecting to Steam... PRESS ANY KEY TO CONTINUE...
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. Fixed an issue where the Gold amount was not displayed after a battle victory, as well as abnormal multiplayer battle matchmaking. 2. Updated the Battle Drop pity algorithm: In solo battles, the player's actual completed battle count is evaluated against each item's final drop rate. Once the pity condition derived from the drop chance is met, the item is granted automatically. In multiplayer battles, both shared random drops for the current battle and independent battle-count pity for each player are retained. Shared random drops enter the team ROLL; when a player's personal pity is reached, the reward is granted directly and does not enter the ROLL. When the Warrior skill Lucky Execute successfully executes a target, its effect changes from calculating this battle's drops with double Luck to counting this successful battle as 2 progress attempts for the caster's personal drops. 3. Added speed-up functionality to the Battlefield system. 4. Fixed a bug affecting Battlefield formation quantity editing. 5. Added the Item Collector Steam achievement. 6. Added the Boss Key feature (testing phase). Press Ctrl + Space to toggle hiding; the shortcut can be customized later. 7. System Shop: Added Unit Land. It costs 6 Rabbit Coins and each purchase grants 1. Added the Sponsor Monthly Card: 10 Pet Eggs are distributed over 30 days, once every 3 days. 8. Adjusted monster drop items and probabilities: Grain-Pecking Chicken: Egg 40%-->50%, Health Potion Ingredient 40%-->50%, Mana Potion Ingredient 40%-->50%. Grayfeather Scout Bird: Feather 40%-->50%. Old Bell Wraith: Old ...
Hello, writers!Thank you so much for playing Idle Bookstore and sharing your feedback with us. We have been reading your comments carefully, and we have made several changes to improve the demo experience.Here are some of the biggest improvements:A More Meaningful Progression SystemSome players felt that the early game progressed too quickly and that there wasn't enough direction on what to work toward.To improve this, we replaced the previous leveling system with a new upgrade tree.Now, instead of simply gaining experience to unlock upgrades, you can complete small tasks to unlock new abilities and earn rewards along the way.This gives you more freedom to decide what you want to unlock and when you want to unlock it, while making your journey as a writer feel more natural and rewarding.A New Way to Sell Your BooksPreviously, if a book received a low score, it could be difficult to earn much from it. Now, you can choose to sell your books directly to publishers for a one-time payment.This gives every book a purpose and provides a reliable way to keep your bookstore growing — even when your latest book isn't quite a bestseller.Introducing the Music BoxWe added a new Music Box where you can play relaxing background music while writing your books and managing your bookstore.We also changed how you unlock wallpapers and music tracks. Instead of spending in-game currency, you can now complete fun challenges to unlock new customization options.We are also preparing to announce the official release date soon, along with a preview of everything coming in the full version.Thank you again for supporting Idle Bookstore. We can't wait to share more updates with you!Follow us on Steam to stay updated. ✨
VHS
55 days ago
· RewindApp
Dear 80's fan, First of all, I would like to thank you all, as we have now surpassed 50,000 unique players on VHS! ːretroVHSːEven though the game is free, it truly means a lot to us to see so many of you playing and enjoying it. We are incredibly happy and grateful for all the support you have shown us. ːretrowaveːIf you enjoyed VHS or Retrowave, I’m happy to announce that the 1.0 version of Retrowave 2 is now available!If you like VHS, palm trees, neon lights and the 80s in general, Retrowave 2 is for you! ːsummerloveːIf you like 𝐕𝐇𝐒 and 80s/90s, you might like our other games: ːaudiocassetteːːretrowaveː DISCORD OF RETROWAVE ːretrowaveːːaudiocassetteːThank you for your support! > Rewindapp
1.物品的描述信息字体变的更大了 2.大幅提升装备的攻击和防御随机词条数值 该数值现在会随着装备品级提升了 (原先只取基础属性不跟随品质取值) 3.优化祭炼时增加的属性范围 4.旧版本拥有攻击力,防御力随机词条的仙器,首次祭炼都将调整到新属性 5.修复致命伤害在属性窗口显示不正确的问题 6.一只神秘的猴子在某处现身了
A recently introduced bug was preventing progression on Story World 14.
New Content: New Tournament upgrade to reduce Automation upgrade times. Changes: Reduced Automation upgrade times for the first 5 levels of each Stat Boost upgrade (damage, gold, energy, and exp) to help new players build a decent stack of these functions quicker and earlier. Reduced the requirements of the Auto Claim Active Play Bonus Function so that the Reward Bonus upgrade is fully attainable for F2P players. Reduced Supreme Alien automation wave requirement from 45k to 40k. Capped Automation upgrade times to a max of 20 days (before reduction upgrades are applied). This makes some of those super long end-game upgrade times more reasonable. Bug Fixes: Fixed various minor UI issues.
Update ContentSignificantly optimized Yumei's animations.The chat AI model can now be integrated very easily, with no cumbersome configuration required. It can run smoothly even on a pure CPU setup. No costs incurred—feel free to chat with Yumei to your heart's content!
Temporary Service AnnouncementDue to the recent surge in users, Paper2Galgame’s Smart Parsing servers are currently overloaded, which may result in slower processing or occasional failures. If your document does not contain text embedded in images, we recommend using Standard Parsing for the time being.Each user currently receives a daily quota of 5 story generations and 1 voice generation. Once the relevant issue is fixed, quotas consumed by failed generations will be automatically refunded.Other recently reported bugs will also be addressed gradually over the next few days. Due to compliance considerations, the Custom API feature has been postponed and is planned for the next version.We sincerely apologize for the inconvenience and greatly appreciate your patience, understanding, and continued support!
UNHUMAN — Ripperdoc Onboarding & Madness Protocol Two big reworks in one patch: the tutorial got replaced by something that respects your time, and the INSANITY terminal grew a full mastery tree. Plus comparisons, clarity, a flight recorder and a stack of fixes. NEW ONBOARDING: THE RIPPERDOCNo more annoying tutorial. (Hopefully.) The old 63-step tutorial is retired. DR. VAHLEN, your friendly neighborhood ripperdoc, now runs onboarding as 17 optional tasks with real pay: cash, custom-rolled gear, FLUX, INSANITY, even a seed cache. No screen dimming, no forced clicks. Every task works your way: do it yourself, hit HINT for a spotlight, SHOW ME to be taken straight there, or SKIP it entirely. Your first raid comes with interactive field notes: routing, sprint, inventory, the secure pouch, healing. The game pauses while you read and moves on when you actually do the thing. Rookie safety net: for your first 3 raids the doc will not let you die. Full patch-up on the spot, free extraction heals, mags topped up. Your very first raid also runs weakened enemies. Veterans: if you finished the old tutorial, you will never see the new one. Start a fresh character and you get a one-time offer instead: take the guided run (rewards included) or wave it off. INSANITY: MADNESS PROTOCOLThe terminal grew a mastery tree. 21 nodes, three branches: CARNAGE (damage, 7 nodes), HUSK (survival, 5), COMMUNION (economy and weirdness, 9). Unlocks at your first REBIRTH. Nodes cost INSANITY and ranks get pricier as you go. The complete tree runs 395,260 INSANITY. Completionists, pace yourselves. Capstones include: SIN FRENZY (+1% raid damage per 1,000 unspent INSANITY, up to +20%), BLOOD DEBT (taking a hit bites back, 10s cooldown, watch for the † mark in raids), HOLLOW SHELL, CROWN'S EDGE (+5% trader sell price per crown tier), CROWN RESONANCE and VOID BARGAIN. BLOOD TITHE: raid kills can drip +1 INSANITY. You will see it float over the kill. RIGGED COIN: the trader coin flip finally leans your w...
Fixed:Fixed the names of the KATHI and TORCH Pawns.Fixed the position of text in the mission menu.Fixed the M4 rail and handguard modules.Fixed duplicate items appearing in the shop.New promo code! "HF1035" — receive 50 key cards for the event loot box, as well as EXP promo codes for Pawns and Weapons.Fixed the loot box system. The chances of obtaining unique weapons have been increased.