A bunch of fixes today, covering animal husbandry, dungeons, automation settings, and more. Animal Husbandry Fixed: Removing two animals of the same type from the ranch now creates two separate inventory items instead of merging them into one stack. Growth, quality, and speed are always preserved when removing any animal - even brand-new ones. Fixed: Animals returned from the ranch to your inventory now show their stored stats in the item details panel. Click the animal in your inventory to see Quality, Growth progress, and Speed (for horses). Re-adding the animal to a ranch restores all of these stats. Fixed: Removing an animal from the Chicken Coop, Animal Pen, or Horse Stable now returns it to your inventory instead of permanently deleting it. Growth progress, quality tier, and horse speed are all preserved. Fixed: If your inventory is full when you try to remove an animal, the removal is now blocked and you are notified. The animal stays safely in the building until you free up space. Balance: Horses purchased from the Market Board now start with a base speed of 10 to 40 (previously 20 to 100). High speeds are still earned through breeding. Dungeons Fixed: Dying in a dungeon now stops the auto-run session. Previously, if you died while dungeon automation was running, the game would wait 5 seconds and then start the next run automatically - even if your build wasn't strong enough to survive. Fixed: Auto-heal potions now fire correctly during dungeon runs. Previously, potions were only consumed during open-world combat. Both regular enemy packs and treasure-room ambushes now check your auto-potion setting. Automation & Settings Fixed: Auto-eat, auto-potion, auto-buff, auto-ammo, and forge auto-feed settings are no longer reset when you rebirth. Your choices carry over automatically. Fixed: Layout preferences (collapsed/expanded zones and skill sections) now survive rebirth as well. Fixed: Your HP now starts at full after a rebirth, rather than showing a lower valu...
Treasure Clicker - Patch NotesWHAT'S NEW - Crafting skill tree: stronger gathering talent upgrades: energy, yields, field bonuses, and related perks feel more impactful - Gathering: mining, woodcutting, and foraging polish clearer energy bar, smoother herb garden dragging, and more reliable inventory when moving items between bag pages - Crafting: improved brewing flow, and continued work on the crafting bench tied to gathering resources - Alchemy & inventory: clearer unlock order so features open in the intended sequence; quick nav only shows what you've unlocked - Elixir shop: new gathering-focused elixirs, a totals panel at the top, and balance tweaks to late-game hero passive gold - Art & UI: updated wood/log/plank icons, and assorted layout fixes COMING SOON - Improved hero system- Better speed challenges- Improved Abyss bosses- Extensions to crafting and gathering JOIN THE COMMUNITY- We now have a Discord for bug reports, suggestions, help, and future teasers: https://discord.gg/h6x2e8eJa6 Thanks for playing, see you next time. -Marrimarr
What You Can Expect in the DemoBuild and expand your islandGather resources and automate productionTrain soldiers and defend your territoryUnlock new systems and upgradesExperience the early progression of Under Tower IdleFound a Bug or Have Feedback?If you encounter any bugs, balancing issues, localization problems, or have suggestions:Please use the Bug Report button in the ESC menu inside the game.Every report helps us improve the experience and prioritize upcoming fixes and features.Thank You for PlayingThis is only the beginning of the journey. We hope you enjoy your time with Under Tower Idle, and we can’t wait to hear your thoughts.Thank you for supporting the game!— Under Tower Idle Dev Team
ContentAlt Logs:Rover out of power with fuel in the generatorLate Pneuma exploration in a certain orderClarified/Reworded:Inspect Food Synth log at Talos to make sure the players knows it's expected to break eventuallyBalanceTram can be ridden directly from Central/Plateau to AstrapeSynthesise Food action remain unlocked if output is full (so long as queue isn't)BugfixesPDA buttons reset when loading/starting a new gameCorrected value of a Pneuma bonus in equipment tabPDA Note Lists display correctly after save/loadDrive Towards Laurion from route to Pneuma is only visible after you've driven there from LaurionVehicle resources remain pinned while you're in an area with itBuild Enhanced Motor hides when you can't afford itGenerator stops when uninstalled by any meansUninstalling generator removes fuel from UIReturning to Talos cancels all solar boost effectsCorrected Conditions:Water recycler can be unloaded while the rover is unlockedLog for seeing portal close to Santo explosion doesn't show if you're also in the blast zoneLog variant for Cut Generator from Rover with power artifact on itPDA Note in Facilities > Pneuma regarding finding the elevator before you hadLog for driving to elevator for 1st time when you already repaired itLog for Search for Confession didn't display in certain game statesTypos
XP rates adjusted Gathering and production grant more XP per action than they did in v2.0. Your existing XP and levels carry over, with the same effort credited under the new rates. Steam no longer blacks out The Steam client stays responsive when RuneClick launches and when you alt-tab between them. Big thanks to Mr. Vorx & Kaptain Kuddles for the bug report! Always-on-top sticks RuneClick stays on top through alt-tab, Win+D, and focus-stealing apps. No more falling behind the taskbar. Bank sell quantities The QTY bar now reads 1 / 10 / 50 / 100 / 500 / 1000 / All. Loadout hotkeys default off The number-key gear swap shortcut is opt-in on fresh installs. Existing preferences are honored. New app icon The taskbar and Alt+Tab thumbnail show the new v2.0 icon. — Vosk
Hello everyone,A quick hotfix to calm ECHO down, she was trying to fill up crew even though it was at capacity already.Added/Changed- ECHO will only get new crewmembers when the total dips below 50%. We'll introduce an option to adjust this in the near future- Panicked units in a boarding operation will try to flee if possible. Player units go back to the staging area- Ships with level above 80 will flee the area when the boarding operation is going bad for them. This is a temporary measure untill we get rid of the final level cap. (yeah we cannot wait either :)- Some text readibilty improvementsFixes- Loop where ECHO gets stuck buying new crew members fixed- Fix for ECHO trying to travel from a position in space that no longer has a POI resulting in it not being able to travel and spawning the notification "We are already here".Cheers, Bat Roost GamesEnable the beta versionMake sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.To take part go to Manage and select Properties for Vanguard Galaxy in Steam:And select the open-beta under Game Versions & Betas as shown below.
Hi everybody! ːPhhelperː The Demo for Boby and the Witch is now available to download and play! ːPdogːThis was one of the first games I ever made, originally developed back in the mid '90s when I was around 10 years old (which probably makes it a true retro game by now).It was later included as a hidden game in Fjong, but it was never released on Steam as a standalone title. I thought it would be fun to finally release it as its own game.Most of the game has been left untouched, with all of its original flaws and jankiness still intact—for memory’s sake.The only real additions are Steam achievements and two unlockables for completing the game fast enough: the Speed Cap and the Jump Cape.The game is extremely short, free to play, and can be completed in one sitting (in under 5 minutes). The proper (also free) version will be available June 30th. As for my current development I am working on finishing a demo version for No Life: Zombie Survivor and sketching out some new ideas for Plantera 3 on the side!You can also follow my Steam Developer Page to get automatically notified of any of my releases! ːPcatː
Hello, Chroma Engineers!The stabilization effort continues thanks to all your reports and feedback! I truly thank you for reporting your findings and sending your suggestions! This time there are some quality of life improvements, balance and many many bugs fixed! Also, a feedback suggested the following: ragebaitadd a single stray pixel somewhere in the game. While the idea is novel, I have instead added a hidden pixel in the game and if you find it, you will get an achievement :) Patch Notes - Version 1.9.3GLOBALFixed Bug: Added extra Steam launch safeguards for cases where the game window could start at 0 FPS until fullscreen or resize woke the display.Fixed Bug: Added web launch guards so the splash screen cannot trap Itch.io players in a repeat loop.Fixed Bug: Star Chart, Fractured Void, and Home World map buffers now refresh automatically to prevent long-session white pixel artifacts from stale graphics textures.Fixed Bug: The Null Store upgrade list scrollbar can now be dragged without a scroll wheel.Fixed Bug: Feedback window scrolling and dragging now stays inside the feedback form instead of zooming or panning the view behind it.Fixed Bug: Home World reset is no longer available after Stage 5 is complete, preventing later-stage saves from re-entering Stage 5 systems.Added: The Codex now has a Mark Available Read button to clear unread notifications for currently available logs at once.NULL / VOID HUNTFixed Bug: Saving now keeps the offline timer synced in memory, preventing confusing Null Essence jumps after autosaves, tabbing out, or returning to the game.Fixed Bug: Stage 8 players now earn offline Null Essence in every phase.Fixed Bug: Stage 9 Null Essence Storage now correctly increases the offline Null Essence cap.Fixed Bug: Leaving Warp Speed on no longer blocks normal offline Null Essence, unless Stage 9 Act 3 is actively using Warp Speed for its offline simulation.Fixed Bug: Stage 9 players now earn normal offline Null Essence again after Act 3 is c...
Hello.This is the TBH : Task Bar Hero development team. The game has been updated to ver 1.00.04. ■ Other ImprovementsImproved the launch-time Terms screen to present only a concise summary of what data is collected and why, so that the scope and content of data collection are communicated more accurately. ■ Bug FixesFixed an issue where players could challenge the Act Boss indefinitely while holding an invalid Soulstone.Fixed an issue where the Priest's Sanctuary skill applied more healing than shown in the UI.Fixed an issue where, in certain situations, gold-gain text was displayed outside the game screen.Fixed an issue where the prerequisite-skill check was not performed correctly when allocating skill points.Fixed an issue where the window transparency restore option did not work correctly. ■ Privacy Policy UpdateWe have specified the data we actually collect and how, in greater detail.▸ Reason for ChangeThe previous policy was written broadly to cover every possible situation, and therefore described a wider scope than the game actually collects. Through an internal review, we have corrected it to match actual behavior.▸ Change Details==============PRIVACY POLICY==============Article 1 (Information We Collect and Legal Basis)TBH: Task Bar Hero follows a strict data minimization policy: data is stored only when it is actually necessary. The Company looks up additional information only when the potential use of cheat software is detected. As a result, for the vast majority of users, no information beyond a Steam ID is ever stored.The Company collects information in only two situations:\ Item : Steam ID (collected once) Purpose : To identify your game account and provide game and Steam Marketplace services. Legal Basis : Contract performance (GDPR Art. 6(1)(b))\ The following information is collected ONLY when the Game's anti-cheat system detects the potential use of cheat software or other abnormal activity. It is NOT collected from users during normal play. Item...
FORTUNE MILL is a standalone idle game where you must make $1,000,000 in each room to advance.Everything I've learned from 13+ years making idle games... a culmination of a career... all distilled into a 10-25+ hour complete idle game experience! Fun mechanics to discover, meaningful upgrades, systems that synergize and work together at all times as you swap between rooms with a "just one more upgrade!" cant-stop-playing vibe, fun creatures to encounter, New Game+ modes... and NO confusing wiki-required gameplay, NO boring grinding sections, NO time gates, NO microtransactions, NO live service events to keep up with, just pure FUN!Fortune Mill releases on Steam - June 2nd, 9:00am PST.With a base price of $7.99 and a 25% launch discount: Fortune Mill will cost $5.99.Fully Translated into: German, French, Polish, Russian, Simplified Chinese, Korean, Japanese, Brazilian Portuguese, and Spanish, with Regional Pricing options! Store Page Link: https://store.steampowered.com/app/4731620/Fortune_MillFAQ:Microtransactions? - No Paid DLC? - No Replacement for IdleOn? - No Same type of fun as IdleOn? - Yes Fun from start to finish? - Yes I can replay it with bonus modes? - Yes Constant weekly updates? - No Tons of fun steam achievements? - Yes I pay once, then never again? - Yes You'll kiss me goodnight for buying? - No This represents the very best of you as a game designer? - Yes Why the big reveal, why the hype, why the silence? - See comment below. IdleOn's 11th character slot is NOW OPEN! Go create your 11th character! NEW MAP - Dreadnaught Chamber (requires all 11 characters in the Pirate Mess Hall) 5000 GEMS winners from LAST Patch Notes are: PenguinSlipper, Eldaehc, Tomy2k, 0Irene0, Landrark, Clintopher, NEYHA, xingxiyi, RealTigger88, Forkodc 10 people who comment their 1st IdleOn player name on THIS Patch Notes will win 5000 gems next time! See you in the fortune mill!
Thank you all for playing Gelli Fields! Launch has gone great aside from a few annoying bugs that have been fixed with this update!Fixed placeholder text for Danditty.Fixed shineshroom not counting as a collection item.Fixed spelling mistake in Cozy Caverns collection book.Fixed issue causing ending cutscene to not play.
Hello necromancers! Today, we have some news for you, but we want to provide you with a bit of context before we dive in. We’ve been working on Greenhearth Necromancer for the past two+ years. It started as a game jam, with everyone collaborating to develop the concept, and it quickly grew from there. Over time, our team would expand as people came on to help develop every aspect of it. The final game you can play today is a project passionately created by a talented team that poured their hearts and wisdom into it. Developing and then launching a game of any size is a massive undertaking, a ton of work, and reaching that point always feels like a minor miracle. Since launch, we’ve spent the last few weeks addressing a host of small issues, requests, and bugs, and have released three patches to continue improving the game. We have one more minor patch in the works, due to arrive next Tuesday, June 2nd. Thank you so very much to our passionate, dedicated, and patient players who have helped us find those bugs! Because of our incredible community and also the intense focus of our very talented programmer, we’ve gotten Greenhearth Necromancer to a place we’re really proud of. There are no further major patches or expansions planned for the game in the immediate future. However, we will continue to support the game by addressing any critical bugs, such as crashes or progression blockers. Meanwhile, any minor bugs, community feedback, and feature suggestions will be tracked, but we will not be able to implement further changes to address them at this time. In today’s Steam market, games are often pushed to be a never-ending live service experience, but the truth is that just isn’t possible for every game. There may be a day down the road when the success of Greenhearth Necromancer allows us to dream a bit bigger, with maybe a DLC or more major content patches, and if that happens, we will absolutely be looking at the suggestions our community has left for us. We are not ...
“Epic Fury” Fix Campaign Phase 3: A Word from the DevGood evening, lucky legends!During the first 48 hours after launch, our game has honestly been hit by wave after wave of issues. Thankfully, beginners have beginner’s luck! With guidance from all the veteran players, plus everyone’s patience and support, we’ve finally kicked off the “Epic Fury” Fix Campaign!We now have a much clearer understanding of the game experience, the problems players are facing, and the adjustments we need to make step by step! (As for whether this will go beyond 100 waves of fixes… please no…)Before we begin, three humble requests: Please leave us a good review, please keep summoning like crazy, and please continue building together the future experience of “Lucky Legends vs. The Unlucky” with us!Feature Updates1. Rebirth Stat Allocation ReworkedRebirth upgrades are no longer completely random and are now fully customizable!Choose the stats you like, upgrade what you need, and build your own strategy your way. No more random rolls deciding your fate!2. Optional Tutorial SkipBefore starting the first beginner mission, players can now choose whether to skip the tutorial.This helps players coming from the demo avoid replaying the same tutorial all over again.3. Improved Rebirth UI DisplayThe Rebirth interface has been optimized so players can clearly see the actual effects of late-game Rebirth upgrades instead of having everything hidden behind unlock notifications and confusing fog.4. Balance Adjustments for:“Some Shop”“Some Quests”“Some Bank”These systems should now feel genuinely useful!① Some ShopNow only sells:Purple HeroesGold HeroesDestiny HeroesFate HeroesPrice Adjustments:Purple Cards: 120 → 60Gold Cards: 300 → 150Destiny & Fate Cards: 800 → 400Discount Changes:Every shop slot now starts with a 50% discount (Base 25% + Rebirth 25%)Discount range adjusted to 5% ~ 65% (Base 50% + Rebirth 15%)Sell Prices:Purple Cards: 30 GoldGold Cards: 75 GoldDestiny & Fate Cards: 200 Gold② Item Shop ...
{STEAM_CLAN_IMAGE}/29347222/feff0f9f223326356ad2c6d3f8052cf88d9d4482.png Trixie the Pixie has been a forgettable nuisance for the Champions for a long time, often appearing astride some charmed creature and always up to some mischief. Ambitious and daring, Trixie desperately grasps at a life larger than she's been given, and blames the Champions for their constant meddling in her affairs. Driven to desperation by her many failed attempts at seizing power and influence, Trixie sets out to try a new scheme. She's seen firsthand that the Champions are always hiring. If she can't beat them, she'll join them! Trixie the Pixie is a Support, Debuff, and Control Champion who provides new options for creating formations with small (fairy, gnome, goblin, halfling, kender, kobold, and plasmoid) Champions. She increases the damage of Champions next to her, and this buff grows as you increase the number of small Champions in your formation. To help with this, she reduces the size of any non-small Champions in the two formation slots behind her and any Champions who share a species with either of them. Once unlocked, you can find this fairy druid in Seat 8 (Delina). To learn everything you need to know about this small Champion with serious swagger, read on! Trixie {STEAM_CLAN_IMAGE}/29347222/515bd9c0bec87dd3f76b025f5bd440b478cb09e6.png Trixie NAME 8 SEAT 2.5% CRIT CHANCE 100% CRIT DAMAGE Female (She/Her) GENDER 19 AGE Chaotic Neutral ALIGNMENT 5 OVERWHELM Fairy SPECIES Druid CLASS Support / Debuff / Control ROLES None AFFILIATION STR: 2 DEX: 20 CON: 8 INT: 10 WIS: 14 CHA: 15 TOT: 69 Patron Eligibility: Elminster (until June 3rd, 2029) Abilities Basic Attack Pixie Charge(melee) -A pixie subordinate dives in and stabs a random enemy for one hit. Formation Abilities Dancing Lights - Trixie increases the damage of adjacent Champions by 100%. Small Pranks - Trixie increases the effect of Dancing Lights by 100% for each Small Champion in the formation, stacking multiplicatively. Small...
🛠️ Patch Notes — Ice Tree & Overall Optimization Hello, this is the developer. This patch focuses on the frame hitches and load buildup that have been reported around Ice tree builds. Five main causes have been traced down and addressed step by step. If you have Re:Blade installed, the update downloads automatically — just restart the game. ⚡ Performance Optimizations ▶ Ice explosion frame cap (8 per frame) Reined in the load from Freeze + Hidden Awakening builds where the Ice explosion was multiplying on every hit. Capped explosion triggers at 8 per frame. No change to explosion damage or targets — the optimization is purely about how often it fires. ▶ Ice VFX component caching Cached the internal component lookups that were happening every time an Ice VFX played, removing that overhead. ▶ Spread out on-kill respawn processing Resolved the physics spikes that happened when many monsters died at once with the 100% on-kill respawn option. Instead of spawning synchronously at the moment of kill, spawns are now queued and spread across frames at a fixed budget. Highest impact on cases where Ice explosions wipe out a lot of monsters at the same time. ▶ Disabled hit animation on regular monsters Disabled the hit animation on regular monsters, removing the compute overhead when many were getting hit at once. Hit feedback is unchanged — you still get the flash / sound / damage number / knockback. Boss monsters keep their existing hit reactions. ▶ Max XP orbs on screen at once (80) Resolved the UI update load that built up when a large number of XP orbs accumulated on screen. Capped on-screen XP orbs at 80. XP is still granted 100%. Anything beyond the cap is credited instantly without an orb showing — your actual EXP gain doesn't change. 💬 Thank you Genuine thanks to every player who reported the Ice tree load issues in detail and shared setup info — that's what made it possible to track down the main causes quickly. If you notice anything else off, please leave a comment ...
Hello everyone!We are the development team behind Between Adventure Idle. After countless hours of hard work, we are finally thrilled to share our early Demo with you!We want to be completely upfront: the version you are about to play is still in a very early stage of development. This means you will inevitably encounter bugs, unpolished UI elements, or pacing issues. It is still a rough diamond, and there is a long way to go before it reaches its final form.But that is exactly why we are launching this playtest now. Rather than developing behind closed doors, we want to hear your genuine thoughts while everything is still flexible and open to change!We are incredibly eager for your feedback. Whether you run into game-breaking bugs, find the balancing a bit off, or just have some crazy ideas for new features, please don't hold back! We will carefully review every single piece of feedback and use it to guide our upcoming updates. Please note that this Playtest will remain open until June 2nd. 💬 Where to Leave FeedbackDiscord Server: https://discord.gg/EUQBaYCP6pFeedback form: https://docs.google.com/forms/d/1jWwwKj5cMSDB7-j2KHDTRjPXw1GXX-nLIAx9bZEebng/viewform?edit_requested=true Additionally, if you see potential in our game after trying the Demo, we would be incredibly grateful if you could hit that Wishlist button on our Steam page!Thank you for your time and for joining us in these early days of Between Adventure Idle. We can't wait to see what you think!— The Between Adventure Idle Team
Hopefully safeguarded and fixed the terrible bug that would cause some players to lose all their PP after yesterday's patch. I'm not entirely clear why this happened, but I think it's related to improperly saving and corrupting the save file due to functions like PC sleep or battery death interfering, or antivirus / steam cloud lock, or something that would prevent the game from cleanly saving, especially if you disabled Auto-Save and/or Save-on-quit in the settings, which I suggest never disabling if you run the game idle for long periods. Sorry about that. As a small compensation every save file that prestiged at least once will get 50 PP when launching the game. Primordial Hunger now has: "After every 100%, the excess chance rolls for one more PP." Fixed some additional Big Number rounding issues. Fixed free scientists and runesmiths sometimes not spawning after buying Foundations of Stone. Fixed Megapick sometimes weirdly falling to the ground if Clusterpick triggered.
Here are the patch notes (1.41.124): Auto boss now works past "Shellcrusher" Auto dungeon now works correctly with updated tooltips Flamespawn "Path of Flame" skill description has been updated Flamespawn "Infernal Fury" skill description has been updated Flamespawn "Burning Restoration" skill description has been updated Flamespawn "Inferno" skill description has been updated Flamespawn "Infernal Fury" now works correctly Flamespawn "Burning Restoration" now works correctly Flamespawn "Inferno" now works correctly Fixed an issue that prevented beastmaster from summoning tamed beast Fixed an issue that prevented beastmaster from using "Mend pet" Beastmaster can no longer dismiss or tame pets during combat Fixed several issues with the wrong race skill being displayed
NEW AQUASCAPING CHALLENGE - "Forgotten Corner" Is it full of dust bunnies, forbidden treasure, or peaceful jewels? Your aquascape will show us!Shout out to @mowly2 for their Glassy Shore tank from last week's challenge!You can find the theme each week in the Fish Game Pause Screen. Post your submissions to #aquascaping-challenge in our Discord with this week's challenge in the text, and they may appear in the pause menu of the game!
The Skill Tree button is now more obvious Radioactive chickens can be unlocked earlier (have fun with these) More info on Holo & Radioactive chickens in the Prestige Skill Tree Special Eggs stay unlocked after you prestige You can now run the game in the background! Youhouu! Punch does not go back to its spot after you're back from the Skill Tree Thanks for playing, Enjoy the game =)
Hey everyone!🚀I’m super excited to announce that my game Starvester is Out Now!! 💫 I can’t wait to hear what you all think and see just how giant you can build your megastructures ✨A reminder of what to expect before flying in:⭐ Deploy swarms of drones⭐ Mine resources⭐ Unlock upgrades⭐ Harvest the power of the stars! Join the fun in our discord here and see what’s going on over on Instagram / TikTok ♥️Starvester is a game that I’ve poured all my passion into over these last 8 months of development, and I’m overwhelmed by the response so far. Thanks for all your support and feedback in the past few months, I couldn’t have finished the game without it!I’ll be here working to fix any issues that come up over the next few days. See you in space 💫Shaun (dev)
Semi-Public Beta Starts TodayToday marks another important milestone for Guilds of Mountgate.Starting at 18:00 (CEST), the first Semi-Public Beta will be available for Early Testers and Founder Edition owners.This testing phase is intended to gather valuable feedback, identify remaining issues and continue polishing the overall gameplay experience ahead of the upcoming public demo.Over the past weeks, the focus has been on bug fixing, balancing, progression improvements, UI polish and preparing the game for larger scale testing. Recent additions include equipment durability, repair systems, functional jewelry stats, expanded crafting progression and numerous quality-of-life improvements.For those interested in supporting the project and participating in early testing, additional information can be found on the official Guilds of Mountgate website.Public Demo Coming June 8thThe fully public demo is currently planned to launch on June 8th, shortly before Steam Next Fest begins.This will be the first opportunity for everyone to explore the world of Mountgate, experience its progression systems and help shape the future of the game through feedback.Thank you to everyone who has followed the development so far, added the game to their wishlist and supported the project along the way.
EGGCELERATOR BOOST | v3.2.00 A new boost has been added to Community Button! New Boost: Eggcelerator The Eggcelerator boost adds a brand-new way to speed up egg progress through regular gameplay. 25 upgrade tiers added Boosts up to 15% at max tier Click progress now contributes toward idle incubator progress Both incubators benefit from the boosted rate This means your clicks can now help push your incubators forward, making egg hatching feel more active and rewarding while you play. The DLC incubator also includes a 25% boosted hatch rate compared to the free in-game incubator option. You can check out the DLC here: https://store.steampowered.com/app/4704130/Community_Button__Egg_Incubator_Idle_Hatch_Slot/ New Theme: Pirate Theme A brand-new Pirate Theme has also been added! Set sail with a new look for Community Button and bring some pirate energy to your clicking, hatching, and idle progress. New pirate-themed visuals Fresh theme style for your game More customization for your Community Button experience Mailbox Added A new in-game mailbox has also been added! This gives me a better way to send players: Game updates Important notices Rewards Thank-you gifts Future event items Free Thank-You Reward Check your mailbox in-game to claim your thank-you reward: 3 Free Egg Catalysts! Thanks again for playing, testing, reporting bugs, and helping Community Button keep growing. CLICK THE BUTTON 🟢
Hello everyone, Beta Update 0.8.1 has arrivedThe new beta update is finally here! We look forward to receiving your feedback and further improving upon these changes and newly added systems. Have fun!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.OfficersOfficers have been reworked, gaining several new skills, a passive bonus when equipped on a ship, and an idle income, they have to be doing something while not on board. Officers can now also be trained at Omnitac Agency Personnel Centers, upgrading their rarity and unlocking new skills.The Personnel Center is a new facility available at most stations, and serves as the place to browse and hire new officers. You'll also find Crew here! CrewA new addition is the crew mechanic, unnamed crew members (grunts) who help increase combat, mining, and salvage power. There are different types of crew: Deckhands, Gunners, Miners, Salvagers, and Marines. Deckhands repair the hull of your ship but offer no specialized bonuses, while the others are more focused in their roles. Marines for instance are great at Boarding... To complement both Officers and Crew, we added the Leadership skill tree to increase their effectiveness.BoardingEnemy ships now have a chance to become boardable. This is where your crew comes in especially useful, boarding the enemy ship, conquering its compartments, and sending the newly acquired vessel to the Dry Dock. The Dry Dock is a new facility where you can choose to recommission captured ships, strip them for parts, or sell them for a profit.Combat takes place on its own little map where you can send your crew into the different compartments to fight for control of the ship.InstallationsNext to boarding, are the installations. They function is a similar way to boarding, but you explore ...
Hotfix: - Solved an issue where some people were not seeing their DLC skins. Thank you all for your support! :)