Hello! V1.9 is now live. Thank you for the reports about resolution, desktop layout, research pacing, and saves. This update focuses on safer legacy saves, clearer interfaces, and a smoother early game.Highlights• Safer saves: the game now completes a safe local commit before Steam Cloud sync. Rolling backups, corrupted-save recovery, and an explicit local/cloud conflict choice help prevent silent overwrites.• Legacy save support: V1 saves can migrate to the current format. If a conflict occurs, both local and cloud candidates are retained.• UI and resolution: improved layouts for Settings, Store, Guide, Research Records, Statistics, Pomodoro, chicken details, and the right toolbar on small displays, 16:10 screens, and widescreen displays.• Desktop layout: improved monitor selection, fallback when a display changes, UI recovery, and the right-side safe area. Press Ctrl+Shift+U to recover the interface, or Ctrl+Shift+M to switch displays.• Research pacing: on a zero-progress save, the first chicken is guaranteed one normal Q4 within 30–45 seconds. One limited second-stage protection across the first two chickens guarantees a normal Q4 within 10–15 minutes, with at most 30 bonus funds. Normal probabilities resume afterward.• Clearer feedback: added cycle duration, success chance, next attempt, pending-result, and next-step information.• Bilingual UI: instant Simplified Chinese / English switching is available across the main gameplay and settings interfaces.• Retired AI feature: player-facing AI chat, API Key settings, and related instructions have been fully removed.• Chicken and HUD polish: fixed movement facing, titles, buttons, store cards, ground coverage, and several transparent-desktop stability details.If the interface becomes unusable, press Ctrl+Shift+U first. If the issue remains, please include your resolution, Windows scaling percentage, monitor arrangement, and a screenshot in your report.Thank you for your support!
Notice: The early-game tutorial is not yet fully implemented (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 Test reward items are available to claim. Update Details: 1. Fixed issues with Auto Battle in solo and multiplayer battles. If you still encounter a problem, please log out and back in. 2. Improved the Farm system's one-click operations, allowing players to perform actions such as tilling and planting in batches. 3. Reduced the stats of the Windhowl Wolf, added new item drops, and increased its item drop rates. 4. Added the skill "Backstep", which grants 1 second of invincibility. 5. Fixed a bug that caused the "Burn" skill to deal true damage. 6. Unlocked part of the Personal Technology content (there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway +1). 7. Unlocked part of the Server-wide Technology content (there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway +1).
Sorting & filtering - Sort your cars by type, enhancement, most recently bought, or how many you own - Filter the car list to a single cargo type - Sort engines by cars pulled or top speed - Both work in the Rail Yard and on the trip screen when you're picking a train — and the sort you choose carries between them Fixed: the trip screen was cut off - DEPART, the engine and car checkmarks, "Detach all" and the right edge of the destination boards were all being clipped off the right side of the window. This happened at every window size, not just small ones. Fixed. - DEPART is now greyed out until you've attached at least one car, instead of letting you leave with an empty train The Collection is readable now - Locomotives you haven't collected yet were rendering almost invisibly against their dark tiles — they now show as clear silhouettes - Colour variants no longer share a truncated name: you can tell (Gray) from (Green) at a glance - Each livery shows how many trips you've run in it - Tiles are a consistent size, so the grid lines up Readability - Buttons you can't press keep readable labels everywhere — the price on a greyed-out BUY, UPGRADE, Sell, Paint or Enhance is legible again instead of fading into the button - The trip progress percentage was invisible for the first half of every journey - The arrival ticket's edge lettering no longer runs off the card - "Skip tutorial" no longer prints on top of the destination list - The paint picker and How to Play now show a scrollbar, so a part-visible row reads as "more below" rather than as cut-off text - Bigger, properly sized Cancel button on the Steam purchase screens
Dear Players,To enhance gameplay experience and create a more active in-game community, we plan to carry out server merging adjustments. Details are announced as follows: Servers IncludedServers 1 to 50 Merge ScheduleServer merge will start at 08:00 UTC on August 3rd. The process is expected to finish within 30 minutes. Important NotesDuring the merge, you may be unable to log in, or encounter brief lag and disconnections. Please arrange your gaming time accordingly.After the server merge is complete, affected players will receive corresponding compensation. Thank you for your understanding and support. Issue FeedbackIf you encounter any problems during or after the server merge, feel free to contact us via email. We will resolve your issues as soon as possible.E-mail:callofgirls@proton.me
New Changes include: Caym voice lines. Some voice lines included from other cast. New backgrounds. New music and sound effects. New CGs from Caym's route. 8 Chapters with different endings from Caym's route. All changes are subject to patches based on user feedback. Let us know how you feel about this new update on our Discord page!
Thank you for playing the game. Today, update (v1.1.1) has been released, including the following new feature and bug fix.■ New FeaturesAddition of "Mute in Background" setting A new option has been added to the Settings (Audio) screen. You can now automatically mute the game's sound while the window is inactive. (Note: The default setting is "OFF".)■ Bug FixesAddressed an issue where the title bar disappears in windowed mode Applied a fix for a problem where the title bar could hide at the top of the screen during windowed mode, preventing the window from being moved.Note: Since this issue could not be reproduced in the current development environment, a countermeasure has been applied to the section of the code most likely causing it.If you continue to experience this symptom even after this update, it would be greatly appreciated if you could report it along with the following information:Settings and steps when the issue occurred (e.g., changed from full screen to windowed mode, set resolution to XXX x XXX, etc.)Monitor environment (display resolution and whether it is a multi-monitor setup)Windows "Scale and layout" setting valueI apologize for the inconvenience this may cause to those affected, and I sincerely appreciate your cooperation in helping achieve a complete resolution.
Changes Exchanger - hold to convert. Hold BUY or SELL for half a second and it keeps converting on its own, accelerating as you hold. Turning a large coin balance into mystery globes now takes a few seconds instead of thousands of clicks. A single click still converts one at a time, exactly as before. Project Poltergeist - Astra Flash now grants +1000% XP Gain per completed Black Hole dodge, up from +100%. Fixes The Game monitor no longer stays black in the game room when Render Resolution is set to 1080p. If you are still on the old build, turning the monitor on and off once also clears it. Project Poltergeist - a full power bar always pays out now. If you were saving power bullets for a late-run combo and hit the bullet cap, filling the bar granted nothing at all. It now pays the +1% Total Crit Rate and XP Gain bonus in that case too, so holding onto your bullets never wastes a fill.
Bug Fixes & Server Optimization | v5.0.70 Update v5.0.70 is now live, featuring additional server optimizations, marketable Boost Potions, and full anti-cheat enforcement. Server Optimization Trove Hub calls have been further optimized to reduce server stress and improve overall gameplay responsiveness. These changes should result in smoother Trove Hub interactions and improved server stability during periods of higher activity. Marketable Boost Potions XP, Luck, and Hatch Boost Potions can now be listed and traded through the Steam Community Market. This is an early expansion of the Community Button item economy. Drop rates and potion balancing may receive minor adjustments as more live economy data becomes available, helping ensure that Boost Potions remain rewarding and sustainable long-term. Each Boost Potion is rolled independently while clicking: • XP Boost Potion — 1 in 10,000,000 per click • Luck Boost Potion — 1 in 10,000,000 per click • Hatch Boost Potion — 1 in 10,000,000 per click Because all three drops are rolled independently, your combined chance of receiving any Boost Potion is approximately 1 in 3.33 million per click—around three times better than receiving one specific potion. Potion drops are rolled using your boosted click count, meaning account progression and click multipliers have a major impact on your effective drop potential. Click here to view the Steam Community Market Anti-Cheat Enforcement The upgraded anti-cheat system is now fully enforced. The system continuously calculates a smart click limit for each player based on their account progression, active multipliers, playtime, and recent click activity. If a player attempts to submit more clicks than the system determines could legitimately have been generated: • Excess or fraudulent clicks will be discarded • The account will receive only the verified progression value • The account may be flagged for manual review Flagged accounts will continue to connect to and play the game normal...
Got a report of dropdowns shifting off screen, scaling was shifting it over by the wrong % Dropdowns should now do dropdown things correctly regardless of scale, thanks for reporting :)
Changelog for Version \Bug FixesFixed an issue that prevented the quest granting the maximum building limit expansion reward from workingContentAdded an in-game mailbox where you can receive messages from the administrationAdded a new building type: Elemental Nexus (Synthesis)Added 10 unique dragons that can be created in the NexusAdded a new perk: Dinner Is Served!Added new shard types: Fried Fish and Toxic Mushroom, which can be created in the Kitchen with the corresponding perkImprovementsRandom events on the map now display their danger level using skull icons, helping you estimate the event's potential riskThe Rulebook has been completely updated with more information about the game rules, an improved structure and navigation, and a new visual designDeliveries can now be initiated even from empty warehouses and shipsYou no longer need to pay the full repair price. You only pay for the actual damageThe Scheduler has been reworked and now supports launch rules based on the availability of a specific resource in your warehouse, as well as more advanced condition checksBalanceSignificantly increased ship durabilityReduced repair costsSignificantly increased ship capacity
Hey everyone, This update is almost entirely built from your requests, starting with the big one. Fullscreen By far the most requested feature since launch. The Skydeck, Drive and Garage screens can now go fullscreen. {STEAM_CLAN_IMAGE}/45746073/201125fbba171fe7c047890e07cca17794bed267.gif Click the expand button in the corner of the screen or press F11. Esc brings you back. This is not just a screenshot mode. Everything keeps running, so you can drive, walk around the Skydeck and click things while fullscreen. The game window grows to cover your monitor and returns to its exact old size and position when you exit. Closing the game while fullscreen will not mess up your window either. Ultrawide players: the image is capped at 16:9 with black bars on the sides, so nothing gets stretched or warped. Right click window dragging and the window hotkeys are disabled while fullscreen so you cannot accidentally yank the view around. New Settings UI Sounds slider. You can now turn down button clicks and interface sounds without touching the radio or the engine. Thanks Ily! Skydeck crosshair size. The little dot can now be resized from 0.25x up to 2x, or turned off completely. Also an Ily request. Camera Motion slider. If the driving camera moves too much for you, turn this down. At 0 the camera stays completely calm. Good news for anyone who gets motion sick. Driving Camera The chase cam was throwing itself around way too much, especially on fast cars. It leaned into corners too hard, the FOV kept breathing in and out, and the camera dove down at speed. All of that has been toned down. The NFS feel is still there, your stomach just gets a say now. See you on the road – Tolga
Just a few changes.. Fixed order complete popups sometimes reading +$0 instead of what you actually earned, mostly at faster game speedsFixed prestige keeping achievements it was meant to reset, which results in a random.. "You Built an Empire" completion screen on a fresh runPrestige menu no longer claims achievements are keptMusic volume/mute preferences are savedWorker wages changed to a flat $15/hour instead of the stupid $2 per printer bonusCleaned up Help menu tabsReputation now shows as 100/100 instead of 100.0/100Added a print quantity/type dropdown to the Start All buttonSmoothed out printer progress percentage and time left countdownRemoved the CAD guy.. Thought it might have been good to speed up unlocks, but it doesn't take long enough to warrant the CAD guy, so he has been kicked outFixed the days counter not updating (not sure how I didn't realise)Money popups now appear from the printer or room tab that earned themAdded a countdown showing how long you have left to earn the order tipComponent upgrades now show on the printerOrders panel now shows total order count instead of a fractionBatch print quantity/dropdown selections now persist between menu visitsImproved keyboard accessibility for the Settings menu (you can pretty much play the game via kb)Fixed a tooltip getting cut off on factory workersFixed printer fill achievement progress not tracking correctlyMillionaire achievement now shows a clear $ progress readoutFixed any filament workers unfairly favoring one filament type (they loved PETG)Fixed the orders "FULL 3/3" badge not reflecting the activeorders upgrade, will show 3/6 etcFixed completed orders not showing up in Order HistoryFixed the Print Now button silently failing when no printer was availableWorkers now prioritize the fastest available printer for new ordersFixed a performance bug causing high CPU usageFixed a delay before new printer slots appeared in Endless ModeAchievements now reset each time you prestige so you can get the bon...
NewProject Poltergeist - a galaxy score attack on the arcade machine. Feed everything you hit into a black hole and see how far you get before the telescope window closes.The Rift - Poltergeist's boss. It arrives with a neutrino, tears four wormholes into the corners of the board, and throws the neutrino between them.Photon Charge - every Burst hit fires chain lightning that leaps to the nearest bubble. Each extra copy adds another jump.Painter - The Drill drops a second pile of paint a second after the first. Each extra copy adds another.Cosmos - a galaxy blooms across the whole screen and feeds the black hole for ten seconds.Cowan-Reines - four neutrinos arrive at once and orbit the black hole.Booster Never Dies, Astra Flash and Harmony - three more ways to bend a run.Your lobby monitor is alive. When the GameBoy is off, its screen drifts with bubbles and your crosshair instead of sitting black.Project Poltergeist Runs that outlast the power-up pool pay you. Once there is nothing left to pick, every full power bar sends a purple bubble into your Crit Rate and XP Gain.ChangesClick Rate finally reads like every other stat. A card that promises +25% now moves the stat by 25 points instead of half that. Your clicking speed has not changed, only the number you were reading.Sniper now multiplies what your crosshair hits. It used to quietly multiply every point of XP in the run, including chains, orbs and pulses. It now pays where you aim, on every bubble type and The Core. Your XP Gain card no longer folds Sniper into it, so the card tells the truth about everything else.Sniper no longer pays for its own slowdown twice. Neutrino hits were shrinking because Sniper slows your click rate. A neutrino hit now pays the full bonus.Genie Lamp says what it does. The wish raises your total Crit Rate or XP Gain by 20%, not 10%.FixesThe Genie's pickup wish barely stopped time. A pickup multicast that rolled Chronos gave you one second instead of the full chain. It now pays every ec...
Hello Adventurers!We are so excited to say that Upgradia Online launches into Early Access tomorrow!The gates open at: UK 12:00 PM BSTPacific 4:00 AM PDTEastern 7:00 AM EDTEurope 1:00 PM CESTJapan 8:00 PM JSTAus East 9:00 PM AESTThank you so much for all the support, wishlists, feedback, and encouragement so far. We have a long road ahead, with plenty more updates, balancing, polish, and optimisation to come, but tomorrow is a huge first step for Upgradia Online!We can't wait to welcome you in!See you in Upgradia! Join the Discord:https://discord.gg/8Ut3FAWeNC Wishlist Upgradia on Steam:
- Fixed some issues related to distance calculations offline
Rail Yard sorting & filtering - Sort your cars by type, enhancement, most recently bought, or how many you own - Filter the car list down to a single cargo type - Sort engines by cars pulled or top speed - Cars now group by type by default, so big collections stay readable Paint & liveries - The paint picker is much larger and easier to read - Each livery now shows how many trips you've run in it - Bigger, properly sized Paint and Cancel buttons The Collection - The index now tracks engines you've actually driven, not just ones you own — one trip in an engine/colour combo marks it collected - Engine thumbnails fit their frames instead of being cropped - Fixed the lag when opening the Stats screen Controls & clarity - The DEPART button is 25% larger and pulses, so it's obvious when you're ready to roll - Buttons you can't afford are greyed out, with readable dark text instead of washed-out labels - Enhancement rolls now reveal on the split-flap boards instead of applying silently Fixes - Fixed a crash that could close the game when the graphics surface ran out of memory — it now recovers and saves instead - Fixed station levels being restored above their real maximum on older saves - The menu now redraws while you resize the window, instead of freezing until you let go - Enhancing is allowed mid-trip again, and tickets can no longer be spent without delivering the upgrade
Increased the maximum level of buffs/debuffs. Fixed a bug where the experience required for pet upgrades no longer increased after level 1000.
{STEAM_CLAN_IMAGE}/34327637/dbf945e1a64ae109cc6e0a2c5f9462435cef6be8.png 1.82.0 update, "Jewel of the Realm", is now up. - New feature: Town Manage and improve a town built around your wizard Tower. There, you can build and upgrade Structures which can affect various aspects of both the basic game and the Town. To build, you need some or all of the four resources: Gold, Stone, Mercury and Automatons. Every Structure provides some Gold, while a specific Structure provides other resource types. The Tower serves as a hub that unlocks new Structure tiers, upgrades and increases your Gold. Balance: - Reworked Source Memetics efficiency bonus: The bonuses now apply to final value of Source memetics' bonus, with a scale specific to each type of bonus. The bonuses were scaled up to be in line with other Paramnesics and God Memetics. This is still an overall nerf and was done due to the stat itself way overperforming compared to our initial expectations. - Reworked Enchanting dust bonuses: Enchanting Dust now has 2 types of global bonuses: "Gain", which applies to any Enchanting Dust gained in any way, and "Output" which applies to sources of Enchanting Dust related to somehow crafting it (compared to receiving a timed reward, ware etc.). This is done to help us structure it better and make it more transparent. There are specific bonuses that only apply to a specific source, but they're always limited to that one source only (e.g. Bat Rewards). UI: main ingame font changed And a couple of balance changes and bug fixes along with that Come visit us!
This update focuses on save stability, progression issues, upgrade behavior, and several long-standing gameplay bugs. New Features You can now hold the "Buy Cheapest Node" button to continuously purchase nodes Purchasable nodes now pulse, making them easier to spot Save, Rewards & Achievements Fixed save corruption after a PC crash that could make the game unplayable Fixed starting a New Game not resetting everything correctly Fixed sacrificing not awarding gems Fixed gem rewards being lost when an error occurred while granting them Fixed the "First Blood" achievement not unlocking The "First Blood" achievement now unlocks retroactively if its requirement was already completed Fixed achievements being permanently lost when Steam was not ready Combat & Upgrade Fixes Fixed Gemini Cannons disabling corn popcorn, potato zaps, and cauliflower projectiles Fixed Hollow Sun's damage radius shrinking over time Fixed the attack indicator not matching the actual hit area Fixed crop spawn interval upgrades making crops spawn more slowly Fixed Dark Matter collapse interval upgrades increasing the interval Fixed Greenhouse interval upgrades increasing the interval Fixed Laser Bunny attack speed upgrades making it attack more slowly Fixed Controlled Ecosystem producing crops that were not available on your farm Skill Tree, UI & Audio Fixed the "Buy Cheapest Node" button overlapping the Treasury and Castle tabs Fixed the bottom branch of the Space Farm skill tree being unreachable Fixed audio clipping when purchasing several nodes quickly Thank you for reporting these issues and helping us improve Agrivore! Don't forget to leave a review on Steam! https://store.steampowered.com/app/4045540/Agrivore/
Crafting Improvements Crafting now has the approved consolidated header, showing the active batch, progress, Mastery loadouts, production controls, timings, and queue together. Added a dedicated timer for the currently active Crafting batch. The Crafting workbench now scrolls internally so lower recipes and Craft buttons remain reachable at different resolutions and UI scales. Fixed finite Crafting orders disappearing when materials run out. The exact unfinished quantity now remains waiting. Gathering resumes while a Crafting order waits for materials. Waiting Crafting orders automatically restart when enough materials become available. Affordable later orders can still continue while an earlier order waits for materials. Offline Crafting now preserves and resumes unfinished orders using the same rules as online Crafting. “Craft All / Until Empty” remains unchanged and still ends normally when materials are exhausted. Display & Interface Scaling Fixed interface elements scaling independently when resizing the game window or entering fullscreen. The complete game interface now resizes together as one coordinated canvas. Manual interface scaling is automatically limited when the selected size would extend beyond the available screen. Larger displays can still use 120% scaling when sufficient space is available. The approved Crafting header now keeps its intended structure instead of rearranging into mismatched sections at narrower sizes. Inventory and Crafting remain fully reachable without allowing panels or controls to become clipped. Dungeon Combat Fixed active Dungeon encounters sometimes displaying the player’s previous Gathering or activity screen. Dungeon damage numbers no longer appear over an unrelated activity interface. Entering or returning to an active Dungeon now reliably opens the proper Dungeon combat screen. Dungeon combat routing remains correct after character switching or restoring an active encounter. Talent Build Reliability Fixed selecting a sub...
Fixed:Auto-battle rewards have been increased. Players now receive more money and weapon EXP cards.The system that hid unowned modules has been removed. The Weapon Workshop now displays every module compatible with the selected weapon, even if it has not yet been obtained.Missions: Selected mission search filters are now saved.Missions: The player’s resources are now displayed on the mission map.Missions: Added a reward category filter.Missions: Filter icons have been slightly enlarged.The fire rate of the M4A1 “House Keeper” has been reduced by 10%.ASTRA, Beretta PMX “SNOWFALL,” Barrett M107 “BEREZA,” and the “Vant VM II” shield have been removed from the shop.The Chinese localization has been updated.Fixed an issue that allowed modules to be installed on the “None” weapon.Fixed an issue with event reward distribution. Event missions have been reset for players who had already completed the affected events, allowing them to earn the rewards again.Fixed the description of the weapon module loot box.
Notice: The early-game tutorial is not yet fully implemented (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 Test reward items are available to claim. Update Details: 1. Fixed issues with Auto Battle in solo and multiplayer battles. 2. Released a basic version of the Wiki, accessible by selecting Encyclopedia at the top of the screen. 3. Unlocked the Scroll Boss technology. 4. The Warehouse's Items tab now displays the amount of each currency owned by the player. Currency balances were previously shown under Character > Player Summary. 5. Corrected the incorrect top-up description that stated a 1 Rabbit Coin to 1 USD exchange rate. 6. Fixed the season display. The season now changes every 12 hours as intended. 7. Fixed an issue that prevented players from selecting an item instance when processing armor. 8. Added a Loadout Slot with a quick Unequip option. 9. Added the Level 1 Stone Soul material used exclusively by Warrior skills. 10. Unlocked the server-wide boss Windhowl Wolf. Required challenge count: 50. Respawn time: 10 minutes. 11. Fixed the incorrect drop rates for the LV1 Battle Gift Box. 12. Reduced the material requirements for Apprentice-series (T3) equipment. 13. Updated the descriptions for Auto Battle, Level 1 Auto Battle, and Level 2 Auto Battle. 14. Published the probabilities for each gift box. 15. Improved the experience display by adding the exact amount of experience required. 16. Adjusted skill values (there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway). 17. Adjusted monster drops (again, there are too many changes to list—we're taking the easy way out, since nobody plays or reads this anyway +1).
Highlights: This round clears two bottlenecks—space and resources. The terrain around the pond and lake has been reshaped: the stretch right of the lake used to fit only one large building and now fits exactly two. Sapphire and diamond consumption has been rebalanced so they no longer gate your late game. We've also fixed the Chef tutorial getting stuck—saves already caught there don't need restarting. Gameplay Improvements Building · More room along the shore: The terrain around the pond and lake has been reworked so the buildable shoreline is more regular—the stretch to the right of the lake previously fit only one large building and now fits exactly two. Laying out big footprints like the Gem Workshop or Blacksmith Shop leaves you noticeably more room to maneuver. Balance · Sapphire and diamond no longer gate you: Advanced Boots now last 30 minutes instead of 18—they're the one piece all five professions can wear, so they burned through far more gems than anything else. Advanced Gloves get a smaller bump to 20 minutes. The Mage Forge Crate now takes Cut Ruby, so it no longer competes with boots for sapphire. And the Adamantine Blade cuts for considerably longer, making it finally worth what it costs. Mining · Hover to identify ores: Hovering an ore vein now shows its name and a soft outline, so the variety down in the deep mines is finally readable at a glance. Mining is still done by your Miners—hovering is for identification only. Crafting · Standing orders stop flooding the queue: Multiple restock batches of the same item from Standing Orders now merge into a single slot instead of filling up the crafting queue, so the tasks you lined up by hand don't get pushed out. Bug Fixes Tutorial · Chef: Fixed the Chef tutorial being unable to continue while making Basic Feed when ingredients ran short. Saves already stuck at that step don't need to be restarted—just load the game and carry on. Fisherman · No longer idles when a spot disappears: Fixed the Fisherman occas...
1.Added a damage ranking display for skills and towers in the pause menu. 2.Enhanced the "Law of Adversity" rune effect, increasing the damage bonus from 50% to 100%. 3.Fixed an issue where the rune shop could appear empty after switching maps. 4.Fixed a conflict between the rune shop interface and the upgrade interface that caused operation issues. Thanks for your feedback! I'll keep improving the game!
Dear Players,Thank you so much for playing the game. The latest update patch has been released.In this update, we have added new late-game content and adjusted the game balance. ■ Addition of the New Sector: "Supercritical Sector"By acquiring specific skills, a new sector called the "Supercritical Sector" will be unlocked. This is a challenging area designed for players with a Missile Level of 50 or higher.Numerous medium and large debris will appear.HP and rewards are set higher than in existing sectors.Additionally, to help you progress more smoothly, we have reduced the number of materials required for certain skills. ■ Background of the Update & Compensation for Early AchieversSince the game's release, we have received a lot of feedback pointing out that the gameplay burden to reach a specific ending was overwhelmingly high. The purpose of adding this new sector and adjusting the balance is to solve this issue, allowing players to achieve their goals within a reasonable playtime, and to clarify the significance of upgrading weapons.Furthermore, for those who spent a massive amount of time achieving this specific milestone prior to this update, as well as players who have already raised their tool level limits, we are planning to grant a "small bonus feature" in a future update. We will share more details on this at a later date. ■ A Message from the DeveloperI develop and operate this game entirely on my own, and prior to release, I rarely had the opportunity to receive third-party feedback. Because of this, I am deeply grateful for the current environment where I can receive such honest and specific feedback from all of you post-release. Above all, knowing that so many people are enjoying the game is my greatest source of encouragement.I will continue to make improvements aimed at providing a better gaming experience, using your feedback as a reference. I would highly appreciate it if you could continue to share your thoughts and opinions via Steam reviews or t...