Hello, Summoners! Summoners War: Rush has received an update. Check out the Update Note on the Hive Forum:https://withhive.com/notice/1952/91074Thank you.
CRITICAL UPDATE: Hi Devotees, N7_Maxxi here.We are currently working through some technical hurdles following a hotfix pushed earlier today. To try and keep things running smoothly, we have rolled the game files back to the previous version (Build 22865027). Who might be affected? This situation likely only involves players who interacted with the game while the "Hotfix 1" version was live (roughly the last 6 hours). If you haven't played today, you should be completely fine! The Current Situation: For those who updated or downloaded the game today, there is a chance you may encounter a progression lock where you can no longer feed the Obelisk, or the Obelisk doesn't accept any more devotion orbs despite requiring more to proceed.Sadly, it seems simply rolling back to the previous build did not resolve this issue for everyone. As far as we can tell, not even fully clearing save/user data fixes this bug. So if you encounter this issue while further into the game, please do not delete your save data, as there is no promise it will solve the problem. Our Advice: While we can't offer a fix right away, here are some things to be mindful of and to check before proceeding:Check your Build: You should check that you are on Build 22865027. A quick Steam restart or "Verify Integrity of Game Files" usually handles this.Be Mindful: If you played during that 6-hour window, you might want to be a little cautious. If you notice things aren't progressing as they should, it may be worth pausing that save for a little bit.Wait for the Update: We’ve seen some of you successfully using manual edits to get past the block. If you want to take that risk, that is fine, but it might be safer to wait for our official fix to avoid any further headaches. A Note to Our Community: Asking you to deal with these little launch-week "surprises" isn't ideal, and I am so sorry for any stress this causes. We are working as fast as we can on a proper fix so your journey to "unlocking" the Orb can stay o...
Checkout this Sneak Peek of the upcoming event familiar, Svilluminati, from Neflarian!
Backrooms Lost Runners Has Become Bigger, Deeper, and More DangerousGreetings, researchers and runners of Backrooms Lost Runners.We want to share how the game is shaping up as we approach release.Backrooms Lost Runners is currently in its pre-release stage, and during development the project has become much larger, deeper, and more насыщенным than before. We did not simply expand the demo - we seriously reworked the core of the game, added new content, strengthened the atmosphere, updated the structure of the levels, and made the overall experience much more varied.Here is what awaits you in the full version:an expanded Level 0a new Level 1 - “Habitable Zone”Epsilon Campa crafting systema fully reworked and improved combat systemnew enemy AInew enemies, including Smiler, Bacteria, and one more secret enemyquests and quest itemsnew story progression with unexpected twistsa new boss fightfully updated and optimized demo locationsweapons and armor with unique effectsmore RPG elements, events, and gameplay varietyWe also want to highlight that the game has become stronger not only in terms of content, but also in the structure of exploration itself.Backrooms Lost Runners now introduces metroidvania-inspired elements: new paths, returning to previously explored areas, gradually unlocking access to new opportunities, and a stronger sense of a connected world. This makes exploring the Backrooms far more engaging and gives the experience the feeling of a real journey rather than just a straight line forward.We have also heavily reworked the combat system.Battles are now more dynamic, weapons feel better to use, and armor and gear now have a real impact on your playstyle. You will not simply collect items - you will need to build around your own survival strategy, combine effects, craft the right equipment, and adapt to new threats.There is also one important thing we want to be honest about.The full camp progression system will not make it into the release version in the ex...
Added an option to Precraft and quick add to Queue from the context menu:
🦹💥 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 ...
Hello, and welcome to the isle.I'm a solo developer — and the entire staff of Future Soil Media. Today, the Steam store page for Idyll Isle is officially live.This is a cozy idle sim that lives on the edge of your desktop. It won't take over your screen, and it won't nag at you for input — it's a narrow, transparent window that docks next to your taskbar, like a quiet companion keeping you company through the small gaps of work and life.What happens on this little island?Recruit islanders, let them find their own work: farmer, woodcutter, fisher, miner, cook — they'll go about their tasks on their own, and harvests return to storage automatically;Build a full production chain: from a single wheat field, the island grows into a web of over a dozen functional buildings, linking fields, kitchens and smithies; tools and gear forged at the smithy slowly raise every islander's efficiency, one step at a time;Repair ruins, push back the fog: broken bridges, abandoned rail lines, collapsed structures — mend them, and new stretches of the island emerge from the sea mist;Tame, breed, and light the way: cows, sheep, horses, pigs, chickens, ducks — a steady source of everyday goods; once the lighthouse is lit, trading caravans set out across the sea, carrying the island's surplus to distant shores;Piece together the whispers of stone: the old Echo Stele on the shore carries fragments of the island's past — and of the unsaid stories of the companions who now live there.Why 1920×256?Because this is a game that doesn't want to interrupt you.It sits next to your taskbar, and with a glance you can see the islanders at work — harvesting wheat, casting a line, swinging an axe, chipping at ore, baking bread. But unless you click on it, it won't pop up, won't notify, won't interrupt your work. The game auto-scales to your screen (1080p / 2K / 4K supported), and you can also switch between 1× / 1.5× / 2× presets in settings, keeping the pixel look consistent on any display.This isn't a ga...
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.
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
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!
Merge Game is on! Recycle and win a selectable SSR Mermaid! Bug removal are underway to ensure a safe environment.
Hello!We’re getting closer to the release of Muse Corner every day, and we believe it’s time to give you a quick preview of some of its systems. In this post, we’ll take a brief look at a few features and talk a little about what lies ahead in the development process.Muse Corner is a helper application that takes up a small space on your screen and offers customizable content.Create to-do lists and plan your timeAt its core, Muse Corner is built around a task system. You can organize your tasks in a list, customize them as you like, and assign specific durations to each one to better manage your workflow.Take quick notesWith Muse Corner, you can create multiple notes, pin them anywhere on your screen, and customize them as you wish. No more searching for pen and paper in urgent moments!Set remindersCreate custom reminders within Muse Corner and choose how frequently they appear based on your needs.Use an independent timerNeed to track time separately from your tasks? You can open and start the independent timer anytime with ease.These are the systems we, as the Aquila Team, have been working on. But we haven’t even shared the biggest news yet:A PLAYABLE DEMO IS COMING VERY SOON!In a much shorter time than you might expect, we will be releasing a playable demo for Muse Corner. We’ll be sharing more details about its content and release date very soon.If you’d like to give feedback and follow the development process more closely, feel free to join our Discord server!Thank you,Aquila Team
A new update has arrived, bringing more control over how you play, along with quality-of-life improvements and full localization support.Game Mode SelectionYou can now choose how the core systems interact when starting a run:Full Mode (default) The original experience, designed with all mechanics, synergies, and anti-synergies in mind. Every interaction matters.Harmony Mode Removes anti-synergies between elements. Fire no longer melts ice, and ice no longer stops fire. Ideal for players who want a more relaxed and experimental experience.Golem RecyclingGolems can now be recycled. Recover part of their cost and adapt your strategy during a run.LocalizationThe game is now available in:SpanishItalianFrenchGermanSimplified ChineseJapaneseKoreanRussianPortuguese (Brazil)Portuguese (Portugal)Gamepad ImprovementsImproved navigation across menusBetter overall responsivenessNew Stat: DepthYour progress into the ruins is now trackedAdds more visibility to your runs and performanceUI ImprovementsCleaner menusBetter readabilityImproved feedbackBug FixesVarious fixes and stability improvements.Thanks for playing and exploring the ruins.
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!
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。
Hey all! Thanks again for all the interest in our little game so far — we really appreciate it a lot ❤️Recently, we decided that we want to open up the game to a broader audience. So with this update, we’re introducing… localizations!There is a total of 12 languages to choose from:EnglishGermanSimplified ChineseRussianPortuguese (Brazil)Spanish (Latin America)KoreanJapaneseTurkishFrenchItalianPolishThis is our first pass on localization, so some translations may still be a bit rough around the edges.We’ll continue improving them over time — so if you notice anything odd or confusing, feel free to let us know!We hope this makes the game more accessible and enjoyable for many more of you around the world.Thanks again and until then!- TinyTulipGames
Hey drillers! 👋Want to see every single drill skin in Desktop Driller in one shot? Say no more. Desktop Driller isn't just one drill poking holes in your desktop, it's a whole cast of them, each with its own personality, colors and shape. Every collectible you uncover while digging unlocks a unique drill skin. How the skin system works10 shape templates: Classic, Hammer, Spike, Tank, Rocket, Claw, Spiral, Diamond, Mecha, Arrow Colors pulled straight from the collectible: the game reads the item's 16×16 pixel art and maps the dominant shades onto the drill (body, cabin, bit, tracks, accent) Deterministic pairing: a given collectible always produces the same drill. No RNG. No duplicates. Ruby -> deep red Spiral. Obsidian Shard -> dark Spike. Brass Compass -> warm Hammer. You get the idea. The full lineup 224 drills. 11 biomes: Surface, Volcanic, Aquifer, Cavern, Lava Chamber, Deep Ice, Upper / Mid / Lower Mantle, Outer Core, Inner Core. Each with 20 collectibles, plus a handful of secrets hidden for the curious. Dig long enough, and they're all yours. Steam Market integration Rarer drills will be tradeable and sellable on the Steam Community Market at launch. Earn them by playing, swap them with other drillers, or just snipe that one specific skin you absolutely need. Haven't wishlisted yet? It really does make a difference — helps the game surface to more players, and you'll get pinged the second it's out. 👉 Wishlist Desktop Driller See you underground. ⛏️
Fixed the bug that reassigned cmd + f to just f and caused the search function to pop up everytime you press f.
Greetings, warriors.The Steam Medieval Festival has now begun, and Wretch: Divine Ascent is taking part in the event. The medieval theme is part of the game's natural DNA—knights, murmillo, sword clashes—you can find us on the festival page. And while we're here, we'd like to say: a new version is coming soon.The ongoing community test is nearing its end. We've received more feedback than expected and are continuing to make adjustments. The new version is expected to officially launch next week. If there are no delays, you'll be able to update directly on Steam without any extra steps.While waiting for the official release, we've also refreshed the store page visuals.The new version focuses on two core elements. First is the new character: Murmillo. Armed with a shield in the left hand and a diagonal blade in the right, he can switch between two combat stances. This character was released in our community test in early April, and we believe some of you have already tried him out. When the official version launches, more supporting content will be added, and the second core element—the upgrade to the skill system—will also be unlocked.Finally, thank you again for your support and attention to Wretch: Divine Ascent. See you in the official April update!