Version 1.3 — Steam Cloud support plus a round of fixes and polish. NEW• Steam Cloud: saves sync automatically across PCs. • New option (Visual Feedback): toggle the resource counter flash/pulse on gain. • New audio option "Mute in background": silences the game when alt-tabbed (off by default). BALANCE• Late-game machines buffed: Excavator 35→60, Mechanical Worm 50→90, Annihilator 100→190 base DPS. • Furnace Boost: +5% per level (was +4%) and cost mult ×1.10 → ×1.08. Level 100 now costs ~2.8M for +500% speed (was ~13.8M for +400%). • Mastery cost reductions ("Machine & Furnace Discount", "Expansion Plans") are now additive: −10% per level, reaching −90% at L9 (was −61% via compounding). Existing levels apply the new math automatically. • Spawn rates: copper bumped in Topsoil (7.5→10%) and Sedimentary (7.5→12.5%); tin in Sedimentary (3.7→4.2%). Rock/granite/dirt reduced accordingly. • Skill rework: "Prospector" → "Quarry Master". Now grants bonus stone on deep blocks (basalt +3, lithurge +2, core +5, armored +2, lava +1, core fragment +3, raw veinstone +1) — fixes the post-2800m stone drought. Existing levels carry over. FIXES• Machine tooltips synced with actual DPS values. Annihilator no longer mentions its old 8s cooldown. • Trade panel: prices recompute at click time (fixes stale-price issue when Material Value changes mid-panel). • Events claimed counter is now a lifetime counter (was resetting per prestige, blocking Event Hunter). • Stats panel: ore icons show the full ore sprite, not just the rock background. • World map: "Total spent" tooltip relabeled "Spent on new land". • Smeltery: BUY-furnace button moved under the sprite. Furnace Boost card shows your money balance on the right. • Smeltery money tooltip uses the same 2-line format as the world map. • French: standardized inconsistent terms for "row". • Rich Vein / Ultra Rich Vein no longer multiplies trading payouts. • Trade panel: added padding so top/right buttons aren't clipped. • Critical: balances ...
Hello Pupple Pop Players!Thank you all so much for the amazing interest and feedback you've shared since our release. Thanks to your comments, we continue to make the game even better. Here are the changes in this patch:Balance Adjustment: General balance adjustments have been made to the in-game progression.Faster Animations: Animation times for high-level bubbles have been reduced.Preserved Popping Feel: The shortened animation time brings the instant popping effect of early-level bubbles to the high-level ones; this way, the satisfying popping feel is maintained all the way to the final level.Thank you for continuing to play and helping us improve our game! If you are enjoying your time with Pupple Pop, leaving a review on Steam is a huge way to support us. The Pupple Pop Team
Fix: SwitchID and ServerID duplicates did not check for duplicates in broken devices, Added as well to the same duplicate check to PatchPanels New: Power button in server and switch config, label edit in server config
Fixed:Removed the ability to put GP25 on the handguard (Romanian and Zenit) of AKMAdjusted the required experience to level up your weapons in the inventory.EVA evasion is now available exclusively to the Saboteur class and the Player. Other pawns can only get 10% of the training.Added:Add Gold M4A1 "HOUSE KEEPER"
Bug Fixes & OptimizationsFixed display issues of Desktop Aquarium Mode and Energy Saving Mode under special screen ratios, such as portrait orientation.Fixed an issue where the number of flowers players can send would not restore correctly in certain situations, such as when using fast-forward props.Resolved issues that may cause unexpected behavior.
This new update for Lured In includes a lot of fixes toward translations and gameplay. Thanks to everyone who has helped identify issues. This update also includes the ability to release fish from your keepnet, so you can stay in a region and pick and choose what fish you bring home.Simplified Chinese, Belarusian, and Pirate (yarr!) are now all new languages clickable from the languages menu. ChangelogAdditionsAdded a button to the keepnet menu so you can now release fish back into the waterAdded a darker brown shoe color (you can finally cosplay as grandpa)Added colors to the list of translators in the credits based off of how many contributions were madeAdded Belarusian to the list of languagesAdded Chinese (Simplified) to the list of languagesAdded Pirate (yarr!) to the list of languagesChangesChanged the flag of traditional Chinese to the flag of TaiwanChanged the flag of Arabic to the Pan-Arab flag to better represent all Arabic speakersChanged the layout of the keepnet menuMade it so the fish food tool will immediately go away after useIncreased the chance to get the pupfish by 10x (my bad guys)FixesFixed an issue where the old translators credits was still in the creditsFixed an issue where the incorrect flag for Gaelic was usedFixed an issue where pressing spacebar inside of the fullscreen tank menu would cause the game to break and the tank to turn white when you returnFixed an issue where you can just avoid the keepnet weight limit by clicking the keepnet button againFixed multiple pieces of text not properly translatingFixed an issue where the GO! text would follow your bobber when you reelProbably fixed an issue where customers freak outFixed some issues with the customer navigation areasFixed some issues where people weren't showing up in the credits properly. Now accounts made on our old weblate will show up
We have fixed the bugs related to Steam Achievements. If you have already met the requirements but the achievement didn't unlock, please restart the game to claim it. We apologize for any inconvenience caused and thank you for your patience.
Dear Players,We are pleased to announce the release of update 1.0.2.7, which completely changes the weapon system, as well as introduces many changes!MAJOR UPDATE:I. ArmoryAfter opening the 5th level of weapons, a workshop will be available to you, you will be able to collect your own unique sample of weapons. Change ammunition, handguards, handles, sights, butts, muzzle devices and set up the laser pointer!II. Rework of weapon parametersNow the weapon has a specific set of characteristics. The attachment system and the weapon leveling system are able to influence it by increasing or decreasing the values.Damage - is how much health is taken away from an opponent when hit by a single bullet.Accuracy - the chance of hitting the opponent is from 0% to 100% (eva pawns still affects).Radius - the range of attack by weapons in cells (turn-based battles only).Rate of fire - how many bullets will be fired in one attack (turn-based battles only).Reliability - is a jam chance (turn-based battles only).Magazine - the amount of ammunition.III. InformationTo understand which of the parameters is responsible for the added "information tab" you can click on any characteristic of the weapon and you will see the information. This information guide will be updated and connected to other UI modules for hints.IV. Weapon leveling systemNow the leveling of weapons is displayed as a line with stages. After every 5 levels, you will receive one or another bonus to the characteristics of the weapon or to its attachments.V. Information about the content of the lootboxIn the lower right corner of the loot box, there is now an information button about the contents of the box, and you can also use it to understand that you already have a percentage chance of getting the item.VI. New contentAPEX Squad "41" - Three of their representatives will be available from the standard lootbox. They are the ones who enter the laboratory and discover the head in the flask. What were they doing there?Romanian...
Update • Added Autoclick: automatically taps the main candy at the same pace as manual clicks while enabled (only while the game is open). • Two ways to unlock: reach 1,000,000 total clicks on the main candy, or purchase the unlock in the Shop → Misc tab with choco-diamonds. Community Don't miss Steam Discussions — news, promos, and feedback.
HOTFIX:Bug FixesFixed an issue where the order of skill icons in the Skill Lab was being changed.Fixed an issue where HEROes assigned to the Orchard would disappear while the slot remained locked in a '3/3' full state.If you encounter a message saying the game cannot be launched after the update, we apologize for the inconvenience and recommend uninstalling and reinstalling the game.We apologize for any inconvenience caused by the frequent updates.We will continue to improve to provide a more stable gaming experience.Thank you.CQ LABS
Hi, nothing was changed. Microsoft should fuck off with its shitty antivirus falsepositives.
One Month of Hacking and Constant UpdatesWe're celebrating the 1-month anniversary of Idle Hacking's launch, starting at 16:00 UTC on April 18, 2026, and lasting until 16:00 UTC on April 20, 2026. During this time, all players will receive a 2x Item Rarity bonus and 50% reduced item enhancing costs. Supporter Recognition buffs will also be increased from 10 minutes to 15 minutes per key purchased during the Monthiversary.Over the last month, the game has continued to receive constant updates, with only a few days being left out of the update cadence when a larger feature was being worked on that required slightly more time. We won't post the complete list of changes here (our Discord and in-game changelog has every small item), but here's a few of the larger updates that have happened over the first month.Syndicate Armories have been added to allow player syndicates to donate gear that can then be borrowed by other members.Syndicate Weekly contracts have been added as an additional boost to reputation (Syndicate experience) and a steady flow of additional Prestige upgrade points for Syndicates as leveling slows down.Gear Sets were added, allowing players to save/load specific bonuses. Premium users have access to an automation system for changing gear based on specific conditions.Auto-Joining of events was added as an added bonus to accounts with active premium time.Community events now offer greater buffs to all players that are more strongly tied to the progress made by all players in the event.Crafting costs were drastically reduced compared to launch, now using the required level to equip the item instead of the item level for cost scaling.A "Last 10 Losses" feature was added and eventually updated to be a server-side tracked statistic that gives you full details of the final fight that ended your last streaks, along with XP/hr, Credits/hr, and Chips/hr that was earned during the streak.Inventory upgrades were added for both free to play and premium players to e...
Fixed an issue where characters could restore HP by repeatedly equipping and unequipping gear during Boss challenges.Adjusted character HP to restore to its current maximum value before and after starting a Boss challenge.
Fix: SwitchID and ServerID could potentially be duplicated. Fix make sure there never is duplicate id and also remap old saves. Fix: SFP boxes changed back to continuous physics mode as Discrete was not good enough for small devices Fix: Prevention of duplicate technicians
Holding alt now reverses the belt direction when building beltsWhen using the L-shaped belt placement mode, the belt will now change its primary direction when it is fully horizontal or verticalL-shaped belt placement mode is now on by default on new installsIncreased the max size of the selection rectangleVarious minor fixes
Changelog: Fixed an issue from the last patch which causes some cards in the hand to be invisible under certain circumstances Multiple performance updates - frame rate is up to 3X lower :) Mainly targeted hatchery and fish scoring Notes: I'm hoping that this will be my last small patch after launch. I have a few areas of the game that I want to re-visit, both parts that were rushed in the final month of development (like the game over screen), and areas where I've gotten feedback from players (looking at balance across the mid-game and late game, along with ongoing improvements to the Codex and tutorials/tool-tips. My current goal is to start releasing one patch per week instead of every 1-2 days so I can include some larger changes and provide time for testing. Expect more roadmap details early next week.
Collect the wisdom of the world. Build a unique Artifact as you progress, granting permanent buffs afterward. How many permanent buffs can you collect? Join the community, claim nodes, craft shards and develop your very own legendary artifact!
- New realms added
We have implemented significant balance adjustments to reduce instances where the campfire goes out while you are continuing your work.① Scrolling the mouse wheel now stops the campfire flames from dying down.② The time before the cat starts nagging you now increases in proportion to the duration the fire has been burning. Scrolling the mouse wheel now stops the campfire flames from fading.This is intended to prevent the flames from going out while you are reading text or performing other tasks.・Scrolling the wheel on a window that is not active will not stop the flames from fading.・The system only checks the frequency of scrolling; the “amount” of scrolling does not matter. You do not need to consciously scroll the wheel a lot. The time between the campfire going out and the cat waking up and meowing due to the cold now increases based on the duration of the fire.By keeping the fire burning for 20–25 minutes without waking the cat, you can extend the time until the cat meows to about 5 minutes.By maintaining combustion for 40 minutes or more, you can extend the time until the cat meows to a maximum of 10 minutes.If the cat meows or the software is restarted, the extended time will be reset.Additionally, when the “Counting Disabled Window” is active, the times mentioned above will be reduced to about one-fifth of their original duration.
An update for the demo version has been released. The main changes are as follows:Tool effect adjustments: Adjusted tool effects to optimize overall game balance.Progression flow improvements: Added a button to instantly start the "Next Shift" directly from the results screen. This feature is available as a reward for repaying the $1,000 debt.Overall UI adjustments: Improved visibility and operability across various screens.Other fixes: Minor bug fixes and general QoL (Quality of Life) improvements.
我们为游戏增加了名为【美术原画包】的额外内容,仅作为支持我们的一种方式,以及获取游戏高清原画素材的唯一手段。对游戏本体故事不产生任何影响,也没有任何新的故事内容拓展、续写等。其内部仅包含作画流程、设计思路,同时附带最终成品CG、成品立绘的8k超清png原画素材。Steam 上的 想成为Galgame领域大神 - 美术原画包 本资产拥有一个单独的程序,会置入【游戏本体】目录内。下载完毕后,通过Steam库 - 游戏本体 - 右键 - 管理 - 浏览本地文件,即可传送至资产目录,获取程序,以及对应原画集。打开程序(目录名 GalGod-Art-Pack-1.0.0-win),可以品鉴作画过程,阅读制作思路。打开原画集(目录名 Art Set),可以直接获取对应的超清CG图片。由于部分CG涉及剧透,因此我们建议您通关游戏后进行观赏。
Hey everyone! I am incredibly excited to announce that the first playable Demo for Project V is finally LIVE! You can download and play it right now directly from the store page. What awaits you in the Demo?Project V is a dark idle incremental where death is just part of the grind. The core philosophy is simple:Die. Inherit. Evolve. In this demo, you will get a taste of the core loop. You will be able to: Explore the early dungeons and fight creatures. Collect mysterious Relics to boost your power. Experience the DNA system: when you inevitably fall, pass down your traits to the next generation to come back stronger than ever! 🚨 MOST IMPORTANTLY: I need your feedback! Project V is nearing the end of its development cycle, BUT I NEED YOU TO BE CRITICAL AND EVEN HARSH to help me deliver the best game possible. Your feedback is absolutely vital. Are the early levels too hard? Is the UI confusing? Did you find a weird bug? Or maybe you just want to share your general thoughts and frustrations? Please let me know! You can share your thoughts in the comments down below, on the Steam Community discussions, or directly on my server: Join the Discord I honestly prefer a valid critique over a wishlist (even though I know wishlists are much needed for the "success" of a game). But if the end product sucks, it doesn't matter if I have 30 or 4,000 wishlists—they won't save the game. I want to make this game good (not like the other one that got obliterated for my mistakes). If you want to support me and stay posted on the game's development, consider following me on my socials: YouTube Twitter / X TikTok Instagram Have fun, and "happy grinding!" - Jabran
"Halo" from Heaven Headquarters 🪽 Thanks so much to everyone who has purchased and reviewed the game thus far! We truly appreciate each person's support! 💙Here is a list of today's updates:Bug: Added a failsafe for if certain Achievements don't trigger. Open your completed game to receive them retroactively!QoL: Added a toggle in the Settings menu to disable sprite trails. If experiencing lag, also try disabling V-Sync!Bug: Fixed several sequencing bugs to ensure the story progresses normally.Bug: Fixed a bug where exiting the game wasn't possible while Paused.Bug: Fixed a bug where Hell's soul count number wasn't being reset if you loaded a Demo saveBug: Fixed a bug which disabled Disco Nation rhythm game upon loading a Demo save. It will now appear the first time you craft an artifact (and respect your on/off setting afterward).Polish: While carrying cherubs, you can place them on buildings even on top of the Task List.As always, please let us know what you thought, or if you encounter any bugs! (By accessing the feedback form in the Settings menu.) Thank you to those who have reported!Happy clicking,Tonic & Ikiru
Massive thanks for the continuous support and feedback! We're still blown away by the amount of people playing and sharing our game Rarity Selection: After completing the main story, you can now select which rarities you want to catch. (You can fully finish the fish log during the end game!)-> Auto Click Toggle: Also after completing the main story, you can toggle your auto clicks on and off. This means you can now get the Last Chance achievement during end game UI & Visuals-> Fish Tracker Order: The entries in the fish tracker now have an ordered position showing the user which fish they are most likely to catch.-> Fish Tracker Tooltip: Hovering over the fish tracker now causes a tooltip to spawn explaining how the fish tracker works.Bug Fixes-> Missing Translation: Added missing localisation for Mandarin and Portuguese-> Russian Font Issues: Fixed unreadable styling to Russian font after catching a fish-> Wrong Font Styling: Fixed the font styling in the end of game screen - Big Bonk Studio :)
This update for Lured In includes the addition of loads of new languages. I wanna give a big thanks to everyone that has helped translate the game so far. I never really expected us to have 40+ languages only a week into the playtest. This update includes a lot of bugfixes, and also a new countdown popup whenever a minigame begins, just to give you a second to realize which one is about to start and get ready. ChangelogAdditionsAdded in tons of new languages (huge thanks to all our community translators!)Added in a new minigame countdown popup you can toggleChangesChanged the credits menu to show all translators at the bottomIncreased the zone you can hit inside of the hook minigameDecreased the maximum speed a row can move the hook in the hook minigameTweaked various texts inside of the game to work better for translationChanged the wait and go popups to be translatable, and also fade inUpdated all translationsFixesFixed an issue where the circle minigame was offset incorrectlyFixed an issue where tanks would stay as saltwater after ascensionFixed an issue where text would get cut off in the fishpedia (it now creates a scrollbar)