A fresh batch of fixes and quality-of-life improvements is live. Several of these came directly from player reports, so thank you for keeping the feedback coming! Forge Auto-Feed - Per Fuel Type The most-requested Forge improvement is now live. Previously, the Auto-Feed checkbox would load all available fuel types into the Forge automatically, which meant Charcoal could get burned up even when you had Coke sitting right there. Now each fuel type has its own Auto-Feed checkbox directly in the fuel row. Charcoal, Coke, and Imbued Coke can each be toggled independently. Want to auto-feed Coke only and save your Charcoal for something else? Now you can. Your existing saves are automatically converted. If Auto-Feed was on, all three fuels stay enabled. No action needed. Bug Fixes Alteration toasts - The Alteration system was incorrectly showing a "Rare Drop!" notification every time an alteration succeeded. Successful alterations are now silent. Check the Alteration panel directly to see your stat progress. A warning notification still fires when an item hits its maximum alteration attempts and the task stops. Phials of Precision - Use button - Lesser, Greater, and Void Phials of Precision were showing a "Use" button in the inventory and Favorites bar. These are Alteration reagents consumed by the Alteration system automatically. They were never meant to be used directly. The Use button is now correctly hidden for all three. Boss Chests in open-world combat - Boss Chests could occasionally appear as possible drops in regular open-world combat zones. Boss Chests are dungeon-exclusive rewards and will no longer appear in the open-world loot table or "Possible Drops" tooltip. Offline dungeon freeze on unseen boss - Going offline while inside a dungeon just before encountering a boss for the first time, before dismissing the intro dialog, would permanently freeze that dungeon run. The dialog is now auto-dismissed during offline progress and still plays the first time you fig...
Dear store managers, we will conduct maintenance and update from 14:00 to 17:00 (GMT+8) on Jun.2nd. Please arrange the game time and get offline in advance. Sorry for the inconvenience.The following are the contents of this update:-New Level 38 regular formula \-Increased new decoration and recipe -Add the original paintings, which can be redeemed at the Secret Realm Store-Dragon Boat Festival Activities: (2026.6.3~2026.7.4)*Complete the Dragon Boat Festival series of town events, obtain exclusive holiday prop drawings and the hero Nine tailed Firefox Liyan*Open Dragon Boat Festival continuous login reward activities to receive generous rewards*The Dragon Boat Festival themed decoration "Twisted Egg" is open for limited time. You can purchase it by going to the Furniture Twisted Egg interface*The Dragon Boat Festival themed flooring and wallpaper are open for purchase. Go to the Furniture Purchase interface to view them*The Dragon Boat Festival themed reception desk skin is open for purchase. You can go to the reception desk skin interface to view it*Participate in the Dragon Boat Festival Carnival, win delicious Zongzi, and exchange for the exclusive rewards of Dragon Boat Festival drawings, props and other activities*Equip any hero with 7 Dragon Boat Festival props to unlock the Dragon Boat Festival avatar border-Start the Dragon Boat Festival recharge activity:(2026.6.3~2026.7.4)Recharge any amount during the event to receive the following rewards:*Starting fund for Kuaishen Yibu: 288 diamonds*High decorative point summer original painting: "Ocean Demon" Kazmi*Legendary equipment for celebrating the Dragon Boat Festival: mugwort sachet dragon boat drum realgar medicinal wine
Ladies and gentlemen, friendly: Expansion and offline optimization update of Wanjie Walker gameplay This update continues to revolve around the independent mode 'Wanjie Walker'. We have taken a step forward in dungeon advancement, equipment growth, suit style, and combat restraint, making AFK travel no longer just about leveling up, but with clearer construction goals, stage challenges, and long-term pursuits. This update contains a lot of content, and the following is a detailed explanation. Zero, important parts are placed at the front 1. Fix the issue of abnormal map levels in some areas 2. Improve the explosion rate of high-quality equipment 3. BOSS has a chance to drop the boss's treasure chest, and there is a higher chance of high-quality equipment appearing. The treasure box will be placed in the material backpack, please open it yourself. To celebrate the launch of this feature, 10 BOSS chests will be automatically distributed to all players, and the chests will be distributed according to your progress in opening the game 4. Backpack adds one click equipment function 1、 Redo the copy advancement method The dungeon unlocking method of Wanjie Walker has been adjusted from "level checkpoint" to "dungeon progress+guarding boss". Now when players travel through the current instance, they will see the progress of the instance in the middle combat area. Killing enemies will advance the progress, and once the total number of kills reaches the required level, the defending boss of the current instance will be summoned. New replica rules: -Each instance needs to kill a total of 100 enemies in order to summon the defending boss. -After defeating the defending boss, the next instance will be unlocked. -Removed the restriction of unlocking dungeons solely based on character level. -Guardian bosses have higher attributes, resistance, and combat intensity. -Guarding the boss's drop yields higher returns and is more suitable as a stage goal. -If the challenge to defend the...
Official Version V1.0.111 Update LogOptimized the unlocking values for Agile Spirit Mark Seals; they are no longer only unlockable by Immortals.Optimized the prompt for Ancient Spirit Mark Equipment: prompt on first acquisition only, with no subsequent reminders that Ancient Spirit Marks can be reforged and tempered.Fixed an issue where the "Sudden Epiphany" mechanic could cause the Reincarnation Tower Trial to freeze.Added the Heavenly Demon Realm (100 floors) to the Sect Trial. Heavenly Demons feature extremely high evasion; it is recommended to boost Divine Consciousness for clearance. Killing them rewards Sect Contribution Points.
Hello, players!In this update, we mainly upgraded some visual performances and fixed bugs affecting the gameplay experience, such as gear dismantling. Here are the details of this update:✨ Visual Experience OptimizationReplaced some scene background images.Modified the visual effects of "Charge" type skills.🐛 Bug FixesFixed an issue where equipped gear could be mistakenly dismantled. (Protecting your loot!)Fixed an issue where some ranged characters could not attack under specific circumstances.Fixed the Super Armor issue for Sparta.Thank you for your active feedback and suggestions. Wish you a happy expedition!
Bug Fixes | v2.4.25 A small bug fix update is now live for Community Button. Fixes + Improvements * Fixed daily challenges not refreshing correctly or showing inaccurate values * Improved boost purchase request handling * Players should no longer experience boost purchases reverting after redemption * Fixed a layering issue between the Pet Luck / Roll Info panel and the Active Clickers list Thank you for reporting issues and helping improve the game. Keep clicking. Coming Soon: Buy All Option for boosts - I understand this update may make purchases feel slow. A way to deal with this is coming :)
Steam Cloud Save Notice 🦆☁️I’m preparing to enable Steam Cloud Save support for Hello Duck.If you only play on one PC, you don’t need to do anything. Your current local save should continue working normally.If you play on multiple PCs, please open the PC that has your latest save first, then close the game and wait for Steam to finish syncing before opening the game on another PC.If your save looks wrong on a second PC, please close the game without playing further. Then go back to the PC with your correct save, open the game once, close it, and let Steam sync.Thank you, and sorry for the small cloud chaos 🦆☁️
The in-game guide A new Guide button on the menu opens a full in-game reference. Skills tab shows every resource, recipe, and piece of gear for the selected skill, with their level requirements. Runecraft has its own breakpoint table so you can see exactly when each rune starts doubling and tripling. Right-click any skill icon to jump straight to its guide page. Monsters tab shows enemy stats and drop tables, sorted by combat level. Items you haven't looted yet show as "???" — the drop slot is there, you just don't know what fills it yet. Killing things should reveal them. Loadout hotkeys Number keys 1, 2, 3, 4 swap your gear preset mid-action — Skilling, Melee, Ranged, Magic by default. Pressing the hotkey instantly switches both your active skill and the gear loadout for that skill. Customize the bindings or turn the whole system off in the Equipment panel. Mid-fight gear swapping is now real. Switch from Melee to Ranged to Magic against the Abyssal Lord without opening a single menu. Equipment panel redesign The panel is wider and shorter. Available Gear renders as an icon grid instead of a stacked text list — every gear icon visible at a glance, click to equip, hover for bonuses and level requirements. Consumable and Auto-eat sit side by side. The loadout hotkey config tucks into the bottom in a compact two-by-two grid. Combo XP and drop text The floating XP and drop text that streams off the character during a combo now escalates further as the combo grows. Old ceiling capped around 125 hits in a row. New ceiling kicks in around 575 hits and shows real chromatic chaos — color cycling, outlines, real heat. If you'd rather it stayed calm, Settings → Animation → "Fancy XP/Drop Combo Text" caps the effects at the old behavior. Tool wield-level requirements Tools now require the gathering-skill level that matches their smithing tier. Iron pickaxe needs Mining 15. Steel hatchet needs Woodcutting 30. Mithril rod needs Fishing 55. Rune tools all gate at level 80. Bronz...
Fixed the issue where the first two land skins could not be selected for purchase.
Demo_0.5c Update AnnouncementThank you all for playing the demo! The demo has now been updated to Version 0.5c:Updated the functionality and description of the item “Catnip Pillow”.Fixed the incorrect description for the item “Magnet”.Weapons will now directly display their “Trigger Type”, preparing for future “Type-based” upgrades.You can now press the “F5” key on the main menu to switch between maximized and windowed display modes.Optimized the experience curve algorithm for cat level-ups.
V0.13.1 -- May 24ItemsYou can now Share Items with friends! Right click on item in your inventory and select Share to generate a shareable Coupon Code. Finding an Item while Wandering now awards only Epic or higher items, given how infrequent it is The quality of items sold by the Merchant has generally been improved across the boardThe merchant will no longer leave if you fall asleep, but they will be annoyed!Game BalanceThe Lay on Hands skill (Paladin Level 20) has been reworked. It will no longer stun you upon use, but it will prevent the use of recovery skills for the following 10 turns. It consumes all of your Mana to restore all of your Health. The Let the Forest Prosper! skill (Ranger Level 90) now has a skill animation. It now lasts for 6 turns rather than indefinitely. Fixes & MiscSummoned Companions are now drawn more reliably during combat
Hey everyone, A batch of fixes and balance changes is live today. Since the last Steam release, v2.18.10, there have been five updates. Here is everything that changed. Bug Fixes Favorites dropdown - HP restore potions now have a Use button Healing Draughts and other HP restore potions can be favorited, but clicking the star added them to your Favorites panel with no way to actually use them. They now show a Use button like food and buff potions do. Dungeon shrine buffs - healing now reaches the new HP cap Shrine buffs that raise your maximum HP, such as Empath's Blessing or Guardian's Blessing, now let you heal up to the new higher HP cap during a run. Before this fix, your heals were still capped at your pre-buff maximum, making the extra HP effectively unreachable. Crafting no longer bypasses altered and inscribed items If the only copy of a required crafting material in your inventory was an altered or inscribed version, the task could sometimes proceed anyway without consuming it. Altered and inscribed items are now correctly excluded from the material check, so those items are protected from being used as crafting fuel. Quest follow-ups now wait before appearing Follow-up quests from Mira the Alchemist and Aldric Thornmane were appearing immediately after completing the previous quest in the chain, before you had a chance to actually use the feature or raise any animals. Each follow-up now waits a short time before checking in. Balance Changes Dungeon HP no longer restores on entry Entering a dungeon no longer tops you up to full health. You now carry your current HP into the run. Managing your health between fights and dungeon entries is now part of the strategy, so bring food. Construction recipe standardization Carpentry and Masonry material costs have been leveled out across all tiers. Carpentry: Wall sections now consistently require 8 planks at every tier. Four mid-game tiers, Ironbark, Aetherbloom, Lumina, and Arclight, previously only cost 6 planks, ma...
A heartbeat was added to the WebSocket client to prevent zombie connections. This could cause you to be in a half-connected state and could potentially cause issues with buying Time Skips, Happy Hour Bells, and Loti. If you have any issues, please let me know!
This update expands the Z-Virus module with two new mutant gene fragments: Niter Zombie and Fire-Resistant Zombie. The brand-new mechanics enrich fire combat and monster assault systems, bringing more unpredictable battles and strategic depth. Detailed updates are as follows.1. New Gene Fragment: Niter ZombieName: Niter ZombieMutation Principle: Z-Virus is modified via gene editing, enabling zombies to synthesize potassium nitrate crystals inside their bodies. They possess highly flammable constitutions that trigger burning damage bonus when struck.Scaling Effects by LevelLevel 1: 1% chance to ignite the zombie on hit. Ignited targets take an additional 800% damage.Level 2: 2% chance to ignite the zombie on hit. Ignited targets take an additional 800% damage.Level 3: 3% chance to ignite the zombie on hit. Ignited targets take an additional 800% damage.Level 4: 4% chance to ignite the zombie on hit. Ignited targets take an additional 800% damage.Level 5: 5% chance to ignite the zombie on hit. Ignited targets take an additional 800% damage.Mechanic Introduction: This is a vulnerability-type mutant gene. The flammable crystal trait allows massive bonus damage upon ignition. It serves as an effective breakthrough for players to defeat powerful enemies and eliminate foes swiftly.2. New Gene Fragment: Fire-Resistant ZombieName: Fire-Resistant ZombieMutation Principle: Z-Virus genes are restructured to grant zombies fire tolerance. It greatly reduces suppression from fire damage and ignition effects, countering fire-based builds effectively.Scaling Effects by LevelLevel 1: 20% chance to fully resist ignition.Level 2: 40% chance to fully resist ignition.Level 3: 60% chance to fully resist ignition.Level 4: 80% chance to fully resist ignition.Level 5: 100% ignition resistance, completely immune to burning effects.Mechanic Introduction: This mutant gene counters fire damage. Max-level zombies are fully protected from ignition. Players may freely weigh and choose their preferr...
Version: 1.1.18(For multiplayer to work correctly, you must be on the latest version!) Hello everyone,With this fairly large update, we want to celebrate spring together with all of you while also introducing more quality-of-life features requested by the community. 🌸 SPRING UPDATE 2026 Additions and Changes:New Locations:Train Compartment (2 Player non-customizable)Co-Working Space (8 Player non-customizable)Item Unlocks:Added 40 Spring-themed items claimable in the new presents tabRemoved "Next unlock" countdown and replaced it with a fixed dateCharacter Customization:Added accessories and beards (accessible via the numbered menu next to the hair color options)Added two new hairstylesWidget Mode:Many of you asked for a Widget Mode so you could keep your timer and active session visible while working or studying. You can now activate Widget Mode through the new icon above the clock in the bottom right corner. It can even be combined with the new “Always On Top” option to keep it visible above all other windows. Please note that Widget Mode is designed to support your active session and is not intended to replace the full Virtual Cottage 2 experience.Multiplayer:Café can now be exited through the Cottage SelectionCafés now have randomized names!You can now switch seats in the CaféHover over a friend to see their current session (for privacy reasons, this is OFF by default and needs to be turned on in the settings. It's disabled for the Café!)Pets are being synced now, which means you'll see the host's pets, not your own, when visiting othersMusic:FLAC support addedAdded two new free tracks ("Climb" & "Talk") by the talented DreemeJournal: Checked tasks now appear in the JournalSettings:Added an option to toggle the GhostAdded Widget Mode resolutionsAdded Share the current session with other playersAdded To-Do-List visibility toggleAdded Train Compartment Animation toggleRemoved "Fullscreen" toggle and replaced it with an icon in the bottom right corner, just above t...
If you haven't already please leave me a Steam review, it really helps me a lot!Reminder that Beta Builds are not final!⚠️⚠️⚠️!!!IMPORTANT READ!!!⚠️⚠️⚠️It is recommended that you make a new savefile If you choose to join Public Beta, but if you join with an existing savefile, do not try to use that savefile on the Stable version, it may get corrupted.Backup your savefiles, by going to %appdata%/Godot/app_userdata/MR FARMBOY/game_dataPublic Beta can be accessed by going to your Library → right-click the game → Properties → Betas → Public Beta.V1.0.9 - Public BetaAdded Character Stats & Inventory.Window displaying your Farm Stats,Window Displaying your Inventory,Press B to Open.Unique Buildings Rework(Blacksmith, Inn and Temple)Added Mini Skill Tree, which lets you unlock and activate buffs.Toggle between the Buffs up to 6.Active Buffs has an Upkeep attached to them.Player House(Goodbye Horse Stable)Horse Stable has been replaced with Player House.(Developer Note: Previously consumed fruits are returned to your Inventory.)Added Mini Skill Tree, which lets you unlock the Horse and Tools Upgrades.Toggle between the different upgrades.Workers ReworksWork Capacity is no longer RNG.(Developer Note: Instead of a Farmer choosing to plant between 4 to 8, it's always 6.)Gatherer ReworkWorking behavior changed from House > Plot > Warehouse > House to House > (Plot ⟳ Warehouse).This change will make it in line with the Farmers.Carrier ReworkWorking behavior changed from House > Warehouse > Market > House to House > (Warehouse ⟳ Market).Ranchers ReworkWorking behavior changed from House > Warehouse > Coop/Barn/Animals > House to House > (Warehouse ⟳ Coop/Barn/Animals).Foresters & Miners ReworkWorking behavior changed from House > Forester/Mine Nodes> Warehouse > House to House > (Forester/Mine Nodes ⟳ Warehouse).Weighted System for Forester/Miner/Carrier/Rancher Feeder(Developer Note: if you have 3 coops next to each other all with Wheat, your Rancher will weigh and see which one...
Wetlands Game Mode Grammar fixes; - The text display for time gaining stats has been properly updated. Previously stats for gaining time when Bush, Flower, or Trees 'Bloom' displayed as being from Grass.
Majority of work in this patch went into the updated Review stats, and wrestling with shader code to fix ugly sparkles appearing on some of the lightning effects.Minor Changes and TweaksRedesign round end Review panel (now credits either the player, AutoCursor, or ScrumGun on completed tasks)Adjust Adaptive Learning icon texture (reduce glare)Adjust distance that Tasks bounce off WorkSpace edges (Tasks will bounce before going too far off screen)Add a bit of juice to critical hit floating damage textMinor formatting and font changes to Rewards and Recognition Store (and added Intern 'manaquin' sprite to show how equipment fits in the store)FixesFix annoying sparkles on Task Chain Lightning and Upgrade connection linesFix Upgrade Map scrolling in background of pause menuFix upgrade tooltips showing while pausedFix misaligned equipment in Rewards and Recognition StoreFix Boon icons scaling unevenly in Rewards and Recognition Store
Road To Idle Life 1.0 - BIG Milestone #1 Progress Update Over the last days we made massive progress towards BIG Milestone #1 and are now entering the final phase before the first Idle Life 1.0 Beta Build. 🚀Many of the systems developed recently are not only visual improvements, but complete rebuilds of older foundations to properly support future mechanics like Enchanting, Arena Systems, Automation, Community Features and much more. 🔔 Notification System FinishedWe officially finished the first version of the new Notification System.The system was designed around a clean and minimalistic style that properly fits the overall UI direction of Idle Life 1.0 while still providing important gameplay information in a much cleaner way.The Notification System now supports:Queue finished notificationsWorker status warningsEmpty queue warningsProgression updatesFuture market notificationsFuture community goal updatesGeneral system information This system will continue expanding during future updates as more gameplay systems get implemented into the game. 🌱 🔧 AC Console / Admin ConsoleAnother huge system we worked on recently is the new AC Console.The AC Console is mainly designed as a lightweight developer/debug/admin tool that massively improves testing workflows during Beta development.Currently implemented commands include:give item/research*cheat truedebug true/falseautosave/save/loadsave rename/deleteset worker/working/queue *The give command opens a dedicated menu where players can directly give themselves items or even enchanted equipment for testing purposes. The console itself intentionally keeps a very simple and functional design because it is meant to be a utility system and not an official gameplay feature.During Beta testing:Cheats are enabled by defaultDebug mode is enabled for testersAchievements are disabled while cheatingLeaderboard uploads are disabled while cheating We are also currently close to finishing the first major version of the AC Console complete...
This minor update focuses on optimizations for handheld PC players, including:Optimized graphics settings — low quality mode now delivers significantly improved frame rates, with tested performance on ROG Ally at 15W holding around 40fps.Fixed an issue where loading the DLC scene would occasionally get stuck on the progress screen.Fixed an issue where the 【Clam's Blessing】 trait would not take effect immediately after being equipped.Thank you all for your support and feedback!
Tiny update with bug fixes. Bug Fixes; - 'v' Added before the version number. This should prevent handedness pop-up showing every time the game launches. - Any Clouds currently being generated are now disabled when the day ends. Known bugs that are being hunted down; - Changing Steam's set language in between launches causes the game to freeze on launch. - Changing Language Settings mid game may cause text to disappear completely.
Hello everyone,I have seen some confusion about how to use the Packer, so I would like to clarify how it works.When using the Packer, please make sure that Cardboard is supplied to the light blue AUX Input Port.The Packer requires Cardboard through this auxiliary input in order to continue packing items correctly.If the Packer only takes a small number of items and then stops, please check the following:Cardboard is being transported to the Packer.The Cardboard conveyor is connected to the light blue AUX Input Port.The main item input is connected separately from the Cardboard input.I am planning to add this explanation to the Packer’s description text in a future version, so that this requirement will be easier to understand in-game.Thank you for your feedback and for playing F.A.R.M.S.: Chill Factory!
Fixed an issue with launching custom levels from page 3 to 15.
Ladies and gentlemen, friendly: This time, we mainly conducted numerical calibration, equipment balancing, interface experience, and performance optimization. Attributes and combat values -Rechecked attribute bonuses such as spiritual root, physical fitness, comprehension, body techniques, and divine consciousness. The effects of mana limit, mana return, resistance, hit, critical strike rate, and critical strike damage have been uniformly corrected. -The critical strike system has been split into "critical strike rate" and "critical strike damage", with related terms and panel displays clearer. -Large numerical values are uniformly displayed in Chinese units such as tens of thousands, millions, tens of millions, billions, billions, etc., and the interface will no longer be overwhelmed by later numerical values. -The numerical display in the health, mana, and cultivation bars has been optimized for clearer reading. -Realm and Growth Line** -Redo and break through the cultivation curve, significantly increase the threshold for later stages, and avoid progressing too quickly. -Increased the growth line of the realm, there are still further goals to pursue after blending. Equipment and Drop Balance -Added "unique" quality and added three Easter egg equipment: * * Aran's caring hand, Aran's heart wrenching tears, Aran's heart of hope -Adjust the drop and entry strength of high-quality equipment, compress abnormal values such as critical hit rate and critical hit damage that are too high, and avoid single equipment being too outrageous. -The abnormal equipment entry values in the old archive will be automatically corrected according to the new rules. -The equipment entries and some material descriptions have been unified into Chinese, and the issue of English residue has been fixed. Backpack and interaction -The backpack equipment details have been changed to a pop-up window display, and the old details area in the lower left corner has been removed. -Add a close button i...
Fixed the following issues: ・A crash that could occur when loading save data with a large number of items stored in Central Storage ・An issue where some achievements could not be unlocked As a result of this fix, the order in which items are output from Storage (including Central Storage) will differ from previous versions. Items will now be output at random.