Game Updates

Patch notes and dev posts · 14,927 Steam updates
MEGACITY
MEGACITY
91 days ago · greenkamino522

Megacity: Two ways to run the city.

MEGACITY: Update 2.9.0: Two Ways to Run the CityVersion: 2.9.0Build: 20Released: 2026-07-07Save compatibility: Existing saves load as-is — nothing needs resetting.MEGACITY now has two game modes. Rule in real time, or take it one turn at a time. The city falls apart either way — you just get to choose the tempo.---THE HEADLINE: TWO GAME MODESWhen you found a new city, you now choose how you want to play it:- REAL-TIME — the classic mode. The city lives and breathes on its own clock. Crises land when they land, and the simulation keeps moving whether you are ready or not.- TURN-BASED — the new mode. Nothing moves until you press END TURN. Read every report, weigh every decision, take all the time you want. The city waits for you. It resents it, but it waits.Turn-based mode is built to play fair:- Crises interrupt your turn cleanly. If an emergency erupts mid-turn, the day pauses while you deal with it — and once handled, the rest of the day resumes exactly where it left off instead of starting over.- No first-turn ambushes. A brand-new turn-based city cannot be hit by a crisis on its very first turn. You get a moment to breathe before the sector notices you exist.- Dismissing a crisis buys real breathing room. A dismissed crisis no longer storms right back on the next turn, and dismissed officer alerts stop nagging immediately too. If the underlying problem is still there, it will return — and the game now tells you so when you dismiss a critical warning.ALSO NEW- Pick your standing start style. Settings now lets you choose Guided or Veteran as your default for new cities. And starting one city differently no longer silently overwrites that preference — a one-off pick stays a one-off unless you tick "make this my new default".- More problem cards that name the fix. Defense and infrastructure join the diagnose-and-one-tap-fix card family from 2.8.0.- Light mode, larger text, high contrast. Every screen now follows your chosen theme, and new readability options make th...
Upgradia
Upgradia
91 days ago · Remy

Upgradia Online - Early Access Roadmap & Goals!

Upgradia - Early Access Roadmap & Goals! Hello Adventurers! The road to Steam Early Access is getting closer, and today we’re excited to share our first roadmap for Upgradia!This is a look at some of the bigger goals we’re planning for Early Access, Release 1.0, and beyond as we continue building Upgradia into a long-term online world full of progression, systems, adventures, and things to level up!Early Access is only the beginning of the journey. Our focus during this stage is to keep improving the core game, expanding progression, adding more content, polishing existing systems, and shaping Upgradia into a world players can return to again and again.Many roadmap features are already being worked on, and a few have started making their way into the game in early forms, including player titles and profile customization. These systems will continue to grow, improve, and gain more depth over time.The roadmap includes plans for new class skills, balance updates, quality of life improvements, more questlines, new multiplayer hubs, additional minigames, travel updates, more customization, guild progression, PvP tournaments, advanced classes, mounts, player stalls, future lands, housing, boats, card battles, and much more!As always, this roadmap is a guide rather than a fixed promise. Features may move around, change shape, arrive earlier than expected, or grow into something bigger as development continues and as we learn from player feedback during Early Access.Thank you so much for following the journey so far. Every wishlist, comment, message, and bit of support helps Upgradia reach more players before launch, and we’re incredibly excited to keep building this world with you.We can’t wait to see you in-game!Wishlist Upgradia on Steam: https://upgradiaonline.com/roadmapOfficial Website:https://www.upgradiaonline.comJoin the Discord:https://discord.gg/V5dBzjCwpWith love,M Y T H A R I A Games
Idle Startup
Idle Startup
91 days ago · TheCandyMan

Update 8c: Graphics settings

A few of you reported the game running your CPU hot or spinning up the fans. That is fair, for an idle game it should barely register, so I looked into it. Here is what was going on. The game had no frame rate limit, so on a high refresh rate monitor it was redrawing the whole screen 144 or 240 times a second, even though almost nothing on an idle screen actually changes. That is a lot of wasted work, and on some machines it pinned a CPU core and heated things up. What is new Frame rate cap: pick 30, 60, or Unlimited. It now defaults to 60, which looks identical on an idle screen but uses far less power. V-Sync toggle: on by default, turn it off if you prefer. You will find both under Menu, Display, Graphics. Your choice is saved and stays put between sessions. If your machine was running warm, this should take care of it. If it is still warm after updating, tell me your setup in the discussions and I will keep digging. Thanks to everyone who flagged it.
Legacy of the Ark: The Long Awakening
Legacy of the Ark: The Long Awakening
92 days ago · KamelKisser

Update 1.4.8 "Recalibration" is live!

🛰️ Update 1.4.8 "Recalibration" is live! A quick follow-up to Signal Repair — more fixes and tuning. Save-safe, no reset. 🔧 Fixes • Tutorial: the NEXT button now advances every step — no more getting stuck on a popup. • Event Token Store: purchases give instant feedback again — your token count drops the moment you buy, and the reward applies. • Token Store: item text on the right side no longer runs off the edge of the screen. ⚖️ Balance • Echoed Commands & Recovered Routine are now UNLIMITED — level caps removed. • Anomaly Attunement & Anomaly Stabilizers are also uncapped now, with slightly cheaper cost scaling. 🛡️ Anti-cheat • Manual tapping is now capped at the same speed as holding the core, so external auto-clickers no longer earn faster than just holding it. (Your auto-tap upgrades are unaffected.) Thanks for the reports! 🙏
Loot Dungeon
Loot Dungeon
92 days ago · Glinnor11

Patch Notes — v0.140

This update focuses on overall polish, tutorials, new animations, balance adjustments, combat feedback, UI clarity, and bug fixes.Main ChangesCursor and Hover PolishImproved cursor behavior for both charactersAdded clearer hover states for interactive and non-interactive objectsImproved hover feedback on enemies, loot, buttons, and arrowsCombat Feel ImprovementsKnight Mighty Blows fixImproved ring damage VFX and UI/UXAdded new enemy animationsTutorials PolishPolished Skill Tree tutorialImproved Knight and Duelist tutorial flowDuelist first-run tutorial now appears correctlyMeta ProgressionAdded more meta upgradesImproved upgrade spacingFixed Skull requirements on black upgradesUI and ReadabilityAdded smoother scene transitionsImproved Back button, arrows, and hover statesLoadout and MerchantFixed gear stats not showing in the MerchantImproved Loadout screen behaviorFixed several item, perk, and upgrade display issuesBalance ChangesFixed difficult monsters starting with incorrect HPAdjusted some upgrade and ring valuesBug FixesFixed zoomed Meta Tree navigationFixed stuck tutorialsFixed camera getting stuckFixed incorrect character dialogueFixed popups not pausing the gameFixed black upgrades not requiring SkullsFixed Merchant stat displayFixed several Duelist/Knight progression bugs
Legacy of the Ark: The Long Awakening
Legacy of the Ark: The Long Awakening
92 days ago · KamelKisser

# 🛠️ Update 1.4.7 — "Signal Repair" is LIVE

# 🛠️ Update 1.4.7 — "Signal Repair" is LIVE The first post-launch update: a big stability & quality pass. **Save-safe, no reset.** **🔧 Fixes** • **ARK Cores no longer lost when you finish a Challenge** — and anyone affected is being made whole 💙 • Token Store: tapping **BUY** now actually buys the item & spends your tokens • Daily Login popup no longer closes on its own • Daily reward can't be re-claimed by signing out & back in • Tutorial popups now always have a **NEXT** button • Challenge quick-buy hides upgrades from sections that challenge locks • Floating events tapped **during a Challenge** now reward your **main game** • Google sign-in no longer hangs if you close the browser • Automation now buys at the **full speed** your Optimize upgrades provide • Cloud save is more reliable across devices • Event goals are properly scaled again (no more instant clears) • Music no longer stutters 🎵 · **Faster launch** from Steam ⚡ • Anomaly/Awaken: the LAST SIGNAL panel no longer runs off-screen **✨ New** • Surge bars show a **"MAX m:ss"** countdown when held at max by a timed effect • Hover any **Lens / Wake Protocol / Fracture progress / Strategy** for a tooltip explaining what it does Update now on Steam — thanks for all the reports! 🙏
Little Ghosties
Little Ghosties
92 days ago · Acrylic Pixel Games

V31 Seesaw!

Hi!V31 comes with lots of improvements!A New Seesaw Toy!Hunger and Dirt Thought Bubbles Improved Glass Ding ImageButton Boost On StartButton Desire IncreasedSave and Load on Terrariums and ToysI think I may add some more Sound next.A review would be great if you enjoyed the demo!Many thanks!Chris
Craftlings
Craftlings
92 days ago · Ariano

Apollo 67

Hello there, Ariano here, I was thinking that sending Craftlings to space would also be a good idea. Since humans will follow shortly, those tiny workers could already start mining asteroids, building infrastructure on planets, and helping to create a new life in space for humans, right? But first things first — we need a rocket! 3 ... 2 ... 1 ... Engines are on! In the newest patch, I’ve added a new map, Apollo 67, where the player has to build rocket parts with the help of a local scrap merchant in the sandy dunes of a desert. The merchant accepts anything that interacts with the metal detector and turns it into rocket parts. It is up to you whether you start mass fork production, build a hammer factory line, or try to brute-force your way to space with just axes! 👀 There are also a few small QoL additions and small bug fixes. Before you jump into the patch notes, I would like to ask for one thing: Thousands of you have finished the campaign, playing through all of the missions, many of you even multiple times. Hundreds have played the new scenario map! Craftlings currently has around 300 reviews, which I am super grateful for. Those are really important for the game’s visibility, and if I could ask you to write one if you haven’t yet, even a short one, that would be amazing. Thank you! {STEAM_CLAN_IMAGE}/41281037/f8883e99ca88b923306de38a7828d23764a52bba.jpg Patch notes: Apollo 67 Map New Scrap Merchant buildings turning metal items into rocket parts The taskbar at the top of the screen can be hidden and opened Restart button in the pause menu has a confirmation Bug fixes What next? Some of you know my situation and how hard it is for a new solo dev with his first project to survive a publisher contract termination and all the consequences that follow such an unfortunate scenario. You also know that I am not allowed to talk about the contract details and the cooperation I had with Raw Fury, but if you take a look at their standard contract on their home page in th...
Desktop Raid
Desktop Raid
92 days ago · yingkui

1.222 Update Announcement

1. Fixed a bug where auto-challenging adventure bosses would easily be interrupted. 2. Fixed a bug where certain skills and affixes failed to apply the Poison buff. 3. Fixed a bug where expanding the home animal capacity incorrectly consumed players' diamonds, and reduced the expansion costs for the later stages. 4. Fixed a bug where the Hunter's summon model would suddenly become enlarged. Lastly, if you have been enjoying our recent updates, leaving a recommendation on the store page would be the greatest support for us. We will continue to work hard on future updates and strive to meet your expectations every time. Thank you!
Tiny Slime Farm
Tiny Slime Farm
92 days ago · Choco Dev

HotFix 1.0.102

HotFix 1.0.102 Hello! This HotFix includes quality-of-life improvements, balance adjustments, and various bug fixes. Quality of Life Added an option to enable/disable automatic food purchases at the Restaurant. Improved direct feeding. Slimes are now automatically targeted when food is dropped nearby. Added an option to automatically store items purchased from the Market in the Windmill. (Requires the corresponding research.) Slimes registered in the Slimepedia can now be purchased from the Bungalow regardless of rarity. Added Y-axis placement adjustment for decorative items. Balance Changes Slimes now evolve faster and more easily! The EXP required for evolution has been reduced based on player feedback. Adjusted Slime Trap duration. Adjusted cooking production time and output. Lowered the required Farm Level for automation buildings so they can be built earlier. Bug Fixes Fixed buildings overlapping after canceling construction. Fixed time occasionally stopping while moving or scrolling. Fixed the food selection list not appearing in the Slime Trap. Fixed Market item quantities displaying as 1 after recalling a merchant on Farm Level 5. Fixed Restaurant ingredient shortages not updating immediately. Fixed missing drag-and-drop effects after changing the game language. Fixed shortcut (magnifying glass) sound effects ignoring the SFX volume setting. Fixed the Slime UI image stretching when collecting Slime Gems repeatedly. Thank you for your continued feedback and support!
Hole Is Mine
Hole Is Mine
92 days ago · delunadogames

Hole Is Mine Playtest available now! 🕳️

Hi, Oh's! You can already send a request for participating on Hole Is Mine Playtest and enjoy a beta of Hole Is Mine before launch! 🎮 Hole Is Mine Playtest is an early version of the game, including (for now) 2 out of 5 Caves, 200+ upgrades and 11 equipments. You can expect around 2.5 hours of playtime, and you can also expect some bugs, broken balance and little glitches. But that's okay, because with your help we will release a super good version of Hole Is Mine! 💓So, how can you request access for the Playtest? Easy!First, go to the Hole Is Mine Steam page:Click on the green button "Request Access": That's all! Now, you will have to wait some hours/days. We give access to bunchs of users every few days, when we update the playtest with changes and new content. Important: is very probable that when we push a new update, your game save will be erased. That is to ensure game will properly work for everyone! Also, the game will be only in english for now. We will update to all languages soon. Thanks for the understanding.We hope you enjoy Hole Is Mine Playtest! If you have feedback or want to report bugs, please join our Discord or leave a message on Steam Discussions board!The Hole Has Spoken! 🕳️
Eldara
Eldara
92 days ago · Eldara

Patch #16 (Hot-Fix #24)

Eldara — Update ✨ New Monster Mastery extended to 20 with a second Prestige. Reaching Prestige II makes that monster (or dungeon) spawn Shiny twice as often, on top of the ×2 rewards — and it earns a distinct radiant ✦✦ badge. Speed-upgrade Tiers 6–8 for the slow processing skills — Fletcher's Knife, Jeweler's Loupe, Eternal Tinderbox, Master Chef's Apron, Smith's Bellows and Thief's Gloves now reach −40% action time. ⚖️ Changes Rebirth now resets gathering tools (pickaxe/axe/rod), like a brand-new character. Pets, upgrades, monster prestige and faction reputation still carry over. Wanderer's Mastery set now uses Crimson Leather Body in place of Void Plate, making it a coherent ranged set instead of pairing a bow with melee armour. 🔧 Fixes Offline arrow fletching now resumes on return instead of stopping. Combat floating XP now displays the full amount including the Rebirth bonus (the XP was always granted — only the shown number was off). Chests can no longer be bought multiple times by holding an autoclicker on the confirm button. Multi-style monsters such as Ignarath now show accurate Monster Damage — the worst case across all their attack styles, updating with your gear.
Riftborne
Riftborne
92 days ago · Reckoner

New Multiplayer Servers Launching 10th July + 17th July

MULTIPLAYER ANNOUNCEMENT We have fixed the bugs that came up in the last server, introduced a lot of new features to the game, and changed many balance mechanics. Given the last server experience we want to ensure that the next server runs a lot smoother and any game breaking bugs are identified early on. Especially with all the new features we have introduced. For this reason, we are going to first run an INSTANT BUILD server (ships and infrastructure have no build time), where you spawn with MAXED OUT STORAGE AND RESOURCES, to test everything out. This will also give a chance for newcomers to try multiplayer out and decide if they want to join in on the slower game mode, while allowing vets to have a bit of fun. Disclaimer: things will likely be broken and out of balance. The purpose of this speed server is to pressure test everything The instant build speed (bug testing) server will launch July 10th (1900 GMT)Server will last for 5 days maximum (120 hours)The server will end even if there is no clear winnerThe stats + victory screens will be saved in the discord ⁠multiplayer-hall-of-fame for bragging rightsThe official (slower) server will launch again July 17th (Exact Time TBA)Here is a list of all mechanics you can expect from these two new servers.NEW Faction Stronghold Spawn. You start with a single colony ship, in the centre of your faction's quadrant. You choose where you spawn your starter colony at game start by sending out your colony ship. The faction stronghold also acts as a resource sink where you can donate resources to receive bonuses for your ships.6 Hour Pause on game start to accommodate different timezonesAbility to "pre queue" your buildings when launching your colony ship, to further help people in different timezonesChoice to spawn as an independent in the far reaches of the galaxyMassive expedition nerf (maximum bonus for resource production and ship bonuses is now 20%, not 300%)No fog of war (this will introduce too many new mechanics/meta...
Community Button
Community Button
92 days ago · RecursionSplash

📊 Egg Troves are Tradable! | v5.0.01 📊

📊 Economy Tracking, Egg Trove Market Update & Achievement Fixes | v5.0.01 Hey everyone! Update v5.0.01 is a smaller follow-up update focused on economy tracking improvements, Egg Trove Steam Inventory status, and missing achievement category fixes. 🌟 Update Highlights 📊 Added 24-hour difference tracking to all economy tracking data 🥚 Egg Troves are now tradable and marketable 🏆 Added missing achievement categories 🥚 Added Exotic Hatch achievement tracking ⚗️ Added Egg Catalyst Drop achievement tracking 🧪 Added Boost Bottle Drop achievement tracking 🎨 Achievement icon improvements are coming soon 🛠️ Economy panel design/layout rework is also coming soon 🥚 Egg Troves Are Now Tradable & Marketable Egg Troves are now enabled as tradable and marketable Steam Inventory items. This means eligible Egg Troves can now be traded with other players and listed on the Steam Community Market, following Steam’s normal rules, restrictions, fees, eligibility requirements, and account limitations. Please note that Steam Market access and item eligibility may vary depending on your account, region, or Steam restrictions. 🐾 Collectable Pet Market Status Collectable pets are not tradable or marketable at this time. These items need a longer assessment and planning period before implementations are finalized. These intended plans should not be read as garenteed. For now, collectable pets can still be converted into in-game Tamed or Wild pets. Stay tuned for more updates on collectable pet use cases beyond conversion. 📊 Economy Tracking Improvements All economy tracking data now includes 24-hour difference values. This makes it easier to see how much each tracked value has changed over the last day, giving players a clearer view of live item movement, rarity changes, and overall economy activity. The current economy panel layout is still being worked on. A larger design and layout rework for the economy tracking screen is planned soon. 🏆 Missing Achievement Categories Added Some achievemen...
Idle Startup
Idle Startup
92 days ago · TheCandyMan

Thank you. 38,000 players in two weeks

Thank you Two weeks ago I put this game out with no idea what would happen. Since then more than 38,000 of you have added Idle Startup and actually played it. Two weeks. I did not expect that, not even close, and I am kind of blown away. Here is the part I want to be really clear about. Almost everything I have shipped since launch came from you. People post what they want, I read all of it, and I build what makes the game better. That is the whole loop, and I want to keep it exactly that way. Two weeks, eight updates, most of it from your feedback Run your whole team at once. Parallel skills was the number one request from day one, so now every skill can work at the same time, online and offline. Prestige and contracts. Exit and Refound your company for Founder Points, spend them in the Founder Store, and chase timed contracts for a reason to keep checking in. A real endgame and global leaderboards. An endless prestige loop that keeps scaling instead of walling out, plus in-game achievement progress so you can see what you are chasing. The Founder's Deck. A full 150 card collection to complete, with a dex, duplicates to scrap for shards, and rewards for filling it out. The Rankings. The latest update turned the hiscores into a real board. See the whole field, player names, and exactly how far you are from the next person and from the leader. Quality of life everywhere. A UI scale slider, live money-per-second readouts on every skill, much faster loading, save protection, and dozens of smaller fixes that all came straight from your reports. Eight updates in two weeks, and almost every headline on that list started as a post, a review, or a bug report from one of you. Keep them coming and I will keep building. Records I did not expect for months Two of the achievements I figured would sit empty for a long time are already unlocked. Somebody has passed 100 hours in the game and earned Centurion, only two weeks in. And players have banked a total of one quintillion dol...
Girls vs Goblins
Girls vs Goblins
92 days ago · 洛弑千

Release Date Confirmed! Goblin Girls Launches on July 10!

🎉 Goblin Girls will officially launch on Steam on July 10, 2026!Before the official release, we've made several improvements to provide a smoother and more enjoyable gameplay experience.Update Highlights✨ Character Balance ImprovementsWe've rebalanced the stats of several Elf Girls, allowing each character to better showcase their unique abilities and provide more strategic choices in different stages.💥 New Attack EffectsSimple new attack effects have been added to enhance combat feedback while maintaining the game's anime-inspired visual style, making battles feel more dynamic and satisfying.♾️ New Endless ModeIn addition to the main stages, you can now challenge the brand-new Endless Mode, survive increasingly powerful Goblin waves, and push your limits.🏆 Steam Leaderboards AddedEndless Mode now supports Steam Leaderboards!Track your highest wave, compete with your Steam friends, and challenge players from around the world for the top rankings.
Retro Manager
Retro Manager
92 days ago · retromanager90

Why Doesn't Retro Manager Use Real Clubs and Players?

One of the questions I'm asked most often is why Retro Manager doesn't include real clubs, leagues and players.The simple answer is licensing.The rights to use official club names, badges, kits, competitions and player names are owned by different organisations and require commercial licensing agreements. For large publishers these costs are part of doing business, but for an independent developer they're simply out of reach.Rather than spend years chasing expensive licences, I've chosen to focus on what matters most to me: building the best football management experience I can.Every feature added to Retro Manager—from the match engine and scouting to player development, Steam Workshop support and ongoing gameplay improvements—has been created with that goal in mind.The fictional world also gives players something a little different. New clubs can rise, new rivalries can form, and every save develops its own history without being tied to real-world football.For players who enjoy creating their own worlds, the Steam Workshop makes it easy to share databases, leagues and other community creations. Seeing what the community builds has been one of the most rewarding parts of developing the game.Could Retro Manager ever feature official licences? I'd never say never, but the reality is that those licences are extremely expensive and well beyond the budget of a small independent studio.For now, I'd much rather invest my time and resources into improving the game itself than paying for names and logos.Thank you to everyone who has supported Retro Manager so far. Every purchase, review, suggestion and bug report helps me continue developing the game, and there's still plenty more to come.
Eldor'idle
Eldor'idle
92 days ago · Robyn

Greedy Greedy Gnomes is launching on August 12th!

Hello !I’m super excited to announce that Greedy Greedy Gnomes is launching August 12th!You may have noticed we recently had a makeover with new key art and a brand new name! We decided to choose something that tells you exactly what this game is about, so welcome to Greedy Greedy Gnomes! Time to become a billionaire 🤑If you’re new here, Greedy Greedy Gnomes is an incremental game set in a sleepy RPG town. Smash pots, enlist some Gnomes, and get filthy stinking rich! Everyone has fond memories of smashing pots in video games to earn a coin, gem, rupee, etc… My goal was to take this to numbers-go-up extremes. 🪙🪙🪙Step one: Click on a pot to break itStep two: ???Step three: Become a billionaireThere may also be some extra steps involving investment banking, or mining for ore, or bartering with ghosts, or training lazy gnomes… but at the end of the day there’s only one thing that’s important, and that’s GETTING RICH. I can’t wait to bring the full game to you on the 12th, until then, keep playing the demo and tell your friends to join in the fun! YoursNautlander
Legacy of the Ark: The Long Awakening
Legacy of the Ark: The Long Awakening
92 days ago · KamelKisser

Legacy of the Ark Has Awakened — Out Now on Steam

Legacy of the Ark: The Long Awakening Is Out Now on Steam The Ark has fallen. Its crew is scattered. Its systems are dark. The wreckage is buried beneath an alien world, and something inside the broken ship still remembers. Legacy of the Ark: The Long Awakening is now available on Steam. Rebuild the Ark One System at a Time Begin with only the strength of the survivors. Tap the Ark core to generate Energy, direct the crew’s labor, recover damaged components, and slowly bring the wreckage back to life. As your recovery grows, manual effort becomes a larger operation. Build production, restore salvage systems, unlock equipment, expand storage, and begin automating the work through Systems, Drones, and Fabricators. Idle Progression With Layered Long-Term Growth Legacy of the Ark is built for players who enjoy steady idle progression, resource growth, automation, upgrades, and prestige systems that keep unfolding over time. Your recovery effort expands through: Energy generation through tapping, buildings, crew upgrades, and passive production Automation systems that keep the Ark rebuilding while you are away Storage and offline earnings upgrades Time Anomaly resets that reward Time Shards and Echo upgrades The Long Awakening, where Memory Cores carry knowledge forward Exploration crews, Archive research, and deeper long-term progression Goals, daily rewards, achievements, rankings, and story transmissions Something Inside the Ark Remembers The Ark is not simply broken. As systems come back online, the recovery effort begins to reveal something stranger beneath the wreckage. Time fractures. Memory persists. Each reset brings the crew closer to understanding what happened, why the Ark fell, and what is still hidden inside its damaged core. The Long Awakening Begins This release marks the beginning of the Ark’s recovery on Steam. Thank you to everyone who has followed development, wishlisted the game, tested ideas, shared feedback, or supported Broken Ark Studios along th...
The First Million
The First Million
92 days ago · ehmprah

[BETA BRANCH] Update #4: Buff Bonanza!

Good news, everyone! After last week's nerfs were disappointing for some players, I couldn't rest and worked twice as hard on the buffs that I promised — and here they finally are!For now the update will only be live on the BETA BRANCH and only is up to date in ENGLISH. After verifying that everything works as intended and once I have the localization updates, it will continue to the main branch.With this update I wanted to do three things: give players more silver to make the early progression fastermake more assets viable and fun to usemake stacking more fun and rewarding across the boardDo test and let me know if the following changes get the job done in your opinion:BALANCINGSILVER generation time changed from 20s to 15sSILVER MINE cycle time changed from 30s to 20sLOTTERY now also stacks lottery chanceHODL now also stacks profit increaseGROUP now also stacks profit increaseGROW now also stacks profit increaseDEEP STACKS now stacks profit, but gains $100 extra when stackedHERMIT cycle time changed from 10s to 5sHERMIT speed bonus changed from 0.3 to 0.1HERMIT now also stacks speed bonusALGO TRADING cycle time changed from 4s to 6sALGO TRADING now increases speed by x0.01 per cycleALGO TRADING now also stacks speed increaseIMPROVEMENTSReworked the description of COPY / DUPLICATE for more clarityAdded a career reset button to the title screen which allows you to delete all data and start overAll cards that require an upgrade to work (like stacking or selling) will now show a notice in the tooltip if that upgrade isn't unlocked yetBUGFIXESFixed issue where touch input wouldn't register on cards after using a physical key or buttonFixed the prestige upgrade resetting the run counter, which messed with the run historyFixed issue where you could not swap two cards of the same kind before unlocking the stacking upgradeFixed issue where you could not swap two cards of the same kind when they reached the maximum stacksHODL no longer increases profit through JUNK FEE whil...
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