Checkout this Sneak Peek of the upcoming event familiar, Svilluminati, from Neflarian!
After initial 0.1.1, 0.1.2 and 0.1.3 updates focused on bugfixes and performance improvements (check precise changelogs in previous posts) I am back with the actual 0.2 content update! Each major version (0.x) will focus on updating game with improved gameplay functionalities and actual features rather than fixing or improving existing ones. This update focused on overhauling Idler part of the game - although there are more improvements to come at short notice. In actual functional changes to gameplay: hospitalization system is a major shift in the gameplay - as this means, permadeath has been effectively removed from the game, to favor more incremental gameplay where player can build strong squad without any sudden unexpected consequences. Although actual changelog seems large, I think the best description of this update is... foundation for even larger updates that will meaningfully add replayability and content, as well as challenge to the game. Features Changelog:New main menu save flow Continue now loads the latest run, Load Game lets you choose a specific slot, and New Game uses the same 3-slot picker with overwrite confirmation. Squad defeat now leads to hospital recovery instead of ending the run Downed crew stay on the roster, lose equipped gear, cost money to patch up, and recover over time instead of being permanently wiped. Hospitalization is now fully tied into safehouse play Squad readiness, deployment, city exit, and recovery upgrades now properly respect who is available and who is still recovering. Intel now includes Steam-backed Global comparisons You can compare your best and lifetime stats against wider player data directly in-game. The safehouse command board got a major upgrade Squad members now read much more clearly through portraits, better card layouts, clearer status states, progress bars, activity feed updates, and stronger reward feedback. Safehouse and Intel UI got a broad quality pass Management screens are now more stable, more readab...
Bugs Fixes: The Auto-save no longer erases the user save. Changing screen resolution no longer changes the graphic quality Improved tutorial, now includes more steps Fixed Quick acess menu Fixed Milkshake prices Fixed Attachment Slots for Angled Kitchen Bar (Type A) Visual indicator when moving using mouse Counter as tables are improved. Door no longer obstructs pathfinding. New Features: Added Tooltip system New tip and level-up sound added New hairs
Added an option to Precraft and quick add to Queue from the context menu:
- Fixed various minor bugs - Some progression balancing tweaks
🦹💥 Professor O. No Has Entered the Game!A new mastermind rises in Humphreydale… And he’s not here to play nice.⚡ Professor O. No has opened his Supervillain Lair ⚔️ Packed with danger, chaos — and serious rewards📅 April 22 – April 28💥 Take him down if you dare 🏆 Claim powerful loot 🔥 Prove once again: heroes ALWAYS winThe city is watching… Will you answer the call?#HeroZero #SupervillainLair #ProfessorONo #HeroicBattle #DefeatTheVillain #Humphreydale
Hotfix #4 - See Discussion / Community Shortly for more info vs 1.7.9 for full details shortly ...
It is.notessaves are compatible with the full game
featuressmall UI/UX improvements (e.g. Shop, new cut effect), but mostly it's for compatibility with the new upcoming demo
Hey everyone!We’ve got the first look at our upcoming incremental clicker game, Confettied!The gnomes are at it again and now you can see where all of those trees you harvested have gone as you clean up 100,000 pieces of confetti with some…unconventional tools.This is an early look and we’re in the final polishing mode now! I’ll be sure to bring closer looks at the various gameplay aspects: Cleaning, recycling, and upgrading, as well as the various side-elements like popping balloons and the mini-games as we move forward.If you love torturing yourself with the satisfyingly mundane, I do believe we have you covered here.
Thank you to all the English-speaking players for your feedback. We have checked and corrected the store settings for the English package, and now it should be possible to download the English package normally!Now the little fairy can speak English about machine translation. (This English content is translated by a machine, and the wordings might not be entirely accurate. )
Fixed:PU21 and M249 machine guns have increased the required amount of experience to level up (white 150, blue 200, purple 250, gold 300/350)The Barrett and R700 rifles have the required amount of experience lowered to level up (white 40, blue 60, purple 80, gold 100 (for r700 each minus 5))The SPARK BULLET has a reduced chance of dropout (4%)M4A1 "HOUSE KEEPER" increased in rarity to red (1%)M4A1 "2009" reduced in rarity to gold (3%)All colors of the M249 received +1 damageSome modules have been removed from the display because they cannot dropout of the lootboxNow, when changing the handguard for which the mounting is changing, the modules are removed (there were RIS, and the new handguard contains MLOCK)The white squares are fixed when the sight is mounted on the M4A1 "2009" handguardToyota Armor display Fix (boss battle)Reward multipliers exp weapons and exp pawns raised twiceFrom now on, the boss battle replay lock is activated only after victory or escape. Defeats no longer block replayThere are no more rewards in the form of weapon experience or pawn experience when defeating/escaping in a boss battle.Editing the transparency and position of the flag in the inventoryReduced boss armor and its recovery rate (for Totoya Hulix x2)Fixing the position of the muzzle devices at the TKBTKB received attachment "the RIS mounting module" for the sightsThe gold handguard of the Qbz191 has been modified to have a range of +1 and a rate of fire of +4.The Valdai sight is inverted on the X-axisM4A1 2009 Silencer reduced in damage from 2 to 1 and lowered from red to goldAll blue pawns have had their "Radiopoints" levels reduced (at least by half)All AT4 received +100 damageNow, a random boss from a list of three bosses will be assigned every day.The basicloot box with all items has been reduced in price (x1 = 130, x10 = 950)In the locator lootbox, the USMC white pawns are replaced by Delta
Hey everyone,Quick warning: this one is a big one. Not in "new content" size, but in "stuff that was quietly broken and is now fixed" size. I spent a few weeks rewriting the parts of the code I'd been avoiding, and a few of the bugs I found along the way made me laugh out loud.The big one: for as long as DriveWave has existed, car colors have been applied wrong. You'd pick a red paint, the save would store red, the UI would say red, and the car would spawn... the first color in the list. Every single time. Turns out there was a = 0 sitting right on top of the saved index, overwriting it before it could do anything. Your saved colors have been sitting there this whole time. They finally come out now.🎨 Paint & wheelsCar color and vinyl finally respect the saved index. Your previously-picked paint is already there, it just couldn't come out to play.Rim and wheel customization now applies in driving mode (it was being destroyed on spawn and never rebuilt).Rims and wheels also sync to cars parked in car lots, so the ones around the map match what you own.Garage UI re-syncs when another context changes a color/vinyl, no more stale "5/10" text.🏁 Driving feelNew Initial D / Underground 2 style chase camera. Smoother peek on turns, no more discrete snap when the yaw crosses a threshold.Visual weight transfer. Cars dive under braking and squat under throttle, scaled to how fast the car actually is.Launch grace for slow cars. Weaker cars (0-60 around 25s) get a small boost off the line so they feel responsive instead of glued.4th-gear jerk at ~160 km/h is gone. The sim was briefly telling the car it was going backwards when yaw wobbled, and the brake pedal would slam full for a single frame. Fixed.Shift "throttle cut" feel smoothed. The engine was dipping on every upshift because releaseGasPedalAtShifting was on. Now it's a soft dip at 0.08s, your brain reads it as a shift instead of a lift.🔊 AudioCar audio slider is actually unified now. Electric cars had their wind hardcoded...
fixed a few things
This update focuses on making the terminal feel like a real shell and opening the game up to players who want a gentler (or harsher) challenge. All changes are save-compatible — load your existing save and everything just works. ✨ New Features Tab-completion for hosts — Typing ssh, ping, nmap, exploit, trace, nc, arpspoof or ftp followed by Tab now completes from IPs you've discovered. No spoilers — you only see hosts you've actually pinged, scanned, or owned. Works with user@ prefix for SSH. Ctrl+R reverse history search — Classic bash-style incremental search. Type to filter, Ctrl+R again to cycle older matches, Enter executes, Esc cancels. alias / unalias commands — Define shortcuts like alias brute='hydra -l root -P /usr/share/wordlist.txt ssh://'. Persists across saves. Use alias with no args to list, unalias to remove. Difficulty setting — New slider in Settings: Easy (+50% time on timed tasks, +2 stealth noise budget), Normal (unchanged), Hard (-25% time, -1 noise budget). Stacks with NG+. Autosave — New Settings option: Off / 5 min / 10 min (default 5 min). Won't interrupt timed or stealth tasks. Small "AUTOSAVED" toast when it fires. Quicksave / Quickload — F5 and F9 are finally wired up (they were listed in the help popup but did nothing — sorry!). 🔧 Fixes & Polish F1 shortcuts popup: corrected the Esc entry (it pauses, it doesn't close the window) and added Ctrl+R, Ctrl+Shift+C (cascade windows). Removed the broken dev-only Pause-key entry from the shortcuts popup. Tab-completion now sees user-defined aliases. 💾 Save Compatibility Fully backwards-compatible. Existing saves load cleanly — new settings default to Normal difficulty and 5-minute autosave. No replay required.
Patch Notes v0.82We’ve been gathering your feedback smart taverners! This update focuses on economy balancing, much-needed UI improvements, and some "stork-sized" surprises.The Stork Delivery System (New!)The Stork now flies by every 90 seconds with a dynamic reward system that scales with your tavern’s growth:Pre-Kitchen: 1 Ruby, 100-150 Coins, or 1-2 StonesPost-Kitchen Upgrade: 1 Ruby, 300-500 Coins, or 2-3 StonesPost-Warehouse Upgrade: 1 Ruby, 1000-1500 Coins, 3-4 Stones, or 1 Tiger's EyePost-Cellar Upgrade: 1-2 Rubies, 1500-3000 Coins, 3-4 Stones, or 1-2 Tiger's EyesAdded a new "Item Catch" sound effect when you successfully grab a delivery. It’s looking more majestic than ever.Gameplay & BalancingTalent Adjustments:Profitable Nights: Price increased to 75.Rock Breaker 2: Price set to 55. Even we changed prices, thanks to the stork, your talent unlocking pace should be much faster.Talent Tree Reset: You can now reset your talent tree, reclaim your Tiger's Eyes, and redistribute them.Service Bell: The first ring of the bell is now free to help new players understand the mechanic. Coin Capacity: We’ve fixed missing talent info, players can hoard over 500,000 coins when talent unlocked.UI & Quality of Life (QoL)Build Requirements: Hovering over the Stable, Well, or Blacksmith will now clearly display if you need to build another structure first (e.g., "Build Well First").Merchant Improvements: * Added a "MAX" button to Merchant William’s shop to quickly fill your stock.Rare Merchant: Added a 15-minute countdown timer to the trade window. Once the time is up, the merchant packs up and leaves, whether you've finished shopping or not.Visual Fixes:The Skofnung (Rare Merchant item) has been resized so it can actually fit on your walls.Updated placement logic for Medallion Rugs.Fixed a typo in the Warehouse NPC hover info (it now correctly says "Bread" instead of "Apple").Menu & Layout: * Added a "Reset UI" button at the top of the Settings menu for players who accidenta...
Fixed the global counter not updating properly.
Hey Farmers! 👋Your Big, Cute Monster Farm has just hit its historic low price! If you’ve been on the fence about getting the game, there is absolutely no better time to jump in!We’ve been closely reading all your reviews and feedback, and this update brings several much-needed optimizations. The most highly requested change? We’ve boosted the drop rate for Monster skills! We hope this tweak makes your farming journey much smoother and more enjoyable.A huge thank you for your continued support and patience! If you run into any bugs, have suggestions, or just want to hang out, come join our community! You can chat directly with us and meet fellow farmers to share the fun. 🔥Biggest Sale Ever is LIVE—Grab your copy today!
Fixed a bug that could cause the game client to crash.
Version: 1.1.11(For multiplayer to work correctly, you must be on the latest version!)Hey everyone,Based on your feedback, some fixes and adjustments were made to Virtual Cottage 2:Major fixes:Players turning invisible during multiplayer sessions: This was caused by short disconnects, which prevented packages from being sent correctly. To prevent the asynchronicity, we'll 'properly' disconnect you, to avoid any confusion. You can rejoin the session anytime.The dots in the journal should now be updated correctly (also retroactively)Minor changes:To avoid confusion, the dark silhouettes for the locations the player hasn't visited yet were removed from the game and exchanged with coloured variations. (This mostly affects newer players, as most existing users will have visited the locations already)Received chat messages during a multiplayer session will now make a sound to notify you, in case you have the game minimized or are focused on something else. This can be turned on/off by clicking on the speaker icon to the bottom right of the chat window.Thank you for using Virtual Cottage 2!
Fixed the issue of enabling the 18+ DLC. *The 18+ DLC version must be enabled separately from the library.
Dear Players and Friends,Greetings!We are Echo, the development team behind Musical Slime, and we sincerely thank you for your continued attention and anticipation for the game. Today, we are thrilled to officially announce that Musical Slime, our cute, squishy, heartwarming hand-drawn desktop pet game, is officially scheduled to debut on the Steam platform on April 24, 2026!Musical Slime is a casual desktop pet game built exclusively for PC. If you’re tired of a dull, monotonous desktop and want a cute, squishy little companion to brighten your daily routine, this exclusive slime buddy is sure to be the perfect addition to your screen.In-game, you can freely move the slime simply by dragging it with the left mouse button. Press any key on your keyboard or click your mouse, and dynamic note effects will float above its head, filling every one of your actions with a soothing, heartwarming feel. We’ve also prepared a full suite of handy shortcut keys and customizable settings for you: F1 to reset position, F2 to reset size, plus support for one-click screen switching, Always on Top mode, horizontal flip, rhythm minigame toggle, and more. The game also supports 103 languages including Simplified Chinese, seamlessly adapting to your desktop usage habits.On top of that, the game features two core creative gameplay mechanics, delivering a one-of-a-kind desktop interactive experience:Free Upload and Download of All Audio TypesYou can freely upload and download any type of audio content in-game. Whether it’s your beloved go-to tracks you’ve had on loop, original music compositions, or fun, quirky custom sound effects, you can import them all with one click to create your very own slime music interactive experience.Deep Integration with the Steam EcosystemThe game fully supports Steam Workshop and Steam Friend Activity sync features. Your audio creations, shared content, and in-game activity can be synced and displayed in your Steam Friend Activity, letting your friends see ...
Fix: In server config on the edit label the key presses were registered in the IP configFix: Server label was not loadingFix: Existing server label was filled in, in the Server configPerformance updates Improved: Object pooling for technician jobs. The devices changed by technicians are no longer destroyed but inserted into a pool and reused next time. (GC Garbage collector overload)Improved: Expensive canvas updates, each server and switch shown value with seconds and canvas had to be reloaded because of that. Now EOL on the device shown in minutes.Improved: World Canvas culling is now one system instead off on each objectImproved: many assignments moved out of loops to decrease usage of GC.Improved: instantiation of broken particles removed (these were not made well and for many users not even visible, to increase performance completely removed)Improved: Cablelinks loading logic, speed up loading processImproved: Decreased FixedUpdade calls in all usableObjectsImproved: Balance Sheet tracking of finances performanceImproved: Removed rigidbody from everyobject inserted in the rack or port to remove physics overheadImproved: Sprite Atlas for all customer and app logo to have only one sprite draw call per canvasImproved: DX12, previously game was forced on DX11 - but the game actually feels smoother on DX12. (new option in steam to launch the game as DX11)
Infinite Mode Logic : Infinite Mode has been updated to feature Black Slimes exclusively. Additionally, you will no longer lose your current progress when performing a Prestige in this mode。 First Prestige Passive : To smooth out your progression, your first passive skill will now be automatically unlocked upon your very first Prestige。
Fixed the bug that reassigned cmd + f to just f and caused the search function to pop up everytime you press f.