Game Updates

Patch notes and dev posts · 15,208 Steam updates
Midnight Ramen
Midnight Ramen
140 days ago · mizuokami

Version Update & Future Outlook: Our Commitment to "Handcrafted Quality"

Hello to all the chefs and friends of Midnight Ramen, Since the launch of Midnight Ramen, we have received an abundance of invaluable feedback from all of you. Whether it was encouragement, praise, or constructive criticism, every single message has been essential nourishment for our independent studio. We would like to express our deepest apologies and heartfelt gratitude to all the players who raised concerns and provided feedback. In previous versions, due to limited resources during development, we utilized AI-assisted generation for a very small portion of our visual assets. We know that what many players expect from Midnight Ramen is not just a game, but the unique warmth and emotion conveyed through its visuals and sound. We have deeply reflected on our failure to fully meet your expectations for "handcrafted quality" and original craftsmanship. Today, two years after the game's release and having recovered a portion of our development costs, we return to you with a firm commitment: In this update, we have completely replaced all AI-generated visual resources in the game with 100% hand-drawn art assets. Furthermore, we want to clarify the future creative stance of Cointinue Games: In all future development projects, we pledge never to use any AI-generated assets for "visuals, images, or sound effects." We do not intend to condemn the development of technology, but we have become more certain of the path we wish to walk. We want every future work of ours, whether visual or auditory, to be infused with the soul and emotion poured in stroke by stroke, note by note, by human creators. This is our respect to our players, and it is the sole creative direction for our studio going forward. Midnight Ramen is like a hot bowl of soup served on a freezing night—it should be warm and pure. Thank you for holding us to the highest standards, giving us the opportunity to correct our mistakes and become better. The new version is now live, and we sincerely invite you to come...
RuneClick
RuneClick
140 days ago · Vosk

RuneClick 2.0.1 Hotfix

Steam navigation freeze The Steam client UI would freeze while RuneClick was running. The 2.0 canvas spans the entire virtual desktop so multi-monitor character dragging works, and Steam's "fullscreen game running" heuristic was classifying that as a fullscreen game and suppressing its own UI rendering. The game's window now flags itself as a tool window so Steam doesn't make that mistake. You can browse Steam normally with RuneClick open. Armor-set achievements Iron-Plated, Soft Step, and The Robed weren't unlocking even with a full set on. The check was looking at the wrong slot name and never matching. Fixed. The check now requires the three armor pieces (helmet, chest, legs) of the matching family — equip a full set in any of the three combat presets and the achievement fires immediately. Fletching early game Oak shortbow recipes now unlock at Fletching level 1 instead of level 5. New Fletchers have a real first recipe — oak bows give roughly five times the XP per input that bronze arrows do, so the climb to level 2 stops feeling like a wall. Iron arrows also drop from level 15 to level 10 so the first tier-up isn't so far off. — Vosk
Fun Park Simulator: Prologue
Fun Park Simulator: Prologue
140 days ago · Fero

Fun Park Simulator: Prologue is Now Available!

Hello everyone!We’re excited to announce that Fun Park Simulator: Prologue is now available on Steam!In this free prologue, you can begin your journey as a park manager and start rebuilding an abandoned theme park from the ground up. Sell tickets, build attractions, place shops and decorations, keep your guests happy, earn stars, unlock new features, and slowly bring the park back to life.This prologue gives you an early look at the core gameplay of Fun Park Simulator and lets you experience the first steps of managing your own amusement park in first-person view.Your feedback is very important to us. After playing, please let us know what you think, report any bugs you find, and share your suggestions with us. Your support will help us improve the game and make the full version even better.Thank you for being part of this journey.Play Fun Park Simulator: Prologue now on Steam!
RuneClick
RuneClick
140 days ago · Vosk

RuneClick 2.0 — The Combat Update

RuneClick 2.0 is live. The Combat Update is in your client on next Steam restart. If you came to RuneClick for chopping trees and mining ore, all of that still works exactly the same. Combat is optional. If you came for something bigger, this is what you've been waiting for. Three combat styles Melee, Ranged, and Magic each show up in the active-skill row alongside the existing six gathering and production skills. Pick one and every keystroke and click becomes a swing, a shot, or a cast. The same way every other skill in RuneClick has always worked. No timers, no auto-attack ticks. Your real input is your damage. A stance picker sits next to the skill row and routes XP. Melee has four stances: Accurate, Aggressive, Defensive, and Shared. Ranged and Magic each have two. Hitpoints gains XP from every damage tick across all three styles. Combat has its own active state. While you're attacking an enemy your gathering and production skills don't tick. Switch back to one and combat stops. Eight new skills Attack, Strength, Defence, Hitpoints. Trained through Melee's stance picker. Ranged. Its own selectable skill with its own stances. Magic. Its own selectable skill. Casts spells from the spellbook. Fletching. A production skill. Carves logs into unstrung bows, strings them into finished bows, fletches arrows. Runecraft. A production skill. Converts rune essence into runes at the appropriate altar. Six skills became fourteen. The skill list, the stats panel, the leaderboards dropdown, and the achievement tray all grew to match. The Abyssal Lord The endgame boss. Switches combat style as you take him down. Bring all three of your loadouts. His drop table holds some of the rarest things in the game. Twenty-four enemies, four bosses The ladder starts at chickens and rats and ends at The Abyssal Lord. Each enemy has its own art, idle and attack and death animations, drop tables, and a kill count tracked separately on your collection log. Boss tiers are marked with a red skull...
Community Button
Community Button
140 days ago · RecursionSplash

Better Data Cache + Bug Fixes | v2.4.01

Better Data Cache + Bug Fixes | v2.4.01 A small follow-up update is here with improved data caching, bug fixes, and performance improvements. Fixes + Improvements * Fixed a bug that could cause a Steam error when redeeming boosts too quickly * Fixed a layering issue with the active clickers list * Fixed a daily challenge visual bug that showed 110 challenges instead of the correct 30 daily challenges * Improved data caching * looking into a FPS/performance issue Thank you for reporting issues and helping improve Community Button. Keep clicking.
Your Cock
Your Cock
140 days ago · CrowZ

Price Adjustment Notice

Due to changes in Steam’s minimum pricing policy, the game must also adjust the minimum prices in certain countries and regions where the previous pricing no longer applies. This adjustment simply brings the prices in those regions back in line with the USD region. The change may range from approximately 3% to 25%. We appreciate your understanding, and thank you for your interest in and support of this game.
DriveWave
DriveWave
140 days ago · Dumbbell Games

DriveWave v1.5.210 – The One Where Every Controller Just Works

Hey everyone, I have been playing the latest Forza all week (I may or may not have already 100%'d it). Got frustrated that none of those miles count toward my DriveWave save, so I sat down and made the controller pipeline work even when another game is in focus. At last. But with a quirk at the endController Support (full rewrite on SDL2)I tore out the old controller code and replaced it with SDL2. SDL2 is the same controller stack most modern PC games ship with, so it does the heavy lifting that I was trying to reinvent.What this actually means for you:Xbox 360, Xbox One, Xbox Series pads still work, more reliably.DualShock 4 and DualSense are properly recognized now, including filtering out the constant gyro chatter that used to leak into input.Switch Pro Controller is supported through SDL's Nintendo handshake.Random generic DirectInput pads should mostly just work, SDL ships with a big community gamepad database.Out-of-focus idling (game running in the background while you do something else) now correctly registers analog sticks and triggers, not just buttons. One heads up for Steam Input users. The new SDL2 path needs to see your pad directly, so Steam Input has to be off for it. Either set "Disable Steam Input" in the game's controller properties, or turn off Steam Input for that controller type in Steam's global controller settings (Steam, Settings, Controller). The default config falls back to keyboard and mouse emulation, which keeps everything working out of the box if you do not touch anything. See you on the road. - Tolga
Visseron Idle
Visseron Idle
140 days ago · HammaLlama

v2.18.9 & v2.18.10 - Menagerie Polish + Fix

Two updates in one - a quality-of-life pass on the Menagerie, plus a tooltip fix that has been bothering people. Menagerie Polish (v2.18.9) The Menagerie stash has been sitting without proper tooltips since it launched. That's fixed now. Stash item tooltips - Hovering over any item in the Menagerie stash now shows the full item card - name, sell price, category, and any relevant stats. Same experience as hovering over items in your main inventory. Remove familiar button - Each familiar placed in the Menagerie now has a Remove button. Click it to send the familiar back to your main inventory. Useful if you want to swap familiars around or free up a slot. Familiar cap enforcement - The "Place in Menagerie" button is now disabled when your familiar slots are full. Hovering the button tells you how many slots you have and reminds you that upgrading the Menagerie room unlocks more. Tool Comparison Fix (v2.18.10) Fixed - Hovering a tool in the Gives: list on skill task cards was showing "Nothing equipped in this slot" even when you already had that type of tool equipped. It now correctly shows your currently equipped tool so you can see at a glance whether the one you're crafting is an upgrade. Feedback Welcome If you run into any issues or have suggestions, you can reach me here: Discord - more closely monitored, fastest way to reach the developer Steam Discussions Thanks for playing! -- Visseron Games
蜀仙传·挂至飞升
蜀仙传·挂至飞升
140 days ago · 斩火

20260524日常更新

优化调整:1.道友的被动技能【跗骨之诅】调整为:造成伤害时,如果使用的是普通攻击,使目标获得2点\2.道友的被动技能【诅咒之伤】使目标获得【诅咒】的几率由25%上调至35%3.道友的被动技能【断肠之伤】使目标获得【断肠】的几率由25%上调至35%4.灵兽的被动技能【初阶·暴气/中阶·暴气】更名为【初阶·暴扣/中阶·暴扣】5.在道友界面激活鬼谷子与钟馗时不会再直接关闭道友界面了6.现在自动唤灵时,取消自动唤灵的勾选或者再次点击【唤灵】按钮都可以立即停止自动唤灵了7.优化了灵兽的被动技能【初阶·鳍击/中阶·鳍击】的技能描述文本Bug修复:1.修复了灵兽被动技能【初阶·暴气/中阶·暴气】对应的道具内文本显示错误的Bug
Community Button
Community Button
140 days ago · RecursionSplash

New Boost Potions + Active Clicker Feature | v2.4.00

New Boost Potions + Active Clicker Feature | v2.4.00Community Button v2.4.00 is here!This update adds new Steam Inventory consumable boost items, a major daily challenge rework, improved incubators, active clicker tracking, expanded dry streak tracking, UI improvements, outage recovery improvements, and more.New Steam Inventory ConsumablesThree new consumable boost items have been added as Steam Inventory items:Pet Luck BoostPlayer EXP BoostHatch Speed BoostEach boost lasts 15 minutes when activated.Boost EffectsPet Luck Boost: 2x pet luck while activePlayer EXP Boost: 2x player EXP while activeHatch Speed Boost: 2x in-game hatch speed boost, plus an additional 25% hatch speed bonus on topThese items are stored in the Steam Inventory system!Pet Luck Just Got More InterestingDry streak tracking has been expanded for each individual egg rarity.The game now tracks both:Best streaksWorst dry streaksThese streaks are tracked per rarity, making pet luck, rare drops, and long-term RNG progress much more interesting to follow.Pet luck got a whole lot more interesting!Rare RNG DropsBoost items can also drop from RNG while playing:Boost Items: 1 / 2,500,000Egg Catalyst: 1 / 25,000,000These rates may look rare, but with enough clicking across the community, they can trigger more often than you might expect. 😜Daily Challenges ReworkedDaily challenges have been reworked!There are now 30 random daily challenges per day, selected from a list of 110 different challenges.Daily challenge rewards now include:1 Pet Luck Boost1 Player EXP Boost1 Hatch Speed Boost1 Egg CatalystI will continue watching feedback and may adjust challenge rewards, drop rates, and balance as needed. Probably doubling or tripling daily boosts.Server Outage Recovery ImprovementsI am testing some major changes to improve the game experience during server outages and connection issues.Players will now automatically reconnect/restart when an outage occurs, instead of getting stuck waiting with no clear recovery.I ...
万词破 - 单词女友
万词破 - 单词女友
140 days ago · 157134335

Word Girlfriend is coming soon: Launching on May 28

Four years of development have taken WordBreaker: Word Girlfriend from an initial idea to the fully realized game it is today.Every suggestion, every piece of feedback, and every bit of encouragement has helped shape and improve it along the way.Now, it is finally ready to enter its official release.Launch TimeMay 28, 2026 at 20:00 (UTC+8)Launch DiscountA limited-time 15% launch discount will be available during the launch period.We hope WordBreaker: Word Girlfriend is not just a game, but a light and comforting learning experience.During your journey of learning vocabulary, we hope it can accompany you through moments that might otherwise feel dull, tiring, or lonely.The official release is not the end, but the beginning of a new stage.We will continue to update and improve the game, enhancing learning effectiveness, interactive experience, and long-term motivation systems, so that it can keep evolving after launch.Thank you for your patience, and we look forward to seeing you experience the full game after launch.
Tower Walker: MMO Grind Simulator
Tower Walker: MMO Grind Simulator
140 days ago · Raptor Claw Games

The legacy of Tower Walker

Today we are going to talk about identity, targeting, combat feeling and lore. 7 years in the making since the first prototype v0.01 (inhouse name "GS-grind") was baked in 2019 and then launched a few years later on Steam, Tower Walker is now about to enter a new era and evolve again. Many of you that supported us early and bought the first game at launch is absolute legends in our book today giving so much good feedback over the years. You know who you are! One of you made it into the game as an item name for a rare artifact (Myrillians Gem) that drops in a dungeon. We must also talk about the wierd phrasing of the name with -"MMO GRIND SIMULATOR" attached to it, (the reason for the branding was to make TW stand out and find audience from scratch to a new concept - and it felt right to name it this way). But now the name is part of history and should remain as it is. We will respect our past and the origins of TW even though it is a pure singleplayer game with the letters "MMO" right next to it. Keeping the formula... So TW launched 2023 and 60+ patches later, working so closely on the game for so long made us realize that we should keep our identity at all costs when making the successor and not conform to known genres or other games, just stick to our own thing and let it grow natural from within and not outside influence when it comes to core gameplay. The entire focus has always been.. how can we make the game better today in our own way. IDENTITY The journey has led us to understand that the core of the TW formula is the races and the differences between them. This became very important. Of course the classes are also a vital part of the game (the soul of TW is class-based) but for the foundation we feel that the game has evolved beyond just being a normal idle RPG game. We have something special here... and we should embrace it and let the game become what it suppose to be. The identity of the game is shaped from the races and their ancestry first before pick...
Visseron Idle
Visseron Idle
140 days ago · HammaLlama

Update v2.18.8 - Bug Fix Pass

A focused bug fix update addressing several reported issues with combat, the task queue, and the Animal Husbandry breeding mini-game. No new content this patch - just making sure existing systems work correctly. Bug Fixes Combat Enemy 0 HP persistence fix: Enemies could appear alive with 0 HP showing on their health bar and continue attacking until your next regular swing landed. This happened when an ability delivered the killing blow - the enemy would survive in a "ghost" state until auto-attack caught up. Enemies now die immediately when reduced to 0 HP by any source, including abilities. Task Queue Queue stalling fix: The task queue could stop advancing after completing one task, requiring you to manually start the next one. The queue now reliably moves from one entry to the next on its own. Reorder crash fix: Dragging tasks to reorder them (or using the arrow buttons) could crash the game to desktop. Reordering is now stable. Animal Husbandry - Breeding Offspring quality fix: A perfect breeding score (300 points) was always producing a Common-quality offspring regardless of your score or parent quality. Offspring quality now works as intended - your mini-game score and parent quality are what determine the result. No Animal Husbandry level requirement is needed to produce Fine or Superior offspring. Score 60+ points with Common parents to get a Fine offspring Score 120+ points with Fine parents to get a Superior offspring Feedback Welcome If you run into any issues or have suggestions, you can reach us here: Discord - more closely monitored, fastest way to reach the developer Steam Discussions Thanks for playing! -- Visseron Games
Idle Armada
Idle Armada
140 days ago · corfe83

0.20.3.2 - Tutorial Fix, Late Game Offline Calc Optimization / Reliability

Clarify tutorial text that referred to a fast forward button in the battle screen that isn't there anymore, it now describes what farm&push does instead. Fix one scenario that can cause offline calculations / farm calculations to spin out of control forever until game is restarted. Also add a defensive guard in case they do start to spin out of control, military upgrades will no longer try to queue farm calculations. General optimizations to avoid redundant calculations related to targeting, which makes combat simulations and offline calculations faster.
Gods of Angling
Gods of Angling
140 days ago · [LostBoys]Stanley

Gods of Angling v0.13.0 is Now Live!

Hello Anglers! The latest content patch is now available. I hope your salmon gets a great sear and that your pan stays hot and full of garlic, dill & butter. V0.13.0 Patch NotesCooking!A detailed Cooking system is now available as soon as you catch your first Exotic Fish! Combine fish with ingredients to create Meals which will tantalize the senses and empower the body. Gain reputation with The Iron Chefs and unlock the Chef class! (Coupon=ALLEZCUISINE)Pella Peppermill, one of many NPCs in The Iron Chefs Guild! The playable Djinn Chef! New Inventory UI & Account Wide StorageThe Inventory has been redesigned to be more visual and easier to navigateYou can now also send items to Storage, which is shared between all your Heroes Right click on an item in the Inventory to interact with it!Game BalanceDexterity scaling on Fish has been increased so that high level heroes will not automatically attack first in every circumstance, even if they had no investment in DEX. Accuracy (ACC) has been introduced as a new secondary stat. An Accuracy rating below 100% will create a chance to miss on attacks. Accuracy is derived from the difference between your INT and your STR. There is indeed a downside to being all brawn and no brains -- looking at you, Ogre Barbarian. Skills which perform multiple hits on enemies now roll each of the hits individually to prevent too much “swingyness” where all hits crit (or miss) or roll high/low damage. General, Bug Fixes, MiscVarious improvements to the System TabCorrected several small issues with the DNA ModulatorAdditional art has been added for RestingFixed an issue where closing and opening the game could count as entering a new biomeThe Cook Tab has replaced the former Rest Tab. The Explore tab has been removed. The Log is now universal without any Tabs serving as a filtered subset of the main Game Log.
爪爪改造家 PawRebuild
爪爪改造家 PawRebuild
140 days ago · 冷笑黑妖

New character illustrations for animals, double the background music quantity.

1. Add one action portrait for each animal 2. Insert two new background music sets respectively in Scene 2, 4, 6, 8 and 10 3. Add red dot prompt on level-select paw button at game startup 4. Slightly enlarge the size of all function buttons 5. Disable ESC return function during gameplay 6. Adjust combo countdown for portrait switching from 2 seconds to 3 seconds 7. Add visual distinction to window mode toggle button1,每个动物追加一张动作立绘2,在场景2、4、6、8、10各插入2套新背景音乐3,在游戏首启动时 选关爪子按钮上新增红点引导4,所有功能按钮略微加大尺寸5,游戏中禁用ESC返回6,切换立绘的连击倒计时从2秒改成3秒7,窗口化切换按钮加入差异变化
Visseron Idle
Visseron Idle
140 days ago · HammaLlama

Update v2.18.5 - Dungeon Offline Fix

Fixed: If you went offline while a dungeon run was queued but the dungeon options were not setup to be full-auto, the shrine, treasure room, or mine node, the entire run (and any queued tasks after it) would be frozen for your whole offline session. Dungeon runs now continue progressing offline — shrines and treasure rooms are automatically accepted, and mine node encounters are skipped unless you have the 'Auto-accept mine nodes' option enabled (to avoid using your Geological Maps without permission).
Dwarf Eats Mountain
Dwarf Eats Mountain
140 days ago · Green Wizard

(v1.1.0) Big Ascension Patch, and Other Buffs and Fixes!

This is the first pass at making Ascension more rewarding. If you have any other ideas or feedback, let me know. When you Ascend you now gain +25 PP per ascension rank, instead of +10 PP. Added new T6 prestige upgrade: Ascended Gold Cache - "Start the game with +25,000 gold per rank. You can buy this upgrade 1 time per Ascension rank.". Added new T6 prestige upgrade: Endless Mithril Fortune - "Increases Mithril-Luck of all dwarves by +2. You can buy this upgrade 2 times per Ascension rank.". Added new T6 prestige upgrade: Ancestral Halls - "After you Ascend you start with the following prestige upgrades already unlocked: Tier 1: Manufactorum and Spelunker's Guild. Tier 2: Geode Sanctum and Meadhall. Tier 3: Shrine.". Ascended Soul Cache now gives 2 souls per rank instead of 1. Ascended Mithril Cache now gives 6 mithril per rank instead of 3. Endless Conquest gives +0.25% damage and +0.10% per ascension rank, instead of +0.15% and +0.05%. The 6 unit specific endless upgrades now give +5% damage per rank instead of +3%. Golden World now makes all ores worth 0.30% more gold and +0.25% per ascension rank, instead of 0.25% and +0.15%. Nauglamir T5 artifact (obtained from Triple Seal Gate) now has a new Passive effect: "Whenever you gain PP from eating a mountain, you have 50% chance to gain double the amount.". Slightly buffed Mithril-Luck stat. Buffed Mithril Pickaxes and added 3 more tiers. Buffed Thunderboom Tips and added 3 more tiers. Added hotkey "I" for Alchemy ritual. (I'm also looking into adding a "hotbar", where you can see all the ritual hotkeys and their current cooldowns!) Made Alchemy increase its mithril cost every 25 uses instead of every 20. Slightly buffed the chance of getting T5 artifacts with Treasure Hunters and Alchemy. Made ore clicking feel better (it no longer goes on CD when there is no ore within range) Made Great Maw collision box a bit bigger in hopes to prevent artifacts sometimes getting stuck right next to it. Fixed Forge Artifact someti...
Meeple Incremental
Meeple Incremental
140 days ago · Simply Artizan

Meeple Incremental Demo Orb Update - v0.3.0

The Orb Update adds a new reward for completing minigames: The Collection Orb The Collection Orb moves across the board collecting random tiles as it moves.Major ChangesAdded 2 new skills to the skill treeReworked Ball Drop board and replaced rewards with randomly changing targets that consists of 3 skill point targets, 2 ticket targets, 1 Collection Orb target, and 2 empty targetsReplaced Tic-Tac-Toe rewards (including win streak ticket rewards) with rotating rewards that follows this pattern: skill point - ticket - skill point - Collection Orb - skill point - ticket - repeatReplaced Stopwatch rewards with 250ms for skill point, 30ms for ticket, and exact for Collection Orb (higher rewards collect all previous rewards)Added UI to make Tic-Tac-Toe and Stopwatch rewards clearerBalance ChangesReduced Stopwatch target time from 10-20 seconds to 8-12 secondsIncreased Stopwatch automate accuracyIncreased AI speed in Tic-Tac-ToeSlightly increased Tic-Tac-Toe opponent error rateSlightly increased Ball Drop ball bouncinessSlightly increased Ball Drop ball destroy time when reaching the bottomSlightly increased minigame automate delay after completing a gameReduced skill tile skill points from 3 to 2Reduced 8 Ball collectible skill tile skill point increase from 2 to 1Slightly reduced skill point chance and slightly increased money chance from rare collectible capsulesReduced cost of +2 money for each point rolled skill from 10 to 9 skill pointsIncreased cost of the passing a tile of the same meeple colors collects 10% skill from 16 to 17 skill pointsReduced cost of the landing on a skill tile increases the money of a tile by 50% skill from 9 to 8Reduced cost of the landing on a skill tile increases the money of a tile by 100% skill from 19 to 14Fixes & ImprovementsReplaced the 5X collectible rewards menu close button with a larger continue buttonImproved Ball Drop empty target markerClose sound now plays when closing a collectible rewards menuUI Hover sound now plays when h...
Kin and Conquest
Kin and Conquest
141 days ago · The Fox Knocks

Patch 0.5.3

- Changed: Tutorial system has been revised. This should now help clear up common misunderstandings throughout the game as well as be overall presented in a better, more easy-to-follow manner.- Changed: The hitbox of the Slime King was a little bit wonky. It's been made bigger.- Changed: You can now hover over your equipment slots when in the equipment shop menu.- Fixed: The Soul description tooltip no longer incorrectly states that you gain souls by defeating bosses for the first time. It's technically attached to a challenge.- Fixed: When transition to a new floor, any Essence / Coin that falls with you was not keeping its merge count.- Fixed: Exaggeration skill effect was not working on some Book / Staff effects.
Pachinko Farm
Pachinko Farm
141 days ago · Witchcraft

Demo v0.6.0.2605

Hello Pachinko Farmers, welcome to the biggest update so far!Since the demo launched, more than 2,000 people have played the game and shared their feedback. I'm really grateful for all of it! Based on your feedback, I made a lot of changes and quality-of-life improvements :The Ball Spawner can now be moved at any time, even while balls are dropping.Action Points can now stack up to 10 instead of 7.Treasure Chests now have 1 phase instead of 2.Ball Stand cooldown increased to 15.Water Ball drop chance increased by 30%.Restricted placement areas for some buildings are now more visible.Rabbit holes now close after a certain amount of time each round.Gold Mines now produce larger amounts of gold every 2 seconds instead of being sped up with Action Points.You can now enter levels on the map by double-clicking them.Upgrades that require Stars now show a star icon above them. (Only if you don’t have enough Stars yet.)You can now see product yield efficiencies in the build menu.Some upgrade descriptions were rewritten to be clearer.You can now see the effects of upgrades even after reaching max level.Added an option in Settings to enable the "Skip Day" button. When enabled, a new button appears in the UI. Pressing it while balls are dropping will instantly destroy all balls, sell them if possible, and skip to the next day if possible.A lot of players asked for a speed-up feature, but unfortunately I didn’t build the game with that in mind from the start, and with both my programming knowledge and engine limitations, it’s probably not realistic for now. I thought the Skip Day button could work as a small alternative for now.That’s all for now! I’m currently working on translations, so the next update will probably will be that. If you’d like to help translate the game into your language, feel free to join the Discord server. See you later!
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