Inventory: Global "Sort All" SystemNew "Sort All Tabs" Button: Added a dedicated Global Sort button to the top header of the inventory window alongside the standard single-tab sort option.One-Click Full Inventory Sorting: Left-clicking "Sort All" organizes items across all unlocked inventory tabs at once, automatically consolidating fragmented stacks and organizing your entire storage in a single click.Lock Protection: All locked items and locked inventory slots are strictly respected and will not move or lose their positions during global sorting.Independent Global Sort Preferences: Right-clicking the "Sort All" button opens a dedicated context menu allowing you to choose your preferred sorting criterion (Item Type, Rarity, Level, Value, Quantity, or Recently Acquired). Your global sort preference and ascending/descending order are remembered across sessions.Improvements & FixesMaximum Life Leech Cap (25%): Percentage-based Life Leech is now hard-capped at 25% of damage dealt. This prevents extreme damage builds from achieving total invulnerability while keeping Life Leech a potent sustain option.Dynamic Level Variance on Drops: Overhauled the item level calculation for dropped equipment. Gear now drops within a natural level range around your character (-5 to +2 levels)Smart Recipe Auto-Selection: Returning to a crafting menu while a crafting task is in progress now automatically navigates to and highlights the currently crafting recipe and its subcategory, instead of resetting to the first item in the list.Offline Crafting Fix: Resolved an issue where claiming offline crafting rewards could cause input ingredient duplication or fail to stop the crafting task once materials were depleted. Tasks now cleanly conclude when materials run out or the queue finishes.
Welp, the title says it all: only 48 hours left to pick up the limited edition Ms. Rainbow plush. Thanks again for all of the support!
We’ve made ORACLE’s food guidance shorter and clearer, and simplified a few on-screen messages. Your existing saves remain compatible.
Fixes & Improvements Fixed several "start of combat" bonuses only working on the first wave of a floor. Affected: the Lightfoot unique's starting ATB, the Always First and starting-ATB skill nodes, the Initiative rune, Ancient Wisdom's free first spell, and the Assassin set's starting Stealth. All now trigger on every wave, not just the first. Added a bulk-sell filter for Unique and Set items. New pastilles in the Armory let you include them in mass-sell, alongside the usual rarity filters. Keep the reports coming in the bug thread, I read it every day ːsteamhappyː
Thank you for playing ORACLE. This update focuses on food production in the early stages of your civilization and clearer guidance on what to do next. We hope these changes leave you with less uncertainty and more time to enjoy watching your civilization grow. More guidance on finding food We’ve added “How can I get food?” to ORACLE’s suggested questions. You can now see which skills to develop and which resources to gather to unlock your next food-producing skill. We’ve also slightly increased Grain Storage’s food production. Easier access to settings A Settings button is now available in the bottom-left corner of the game screen. You can adjust your volume and other preferences without returning to the main menu. We’ve also made it clearer when housing becomes available. A clearer voice for ORACLE We’ve improved ORACLE’s guidance to make your next steps easier to understand. We’ve also refined the narration, keeping its reflective tone while making the language more natural. Your existing saves remain compatible. You can continue your civilization right where you left off. We’ll keep listening to your feedback as we improve both the experience of playing and the joy of building a civilization. Thank you for being part of ORACLE. ZANKYO GAMES
Hey everyone,Just a quick hotfix! FIXESFixed issue where sometimes the World Map would show up as a black screen if Display Materials button was set to onPlease keep the bug reports coming! Until Next Time
🏆 THE CHAMPIONS TRIAL Our Discord moderators prepared one final, hardest challenge. Collect all 81 stars to unlock the last mysterious track - until then it stays locked and unnamed. Beat every champion to finish the campaign and earn the Champion achievement and the exclusive Champion skin. {STEAM_CLAN_IMAGE}/45280890/d25f977c6c90773a8d9060363bd07a6b44b11195.png 🚀 NEW FEATURES Network Animations: watch the network react live and see which neurons light up as the car drives {STEAM_CLAN_IMAGE}/45280890/b422c934a8fea31482a343a098a0b3f7e0fa34c4.gif Copy Button: one click copies your full evolution settings as text — paste it into Discord to share or compare builds Large Track Editor: build tracks past the normal 11x7 grid, up to 50x50 tiles. Enable in Settings → Game → Features. Kept experimental since very large tracks can hurt performance {STEAM_CLAN_IMAGE}/45280890/034e0264ad7e7e9b52d00f7d78e38186c9c63e6b.jpg 🐛 FIXES Leaderboards: better uploading and debouncing, fixed a worse time being uploaded over your best one Size-Normalized Mutation: clearer UI and tooltips Other minor fixes
A huge thank you to everyone who supported us, wishlisted the game, played the demo, and followed us along the way. ❤️To celebrate the launch, PawMart is 25% OFF until September 29!
Bug Fixes & StabilityFixed an issue causing black screens on Windows for AMD GPU users when HDR was enabled, along with other related issues.Various other minor bug fixes.Quality of Life & Experience ImprovementsAdded an option in Settings to hide Jiahao’s "Hao Spirit" and Dollar UI frames.Added a complete local save reset option.Raised the Dollar cap to 16 nines (9,999,999,999,999,999) and the Hao Spirit cap to 9 nines (999,999,999) to prevent save corruption.Various minor gameplay & UX adjustments.New ContentRenamed the legacy Jiahao voiceover to "Old Money" and introduced the new "Sultry" (or "Stunner") Jiahao voice pack.Meanwhile, Zhuge Hao has sent over three secret codes. Word of warning: these can ONLY be used when you go bankrupt. Keep that in mind!JIAHAO-SHOW-ME-THE-MONEY-1JIAHAO-SHOW-ME-THE-MONEY-2JIAHAO-SHOW-ME-THE-MONEY-3New voice content for Jiaxin and Lil’ Hao is currently in active development. Thank you all so much for your love for Jiahao and your patience with the current bugs—the entire team salutes you!If you have any feedback or suggestions, feel free to join our Steam game community QQ group (Group ID: 1124480277) and help us make Jiahao even better!
Hello future Adventurers and current Guildmembers!I've been hard at work on 2.0, putting in some very long nights to come up with some fun new ideas and a massive content patch for Journeybound. 2.0 is going to be a free update, despite being a truly DLC-sized update. It will be releasing later this year, with quite a lot more to do in the game! Currently, a 100% Completionist run takes about 800 to 1,200 hours for all achievements, completing the Collection Log, hitting Rank-S, and reaching 25 million experience in every skill. 2.0's content will unlock once you reach 25M all, adding several hundred more hours of fresh content! Just some of the new things coming are listed below:S+ Ranking! The new highest rank is now going to be S+, called "Ascended". The prior level 99 cap is going to raise to 150 once you reach this point of the game.Every Skill with an Ascension Twist! No skill will have the exact same mechanics as the 1-99 section of the game. Not even things like Grovecraft or Stonecraft, which are typically the most simple of gathering skills in most games. There will be new systems, optimization paths, and mechanics to solve game-wide. Production skills are going to produce all new types of items and consumables, especially to go with the details for the Combat Expansion :)Combat Expansion! The 1-99 section of the game has one-on-one battles against a wide variety of enemies and bosses. Ascended's 100-150 will feature combat against up to three enemies at a time. This will introduce a huge amount of change, with brand new weapons and abilities with various targeting capabilities. AoE is going to be an important mechanic, and the defensive requirements higher than ever, with much stricter combat tuning in terms of difficulty. Combat is deserving of its own teaser in the future, so keep an eye out!New Skills! The roster of skills will be both changing and expanding. You'll have a brand new gathering skill called Cosmicraft, and a new production skill called R...
Combat timing · All three modules now show combat results at the end of each round. Enemies defeated in one round reach 0 HP when the hunt finishes. Fight durations and rewards stay the same. · HP and MP changes follow the completed rounds online and offline. Fights already in progress keep their saved timing until they finish. Vale prestige · Vale retirement now pays prestige after completing Chapter I. The prologue's former 20 points move to that chapter, closing the rapid retirement loop with Old maps. Rewards from Chapter I completion onward stay the same. · Existing characters in Chapter I must finish it to receive retirement prestige. Prestige already earned and purchased upgrades stay intact. Sea skill points · Sea chapters now grant 100, 130, 180, 240, 330 and 440 skill points, totaling 1420. Up to 75% arrives through expedition work; the boss pays the remainder. · Completed preparations and side expeditions grant 5 additional skill points each, once per voyage. Inherited surveys grant no bonus. · Active Sea saves receive the difference for completed chapters, recorded current chapter work and completed expeditions. Retired chronicles keep their existing records. Sea speed · Sea actions now use 100%, 50% and 25% speed scaling. The former minimum durations are soft thresholds. At four times the speed of the first threshold, scaling falls from 50% to 25%. Tasks already in progress keep their saved timing. Mimic statistics · Statistics now show chest rewards recovered from slain mimics and the current chance. Older saves count from this update. Artefacts · The Left Boot of the First Surveyor now applies its heavy-going speed bonus whether the Footing check succeeds or fails, including journeys with a second event. The travel log reports the bonus correctly.
Squadron board hotfix from last patch
Added friend assist fishing (help reel), improved multiplayer outfit sync and party size, more reliable loadout saving and multi-monitor display, and more stable achievement progress.
Hey everyone!Due to big system changes made to the game, it was too difficult to make demo saves sadly won't work in the full game.Because of this, and also because we feel the demo is already very much behind the full game and does not properly represent it, we will be removing the demo from Steam once the full game launches (September 23) Apologies to anyone this may effect, and thanks for your understanding! See you on launch day ❤️
Sweeter nights: candy reaches the idle loop The season opened yesterday, and the first real sessions said the same thing: four hours at the rod banked 168 candy against a stall that adds up to 28,050. Every source of candy needed a click or a walk, and this is an idle game. This patch fixes that without touching the hunt. Candy Beach chests carry candy on top of their coins while the season runs. A common chest pays 5 to 80, a locked chest 25 to 400, the kraken hoard 150 to 600, rising with the coin roll. Auto Open counts. The three seasonal fish pay candy on the line when you land one live: 10 for the pond one, 50 for the Sea Pen, 120 for the night legendary. Wisps pay 5 instead of 2, and a rare wisp 25 instead of 10, so the walk across the village is worth it. Maren's rest after a seance now depends on how deep the run went: 30 minutes up to round 3, 45 minutes from round 4, an hour from round 8. Losing on round 1 is still free. Also Forge All no longer freezes the game on a big scrap pile. It is instant now, however much you have. Balances past a billion read as B rather than a four-digit M. The website's wiki has a Seasons page with every candy source, the stall, the cooldowns and the achievements, and the season page introduces the two visitors: https://cozycoast.website/season Worth knowing Out of the window every chest is exactly what it was. No candy, no change. Candy still never converts to coins, in either direction, and offline time still pays coins only. Candy you do not spend carries over to next year.
修复了部分问题 现在可以按住ctrl点击左键来快速移动道具了
Additions Squadrons now have a Board. The leader, or any rank with the new Board permission, can post a message of the day that every member sees highlighted in the Squadron chat, and the full history lives in the new Board tab. Trade packs are now available in the market: swap the four common resources of one body type for the four of another, same quantity of each, always filled evenly. Find them in the new Pack orders tab, or post one with the Pack mode of New trade. The galaxy map now marks systems with active players, outside starter systems. Hover to see how many, or click the system to see who is there. Bugfixes Fixed the Craftron XP preview showing less experience than you actually get at high crafting levels. Fixed a bug with the Material generator setup showing a blank choice that took one of its 4 slots. Fixed a bug with the Metal scrap generator ignoring the crafting scrap bonus of the catalysts in your Crafting profile. Fixed email verification codes not being accepted when pasted with an extra space. QoL The trade dialogs now show what you receive and what you give, with your balance, a Max button and a summary of the swap. New trade now shows how much you have of each resource. The pet store now lists every pet on every tab, and each pet shows which slot type it goes in. The gathering rewards now show the round total across all your droids, including how many survived. On phones, the Battling and Gathering pages are now split into tabs instead of one long scroll. On phones, pet slots now show as compact cards, two per row. Tap one to open it in full. On phones, tapping another squadron now opens its info in a panel instead of loading it below the list. SOS signals now have their own wiki article under Exploring. The base building wiki now explains that you get a single base that cannot be moved, and lists the income bonus of each body type.
Fixes & Improvements Fixed Unique and Set items being unsellable. You can now manually sell them from your inventory (locked items still need to be unlocked first). Keep the reports coming in the bug thread, I read it every day ːsteamhappyː
Heyo Looplers! First patch is live now! I've been seeing yalls feedback and bug reports so I hope these changes are helpful to yall. It's been incredibly heartwarming seeing the reception for the game. Thank you to everyone who has tried it out and reviewed it. Currently sitting at 237 reviews! If you haven't left a review yet, doing so would help me out an incredible amount. Patch V1.0.1----------BUGFIXES----------Fixed a bug where flasks could multiply Liquid Assets gold payouts by batched loops, causing excessive gold gainsFixed a bug where certain cards didn't display the Emerald and Diamond decreases in their tooltipFixed a bug where controllers could not inspect hazards and bosses while inspecting the track from the pitstopFixed a bug where Blueprints rejected depleted and disabled cardsFixed a bug where Drift By Ghost capped its speed bonus before it reached the ghostsFixed a bug where an Overload Gate emptying a tank made fuel depletion skip refuel cardsFixed a bug where the game would recognise peripherals as controllers incorrectly (peripherals with xinput as xbox controller will still be recognized)Fixed a bug where Inspect Track, Open Pitstop and Exit Pitstop labels showed empty boxes in Japanese and ChineseFixed a bug where the Peek Rewards and Reward Details map hints didn't update with languageFixed a bug where the garage button on the map stayed greyed out for the rest of the session after leaving a run with the garage openFixed a bug where the Tax Gate coin counter was left tilted and out of place if the car hit the gate during the forfeit animation after a repairFixed a bug where cards, charms and gates unlocked from level 6 onwards were never added to the loadout automaticallyFixed a bug where the 100% lucky chance achievement did not trigger when the luck came from Lucky DriftFixed a bug where the text animation setting only applied the next time a menu openedFixed a bug where placing a gate on a glitched version of that gate would not replace it...
First of all, thank you to everyone who has bought the game, given feedback and left reviews. I have poured a lot of my personality into this project, so it's awesome to see you're all enjoying it.Of course there has been some feedback, which I am watching every day. So here is a small patch which addresses some of it (while being super careful not to break anything haha):Fixed an exploit which would allow unlimited accumulation of resources while the pause menu was open in a harvest session. Added a dark mode. I have received some feedback that the game can be quite harsh on the eyes for some, so if that's the case for you I have added an option in the settings which changes the background nebulae to a darker variant. Who doesn't love dark mode?!Fixed some sounds that would still play while FX volume was set to 0. There was a few, so hopefully I got all of them.
New route in chapter 1: the Pilgrims' Path Before Lord Tharon, pilgrims reached the temple through the forest without going through the citadel. The path is still there, half swallowed by the undergrowth It is a route designed to raise Willpower, Social and Crafting It has three class passages: the Hollow belongs to the ranger, the Checkpoint to the soldier and the Stairway to the mage. They are passed by the matching class or its escort, and the other classes always have another way through in the same room Any character can finish the path, even if you play with just one However, all of them have to work together to get the offering that grants a combat skill In The Thicket there is something you won't see at first. Whoever pays attention will find a new unique boss, much tougher than Lord Tharon The escorts on this route have their own lines for each passage Offering skills At the end of the path you can present an offering to the Goddess, which makes you remember a combat skill from another life Soldier, Ram: hits like a Normal Attack and resets the timer on the enemy's next blow. 50 second cooldown Ranger, Poisoned Arrow: hits like a Normal Attack, and the poison takes off another 50% of that blow over 5 seconds. 50 second cooldown Mage, Magic Missiles: fires 3 missiles that add up to 50% more than a Normal Attack. Against a group, each missile goes to a random enemy. 50 second cooldown The skill only lasts for the life in which you get it, and it already works against Lord Tharon In lives where you don't have it, it shows in grey as Not learned and combat skips it, but it keeps its place in your attack order In Milestones, Magic Missiles shows under Spells learned, and Ram and Poisoned Arrow under Skills learned Event log Many of the messages that were already in the event log have been changed Some now refer to quests on the new route Combat instructions from anywhere In Automation, the blow by blow fights under Room actions have a ⚙ gear The gear opens that ...
The “Click!” prompt on the chest now appears when you have a combined total of 5 tickets across the three ticket types.Shortened the auto-harvest time for all three rare mineral types.Changed the Yeti Hunter’s sound effects.Added a brightness adjustment option.Reduced the coin cost of all research by approximately 10%.Reduced the coin cost of unlocking all minerals, hunting grounds, and chickens by approximately 10%.Added a tutorial for the Gacha Machine.
Hello everyone! First of all, thanks for the discussion on the previous post about turning the shop into an incremental system. I saw that most of you prefer to keep the game simple and cozy, unlike my first impulse. Maybe you just saved the game's concept! Hahaha. My idea was actually the opposite: even while being incremental, keep it very simple. Where each item could be upgraded several times and arranged in a tree layout where you don't know what it will unlock next. But since most of you are happy with the current system for now, I'll shelve my fantasies for the moment. At least until this incremental games trend passes and I can think more rationally instead of following a trend that's affecting my personal taste. {STEAM_CLAN_IMAGE}/45293601/6f95d61906683250537545d217fcca200e29dfb4.png The problem with Frenzy Mode! Today I'm bringing up another topic where I'd really like to hear your opinion, because after several years developing the game I no longer have as clear a sense of the game's pulse as the players who play it every day. Frenzy Mode is starting to become a problem (and this includes Livestream Mode, which is based on the same rules). When I designed Frenzy Mode, the idea was for time to be the generator of chaos, delivering burgers fast, clearly setting it apart from the Relaxed and Pomodoro modes, which are much calmer and let you make dishes with more care and love. The problem is that, as I've added more ingredients and orders have become more complex, I've had to keep adjusting the time limits over and over. Right now it's not fair to compare the time it takes to put together a simple burger versus a full one, and that's making me consider dropping the timer altogether. My question is: will Frenzy Mode still feel different and interesting without the time pressure? Or will it just turn into Relaxed Mode with more frequent orders? Because if I stop to think about it, when you play Frenzy Mode you always want to deliver orders quickly, since that ...
- Improve main tutorial for new players - Added 2 new towers Scrap Sentry and Rusted Sentry, as part of new player tutorial - Sentry I is now unlocked in map 1 - ModCards now unlock at map 5 instead of map 25 - You can now skip a ModCard offering. Skipping spends the pick. - Build Tower upgrades no longer roll a downgrade. Upgrades now roll 1 to 6 tiers above the current tower.
#ERROR at some fields in certain languages — fixed. Occulusion Settings Fixed