Global: Changed Font from PixelfySans to VCRmono Changed font size from 24 to 30 Spanish only: Fixed grammar Translated a sentence that was left untranslated,
Reduced the demand for Grand Alchemist achievements from 35 to 30.
Today an update was pushed out to the Windows client, targeting Linux users who are running the game using Steam's Proton compatibility layer. There was an issue with Electron - the wrapper used to turn a browser based game into an application - which caused drop down menus to be rendered under the application window. This behavior has been fixed, and now the game should be fully functional under Proton.Ideally, I would like Linux users to be able to run the game using the Linux native application, but some distributions with various mixtures of Desktop Environment/Window Managers have issues with the Electron based application. I am continuing to work on improving native Linux support wherever possible, but today's update at least provides a fix to the Proton compatibility fallback that all Linux users have available.
每一场成名,都要交学费两个世界,两种战场——考验的却是同一种东西:你的“选择”与“生存”。你将一次性体验两种截然不同的“成名之路”—— 《名利游戏》 的娱乐圈浮沉,和 《中国足球模拟器》 的本土足球经营博弈。一个是镜头前的虚名与暗箭,一个是绿茵场上的豪赌与心机。但无论身在何处,真正掌控你命运的,永远是你每一次“抉择”的勇气与代价。⚽在《中国足球模拟器》中,你将作为球队拥有者&主教练,从零开始构建属于自己的足球帝国。然而这里没有速成的神话,只有更加残酷的“本土规则”。游历江湖、青训挖潜、江湖人脉、礼尚往来……在这片中国足球的江湖里,赢球从来不是唯一的答案。但是——在“名利场”里混过的你,还怕在“足球场”上输吗?购买捆绑包可以在折扣基础上再推出-10%的捆绑包折扣! 最终价格以 Steam 商店实际显示为准
- Added a new XP breakdown tooltip when hovering certain XP areas, to help understand the total bonus - Added Cooked Fish and Cooked Crab to the Cooker machine - Added Flour to the Bakery machine - Added twig, stone, and wheat to the market for 150 gold each, as an additional gold sink - Added a cycle time on the Helpers tab to showcase how long each activity takes for that creature - Added offline progress if your computer falls asleep. Triggers offline modal when you re-awaken your PC. - Added a One Hour Offline Progress Potion, for 100k, and a weekly limit of 3 to simulate an hour of offline progress - Added 0.5 XP/Second for Machine and Sanctuary assigned creatures. This is static. - Added a Smelt All / Cut All to the Sawmill and Smelter machines - Added a setting to disable the awakened creature effect - Added a setting to disable the confirmation popup in the awaken tree - Added tooltip when you hover achievements you don't have yet so you know how to get it - Added tooltip on expedition tiers that are unlocked that show the party score requirement - Added a sell value to Prestige Points so you can sell extras at 10K gold each - Changed max offline time from 24 hours -> 72 hours - Changed backups from 5 files -> 10 files and set it on a 15 minute interval, starting after the first 15 minutes, to help mitigate backups being overwritten way to fast when there's an issue with a save - Changed saving to copy save everytime into save.prev, than overwrite save.json, to have a fallback if a write is corrupted mid write, to help mitigate issues with save corruption - Changed on load to now check for your main save, than save.prev if that doesn't work, and than finally the latest back if that doesn't work. If none of these exist, than it runs off a new game save. - Fixed offline experience not considering tools in calculations - Fixed issues where the UI xp rate wasn't reflecting the actual experience gained - Fixed Prestige Points being labeled as Awaken Points - Fixe...
Support for ultra-widescreen resolutions have just been added to the game!I opted to go the route of extending the WorkSpace (main gameplay) area, which technically is a nerf for those in ultra-wide resolutions (as it decreases the task density), however it does make the most of the available play space and feels like the most "ultra-widey" experience.Behold, glorious 2.388 (repeating of course) : 1 aspect ratioCompared to standard widescreen aspect
v1.2.1 is released!Space OctopusA new ascension upgrade has been added. There was an upgrade that allows you to catch extra fish, but I received feedback that some people find the pearl catches more valuable, and extra fish catches not triggering the pearl catches was not optimal.Thus I have added a new upgrade that improves inventory slots, to allow more longer idle playstyles, increased auto-sell speed, but also allowing extra fish chance to trigger pearl catches!Final Dreamer upgradeI also read feedback regarding the Dreamsand upgrade to persist dreamsand, and I've decided to improve that as well!Thus, you may now upgrade 'Dreamer' all the way to Level 12, a newly added level that lets dreamsand persistence go up to 100%, so that there is no loss at all in the late-game.Auto Enhance minor improvementsAuto-Enhance was meant to be a new unlock granted as an idea for a distant 'T Update'. But since it will take time, I've temporarily made auto-enhance now unlock after 10 ascensions, which is much earlier than designed but should help smooth out progression.Changelog:Add new ascension upgrade: Space OctopusAdd Level 12 Dreamsand, which carries over 100% dreamsandAuto-enhance now unlocks after 10 ascensions-YYZhttps://yyzstudio.com/discord
We've added a new reward for the 15k milestone. I really hope we pull this off
Greetings Farmers 🧑🌾 Just a quick update for you: we're planning to roll out a new patch either tomorrow or wednesday, depending on how final checks go. This update will already include the code block for the new Multiplayer system, giving everyone time to download and get ready. Then starting Thursday, we'll officially open access so everyone can jump in and begin using and testing Multiplayer together. This is a big milestone for the game, and we're really excited to see you all experience it. The full details surrounding the new feature will be shared in the upcoming patch notes, but we wanted to give you a quick preview of what to expect from the test: The Test Season will consist of 20 bosses, with a possibility of extending it to 25 depending on how things progress. Please note that this is a testing phase, so there will be no season rewards at the end of the Test Season. As always, thank you everyone for your continued support - more updates coming soon!
Hey everyone! It’s been 3 weeks since Find Matt’s Cats launched, so here’s an update about future plans. The launch went about as well as it could have. Sales are fairly strong and there hasn’t been a lot of serious problems to address. Most of the bugs are quite minor, or were already known about from the demo. We’ve recovered about 58% of the development costs so far – if you assume an average UK salary for me and Ronja. That’s not bad. I also pushed out a quick update that added many quality-of-life features that players asked for, including more options, Windows touchscreen support, and some level design improvements. The main issues that need to be fixed are: • Steam cloud was supposed to transfer save data from the demo to the full version of the game, but this doesn’t work. I’m not sure what I did wrong, but I’ll need to look into it. Players can still move the “saves” folder manually though. • There’s a memory leak and the framerate will get choppier in very long sessions, even on fast computers. This is tricky and I really need to go through all of my code carefully to solve this, or at least make it less bad. • Mascots can have two faces in some levels! I think the cats with non-standard faces don’t display correctly when hats and accessories are involved. It’s harmless and looks funny. • The desktop version of the game requires more modern hardware than the web version we published on Newgrounds. We’ll try to make an offline version of that web version at some point, so it can be a backup option for players who otherwise can’t run the game. Maybe it can be a beta-branch on Steam.— Since the launch went well, I can start teasing some leftover ideas that I will consider adding to the game. Please tell me which of these you like the sound of, so I can plan accordingly: • A level editor! I think this would be viable and quite fun, even if it doesn’t include all of the features the official levels have. • More levels! I want to add an 8th level to every world,...
AnnouncementI'm happy to announce Click & Mine! You can already check out the demo and if you have any feedback or find any bugs feel free to report them on Steam Discussions.PlansCurrently the basis of the gameplay is ready and I mainly have to just add content in from of skills and biomes. So I estimate the game is about few months away from the release.But I'd also like to add new form of progression to add some depth to the gameplay - I'm planning to add a relics/artifacts system where you would find upgrades by uncovering artifacts hidden under ground tiles. Not sure how long that will take, but I'm planning to have it ready for the summer Next Fest. Cheers!
Good afternoon dumpster divers, Today's update brings a few new features! TLDR;Mod commandsQueue pausingThree new trash itemsPlayer scores reset buttonThere are now Twitch mod commands so your mods can help out a bit with settings without you having to switch tabs.!ddl bgm (0% - 100%, 0 - 100, or 0.0 - 1.0) control background music level !ddl sfx (0% - 100%, 0 - 100, or 0.0 - 1.0) control sfx level (items hitting the floor)!ddl lootsfx (0% - 100%, 0 - 100, or 0.0 - 1.0) control loot sfx level (sfx when loot appears)!ddl results enable or disable loot results printing in chat!ddl chat enable or disable the chat command (default !dig)!ddl points enable or disable the channel points redeem command (this does not affect the redeem displaying on your Channel Point redemption menu on Twitch)!ddl boost enable or disable rarity boost !ddl pause pause or resume the dig queue (will let the currently digging raccoon finish before pausing) !dig @username dig for another user 1 time (@ is optional, they'll also need to have dug before)!dig @username 1-100 dig for another user x timesIn addition to allowing mods to pause the queue, a pause/resume queue button has been added to the quick access bar. You can also change whether or not to save and automatically resume queues in the settings menu now. Save occurs when you exit the digging scene, or when exiting the game under normal conditions. If you or a mod do pause and resume a queue, multiple digs from the same user will be condensed into batch digs so that the queue clears faster.On the settings menu in the last tab you can now reset the scores of your chatters. Please note that this action is permanent.Finally, there are 3 new trash items, with one having its own loot sound effect. :)
Easter Event replace Xmas Event and last till mid June (it also have 2 event pack in the shop).
FIXES 🐛 Fixed Achievements 208 and 415 not working correctly 🐛 Fixed an issue where Gold could become negative under certain conditions 🐛 Fixed NaN Dust caused by Auto Flush Macro and Tarot Challenges 🐛 Fixed an issue allowing the purchase of higher-level Minerals without enough Gold 🐛 Fixed an issue with Level 3 Aries
Fixed an overflow error with Oq favor Fixed an overflow error with blessing pointns Fixed an overflow error with elixir levels Blessing cost reduction will now show up to 4 significant digits Added a note in the arena how to play about how some elixirs don't work at all if the potency to nullification ratio is very low
・Increased the drop rate of special firewood by 5 times・Added two new types of special firewood ・Fixed an issue where the link to the official Discord server was not working properly when the language setting was set to English・Fixed an issue where language settings were not being applied to certain text
After taking a two-month break from CivIdle, I am happy to announce that I am back with another content patch! Patch 1.2 has a new civilization, as well as a bunch of QoL updates. And I will also briefly talk about what I've been working on during the break. New Civ: Carthaginian {STEAM_CLAN_IMAGE}/43106564/20037a0c096a84a0f91450c15f5d255d270a581c.png CivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras. To address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later). {STEAM_CLAN_IMAGE}/43106564/8cea96688045f987259382e6c72a2a8184982e74.png Carthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age. This new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues. Cothon of Carthage (Wonder) {STEAM_CLAN_IMAGE}/43106564/fef1520014cadff5f9e13a85b168a7d706769029.png Unlock Carthaginian civilization ideas Atlas Mountains (Natural Wonder) {STEAM_CLAN_IMAGE}/43106564/c74359925b565f7f801f30425394abd6b07f45bd.png All buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range Hanno the Navigator (Great People) {STEAM_CLAN_IMAGE}/43106564/8856324c80850e0655310329ee4c81f3091fc779.png +1 Transport Capacity Multiplier (Classical Age) Hannibal (Great People) {STEAM_...
Hello looters!In this update, we’re introducing a new feature for endgame players called Transcendence.You can restart your journey from the beginning, but with powerful new blessings to help you along the way.Each time you reach the end, you’ll earn five blessing points. You might be wondering, what exactly is “the end”? It’s the point where you encounter infinite monsters, around Ascension 27. Plan your moves carefully and prepare yourself for this new journey! And of course, there’s a new leaderboard for obtained blessings.GPU support is now available and can be toggled on in the settings. It is turned off by default, so be sure to give it a try. You can find it under Settings → Gameplay.A few smaller highlights:A new button has been added that takes you directly to your highest point—no need to navigate through the map anymore!A “Keep Only Boss Uniques” checkbox has been added to the auto-salvage filter.Performance has been improved once again. Players with enormous amounts of cleave are finally defeated.And more minor improvements.That’s it for this update. Thank you all for your support!And as always, Happy grinding!
New FeaturesSpanish Language AddedSpanish has been added. A huge thank you to JoselinkRedLion for the local translation work.Quick Timer StartAdded a setting that allows you to start the timer directly by clicking the goal button in the To-Do list when the timer is not running. This helps maintain your focus flow without interruption. (Thank you, Swansonhart!)Bug Fixes & ImprovementsThe game will now remember and load the last worn hat. The original intention was for users to change hats daily, but since it wasn't intuitive, we changed it to load the last worn hat. (Thank you, JoselinkRedLion!)Developer's NoteIn this update, Spanish has been added. Thank you again to JoselinkRedLion for helping with the translation. Also, thanks to Swansonhart's suggestion, it's now easier to maintain focus by starting the timer directly from the To-Do list. Thank you always for your diverse feedback. We will continue to improve Poua!Filling Burrito Studio
Hi everyone!I’ve just uploaded a new update for the Desktop Driller Demo on Itch.The main focus of this update is performance.I’ve worked on improving the game so it now runs more smoothly and uses fewer system resources overall. The result should be a noticeably more fluid experience, especially during longer play sessions.This kind of optimization is particularly important for Desktop Driller, since it’s designed to stay with you while you do other things on your PC. The goal is to make it feel lighter, smoother, and more comfortable to keep running.With this update, the demo should now:feel more responsiverun more fluidlyput less strain on your systemIf you already tried the previous version, this is a great time to give it another shot and tell me how it feels on your machine.As always, feedback is hugely appreciated - especially if you notice improvements, unexpected issues, or performance differences compared to the older build.Thanks for playing and supporting the project!
Hi there, puzzle lovers, thanks for your awesome support on this game! I've fixed some little bugs on some levels in this version. Enjoy!
All You Can FISH! — v0.5.12 Patch Notes Hey everyone, Ori's here :)Just wanted to quickly say again - TYSM to everyone who has shared the game, written a review, wishlisted, followed on X, or DMed us how the game made them feel. Moments like these are the real reason why we (and many other indie devs) choose to keep doing it day after day! You guys are awesome 🙏💖We've been working quite non-stop since the last update. A lot has changed. So, to not make this 5 pages long, here's a quick list of what changed: New & ChangedBrand new Run and Jump animations added to Luka! (in the dock scene)Scene transition manager — loading screen added, with auto-saving on scene changeNew skill: Bulk Transfer to Shop — send fish to the sell shop in bulkFish now disappear properly after being released from a trap or rodFish are now transferred to the shop by value — the most valuable goes firstFloating text feedback when gaining or losing currenciesUnknown (undiscovered) fish now show a lock icon instead of a blurred spriteFish particles on the skill map now only show fish you've unlockedImproved shore and skill tree visual/interaction feedbackImproved skill descriptions across the boardLowered the 2nd boat price to 50M Coins and 1M SeaweedReplaced the stats saving method to handle balance changes on existing saves properlySave logic optimized Bug FixesFixed: if the player was already holding a movement input when a pull "freeze" ended, they had to re-press to move. Now they just move immediatelyFixed: quests not resetting properlyFixed: missing localization key for skill nameFixed: engine SFX clipping / getting very loud toward the endFixed: footstep SFX still playing when colliding with invisible walls BalanceToo much has changed across too many iterations to provide a fully detailed balance changelog this time — sorry about that. Here's the major stuff:All mid-to-endgame fish pull time multipliers have been lowered significantlyPull speed skills buffed significantly across all tiers...
New 35 new excavation achievements (1232 → 1267) Only in game, not on Steam as promised Total rainbow rewards found statistic Viewable in statistics and used for achievements Automatically granted 1 rainbow reward for every 40 rewards found Rainbow scanner Unlock instructions tooltip - shows how to unlock locked upgrades Includes support for rainbow rewards Setting to make auto excavation work while the window is closed Changed Reworked excavation pricing with a dynamic pricing system Some achievement requirements adjusted to reflect updated numbers after recent balancing Fixed Fixed lag when opening the excavation shop Fixed lag caused by rainbow text rendering
Lumberjacked and Timber Rush are together on discount to STAY chopping!! Available Now in the Lumber Legends Bundle!!
Beta v92 is live!-- New steam friends leaderboard mode! -- All leaderboard settings now under one leaderboard settings popup! -- Strict mode still being improved -- Polished Skins Page text and Leaderboard Settings text -- Filter skins now behaves differently, if Common and Spring Crate are selected it will now show owned commons that be obtained from spring crate instead of all owned commons and all owned skins from spring crate. -- Bug fixes -- Skin name improvements-- Power outage or unexpected quit can no longer curupt data-- Leaderboard numbers can be toggled (45,600 --> 45.6k) ect -- New Normal and Strict version leaderboard with improved anticheat!-- Leaderboard refresh added to leaderboard settings-- Game can now switch from Windowed -- Full Screen -- Borderless -- And more! join the discord server for some new codes!