Hi!I've been working away at improving the demo. Here are the updates for V15:Vol Settings Save.UI scaling up and down.More Onboarding around the relationship between slime and eggs.A Change Screen Button.A Demo review on Steam would be amazing if you like the demo.Cheers,Chris
A Note on Transparency — What's Next for Eldara Hey everyone! ❤️ We want to be as open with you as possible going forward. Communication is key, and you deserve to know what's being worked on and where Eldara is headed. We promise to roll these updates out slowly and explain each one in detail as it arrives — but for now, here's a look at what's in the works and what's planned for the future. Right Now Our current focus is squashing bugs and making the game feel better through a steady stream of quality-of-life improvements. A lot of this is happening quietly in the background and will ship as soon as it's ready. In the Works / Planned https://media.discordapp.net/attachments/1511065038364872704/1516219848420753499/content.png?ex=6a328205&is=6a313085&hm=64afa8fff124cbf30687fb070ff12665e598fbc14022ce04110d2779bbdac692&=&format=webp&quality=lossless&width=1314&height=876 Thank you so much for your patience while we make Eldara the best it can be. We're listening, and we're building this with you. ❤️ — The Eldara Team
Reduced the cost of the final talent in the talent tree based on player feedback.
Void Salvage is in Next Fest right now, and the demo is live on Steam.It’s a space incremental auto-combat game where you salvage derelict ships, upgrade your vessel, install modules, equip augments and drones, fight hostile ambushes, and stack broken synergies until your ship becomes ridiculously overpowered.If you have time to check it out, play the demo, wishlist, or share it around, it would help a lot.Steam page: Thank you to anyone who gives it a look.
Join us during Steam Next Fest for a mix of gameplay showcases, developer commentary, pre-recorded presentations, and live gameplay sessions with the team.Wilfred will see you in the stream. 🐸🐸🐸
Pat the Cat is part of Steam Next Fest! New demo update: QoL improvements, tons of bug fixes, and new items & hats to try on!
v0.1.25 Inventory Pagination Added pagination to the Inventory screen - large collections no longer render all at once, which should fix lag and stuttering when your inventory grows Choose how many cards to show per page: 10, 25, 50, or All Page size preference is saved and persists across sessions First / prev / next / last navigation controls appear when there are multiple pages Changing filter or sort order resets to page 1 automatically Lot Reveal The lot reveal modal now shows a Codex +N chip in the summary footer when any cards from the lot were new additions to your collection Card Rarity Labels Fixed: cards labeled "Holo Rare" now only show that label when the card actually has a holographic finish. Normal and reverse-holo prints of the same creature now correctly show as "Rare" instead List for Sale Added "Save as defaults" and "Reset defaults" buttons to the List for Sale modal - set your preferred marketplace, price percentage, and duration once and it will be pre-filled every time you list a card Vault Keeper Fix Fixed: the Vault Keeper upgrade now correctly stabilizes both raw and graded card values. Previously only graded cards were immune to market noise - raw cards still showed inflated or deflated values from noise fluctuations. All inventory cards now lock to their true baseline value when the Vault Keeper is hired Fixed: Vault Dealer listings now price at the noise-free graded value - the price you pay is exactly what the Vault Keeper upgrade shows in your inventory after purchase, with no drop Card Detail - Market Drift Revamped the market drift section on the card detail modal: now shows a dollar value (noise-adjusted base value), a delta vs the start of the chart window, and a properly labeled Y-axis with min/mid/max values - no more unlabeled flat line The sparkline is now pre-seeded with a simulated walk when you open the modal, so the chart has data immediately instead of being empty until you watch it for several minutes Active trend events...
Fixed multiple bugs with cargo routes showing inconsistent values and requiring an uninituitive number of freighters
I accidently left access to the developer toggles a rookie mistake and so I have to roll the update back for today as im at work and can't fix and release from work. Sorry.
AdjustmentsThe base bonus of all items in the Bottle Cap Store has been raised from 10% to 100%.AdditionsAdded a filter option for Tier 3 Celestial Wrath Gear to the equipment filtering system.Added a percentage progress text display for Reincarnation on the main Temper & Reincarnation page.
武道残编
115 days ago
· 26672146
1.修复带出战灵兽时,概率崩溃问题 2.优化其他一些细节问题
Our demo has now been live for a week and we're ready to make a few balance changes and 1 major bug fix. Our aim with this patch was to generally make the game a bit more forgiving by tuning various numbers. Post Next Fest, we'll start doing larger system changes, visual/readability improvements, and some QoL systems like i-frames when you get hit. Thanks for playing the demo and sharing your feedback with us! https://store.steampowered.com/app/4765160/Orb_Breaker_Demo/?utm_source=orb_breaker_post_6_16 Balance Changes: The player's hit box is now 10px (previously 11px). We're hoping to make it a bit easier to thread the needle and pull off a perfect dodge. On Level 1, enemies will now always spawn 3 seconds after the round starts. Previously there was an 8 second delay on your first round only, and then they would spawn right away. We felt this was too punishing and wanted to make Level 1 a bit more forgiving while you learn to play. Level 2 and Level 3 now have a 1 second delay before enemies spawn. We wanted to give you a few moments to move around before the chaos begins. Enemies now always wait 1 second after spawning before they shoot. Previously this was random between 0 and their base cooldown, which ended up feeling a bit too unpredictable and would be very frustrating when it was less than 1 second. Bug Fixes: Fixed a bug where colliding with enemies would deal 10 damage instead of the intended 1. This would result in round-ending moments and made the game way too punishing!
This is a first‑person incremental gambling sim where every ticket is a test of nerves. Print tickets, scratch cells, and use espionage and scanning tech to tilt the odds in your favor. These couple of weeks were really exciting. Thousands of playtesters, hundreds of feedback submissions. Some are bug-related, other with genuinely cool ideas and wishes for the game. We can't even begin to describe how we feel right now from all your support. So we did what we do best, in our opinions. We were hard at work on our new Demo version that everyone can play right now. We pushed tons of fixes and some quality-of-life improvements based on your feedback. If you already playtested the game - we urge you to try our new version and tell us if we're moving in the right direction. New player? That's even better! Please tell us what you think of the new version as a first time player! We're glad to have all of you here. After all, it's your feedback that pushes us forward. Now, who's ready to become a millionaire? All tools are in your hands. Wishlist/follow the game:
With the Spiritstead demo now out and Steam Next Fest beginning, we’re excited to finally let more of you jump into the world we’ve been building. Thank you so much to everyone who has played, shared feedback, and added the game to your wishlist.While the demo is live, our work on the full game continues. The deadlines are getting closer, and there’s still a lot we’re building behind the scenes!We’re working on two new biomes that are not available to play in the demo: the Frozen Lands and the swamp territories, with new things to discover along the way. You’ll be able to unlock the Wizard Tower, encounter evil spirits, gain god like powers, discover new ways to automate your village with the help of spirits, and much more.No spoilers yet 👀 but here is a fun screenshot of the biomes that we’re working on.Thank you for being part of Spiritstead’s journey ❤️
Eldara — Patch Notes 🌱 Cultivation now responds to speed buffs! Ancient Surge, Ash Salts, Town Crier weather, and faction cultivation-speed perks now all speed up crop growth while active. (Your faction and Crier cultivation bonuses were silently doing nothing for grow time before — now fixed.) 🏦 New "Deposit All" button Added to the bank (bottom-right). One click dumps your entire inventory and your on-hand coins straight into the bank. Locked items are always kept safe. ⚔️ Combat XP fixed XP is now based on the damage that actually landed instead of overkill — no more inflated XP from one-shotting low-HP enemies. 💀 Hardcore tamper warnings removed Honest Hardcore players were being false-flagged. It's a single-player game, so that check is gone for good. 📌 Character panel pinned Your avatar, HP/XP bars, and Combat level now stay pinned to the top of the sidebar while you scroll through your skills.
Fixed a big bug where the lab's fusions didn't take the correct amount of eV to do, essentially allowing free fusion.
Tweaked the soccer ball's behavior. The cats now take a greater interest in the flag. We kindly asked the cats to like soccer just a little bit more.
Out with the old, in with the new! The old capsule went into the cauldron and our Master Alchemist brewed up this awesome new capsule art! I feel this new look perfectly encapsulates the spirit of the game. Take a look at our updated Steam page and let me know!Thanks again for all the support! Art by Fernando Abravanel (bravanart).
Hello captains,A whole bunch of fixes, hopefully ECHO behaves now when involving herself in boarding and all that fun stuff. :)Update availabilityThis update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.Added/Changed- Added an amount popup to splitting stacks in inventory- Added officer upgrade items to lootboxes- Mining- and Salvage Claims now have a confirmation popup explaining older claims will be removed- On Exit Game confirmation popup- Changed lootcontainer (the ones spawned in worl) loottable, added standard blueprints and should hold more value on average- Added Installations to salvage mission POI's- Militaryoutposts now spawn in their own POI in conquest and they switch sides with the system- Blueprints are data, so when found in installations will also be directly uploaded to your data inventory- Search in inventory also looks at booster substats- Added live update for ore count to tooltip of asteroids- Drones better follow the players primary target selection- More supporter names addedBalance- Reduced torpedo ammo cargo volume by 50%- Increased Autopilot mastery exp gain- Removed the increase in time for investigations for relatively higher level, instead installations 10 levels above that of the player cannot be entered- Increased morale drain for boarding / installations a big portion of the units is wounded and the enemy is stronger then they areFixes- Fixed incorrect booster sizes on some ships- Fixed crew capacity not being shown correctly in several places- Reinforcements for boarding now works in the same way as initial selection and boarding. Ship needs to be in range and launches pods- Units in boarding cannot move past contested compartments for priority orders- Fixed ECHO entering friendly dungeons or boardables in some situations- Armor substat was missi...
Hello! I figured if you liked Factory Town Idle, you'd be interested in the sequel I'm working on for the original game.It's called Factory Town 2: Paradise, and in this game you are building up a tropical island village and feeding a sentient volcano with trains, conveyor belts and catapults.The Steam Next Fest is happening now, so I built a free demo you can try out. If you like it, give it a wishlist and you'll be notified when it launches in about a month!Here's the store page with demo / wishlist links:
From yesterdays update I found a big logic error that needed to fixed for the future.
To all lords of Zhenbao Pavilion,This minor update includes the following:Added subtitles to Heavenly Mystery event unlock prompts at each level. Now you can more intuitively understand what is happening. For example, the Level 3 prompt "Beiming Xuanwu, Po Zhe Jing Yuan" includes the subtitle "Unlock Heavenly Mystery Event — Xuanwu Blessing".Modified the Vermilion Bird skill \ to increase Purple Crystal drop quantity. Removed the previous setting of doubling Purple Crystal push rewards. This makes the effect more tangible and better aligns with the coin pusher's core gameplay of pushing more treasures.Beautified the coin patterns in the beginner tutorial. They are no longer garbled text, but now proudly display "Zhao Cai Jin Bao" (Inviting Wealth and Prosperity).Remade the Chinese character title in the logo to better match the logo's texture.Added "Launcher Sensitivity" adjustment to the game settings.Optimized fade-in/fade-out for the black mist special effect in "Abyss Gamble". Now the effect's appearance and dissipation are more natural.Thank you for your support and feedback!
Hey everyone, it’s been a while (do I say that a lot?) So I’m not here to ruffle any feathers or yank any chains, but I do want to let you know that pox and I have been workshopping a lot of ideas lately. In fact, we even put together a little teaser image: We needed a healthy break after SD2, but it wasn’t long before we started dreaming of effervescent, multicolored glass bottles once more.Absence makes the heart grow fonder, and all of that.I can’t confirm any details about the teaser yet. New content? New game? It’s complicated! All I knew is that I couldn’t come back to the series unless I could do something a little bit… different. So I’ll leave it at that.But here’s the other thing, friends. I’ve actually been working on a brand new game for the last… well… three years at least? It technically started while we developed the Primal Lands update, but it gets messy.It’s a hand-animated, tag-team battle RPG with a heavy focus on building combos. It’s not quite Soda Dungeon, but it may scratch that turn-based itch for you.So I’ve got a big favor to ask…. Would you mind checking it out? The demo is available as part of Steam Next Fest RIGHT NOW!Wishlists would be a huge help too. I staked a huge chunk of my game dev reputation on this project; help me get it across the finish line and maybe I won’t get fired from my imaginary job as an Indie Game Developer that somehow still exists in 2026?(I’m mostly kidding, but getting some eyeballs on Signy and Mino will make it MUCH easier to keep the lights on over here ;)
Hey everyone, it’s been a while (do I say that a lot?) So I’m not here to ruffle any feathers or yank any chains, but I do want to let you know that pox and I have been workshopping a lot of ideas lately. In fact, we even put together a little teaser image: We needed a healthy break after SD2, but it wasn’t long before we started dreaming of effervescent, multicolored glass bottles once more.Absence makes the heart grow fonder, and all of that.I can’t confirm any details about the teaser yet. New content? New game? It’s complicated! All I knew is that I couldn’t come back to the series unless I could do something a little bit… different. So I’ll leave it at that.But here’s the other thing, friends. I’ve actually been working on a brand new game for the last… well… three years at least? It technically started while we developed the Primal Lands update, but it gets messy.It’s a hand-animated, tag-team battle RPG with a heavy focus on building combos. It’s not quite Soda Dungeon, but it may scratch that turn-based itch for you.So I’ve got a big favor to ask…. Would you mind checking it out? The demo is available as part of Steam Next Fest RIGHT NOW! Wishlists would be a huge help too. I staked a huge chunk of my game dev reputation on this project; help me get it across the finish line and maybe I won’t get fired from my imaginary job as an Indie Game Developer that somehow still exists in 2026?(I’m mostly kidding, but getting some eyeballs on Signy and Mino will make it MUCH easier to keep the lights on over here ;)
Official Launch Countdown · June 18Fellow tower climbers, thank you for climbing with us since the store launch! Thousand Floors officially releases on Steam on June 18.We'll keep polishing content and experience—here's everything in this pre-launch update.🌄 New Scenes · Three Rebirth WorldsRebirth is more than a stat reset—each cycle takes you into a wholly different realm:Scene I · Misty Ink Mountains: ink-wash peaks, mist and drizzle Scene II · Cloud Palace Heavens: celestial clouds, golden palaces Scene III · Star Ruins Night Realm: star altar, deep astral ruinsWe know many of you came for our misty ink-wash mountains—so World Rotation is an optional toggle in Settings that you can turn on or off to suit your taste.⚔️ New Allies · 15 Companions UnitedThe companion roster has expanded to 15 allies—five distinctive new companions climb with you to the summit.Tower Climber and every ally have two outfit series—Cloud Terrace Attire (S1) and Crimson Glow Brocade (S2)—collect and switch them in Inventory.✨ New FeaturesDesktop widget: press C or tap Widget on the bottom bar to shrink the tower into a desktop companion—climbing continues in the background; browse floors, tap chests, earn Steam Inventory keys.Beast Codex: press V to open; defeat beasts to unlock entries and track total slays.Steam Inventory: keys drop while idling—open chests to collect Treasures and Appearances.11 languages: Simplified & Traditional Chinese, English, Japanese, Korean, French, Spanish, Portuguese, German, Russian, and Italian.Steam integration: 17 achievements, max-floor & treasure leaderboards, Cloud Save sync.📅 Release InfoLaunch date: June 18, 2026On your wishlist? You'll be notified on launch day.Add the game to your wishlist—or tell a friend who loves pixel tower climbers. We'll wait at the top.Happy climbingːsteamhappyː!