Update - v1.2.3Bug FixesFixed an issue where result windows were overlapping during Auto Challenge.Prevented boss monsters from being pushed outside of the map.Fixed an issue where the entry fee for Challenge Stages was abnormal.Fixed an issue where drop items from certain monsters were not displayed correctly.Changed the lock feature to be deactivated when returning or promoting HEROes.Fixed an issue where the UI for setting the seed cultivation quantity in the Orchard was displayed.Fixed an issue where the Attack Power/HP of Tier 8 Skill Nodes were applied in reverse.Rebalanced Hard Challenge monsters in line with the Tier 8 Skill Node correction.Fixed an issue where the faces of 1~3-Star HEROes were not being displayed.Changed weapon modification options so that 'Penetration' now increases both Physical and Magical Penetration, and 'Defense' now increases both Defense and Resistance.Fixed an issue where Attack Speed was displayed with a '+' sign in weapon modification options.Fixed an issue where the Attack Speed display could not go below 0.Fixed an issue where Himiko's passive debuff was being applied to allies.Fixed an issue where Randgrid's 6-Star passive knockback immunity was not being applied.Fixed an issue where Maria's 6-Star passive was being placed at her own position instead of the furthest ally's position.Fixed an issue where the healing effect of Crow's 6-Star passive appeared above the head.Improvements and ChangesHERO stats have been adjusted in line with the addition of Resistance and Magical Penetration.Added an auto-sell feature for weapons.The maximum weapon inventory capacity has been changed from 200 to 500.Improved so that players can check the effects applied based on HEROes assigned to the Orchard and the Cabin.Improved so that during Auto Challenge, when challenging the highest stage, the game automatically advances to the next stage.Added Rank/Name sorting in addition to filters in the HERO list.We will continue to improve to provide a ...
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The Throwing Pinecones Into A Campfire Game is out now on Steam. It does exactly what the title says. You throw pinecones into a campfire. That's the game. ...Okay, that's the start of the game. The Throwing Pinecones Into A Campfire Game is a cozy idle/incremental about tending a fire in a quiet forest at night. Pine trees drop cones, you drag them into the flames with your cursor, and the embers you earn buy upgrades. Then more upgrades. Then upgrades for your upgrades. Then you burn it all down in an Ash Ritual and start again — stronger. What's in it: 7 phases of progression, from your first flickering ember to an Eternal Flame 40+ upgrades across Collection, Production, Fire, Automation, and Ash trees Prestige + Ascension loops — Ash Rituals for a faster restart, Embers of Eternity for permanent forest-wide buffs 7 random events — Golden Hour, Cone Storm, Starfall, and more, triggered by rare Power Pinecones A living 3D forest — procedurally scattered trees, rocks, mushrooms, fireflies, drifting smoke, and a full day/night sky Layered ambient audio — fire crackle, wind, distant birds, woodpeckers, the occasional pop of resin Achievements, full stat tracking, cloud-ready saves, and a Debug menu because you'll want one No combat. No story. No timer. Just you, a fire, and an endless supply of pinecones. Grab it on Steam and pull up a log. Join the Discord: https://discord.gg/WYfeU3wTpF — share your fires, report bugs, and hang out with other tenders of the flame.
Hi everyone! My name is Andrew, we developed Q.U.B.E.: Incremental TD game using GameMaker, and unfortunately, games made with this engine may, by default, launch using the integrated graphics card on laptops instead of the discrete one. This can significantly reduce performance (which is especially critical when there are many objects on the screen).We are unable to change this ourselves, only the user can adjust the launch settings. However, fixing this issue is quite simple: you just need to set the game to run using the discrete graphics card.For NVIDIA: Open the "NVIDIA Control Panel" -> Go to "Manage 3D settings" -> "Program Settings" -> Select the game and set "High-performance NVIDIA" (set video card).For AMD: open "Radeon Settings" -> go to the "Graphics settings" section -> Add the game to the application list -> Select "High Performance" (set video card).It is very important to us that you have the best possible experience with our game. If you have any questions, I’ll be happy to answer them.
Hey everyone,This time a pure hotfix. A few of you posted on the forums this week about the game launching, showing up in the taskbar, and then... not actually being there on the desktop. A couple of others noticed FPS dropping since the last patch. Both should be fixed, both in this build.🖥 The window comes backIf your monitor was shorter than the window the game was trying to draw (most 1080p setups once you scaled the window up), it was getting centered partially above your screen — title bar in negative territory, the rest clipped by the top edge. Steam showed it running, the taskbar showed the icon, there was just nothing to click on.The window now clamps to your actual monitor before it picks a position.If your saved scale is too big for the current monitor, the game steps down to the largest scale that actually fits — for this session only. Plug back into your bigger display and your preferred scale comes back.Players from a couple of patches ago: your saved window position is preserved. I renamed the keys that stored it and forgot to migrate the old ones (whoops). That happens quietly on first launch now, which means the game no longer falls back to a default position that doesn't fit.Ctrl+R still resets the window to the center if you've been fighting it.💾 Save system stops punching the frameFixed the FPS drop a few of you reported since v1.5.100. Short version: there were around twenty places in the code that wrote to disk synchronously on the main thread during gameplay. Every biome switch, every volume slider move, every environment level-up would stop rendering for a few milliseconds while the full save state hit the disk. On a small save with a fast SSD you wouldn't notice. With a fuller save and a slower drive some of you were eating 5-50ms hits multiple times a minute.All of those writes now go through the background save thread the game already had running.Same data safety — the cache is updated instantly, the disk write just doesn't block your fram...
New: 2 new dumpster and pickup spots for technicians Improved: technicians are faster Fix: Canvases on devices and customer bases load faster Fix: Rebinding keys for movement were changing arrow keys instead of WASD, now the WASD will be rebinded and arrow keys will stay Fix: AutoSave options in pause menu Fix: Technicians were missing if overloading save from pause menu, technician manager not cleared properly Fix: Rackmount did not reset color saved on them when unmounting rack Fix: wrong translation ID on confirmation when releasing employee Improved: LOD for long distance rack Fix: when item with non custom color was added into shopping cart after custom color it merged Fix: Trolley reset state onload
Steam直接搜索《挂机破坏神》即可体验试玩版本,更多内容正在陆续制作中。喜欢的小伙伴别忘了添加一下愿望单,这对我真的很重要,拜托了!
Our account management system went live yesterday with great success As expected, there were also things that needed fixing and tweaking. Here's what has changed since yesterday:Registering a master account by email will now immediately open up character management with your new account so that you don't accidentally leave the registration menu and register another account using a different log-in method and get your accounts mixed upAdded an email confirmation input field to the registration viewYou'll no longer automatically be logged into a newly created character if you create the character from the game scene whilst already logged into a characterYou can no longer switch to a recently created character whilst already logged into another character. When logging onto a character for the first time, it needs to happen from the main menuResetting your password in the main menu now initiates password recovery for legacy accounts as wellAdded a "Forgot password?" button to the legacy character import panelAccounts on very old save files (accounts that have not logged on in years) wouldn't be correctly picked up by the name checker during character registration, meaning that the name checker could incorrectly tell you that a username is available when it was in fact takenAccounts that hadn't been accessed since game modes were a thing (late 2023) could be imported to a master account but wouldn't be visible in the character management view, as the system failed to assign them a game mode. FixedGuest accounts can no longer import characters until they secure their account with a log-in methodFixed a niche character state issue causing a few users unable to properly access their character management
■ Version 1.0.3 - Fixed crashes that occurred in some environments and improved stability.We hope you will continue to enjoy "Post Apocalypse Microbe Lab."Thank you for your support!
Thanks to everyone who has played so far! It has been a blast to come back to this game and work on it again. Thanks also for your feedback so far, I put together a minor balance patch with 1 bug fix and some improvements to late game. Epic Zones now grant more rewards Suns decay slower Some later achievements grant more PT Epic Items level cap changed Bug Fix: If you ascend without items, you can go back in to rebuy.
Fix the data is not saved when the computer is turned off directly. (修复直接关电脑导致数据没保存的bug)
🔊 Background sound added to puzzle selection. 🔊🌍 New narrations added to Chinese, Japanese, Korean, and Russian. 🌍🗣️ French and Italian languages are now available. 🗣️ 🌐 The game is now fully localized in 10 languages. 🌐
Fixed the black border issue at different resolutions. (修复不同分辨率的黑边问题)
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The Portuguese translation is here! Thanks a lot to Ravock and Henrique Honório for the help making it happen. If you encounter any issues please let me know.
Thanks again for all the support and bug reports. Quick patch today focusing on some quality of life fixes. We are still testing it, but the Steam Cloud patch should be released tomorrow as its own patch!UI & Visuals-> Cast Through Summary Panel: You can now cast through the Caught Fish summary panel that appears after catching a fish. If you hover over, it will fade out and let you cast in the left side of screen without needing to wait for it to disappear. Bug Fixes-> High FPS menu incident: fixed the issue where the menu scene was rendering at very very high frame rates. For some reason the settings panels frame restrictions were not kicking in -> VSync Added: Added VSync as framerate option in settings panel -> Localisation Overflow: Fixed instances of text overflowing for several languages.-> Resolution & Window Size: Fixed issues with incorrect resolution and window sizing-> Fish Habitat Corrections: Some fish didn't have correct spots where they can be caught, so that has been fixed now (Puffer fish now has a hot spot!)-> Achievement Sounds: Claiming achievements now plays a sound effect - Big Bonk Studio :)
Hi everyone!Last time I posted a month ago it was to release Desktop Defender's latest update, now I'm happy to announce our next game - Desktop Detective! (Join the Discord) It's a corner idle game just like Desktop Defender, but you play as a detective that solves cases by finding clues! Make sure to wishlist it if you like the sound of it!Regarding Desktop Defender's next update, I can confirm that it will be coming out NEXT MONTH! If you're unfamiliar with what it will contain, it's all about crafting and you can read about it below.I hope you all keep on enjoying Desktop Defender, and I hope you enjoy Desktop Detective as well!Also, as always, if you're enjoying the game, I would REALLY appreciate it if you reviewed it. It's the best thing you can do to support the game if you're enjoying it!- Conrad, Lead Developer
Thank you everyone for an amazing launch! (and for 250 reviews)!So, Black Hole Fishing is my first game ever. I feel like the launch week was a bit rough (lots of bugs and issues right away), but in general, I am still happy with how things went! We managed to hit 1,500 concurrent players (which is a bit crazy to me), and we are now past 250 Very Positive reviews. ːsteamhappyːI am continuing to work on the game full-time right now, so expect more updates in the coming weeks. I’m focusing on smaller updates at first, but I do have my first major post-launch update planned as well, which should dramatically extend the end-game. I have been dealing with a fair bit of burn-out (working nights and weekends with a newborn will do that to you), but I've been resting a bit more and am starting to recover. In general, I want to finish critical patches quickly (responding to critical feedback), and then I hope to slow down and set a more comfortable update cadence going forwards. With that said, I wanted to talk through the short and mid-term road-map a bit today. Overall, the game doesn’t offer enough onboarding, so a major focus for the few weeks will be on the tutorial system and tool-tips, along with the Codex itself.I have been working on a proper conclusion to the game (the "you win" end screen was rushed and is disappointing), but I want to ensure that the changes are good before releasing them, and I didn't want to delay a roadmap announcement any further. Expect another game update in the next few days with these changes.Also, there are now compatibility modes when you launch the game. If you can launch the game without issues, then you can safely ignore this. I added the option to address the "I am stuck on the boot screen" issue that some players were seeing.What's next:I won't put any concrete dates on the calendar quite yet since scope is hard to estimate, but in general expect the following soon (ideally within the next week):Updated game story and better ending...
Patch - v.1.0.4 (22/04/2026) Status: Health Decay: Lowered the passive health decay rate. Happiness: Balanced the happiness decay logic. Buildings: -Hospital: Improved health recovery output. -Sanctuary: Increased output ratio. -Tavern: Increased output ratio.
Fixed a bug that caused all upgrades to be obtained when restarting the game. We are also aware of a bug that causes lag on some computers. We don’t know the cause of this, as we haven’t experienced it in any of our tests. If this happens to you, please send us an email with your computer’s specifications and a video showing the gameplay so we can identify the source of the lag. E-mail: robohumanstudios@gmail.com
Hey there! Bugs seem to be dwindling and will have more time for new features with upcoming updates. Build 0.3.38 -Lumber and bricks now have a T2 and T3. -Crafting buildings now open to the new tab they unlock -Offline now selects the last mastery tab you were crafting from. -Fixed a bug with smelting T2/T3 where offline it would revert to T1 materials/rewards. Crafting has been reworked to have its own ID not tied to items anymore. -Minor bugs.
This update bundles a polish pass you've been asking for — you can now see every multiplier that built your drill damage — with four bug fixes from playtester feedback. No new zones yet, but a lot of things that were broken or opaque are now fixed and visible. NEW — Combat Stats panel Settings → STATS now opens a live readout of every stat feeding your damage: base, drill-tree multiplier, flat bonuses from artifacts / zone shops / Void Power, and the final number. A worked-example footer shows the formula evaluated at your current loadout in monospace — so when you buy a node, you can watch exactly which number changed. The damage formula itself has been restructured under the hood. Your drill-tree nodes now stack multiplicatively (as they were described); flat bonuses from artifacts and zone shops stack additively. If your post-update damage looks different, this is why — and the panel shows you the math. Bug fixes Event achievements now count. Mid-dive events were firing visually but never incrementing the counter. "Event Horizon" / "Event Hunter" / "Storm Chaser" / "Tempest Rider" are reachable again. Events you trigger from this update forward count toward the achievement — past events weren't recorded because the counter wasn't running, so this effectively resets the total to your new baseline. Ascension achievements backfill. "First Ascension" / "Ascending" / "Transcendent" / etc. now track lifetime ascensions instead of current-cycle. If you've already earned them across previous Transcendences, they'll fire on load. Deep Dive gate tightened. The Void "Depth Sense" upgrade was letting you Deep Dive in zones whose final boss you hadn't beaten. It now only opens DD in zones you've cleared — still a strong upgrade (DD in any cleared zone without clearing all five), but no longer a progression skip. Heart of the Ocean is obtainable. The 0.2% drop rate was making g5 effectively impossible. It now unlocks on your first full Transcendence. If you've already transcen...
Hello captains, Quick hotfix for some missions getting stuck on units that cannot be killedFixes - Fixed active missions where Faction was not properly set for some ships, which caused these missions to get stuckIf you find any annoying / interesting bugs or just want to give your opinion. Let us know on Discord or the Steam forums. Thank you all for enjoying Vanguard Galaxy. Cheers, Bat Roost Games
{STEAM_CLAN_IMAGE}/29347222/369d17f6198c6300822f118fe3a22bbef22b0e20.png Well met! We're back with the next installment of Tales of the Champions! For the next two Tales adventures, Kalix embarks on a quest to hunt the legendary tarrasque, while Barrowin returns home to find multiple surprises lurking in the snow of Icewind Dale... Completing the base adventures will unlock Kalix (Seat 5) and Barrowin (Seat 10), while completing the new variants will unlock Feats, Corrupted Gems, Gold Champion Chests, and an exclusive Skin! Are you ready to take on the challenge? Read on to learn more! Finding the Path {STEAM_CLAN_IMAGE}/29347222/6d6f30a713ecd232ce85a0cb2362bdd6dc1df568.png Kalix tests his skill as a hunter against the ultimate challenge - the legendary tarrasque. Complete Area 250 Rewards: Kalix Champion Unlock Variant 1: Finding the Monstrosities Kalix tests his skill as a hunter against the ultimate challenge - monstrosities like the legendary tarrasque. Kalix starts in the formation. He can be moved, but not removed. Only Kalix and Champions not adjacent to him can deal damage. You may only use Champions that are not a Standard Species. Standard species are Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, Tiefling, Half-Orc, and Half-Elf. 1-2 Monstrosities spawn with each wave. They don't drop gold nor count towards quest progress. Getting to know Idle Champions: Standard Species are the core species found in the Players' Handbook. Some Champions and variant restrictions care about including or excluding them! Complete Area 450 Rewards: 4 Kalix Gold Chests and 250 Corrupted Gems Variant 2: Finding the Monstrosities Kalix and some specific friends test his skill as a hunter against the ultimate challenge - the legendary tarrasque. Requirement: Must have completed a Tier 2 Variant in an Event. Kalix starts in the formation. He can be moved, but not removed. When you add a Champion to the formation, remove all other Champions that don't share ...
Hey galactic defenders!Holding Pattern just released on Steam! We're launching with a 20% discount, so be sure to pick up the game early!It's been a long journey to get to this point, we can't wait for you to get hands on with the game and enjoy the new skills and upgrades that are out with the full release!Be sure to leave a review on the Steam page if you enjoyed playing the game, it means the world to a small team like me!