调整 1.降低人物升级所需经验 2.宠物等级上限提升至3000级
Greetings fellow cultivators! I have been making small patches every day. I decided to only post it in the discord. So this will be a list of fixes today and a summary of fixes since last Steam post. Today's Fixes Fixed a problem with the Minimum Age for auto recruit had wrong minimum lowest value. Fixed bug where in the elder effects panel, Training and Mission power took value from the Palace Elders power. Previous Fixes Dao Companion Breakthrough buff should now properly be included in the total % Devouring for Body xp should now properly count for Dao Companion Task Moved Sect Armory settings to show under the item list Dao Companion should no longer ask you to craft Yin and Yang Equipment that cant be crafted. Skip cost now is capped to your Cultivation, but still based on your Companions Cultivation Task Goal should now longer randomize constantly Additionally, Idle Cultivation 2 is in full development, i decided to pause the other project that i had. In the future i will share some teasers in the Discord. And as a throwback, here is a picture of what an early in development Idle Cultivation 1 looked like. {STEAM_CLAN_IMAGE}/45607971/6b795a325bcc2cd6b7e316d5775107bb8abfab2a.png
Adjusted some English text. Fixed a few late-game achievements that were not working properly: - Simple Things - Everything in its Right Place - Diamond in the Rough - Strength in numbers Please keep reporting any bugs you encounter and sending me your feedback! Thank you for playing FEED THE QUEEN!
背包装备卖出和分解按钮增大 每日开福袋次数提高为1200 红包令从抢满25次调低为15次 葫芦奖池增加一个随机称号或头像或背景 签到页面新增每日签到福利,一共可以领30次 (每天可以领取30福袋、3000仙币,第30次可以领取1个称号宝箱)
Fixed a possible issue where placed furniture could disappear.
🛠️ Hotfix — Awakening Menu Malfunction Fixed Hello, this is the developer. First, my sincere apologies. Yesterday's Awakening / Enlightenment rework update build had a serious issue where the Awakening menu wasn't functioning properly. A hotfix has just been applied to restore normal behavior. If you have Re:Blade installed, the update downloads automatically — just restart the game. ✅ What's Fixed ▶ Awaken button not responding In yesterday's build, the "Awaken" button inside the Awakening menu wasn't responding to clicks. This is the most critical fix in this hotfix. ▶ Leftover Hidden Awakenings cleaned up Some of the old Hidden Awakenings that should no longer appear after the rework were still present. These have been cleaned up. ▶ AWAKENING_MASTER achievement condition changed The achievement previously required collecting "every Awakening effect," but because the Awakening ID system has changed, the achievement would have needed constant updates to keep up. It's now changed to "collect every Awakening effect in the Awakening Compendium." Future Awakening additions will be tracked consistently through the Compendium. Players who had already collected every Awakening will have their progress carry over naturally, since those entries are auto-registered in the Compendium. 🔍 Root Cause Yesterday's Awakening / Enlightenment rework update included a migration step for existing players: - Register currently owned Awakening effects into the newly added Awakening Compendium - Reset all currently owned Awakening effects and refund points based on current Awakening Level Due to an ordering error in this process, the Awakening effect pool itself ended up being emptied. As a result, even when pressing the Awaken button, there were no Awakening effects available to roll. This hotfix resolves the issue by restructuring the process so that the Awakening effect pool is registered first. 🙇 Apology During internal developer testing, the systems were built up sequentially, so the...
0.8.6 Hotfix Highlights: Added new Void Pavilion artefacts: Staff, Flying Sword, War Fan, and Tiger Claws. Added Bestiary Added readability and title display options in the Options menu. Continued Secret Realm visual polish, reward flow fixes, and stability improvements. Fixes: Fixed multiple Secret Realm and Realm Hall UI return/positioning issues. Fixed several Dao/status display issues reported by players.
Good afternoon Dumpster Divers! Today's update brings the item shop to the game!Your raccoons can now spend their hard earned gold on several different buff items, or a trap item to prank other raccoons! To use the shop: !shop will open the shop menu and automatically scroll through it.Each item will have the command to buy it (!buy 1, !buy 2, etc.) underneath the price. The settings page has also been rearranged and hopefully is now easier to navigate and find the settings you're looking for.There are now also some simple framerate related options (FPS target, v-sync, limit FPS when faded out).Please be sure to visit the settings page to check out the new customization options! Once again, thank you all for your support and enjoying the dumpster!
Today, we have released a major update to the demo version in preparation for Steam Next Fest. Additionally, we are pleased to announce that a playtest allowing gameplay up to the completion of the first playthrough, as well as a campaign for streamers, are currently underway. 1. Demo Major Update DetailsIn anticipation of Steam Next Fest, the following new features and improvements have been implemented: "0-Second" Special Ending: A unique ending that can be reached instantly under specific conditions has been added.New Major Boss "Mega Debris": A boss tied closely to the truth behind the story has been implemented (*Available for a limited time until the end of Steam Next Fest).Latest Trailer Released: A new trailer depicting a dystopian world where the system is gradually being corrupted has been released. 2. Playtest Up to "First Playthrough Completion" Now LiveGoing beyond the scope of the demo, we are hosting a playtest where you can experience the core of the game: paying off your $100 million debt (completing the first playthrough).Target: Anyone can participate by requesting access to the Playtest directly from the Steam store page.Content: Experience a glimpse of the fate that awaits an "exemplary employee" who manages to fully clear their debt. 3. Streamer Campaign OngoingWe are currently running a campaign for streamers who are interested in broadcasting or creating video content for the game. For details and applications, please check the special campaign page below:Campaign Page URL: https://relier.work/en/debrisverse/campaign/Thank you for your continued support of DEBRISVERSE.
Hello everyone, welcome to Tiny Farmie.Our Demo is finally live!This is a relaxing and cozy desktop idle farming game. Plan your farm layout, grow crops, cook food, and attract more companions to join your farm—watch this tiny little world gradually come to life!🌱 Grow CropsBuy seeds, wait patiently, and enjoy the harvest!Start from a small patch of land and slowly build your own desktop farm.👨🍳 Cook MealsTurn your harvested crops into delicious food, keep your companions well-fed, and boost their energy!👒 Collect HatsSometimes you may discover cute and unique hats while harvesting!Equip them on your companions and create a truly one-of-a-kind farm community.🏡 Expand Your FarmContinuously expand your farm’s boundaries, place more buildings, and unlock additional farming space!The Demo is now available—come and experience your desktop farming life! 🌾If you have any feedback or encounter any issues in this Demo, feel free to contact us and let us know!Reddit: https://www.reddit.com/r/TinyFarmie/
Level-up fireworks Hitting a new level used to ping a one-line notification and that was it. Your character now gets framed with a burst of fireworks whenever a level pops. The fireworks fan out across the upper canvas in a staggered burst over about a second and a half, varied colors per pop. Level up several times in one big XP gain and you get one celebration per level. Shop reset timer The general store has been scaling prices up 5% per recent purchase since v1.0 launch. Each scaling tick decays back to base five minutes after that purchase, but there was no visible feedback for when the price would actually normalize. Every shop item with active scaling now shows "Resets in m:ss" right under the price. Buy ten logs, watch the timer count down, come back when the price is back to normal. Collection log icon grid The Collection tab in the Stats menu used to be a wall of item names you had already found. It is now a proper icon grid. Each cell shows the item icon if you have collected it, or a "???" placeholder if you have not. Hover an obtained cell to see the item name. Unobtained cells stay anonymous, the same way the Monsters tab drop tables show "???" for drops you have not pulled yet. The (X / Y) completion fraction updates as you fill it in. Guide formatting polish The in-game guide's right column was sitting flush against the panel edge and abbreviating "Level 15" as "L15" to save space that the layout was never short on. Every Skills guide page now spells the requirement out: "Bronze Hatchet" followed by "Level 1", "Iron Hatchet" followed by "Level 15", and so on. The content also has a proper right-side margin so the numbers can breathe. Modder hooks for prop art replacement Mods can ship replacement PNGs for any base-game prop and have them load file-for-file. A new prop_transforms section in mod.json lets a mod ship per-prop offset and scale overrides for replacement art that does not match the original native dimensions. Mod-owned animation isolation ...
Hey everyone!I’m incredibly excited to announce that we are expanding the world of our game! To make it more accessible to players across the globe, we have just rolled out a major localization update.The game is now available in the following languages:EnglishArabicGermanFrenchItalianJapaneseKoreanPolishRussianSpanishTurkishChinese - SimplifiedI want to be completely transparent with you all:I only speak two of these languages natively. To get these localizations out to you, I used tools like Google Translate to handle the heavy lifting. Because of this, I know the translations are far from perfect, and you might run into some awkward phrasing or funny mistakes.That is exactly why your feedback is the core to fixing all these problems!If you are a native speaker or fluent in any of these languages and you spot a mistranslation, I would absolutely love your help to correct it. I have set up a community translation spreadsheet here:🔗 Community Translation Google SheetHow to help:Simply click the link above, find the text with the error, and leave a comment on the sheet detailing the mistake alongside the correct translation.Thank you so much for your patience, your support, and your help in making this game a better experience for players all around the world! ❤️
Bug Fixes - Fixed a bug where you were unable to recall reinforced flagships - Fixed a bug with high flagship stats increasing costs but not stats - Fixed some bugs around interceptions, you can now recall even when being intercepted, and recall timers are not reset after intercept - Sped up cargo route loading in multiplayer - 0,0 win tile is now a proper colony that doesn't break colony chain - Attempted a bug fix for cargo routes under sending, will monitor progress - Fixed a bug where building categories would be wrong after tab scrolling colonies - Fixed the unkillable colonies bug where colonies/outposts couldn't be destroyed - Fixed a bug where transmission notifications would sometimes happen twice - Fixed a bug where you will revert back to main colony after completing actions Gameplay Changes - Shared faction radar screen now allows for more interaction (you can now intercept incomings, spy enemies, and reinforce your allies directly from the faction shared radar with new hotkeys) - Clicking enter on an incoming attack from shared faction radar takes you to your ally location
Today kicks off the Game Effect Showcase 2026, hosted by Game Effect!Game Effect Showcase 2026 is a digital event focused on highlighting independent video games developed by Spanish-speaking studios. Throughout the week, players will discover promising titles, demos, upcoming releases, and featured projects through a special Steam event alongside a video showcase featuring announcements, trailers, and world premieres.You can play the public demo for Void Pachinko right here on Steam! And please consider joining the Discord, or leave a review.We'd love to hear your feedback!More games?2 Left Thumbs has a total of 5 games taking part in this Showcase! If you are interested in supporting additional indie games, then please do consider checking out these titles as well.
Thanks to everyone who's already played WorldShaper Idle! It's been amazing to see people playing and enjoying the game. Also, thanks for the great feedback. This update fixes a few bugs and has a few additions too, some of it based on your feedback:There's a new human tileThere are three new achievements in the early game, as I found the time between two of the achievements was a little longYou can now right click to erase tiles (default) or pick/pipet tiles (setting)Added a few control tips to the ? menu. I'm planning to add some more keyboard shortcuts in the future, tooThere's now an Exit Game button in the three stripe menuFixed a few bugs, including a crash related to a late game tile
It’s finally time — the very first official Guilds of Mountgate trailer is now available!After months of development, system design, balancing and worldbuilding, Guilds of Mountgate is finally reaching the point where players can step into the world themselves.The first “Semi-Open” demo will become available this weekend for Early Supporters and selected testers.This version is intended to gather feedback, test systems and continue polishing the experience before the fully open Steam Next Fest demo launches in June.Thank you to everyone already supporting the project, sharing feedback and wishlisting the game. This is only the beginning.Your journey begins with the demo. But the world of Mountgate is only getting started.
Hello everyone!A month has passed since the game's release into early access.I want to say a big thank you for your interest in the game and for the feedback! Even simple consent to send analytical information gives me a large volume of data about the state of the game and allows me to make changes/fix bugs, and your reports help understand faster exactly what the problem is.For the whole month I tried to release updates as often as possible to fix bugs.During this month 11 updates were released (and about the same number of minor fixes without announcements).In addition to fixing errors, QoL improvements were made, an application for analyzing network traffic was added, the ability to choose the office size, tutorial on PC assembly, various interface improvements and tutorials.Many did not notice, but the ability to save and load configurations on the router and switch using the copy command has appeared (I will reveal this functionality in more detail in future tutorials).Now I have focused on content updates, in the near future you are waiting for:- an introductory day with explanations of the basics of the game and your tasks.- new in-game tasks.- the ability to choose how long the game day will last in time.- basic printer settings and network protocol for printing.- QoL improvements related to mail- updated HUD interface.
A small balance patch is live for several Masonry issues reported by players, including a level-ordering problem that made some high-end tasks unlock in the wrong sequence. Masonry Changes Removed two redundant tasks - Reinforce Foundation and Master Stonework have been removed from Masonry. These tasks consumed high-tier blocks but produced nothing in return, which made their empty "Gives" section confusing. Foundation-laying tasks already provide strong XP at each tier, so these extra XP sink tasks are gone. Fractaline Block XP corrected - Shaping Fractaline Blocks now awards 210 XP per action, up from 130. This was accidentally set lower than Soot Blocks even though Fractaline is a higher-level task. Conduit tasks reordered - Forge Conduit Blocks now unlocks at Masonry 85, down from 92. Lay Conduit Foundation now unlocks at Masonry 90, down from 95. This fixes the previous issue where the foundation task could unlock before the blocks needed to craft it. The Visseron Fortress housing upgrade still requires Masonry 90, and all materials needed to build it are now available by that level. Feedback Welcome If you spot anything else off with skill progression or task ordering, let me know! Discord - more closely monitored and the fastest way to reach the developer Steam Discussions Thanks for playing, and thanks to everyone who reported issues. -- Visseron Games
🛠️ Awakening System Rework & Enlightenment Rework Hello, this is the developer. Based on the huge amount of feedback you've sent since launch, this patch fully reworks the two core systems of the game — Awakening and Enlightenment. If you have Re:Blade installed, the update downloads automatically — just restart the game. This patch reaches deep into the core of how the game plays. It's the first update of this scale since launch. ⚖️ Core Balance Changes ▶ Awakening Level Curve Smoothed Feedback was clear: the EXP / point curve past Awakening Level 61 was way too steep. The curve has been eased so you keep feeling progression even deep into the late game. ▶ Max Monster Count Reduced + Kill Rewards Buffed Many of you said "there are just too many monsters on screen — it's overwhelming." The simultaneous active monster cap has been reduced, and kill rewards have been raised across the board. Max monster count: 150 → 100 Gold / EXP / Relic drop rate from kills: +50% Each kill is worth more, and late-game performance load eases at the same time. ▶ Lightning Tree Synergy Buffed Feedback consistently said the Lightning tree felt weaker in DPS than the other weapon trees (Fireball / Ice / Dagger / Greatsword). Three core nodes have been buffed. Stacked Lightning — chance for an extra bolt to strike the same spot on hit Before: 10/20/30/40/50% → After: 20/40/60/80/100% (At Lv 5, the extra bolt is guaranteed.) Chain Lightning — chance to spread to nearby enemies on hit Before: 10% → After: 30% Execution Lightning — chance for an extra bolt to strike on enemy kill Before: 10% → After: 50% ▶ Enlightenment Tree Fully Reworked The old Enlightenment nodes were all built on a "+bonus / -penalty" structure, which made every choice feel heavy. A lot of you said it felt more like a downgrade than a real upgrade. The 32 nodes across the 4 trees (Attack Power / Attack Speed / Attack Range / Critical Hit) have now been split into two clear paths — No-Penalty and Trade-off. ◇ No-Penalty ...
Your feedback is important! I'd like to know about any bugs, issues, what you like, dislike, any features you'd like to see added - anything! Please let me know so I can keep working on improving Retro Manager!!
Hello everyone,Demo will officially close on May 28.I want to sincerely thank everyone who played the Demo and shared feedback and suggestions during this period. Whether it was game balance, UI experience, gameplay loops, or various bugs and small details, your feedback has been incredibly valuable. It helped me make a large number of adjustments and improvements before the full release.As a game that I have been developing solo for the past two years, the Demo phase was extremely important to me. Many issues and improvements that I originally overlooked were gradually discovered and refined thanks to all of your feedback.《Rock Island》 is now entering the final preparation stage before launch. The full version will officially release on Steam on May 29, bringing a more complete, stable, and polished gameplay experience.There are also a few important things to note:Demo save files will not carry over to the full versionThe full release contains major adjustments to content, balance, and core systems compared to the DemoTo ensure a consistent experience, everyone will need to start a new save in the full versionOnce again, thank you to everyone who participated in the Demo test. I hope to see you all again on May 29, as we return to the ever-expanding world of 《Rock Island》.See you at launch.
This patch fixes a serious bug that could silently delete inscribed and altered gems from ring and amulet sockets due to one of the recent altered/inscribed gear issues. I am very sorry to anyone affected by this. This update also adds a few visual improvements to make socketed gems easier to see at a glance. Bug Fixes Socketed gems disappearing - Inscribed or altered gems socketed into a ring or amulet could be deleted from your inventory. The cause was a cleanup check that looked for unused item data but did not correctly account for gems stored inside equipment sockets. This has been fixed. Sockets permanently jammed after gems were lost - After a gem disappeared, the socket could still think something was inside it, preventing you from socketing a new gem. Affected sockets will now correctly show as empty and accept new gems again. Improvements Gem tooltip on jewelry - Hovering a ring or amulet now shows a dedicated "Socketed Gems" section in the tooltip, listing each socketed gem by name along with its stat bonuses. This works whether the jewelry is equipped or in your inventory. Gem badge on item cards - Rings and amulets with socketed gems now show a small purple gem icon on the item card in your inventory, alongside the existing inscription and alteration badges. A Note on Lost Gems I am genuinely sorry for any gems lost to this bug. Unfortunately, gems that were already deleted cannot be automatically restored because that data was removed from the save. Going forward, socketing inscribed/altered gems and rebooting the game will no longer remove socketed gems, and any affected sockets should now be usable again. Feedback Welcome, Always Discord - more closely monitored and the fastest way to reach the developer Steam Discussions Thanks for playing, and thanks so much to everyone who reported issues. -- Visseron Games
FixedFixed an issue where monster spawns would abnormally stop due to the physical properties of Bellringer.
1.0.3 Patch NotesHello, this is Dotori Doguldan.📕 marks changes made based on player feedback.UI/UX📕 Special packs granted at the start (Developers, Hamster Wheel, etc.) will no longer redirect to the Steam store page even when you have 0 of them.📕 Stickers can now be moved by dragging within the text input area of a memo sticker.The rarity indicator position in the sticker book has been updated.Rarity and price previews are now shown in the shop.GeneralSpecial tags have been added to the Steam Market so you can tell whether a sticker is an interactive or reactive sticker.📕 The border acquisition method has been changed.Before: Consume 3 material stickers → Obtain borderAfter: Combine 3 material stickers → Obtain 1 sticker + border simultaneouslyAchievements that required packs currently unavailable for purchase in-game (Tiny Devil Hamcho, Tiny Angel Hamcho, etc.) have been removed. Paid packs will not be included in achievement conditions going forward.Bug FixesFixed an issue where the forward / backward buttons in the admin sticker menu bar were not working.Fixed an issue where text did not rotate along with the memo sticker when rotated.Fixed an issue where the effect indicating unlockable stickers was not displaying correctly.Fixed an issue where Haessi was not syncing across devices.If you find any bugs, please report them via the Hamster's Sticker Book GOOGLE FORM — your reports are a huge help!Thank you,Dotori Doguldan
Thank you all for playing the Demo and for your continued support! The Demo has now been updated to Version 0.6a:Added a new item, “Dice”, which has a very low chance to drop when defeating enemies.All food items and props now have a chance to obtain a weapon-type-specific “Lucky Blessing”.Fixed several unreasonable or inaccurate text descriptions.Corrected several Korean and Japanese translation errors.