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.
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.
Thank you for playing Idle Mall Tycoon! A new update is now live with visual improvements, fixes for many reported issues, and performance optimizations. Changes in this update • Made the mall look more three-dimensional, creating a more immersive and enjoyable experience • Fixed many bugs reported by players • Improved game stability • Improved UI behavior and general usability • Optimized performance on some devices • Made small balance and gameplay adjustments Thank you for your support. We will continue improving the game.
原价永降至6人民币。Original price reduced to $0.99.同时欢迎关注新作。Also, welcome to follow our new game.
Due to acts of the government of the Turkey, the game won't contain turkish language. But it will not be restricted on the Turkey.
Days/nights, tons of guns, interesting quests, boss fights and much more!
Hello SUPER 56 players!Big news from the Onion Soup universe for anyone who lives for chaos and terrible decisions made at high speed.Nippon Marathon 2: Daijoubu has officially launched into Early Access! 🙌🥒💥If you’ve ever sprinted through SUPER 56’s minigames thinking “this needs more chaos,” NM2 has you covered. You’ll race across Japan, fling fruit at your friends, dodge hazards you absolutely weren’t prepared for, and yes, Sora the Troll returns with brand‑new commentary to roast every glorious mistake.What’s in the Early Access Launch?Three brand‑new stages set across exaggerated Japanese locationsFully revamped graphics and physicsCreate‑a‑Contestant mode for crafting your own beautiful-ly cursed racerA new Photo Mode with free‑cam controls for capturing mid‑action chaosA brand new, deadly melee weapon in the form of the Whirling CucumberFresh new commentary from Sora the TrollNew CPU difficulty modes for solo playThis is just the start of the race, as we’ll be adding more stages, more contestants, more weapons, more chaos and even online multiplayer throughout Early Access. Key FeaturesRace Across Japan: A wild, exaggerated tour of iconic locationsEven More Chaos: New obstacles, weapons, silly physics, and hilarious wipeoutsSolo Play Support: Face off against our newly improved (and occasionally ferocious) CPU racersNew Difficulty Modes: Novice, Amateur, and Pro settings to suit every level of chaosA Tastier Arsenal: More throwable produce than ever, each with its own chaotic impactExpanded Cast: Starting with the egg‑obsessed Mr BREAKFAST, with more contestants hatching over timeCreate‑a‑Contestant: Build the weirdest racer your imagination can handleMultiplayer Mayhem: Local multiplayer + Remote Play TogetherEpic Soundtrack: An electrifying score to fuel every marathonPlay NowNippon Marathon 2: Daijoubu is available now on Steam Early Access with a 20% launch discount.We can't wait for you to jump in, experiment, and tell us what you think... Plus, you may ...
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
This update is only for the Chinese versionAfter the lag issue of the Chinese version is resolved, the English version without lag will be updated simultaneously. Please wait for a moment, English players.
Hi, nothing was changed. Microsoft should fuck off with its shitty antivirus falsepositives.
Patch 0.3.6.2FixesCorrected Protonium (Protection) hint text to clarify that the crystal orb must be size 3 or higherUpdated Blue Portal MK4 description to: "GENERATES SIZE 2 BLUEMATTER ORBS INSANELY FAST"Fixed an exploit where Iron could be collected while Rock was melting, resulting in double resourcesPortable Black Hole now properly disables while draggingSelection Box no longer reselects nearby objects when pressing pause/play buttonsSelection box buttons now reposition correctly when near screen edgesWater Jet and Hypercooler now run continuously, preventing missed interactions on first frameTeleporters now properly handle orb dragging state and behave more consistentlyTeleporter absorption radius slightly reduced to better match visualsOrb Splitter no longer reabsorbs larger orbs as they exitStorages containing a significant amount of resources now trigger a confirmation popup before deletion, preventing accidental lossImprovementsImproved save system to preserve orb velocity and reapply it correctly on loadImproved post-merge collision checks so orbs that stick together can still merge reliablyBluematter Portals, Storage Outputs, and storage-based tools now operate on a global tick system for better synchronizationUpdated several orb icons to improve colorblind accessibility (work in progress)ChangesToken tools now refund their respective tokens instead of the tool, allowing full freedom when testing contraptionsTeleporters are no longer granted in pairs; each must now be purchased individuallyReduced portal costs: all portals now cost 1 per unit (pairs cost 2 total)Orb Storage now retains its element when reaching 0 units (refund still resets it)Tool prices now display in red when you do not have enough of the required resourceWater Jet Rework:Still instantly converts Fire into RockNow requires 1 second of contact to convert Rock into MudCan be stacked with other Water Jets to increase conversion speedWhitematter Converger:Previously underperforming compared...
Gosh, is it that time of year already? Welcome to Fellow Traveller's annual Publisher Sale! If you're keen for a story rich title, we've got you covered. New releases! Beloved classics! Steam Deck games! Killer tunes! Discounts up to 90%! It is party time central over here, and we'd love for you to join us.Glitchhikers is available for 65% off, so make sure to pick it up and chill out as you explore liminal spaces and chat with otherworldly friends.
Fix Monster Pack Achievement
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...
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
Attention, fellow cultists. The Devourer has been busy redecorating. This update is all about making the experience during the destruction screens and between rounds feel better. We wanted to give some rewards for clearing the map and make it a fun moment. We also noticed that the upgrade menu was missing some feedback. So we've stuffed it full of new widgets, sounds, and a couple of quality-of-life improvements that we think make the whole loop feel more satisfying. Rubble Rewards Card The biggest addition is the Rubble Rewards Card, a loyalty card that tracks your map clears during gameplay. Clear enough maps and the card fills up, awarding you a bonus token. Each circle punches in with a particle burst and a sound cue, and when the card fills completely, the whole thing lights up gold with a full-screen particle effect. It's a small thing, but it gives you something to chase beyond just the XP goals, and it feels great when it pops. Permanent Relics & Arcana Obscura The upgrade menu now shows your permanent relics in a dedicated grid. Hover over any of them and the matching node in your spiral galaxy bounces so you can find it. We also added a tips widget called Arcana Obscura that rolls a new strategic tip every time you visit the menu. New Features New Rubble Rewards Card on the gameplay screen — clear maps to fill the card and earn bonus tokens New Permanent Relics widget on the upgrade menu showing every relic you've made permanent at the altar Hover any permanent relic to highlight its matching node in the spiral galaxy New Arcana Obscura tips widget on the upgrade menu with 50 strategic and flavor tips, rerolling each visit Rubble Rewards Card shows gold visuals and particle effects when filled Rubble reward token earnings now shown on the results screen with a scale-in animation Pause menu during gameplay — press Escape to pause, resume, quit to desktop, or return to main menu Mode names updated: Strategic → "The Chosen", Incremental → "The Spoiled", Zen →...
Мы в BMBK Games сегодня хотим сказать прямо и без попыток спрятаться за громкими словами: мы видим критику, читаем отзывы и понимаем, что на старте "Носковраздор" вышла в состоянии, которое многие игроки справедливо посчитали "сырым" и скучным. У игры есть проблемы. Есть баги, недоработки, шероховатости в балансе, спорные решения по геймплею и ощущение незавершённости в тех местах, где мы должны были сделать лучше. И мы не собираемся делать вид, что этого нет. Наоборот: мы признаём, что часть ваших замечаний абсолютно справедлива. Очень больно читать ваши отзывы и наблюдать, как игра утопает в "преимущественно отрицательных" отзывах, но мы понимаем, что это даже полезно. Именно благодаря вашей обратной связи мы видим, где игра не дотягивает, где она раздражает, где ломается, а где просто не раскрывает свой потенциал так, как должна. И мы не бросаем игру. "Носковраздор" будет дополняться, исправляться и улучшаться в последующих обновлениях. Мы уже работаем над исправлением ошибок, улучшением стабильности, доработкой отдельных механик и общим приведением проекта в более цельное и качественное состояние. Где нужно — будем чинить, переделывать и даже переосмыслять. Мы не хотим обещать невозможного и хватать звёзд с неба. Не будем разбрасываться пустыми словами, но одно обещание можем дать точно: мы продолжим работу над игрой и будем делать её лучше шаг за шагом. Спасибо всем, кто уже сыграл, написал отзыв, указал на проблемы или просто не прошёл мимо. Даже жёсткая критика сейчас для нас важна, потому что она помогает понять, какой именно должна стать игра дальше. Если вам небезразлична игра "Носковраздор", пожалуйста, оставайтесь с нами и следите за новостями в Steam — обязательно будут обновления, исправления и новые изменения.
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
First of all, I would like to welcome and thank all the players who purchased and supported the game, thank you so much for your support and feedback! More than 2 years have passed since its release, and throughout that time, the game has been updated in one way or another, whether small updates or large ones.Unfortunately, it's not always possible to immediately understand what looks good and what doesn't, for two years after the release, players could watch different iterations of this work, the environment changed somewhere, some areas were added or cut, and sometimes entire levels, but it was absolutely always important for me to do everything is as high-quality and interesting as possible within the framework of my experience and skills, which have become bigger and better all this time.Of the fundamental points, the following can be noted:In the upcoming update, the plot and its presentation have been almost completely redesigned. All the strange, illogical, or bad-looking elements were cut out and/or redone, the story became more complete and structured, and most of the text was rewritten with the participation of a philologist.The gameplay was expanded and expanded, new areas and locations appeared, and everything that did not meet the new level of quality was cut and/or radically changed. The environment has become more interesting and filled with various details, and work has also been done with sounds and visual effects.Example of work:Of course, this is not all that has been added and changed in some way, the number of edits and changes is quite large and it will take a very long time to describe them all, but they occur throughout the game and even if you played in previous versions, you can safely play the final one and get a new experience, feelings and story, because that this update has changed the very "skeleton" of the game and all its components, bringing the game into a better and more complete work. An updated trailer for the game will also be ...
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.
F4 Full Scream