🟡 Public Beta is LIVE! 🟡Hey everyone!For the past couple of months we've been working on what is, by far, the biggest update we've ever made for Cult of the Yellow King. It's still a work in progress, but we think it's at a point where we'd love to hear what you think.Starting today, you can access the 0.4 Public Beta through Steam. (There's a quick guide at the bottom of this post if you're not sure how.) Since this is a beta, you should expect bugs, balance issues, and probably a few things we'll end up changing before release. What's changing? One thing we've wanted to improve for a long time is the game's progression. Up until now, there was usually one "best" way to play. We want to move away from that and let players approach each Prestige differently.The new Relic System is the first step toward that goal. Different relic combinations create different strengths, weaknesses, and strategies, letting players build their cult in different ways instead of following the same path every run.What's New?🟡 Completely redesigned Relic System. 🟡 A brand-new collection of Relics is coming soon. (We're teasing them in the game for now, but they're not available in this beta.) 🟡 Equip up to 3 Relics at once and create powerful synergies. 🟡 The Librarians, a brand-new Generator unlocked in Prestige II 🟡 Major progression and economy rebalance, faster gameplay and more content. 🟡 New Prestige reward system. 🟡 UI improvements, balancing, bug fixes, and lots of polish.We'd love your feedback!If you have some free time this weekend, please jump into the beta and let us know what you think.Try to break the game. Tell us what feels fun, what feels weak, what's too strong, what confused you, or what you'd change.We'll be reading all of your feedback over the next few days, making improvements, and polishing everything before the full v0.4 release. Thank you so much for helping us shape the future of Cult of the Yellow King.Ş̶̭̳̼̓͛̂̐̋̇͋̌͋̀̈́̏̕̚e̷̬̦̹̫͚͈̝̺͇̒͂̅͌̎̕e̸͓̘͗̑̃̀ ̴̢̦̥͍̳̈́̅̀̐̽͌y...
Fixed various bugs. All materials can now be used in bulk on all items in the backpack.
During the demo, some people were rightfully curious about the progression of Desk Space. There’s no secret that all of these games have some sort of prestige mechanic, and so does Desk Space.I didn’t want to show too much since I want it to be a nice surprise for the players, not that it's a revolutionary mechanic, but I personally think anything that can be left to be discovered is a good thing.My game design style is to try for gameplay variation with mechanics that exist in the game, making it a relatively meaningful change instead of doing smaller changes just to bloat content.The overall goal for each loop is to trigger a singularity, which triggers a universe reset… and gives you a permanent upgrade that can help or speed up the loop in certain ways.As you trigger a singularity, the universe \ and introduces more friction until you can trigger it again. There are a couple of ways you can \ the \, ranging from passive ways to more active choices that require resources of different kinds.Desk Space is still made to run relatively passively (if you want), but the game also introduces extra gameplay choices to give variation, such as running refineries for metal, playing the stock market or sending crews on time-based expeditions. All this, and you can still watch your ships zoom around with their flight paths. I’m glad so many players found the joy and calmness in that, just as I did when I was prototyping. Someone called it a "space aquarium" and I loved that comparison lol.Here's a sneakpeak at refineries (which you can manually place out, pretty cool!)I’m working hard on putting all the nuts and bolts together for release on the 30th. The Next Fest support really blew me away, so I’m crunching to put in content and variation. I hope you will enjoy it, some will probably be disappointed, but hopefully most will find the fun in it!More info soon!
v0.2.10 - Balance & Fixes Mod Editor - Events Tab New tab with full control over how market events behave in your mod. Custom Events - create your own market events with custom flavor text, up/down direction, swing range, duration, and pool weight. Scope effects to specific sets, variants, or rarities beyond cards that already carry a trend tag. Base Game Events - per-tag overrides for all 27 base game event tags. Adjust up and down multiplier ranges and duration independently, or disable a tag entirely so it never fires. Mod Editor Generation 1-7 packs now appear as default booster packs in the vending machine All 10 rarities now appear in the mass upload rarity selector and balance tab rarity filters - previously only the base 5 were listed Balance tab: new bulk set rarity and bulk set variant tools - apply to all cards matching the current filter in one click Fixes Custom event set/variant/rarity filters now correctly affect card prices - the tag and criteria filters now work as OR (a card is affected if it has the matching tag, or if it matches the set/variant/rarity criteria) Market Trends exposure panel now correctly counts inventory for custom events that use set/variant/rarity targeting - previously always showed "none in hand" Card inspector now shows active custom event trends in the drift section - previously only base game tag trends appeared Card inspector drift chart and "% from baseline" now factor in active trend multipliers - a x18 event now correctly shows a massive spike instead of just noise Inventory card Market pill now shows the combined noise + trend percentage instead of noise-only Market movers ticker now ranks by full effective market movement including trends - heavily pumped cards surface to the top Rarity badge now scales proportionally with card size at all display sizes BidGoblin Paddle upgrade now correctly requires 100 reputation to purchase, matching the BidGoblin marketplace unlock Mass uploader no longer scrolls when removing an ...
Demo Update: Epic Currency Drops, Auto-Equip, & QoL Overhaul!Hey everyone! We are back with another huge update for the Minimon demo. This week, we focused heavily on smoothing out the player experience, removing frustrating restrictions, making wave rewards feel incredibly satisfying, and automating the tedious parts of inventory management.Here is a breakdown of everything dropping in today's patch:⚙️ Quality of Life & Menu OverhaulsPlay Who You Want (Roster Decoupling): You no longer need to manually "equip" a Minimon to your Active Roster to play with them! For Raids, Endless Mode, Paths, and Adventures, you can now seamlessly select units directly from your entire collection.The "Active Roster" Reimagined: The Active Roster is now strictly your dedicated passive buffing system. Slot your favorite Minimon in there to grant global stat boosts to your deployed fighting party! (Bug Fix: These passive buffs now correctly apply to your entire deployed duo mid-combat, rather than just the leader).Freedom of Game Modes: We’ve removed the restriction that required a Minimon to clear a Path before they could enter Endless or Raid modes. Jump right into the action! (Note: Raids still enforce their minimum level requirement for entry).Slick "Continue" Overlay: Returning to the game feels better than ever. We've added a brand-new "Continue" overlay to the Main Menu that slides in to show exactly where you left off: complete with the game mode, wave number, and detailed, real-time portraits of your deployed party (displaying their current XP, levels, and gold multipliers).✨ Visual Polish & Epic Currency DropsPhysical EXP Drops: Experience points are now physical currency! Defeating enemies will spawn bouncing EXP orbs that trigger our new physics system, flying across the arena directly into your Minimon's UI portraits. This perfectly visualizes the 50/50 shared EXP split when running a duo!Boss Reward Splosions: Defeating a wave boss is about to feel a lot more rewarding. B...
Hey everyone, This patch fixes a handful of issues, details below. Thanks again to everyone who took the time to send these in! Bug Fixes Active task tooltip fixed - Hovering your current task in the menu bar now indicates what clicking it will do versus echoing what the objective is. Equipment icons corrected - Equipment in your inventory now shows the correct icon for its slot. Helmets show a helmet, gloves show a gauntlet, and so on. Previously, armor pieces were all showing the same generic shield icon. Since it was graphical this one was low on my list, but the OCD took over :) Auto-Buff now includes skilling buffs - Auto-Buff slots can now be set up with skilling buffs like XP, speed, and yield elixirs, not just combat buffs. Potion dropdowns cleaned up - Potion Settings dropdowns now only show potions you actually own, along with your current stock count. This should make the list much easier to use. Combat and Dungeon time achievements fixed - The 1-hour and 10-hour training achievements for Combat and Dungeons were not unlocking correctly. Time spent fighting and running dungeons is now counted properly. Yield bonuses fixed - Yield bonuses from relics and elixirs now work correctly with recipes that create multiple items. For example, a recipe that makes 10 items can now properly receive bonus output from yield effects, instead of only ever adding +1 extra item. Yield Bonus Details Yield bonuses now scale with the full recipe output: At 50% yield, you have a 50% chance to double the output At 100% yield, double output is guaranteed At 150% yield, double output is guaranteed with a 50% chance to triple it Feedback Welcome Found a bug or have an idea? Let me know: Discord - more closely monitored and the fastest way to reach the developer Steam Discussions Thanks for playing! -- Visseron Games
Hey all,Just a little announcement that Legends of Dragaea is 25% off until July 9th for the Steam Summer Sale! Please be sure to review the game as that helps us immensely and report any bugs, suggestions, or comments in the discussion forums or join us on discord! In addition we're part of the Too Many Games 2026 Steam Event and we've been nominated for Best RPG! You can check out all the amazing games at TMG here: https://store.steampowered.com/curator/44973690/sale/TooManyGamesIndieGameShowcaseThey'll have a live stream of the award nominations at 9:30AM EST over on their Youtube channel here: and at the Steam Event showcase so be sure to tune in! Thank you to everyone, this is only really possible by all the feedback and support we get from all of you!If you have heard already we're hard at work on the Gods of Dragaea free expansion. We'll have some more news to share on that really soon!Until Next Time!
Hey all,Just a little announcement that Legends of Dragaea is 25% off until July 9th for the Steam Summer Sale! Please be sure to review the game as that helps us immensely and report any bugs, suggestions, or comments in the discussion forums or join us on discord! In addition we're part of the Too Many Games 2026 Steam Event and we've been nominated for Best RPG! You can check out all the amazing games at TMG here: https://store.steampowered.com/curator/44973690/sale/TooManyGamesIndieGameShowcaseThey'll have a live stream of the award nominations at 9:30AM EST over on their Youtube channel here: and at the Steam Event showcase so be sure to tune in! Thank you to everyone, this is only really possible by all the feedback and support we get from all of you!If you have heard already we're hard at work on the Gods of Dragaea free expansion. We'll have some more news to share on that really soon!Until Next Time!
We wanted to give you a peek inside the development process of how we created the characters in Petunia's Purgatory. For each character, we shared our ideas with our concept artist Emmy, and she took our ideas and turned them into a digital sketch of each character. Then, our pixel artist Alex took each sketch and used it to create a pixel art version of the character and animated each character. Here is what each of the characters looked like as a concept and the final pixel art! Petunia: {STEAM_CLAN_IMAGE}/45881550/4ad9e0905bb358888d44186990032e9f75992d44.png Water Sprite: {STEAM_CLAN_IMAGE}/45881550/2cf4795030078fd5f3cd6a7b56baaf101ba522b3.png Harvest Sprite: {STEAM_CLAN_IMAGE}/45881550/2b5b3fd3e57718ff8bcbed51ad0a85b4f14fe72b.png Flower Sprite: {STEAM_CLAN_IMAGE}/45881550/1024f63f05c1db6bcbb3cc3aaa797591fa1debf2.png Crafting Sprite: {STEAM_CLAN_IMAGE}/45881550/a5f0d30c9efe43f0e1a1c3546db011d18b1f4ec3.png Blood Harvester: {STEAM_CLAN_IMAGE}/45881550/ed2a130a996bd628ba6af69d21d69acf1ffad343.png Do you have a favorite? Let us know here, or join our Discord!
New QoL features - Added Detailed galaxy map markers and selected tile highlighting. These settings can all be customised from codex -> game settings in game too. - Added configurable incoming resource views (toggle from settings): merged loot + shipments, split incoming by resource, and split home radar loot by resource Other changes - Added a 'destroy entire colony/outpost' option and prevented game from crashing if you destroy all buildings - Further buffs to bot intelligence / learning mechanics for early game aggression. They should be more likely to defend against your raid attempts, and counter punch, and look for undefended places to loot to gain a snowball. - Send resources screen now presents a confirmation page and takes you back to star map once resources are sent - Pressing Enter on combat-log notifications now opens the related combat report directly - You can now move the order of the top queued item if it is in pending/waiting for resources state - Fixed a bug where construction queue is marked "busy" but nothing is actually being built despite available resources - I've kept the previous version in steam to use on your hosted server if you require
Hello, everyone.Unfortunately, we don't have any video game news for you today; instead, we're here to ask for your help. We and our family are safe, but tens of thousands of people need urgent help.
v1.1.15 Update Notes Fixed an issue where some students could not be properly assigned to positions. Reduced the cost growth rate of decorative items. On Mac, added an option in the settings menu to control whether the game stays always on top. Optimized save loading performance and reduced stuttering. Shortened most joint training codes. Added a new rule allowing graduation without requiring a paper. Thank you for your support and feedback. We will continue improving the game experience.
Hello everyone,We’ve published an official guide explaining how the Idle Knight anti-cheat system works.This guide covers how the system operates (mainly server-side), what is considered normal gameplay, what is not allowed, and how warnings and bans are handled.It also explains important points such as:- No VAC ban on Steam accounts- Privacy-focused design (no spying or screen monitoring)- Fair progression rules based on real player activityYou can read the full guide here: Thank you for playing Idle Knight.
Fixed a regression bug in rocket lab bonus effects
If you purchased the Productivity Suite and the game didn't recognize it — charged, but the boost never showed up — this update fixes it for you. Automatic restore — the game now re-checks your purchase with the store when you launch and re-applies any permanent purchase your save was missing. Just open the game and it'll be back. It only ever restores a purchase, never removes one. Purchase reliability — added behind-the-scenes diagnostics and backend fixes as we track down and resolve the checkout issues some of you have hit. If a purchase still isn't showing after relaunching, reply here or email us with your Steam account and we'll sort it out directly. Thanks to everyone who reported this. 🙏
Hi shop managers! As promised yesterday, Hotfix v1.0.0.0.21 is now live to clean up the post-overhaul turbulence from the branch update, stabilize your data, and introduce a brand-new endgame milestone: 🏆 New Feature: The 4th Leaderboard — "Singularity Board"! Aim for Cosmic Ascension: We have officially opened the game's 4th leaderboard: the Singularity Leaderboard! Built specifically for true long-term idle ascenders, this board tracks scores up to a mind-boggling theoretical hard cap of 10^27,400,000,000 (10 to the power of 27.4 billion). The ultimate goal of boba is no longer profit—it is the singularity! ⚖️ Economy & Balance Fixes Branch Stat Inflation Fix: Re-tuned the underlying math structures of the newly overhauled Branch system to prevent runaway stat inflation and broken profit curves. Negative Offline Income Fix: Fixed a bug where offline idle profit calculations could glitch out and return negative numbers. (The rogue negative numbers have been permanently evicted). Steam Inventory Sync Fix: Resolved data desync issues between your Steam Cloud inventory and your in-game backpack. 🐱 Desktop Pet & Asset Polish Cosmetic Persistence & Layer Clipping: Fixed a bug where the Klein Bottle Helmet and Absolute Tungsten Cube unequipped themselves and required manual re-equipping on every launch. Also resolved layer clipping/penetration issues for both items. (The 4th dimension is now safely confined to its proper rendering layer). Pet Origin Teleport Fix: Fixed an annoying bug where toggling or switching Desktop Pet mode forced your desktop cats to teleport back to the screen's default origin coordinates. Window Toggle Memory Fix: Fixed an issue where the game forgot your "Always on Top" preference, requiring you to manually untoggle it every session. Please restart your Steam client to apply the update. Happy weekend leaderboard hunting!
{STEAM_CLAN_IMAGE}/29347222/822b65b270cab8ad05ca6fe5b5367472dd33a618.png Once a mere doctor from the dread domain of Darkon, Rudolph van Richten was forced down a haunted and tragic path of revenge after losing his wife and son to the cruelty of monsters. Now, as a legendary vampire hunter, he stands undaunted against the evils that dwell within the mists. Van Richten has trained a myriad of successors to his legacy throughout the years, including fellow Champion, Ez.Rudolph van Richten is a Support, Hunter, and Debuff Champion who has dedicated his life to fighting evil, especially the undead. Van Richten supports Champions in the column in front of him, and this support increases as more undead are defeated. Undead foes are often encountered, as his greatest enemy Strahd summons them to get in his way. Once unlocked, you can find this human cleric in Seat 10 (Tyril). To learn everything you need to know about this cursed vampire hunter featured in the latest D&D TRPG book: Ravenloft, the Horrors Within, read on! Van Richten Van Richten NAME 10 SEAT 2.5% CRIT CHANCE 100% CRIT DAMAGE Male (He/Him) GENDER 75 AGE Lawful Good ALIGNMENT 5 OVERWHELM Human SPECIES Cleric CLASS Support / Debuff / Hunter ROLES None AFFILIATION STR: 9 DEX: 14 CON: 16 INT: 17 WIS: 18 CHA: 15 TOT: 89 Patron Eligibility: Elminster (until July 1st, 2029) Abilities Basic AttackSilver Sword Cane(melee) -Van Richten leaps out and slashes the nearest enemy with his Silver Sword Cane, dealing one hit. Deals an additional 5 seconds of BUD-based damage to Van Richten's Favored Foes.Passive AbilitiesHunting Strahd - As a sworn enemy of Strahd, Van Richten can be used in any Strahd Patron adventure or variant, even if he would not normally be available to be used due to variant or patron restrictions.Formation AbilitiesSlayer Training - Van Richten increases the damage of Champions in the column in front of him by 100%.Beyond the Grave - When a non-Undead non-Boss enemy is killed, there is a 25% chance t...
Greetings, Pavilion Masters!To bring you a better gaming experience, this update adjusts certain skills for the Ziwei and Xuanwu Avatars.Ziwei Avatar:The Level 7 skill effect has been changed to: \Ziwei Avatar still retains its powerful multiplier-preserving ability, only the growth rate has been adjusted to a more balanced value.Xuanwu Avatar:New Level 8 skill: Your Dragon Orb drops will also release a Xuanwu Stone.New Level 13 and 14 skills: These add a new mechanic that allows Xuanwu Stones to absorb Dragon Orbs. We'll let you discover the exact effects in-game!This update emphasizes Xuanwu Avatar's "nurturing" playstyle. Compared to other avatars, Xuanwu previously underperformed in both Orb Plate accumulation speed and burst payoff. With these adjustments, Xuanwu Avatar can now stand shoulder to shoulder with other avatars in terms of overall effectiveness.Additionally, the Qinglong (Azure Dragon) Avatar is also on our adjustment roadmap.Some players have requested alternate male/female illustrations for the avatars—I'm currently working on implementing that. A new system, "Myriad Transformations," will be introduced in a future update to satisfy everyone's personalization preferences!With the Summer Sale in full swing, many new Pavilion Masters have joined Zhenbao Pavilion. Feel free to interact with me on community forums, Bilibili, or XiaoHeiHe!And of course, you're very welcome to join our official QQ group to chat with our awesome community about coin pushers and pinball!QQ Group Number: 1073054003Thank you all for your tremendous support and feedback!
Hi all! Thank you for jumping into Milly's Meadow and leaving your comments. I do read them all! Today's update is a rather small but important one, adding in the much needed and requested FPS limit (default to 120). This should stop Milly taking up too many resources - change it in the "Cog icon" settings menu.Also, loading has been improved with smaller resources, adjusted settings and cleaning up some of the code. Have a great week - Diesel
New Features:New Outfits & Accessories: Added multiple new outfits and accessories for players to preview in advance!Gacha Info: Added detailed instructions and explanations to the gacha/lottery interface.Optimizations & Bug Fixes:Action UI: Fixed an issue where players were occasionally unable to configure actions in the action menu.High-Rarity Highlight: Items of high quality obtained from the gacha will now be highlighted with a golden glow effect.
Minor bug fixes to the purchase flow.
The following adjustments have been made ・Stabilized behavior when a full-screen app is running ・Stabilized behavior at startup ・Improved robustness of achievement tracking ・Stabilized cat behavior on multi-display setups ・Other minor bug fixes
Upgradia is launching into Steam Early Access on August 3rd, 2026! This is a huge moment for us! Upgradia has been built with a lot of love, late nights, testing, and far too many "just one more upgrade" moments, and we're incredibly excited to finally share when the world will open on Steam. Early Access will be the beginning of Upgradia's long-term journey: a social Semi-Idle MMORPG where you can build your character across thousands of levels, progress through multiple skills, take on turn-based battles, join parties, trade with other players, collect cards, climb rankings, work toward achievements, and keep pushing your account forward over time. Whether you want to relax with fishing and skilling, chase stronger gear, join friends for combat, compete in PvP, help grow a guild, or simply watch the numbers rise, Upgradia is designed to be a world you can keep returning to. Coming Next We'll be sharing more details, roadmap updates, events, and launch information as we get closer to release. Every wishlist, follow, comment, and message helps Upgradia reach more players before launch, and we're genuinely grateful for anyone who chooses to support the journey! We can't wait to see you in-game on August 3rd, 2026! Links Wishlist Upgradia on Steam: Official Website: https://www.upgradiaonline.com Join the Discord: https://discord.gg/V5dBzjCwp With love, M Y T H A R I A Games
- Fixed an issue where players could receive duplicate items after making a purchase. - Fixed an issue where purchase notifications were not sent correctly for skin purchases. - Made minor database improvements. - Added the mailbox system.
The most-requested feature is here. Put your run on autopilot — your way. The new Auto tab A whole new tab of automations you buy with cash, each run: Auto-Hire — starts the next skill whenever a slot frees up Auto-Train / Auto-Invest / Auto-Research — auto-buy your Skill, Company and R&D upgrades Auto-Accept Contracts — never miss a contract Auto-Refound — restarts the run for you once every skill hits 99 Because they're bought with cash and reset on refound, automating is a real decision every run — not a switch you flip once and forget. And you can toggle each one on or off anytime without losing the purchase. Climb Priority An Auto-Hire add-on: swap maxed skills out of their slots for ones still climbing, so your whole company heads to all-99 hands-free. Buy All A free button that buys every upgrade you can afford in a tab, in one click. 3 new achievements Delegator, Hands-Free, and Set It & Forget It — for putting your company on autopilot. Plus The floating income readout now combines every running skill and reads cleaner Toast notifications queue instead of stacking The "Skill Maxed!" popup auto-dismisses so an idle run isn't left waiting Thanks for all the suggestions that shaped this one. Keep them coming!