First of all, thank you very much for playing Drillbound! I've been paying close attention to your feedback and took note of the most prominent issues, which I aim to fix in the next updates.For the moment, the small update that I just uploaded focuses on bug-fixing and small QoL changes.What's next?Slightly quicker progression New impactful upgradesCRT TV effect settingsMore bug-fixing and QoL
Hey guys sorry I haven't made new items for a little while there, they were kind of driving me crazy. I have the ability to make the coolest AI artwork now, but the animations are really hard to make perfectly looped and sometimes you do 20 animations in a row and the pixels haven't budged at all, and it costs money per animation attempt, it's maddening to say the least. So I went to develop a ton of other software using AI, I found that I could write an entire program or game in the time it would normally take me to make 1 AI video animation and be happy with it, and I made so many programs that one day I had the idea to ask AI to make me a custom animation software suite for JAMs so we could get animations coming out which are nice transparent glittery little GIFs not the AI videos type. After a bit of iteration, the program can now spit out some half decent creations. These are going to look great. And so, having only 20 different FX's in my pipeline and having a variance of 10 of them stacking creates some interesting effects, each time I hit refresh it seems like a waste not to save every render. I am going to try expand this to 1000s of different effects if I can, right now I have 20 basic categories of them and I am just spamming AI to draw up different rendering effects over and over. I've set it up in such a way that my computers can work as clusters, where some can use LLM's to generate new animation parameter / themed concepts and output the item code for Steam directly, and the other systems could be rendering the designs themselves, so I should literally just have to wake up in the morning and choose the best items and just tweak the names and upload them. We are going to have lots more items very, very soon.I have already coded the game in such a way where if we have a ton of items, everyone gets a huge boost on the click counter rate, so I can't exactly just put a ton of new items out all at once, but I also saw people were yearning for some kind of r...
We're now 1 week into the launch of Idle Hacking, and it has been a much stronger launch than I had anticipated. This game has been a solo passion project with many false starts for years before finally reaching the state the game is in today.At our peak, we've had over 450 unique users online between Steam and the website, and as of this moment there are 975 accounts that have been online recently enough to maintain their offline activity. We've had more than one update per day since launch, but it's now settling into a brief update once per day cadence as UI/UX is taking priority to continue to make the game look better, and more intuitive for the players.It hasn't been all positives. We encountered our second downtime issue today, this time it was resolved within a few minutes, putting our launch week downtime at about an hour and 12 minutes total, mostly stemming from the March 22nd deadlock that occurred in the middle of the night. The cause of both downtime incidents has been corrected, and today's downtime confirmed that the new automated incident detection is working to keep downtime to a minimum.In these incidents, the automated Steam login system would fail to recognize a response, and fallback to requesting a username/password, which is optional and not something most Steam users have for this game. In the future, I've updated the login form to handle Steam timeouts more gracefully, and instead of falling back to a username/password, it provide a simple Retry Login button which will utilize Steam's built in authentication.Sorry for the inconvenience these two incidents have caused. This has been a solo development project and the growth in the first week of launch has been above and beyond what I ever expected to see from this small passion project.Going forward, the plan is to maintain a once-daily update cadence to continue to improve things for Steam, web, and mobile users. Planned restarts for updates are currently a mostly painless process, where the...
Hello everyone,Recently, a player reported that the hidden achievement “Crimson Star” could not be unlocked even when the conditions were met. After investigation, I found that the issue stemmed from a code refactor during the “Abyss of the Fallen” update—it was my oversight that caused the unlocking logic for this achievement to be omitted.For those who had been trying to unlock it, this has certainly been a frustrating experience. I sincerely apologize for the time and effort this has cost you. So, let me say this clearly:I’m sorry.This issue has now been fixed in the latest patch. The achievement can now be unlocked as intended once the conditions are met. I’ve also reviewed the logic for other achievements to ensure everything is working properly.As a small gesture to make up for the inconvenience, I’ll be launching a limited-time event soon that increases the spawn rate for “Crimson Star.” More details will be shared in the next major update announcement—stay tuned.About Crimson Star: Crimson Star is a rare mid-to-late game encounter, and the first variant of the Dragon Gate Trial introduced to the game. Its appearance rate can be increased by collecting the 【Divine Selection】 affix on appraisal items, or by gathering more collectibles to boost your luck. Encountering a Crimson Star is said to bring good fortune.This emergency patch also includes the following fixes:Fixed an issue where the hidden achievement “Crimson Star” could not be unlockedFixed an issue where coins launched by shockwaves during the use of Asura’s Force would fall into the Dragon Gate Trial passageFixed an issue where multiple descending Dragon Orbs would occasionally overlap and exhibit abnormal slow-fall behaviorOptimized the code structure for all treasures to facilitate the addition of more varied treasures in the future, while also improving performanceAdjusted the positions of colored text borders and effect indicators to prevent overlapping displayThe “Heavenly Tome Fragments” syste...
🏁 10,000 Drivers!Hey everyone,Before anything else, DriveWave just hit 10,000 players. Ten thousand people running a little car on their desktop while doing other stuff. That's genuinely wild to me. When I first put this game together I was just making something to keep me company while working on my other projects. The fact that this many people enjoy it too means a lot. Seriously, thank you.Now, onto the update. This one's been cooking for a bit. For the last couple of days you've probably seen a lot of updates being pushed out and wondered what they are. Here are the notes.ReFuel SystemYou can now purchase Auto Refuel without needing the Supporter DLC. It'll set you back 5M Cr. which is a bit steep, but if you're tired of pressing the refuel button every few minutes, it pays for itself pretty quickly.macOS Support DriveWave now has proper native macOS input support. Typing detection, controller input, and accessibility permissions are all handled natively instead of through workarounds. If you're on a Mac, you can now open up DriveWave and continue where you left off!Save System OverhaulMoved the entire save system to a new backend. Your existing save data will be migrated automatically on first launch, you don't need to do anything. This makes saves more reliable and sets things up properly for future features. Please report any broken saves without breaking me in the process. I've lost my main save while testing.Cross Platform Cloud SupportEvery kilometre you drive is now being tracked properly. Per car, lifetime, all of it. This has been a long time coming and it opens the door for some interesting things down the line. For now, enjoy watching numbers go up. We all love watching numbers go up.Driving FeelSpent a good amount of time going through every single drivable car and adjusting physics configs. All 300+ drivable cars received tuning passes. Some felt like shopping trolleys before. They still might, but at least they're better shopping trolleys now. All ...
Happy Wilbur Wednesday! Our new update today focuses on quality of life and bug fixing. It's mostly a behind-the-scenes changelog, wrapping up a major milestone for our mobile version as we move to full production on bosses next month! As always, you can leave feedback on the forums or our discord at clipthru.gg to connect with our devs directly. You can also catch us on YouTube right now during our Wilbur Wednesday Idle Livestream! Full changelog below.v0.1.0.14 Change logUpgraded engine version to UE 5.7.3Added "Invert Bump" option to settings menuAllows players to bump with inverted flight (or "slingshot") styleAdded functionality that makes Gates bouncy when lockedReduced cooldown of Bump while in "Classic Physics" modeBiome generation tuningPlayers should now see randomized biomes during their initial run, as intendedRemoved satellite mesh that blocked game view Fixed bug where ball would get stuck in plunger when a city building was covering itFixed player tutorials not disappearing when the ball is drainedFixed drain VFX missing in biome endFix for drain fog VFX bleeding into levels belowFixed cloud exposure bugMobile change logMobile flipper icon animationRepositioned pop-ups to not be covered by phone bezels
转生不保留角色相关bug、转生点获取慢问题、转生后结算无UI问题及其他
Hi, someone on the Discord asked for this feature and it was easy enough to add that I did in a couple hours.I also made the bullet ant queen slightly bigger.Changelog:Bullet ant queen is 10% biggerRemove restrictions settingAdded button to settings menuLet species eat seedsLet species be polygynousLet all species dig
In today's update we're adding a bunch of decorations for the farm and the house, as well as some bugfixes for event-related stuff and an experimental setting to kick cheaters from the game.New content:Lighthouse decorationHotdog and Ice Cream stallsDecorative treesTVs for the houseImprovements:Added an experimental setting in Settings->Multiplayer to kick cheaters from the farm (we're not completely sure this will work, so it's set as experimental and disabled by default).Night is now a little bit darker when no lights are placed.You can now configure local land names the same way as online names.Some standard menu inputs have been modified for controllers: Instead of using the Left/Right stick button for some actions, we're now using the Left/Right triggers.Fences will now clearly show in the shop details if they split groups or if they can be placed underwater.Bugfixes:Fixed Favor and boost not working properly when split-screen players join an online farm, causing "Synchronization lost" errors.Fixed cases where a Cloud Timeout wouldn't be properly detected, causing the farm to be no longer joinable and the host player to be unaware of it.Fixed bug when spending overflowing favor that could cause it to double spend.Fixed Bloom setting not having any effect.Fixed minor lighting bug on trees.Today's Farm Showcase: "Chill day" by Violet
Raised High Shaman's drop rate of Occult pet collar from 40% to 100% Chance of receiving Lil' archaeologist from daily quests now raises with quest difficulty Tweaked Invocation weekly quest level requirements, there were a few levels where you couldn't be assigned weekly Invocation quests at all Fixed an issue with Invocation quests causing quest auto-completion to fail Fixed an issue causing you Invocation tasks to not automatically restart after doing clan events Enchanting without the premium rank. Prior to our latest update, non-Premium players weren't able to train the skill at all. You're now able to train it up to level 30, but as that only meant using 2 enchantment scrolls, things felt a bit clunky You'll now be able to continue enchanting your silver jewelry even after hitting the non-premium level cap, you just won't receive experience for it You'll now receive an error message when attempting to read enchantment scrolls at level cap, rather than a lengthy loading screen without proper feedback The daily boost pause cooldown was raised from 3 to 10 minutes in consideration of our new long running tasks Fixed Lil' archaeologist not receiving experience during offline progress for explorations where an item reward wasn't received Fixed Lil' archaeologist not using gold from your coffer when offline Fixed Valley of the Gods runs continuing to run in some instances where they shouldn't have been allowed to Fixed Invocation capes having incorrect skill requirements to purchase (still couldn't equip them without the correct Invocation level requirement) You'll no longer receive obsidian ore in Reckoning of the Gods Fixed Crafting tasks in Guardians of the Citadel not working properly Fixed a visual bug capping non-premium players to level 30 in combat skills Fixed Completionist capes not being purchasable Added missing localizations for French Fixed a visual issue with Invocation loadout selection Fixed clan upgrades not being instantiated when creating a new c...
Hey!Super excited to share some awesome updates. New bees that look bigger and more lifelike. 🐝 🐝Scale the game up with arrow keys - up , down or + - . This can be done also in the Settings Graphics tab. 👨🎨New menu for tools - Move , Remove, Inspect Hive, Cancel job 🔧Added 11 languages including - Chinese, Japanese, Korean, Portuguese, French, German, Italian, Spanish,Estonian, Ukrainian 🇨🇳 🇯🇵 🇰🇷 🇵🇹 🇨🇵 🇩🇪 🇮🇹 🇪🇸 🇪🇪 🇺🇦Enjoy and let us know what you think!
We are excited to announce that Profit Sea Incremental will officially launch on Steam on March 31st!Get ready to cast your lines, upgrade your fishing gear, and expand your boat into a massive profit-making empire. Whether you’re looking for a relaxing experience or the thrill of watching your numbers climb, the sea is waiting for you.Thank You for Your SupportA huge thank you to everyone who played the demo and wishlisted the game. Your support and feedback have been incredibly helpful throughout development and have made this launch possible.If you haven’t already, make sure to Wishlist to stay updated and be ready for our launch on March 31st!
Hello everyone! The Steam page for our new game, "BABKA-TERROR", is now live. YOU CAN ADD IT TO YOUR WISHLIST HERE. {STEAM_CLAN_IMAGE}/44648313/3d3dc1704f9e11d9fcd34a7f49c4e3982b727ba2.jpg What kind of game is it? It’s a small, light-hearted, and humorous adventure. You are a real estate agent. Your task is to figure out which of the elderly women selling an apartment is a scammer. To do that, you will have to carry out a full multi-stage investigation: talk to them, search for evidence, and follow up on leads. Features: ◉ Varied gameplay, including hidden-object segments, evidence investigation, and a dialogue system where your words influence the course of each investigation; ◉ Vibrant visuals, entirely handcrafted; More details on the Steam page. If you enjoyed my previous games, I think you’ll like this one too : ) {STEAM_CLAN_IMAGE}/44648313/2f0aa0cda6c59eaadc007009ae4be6b313830acb.jpg {STEAM_CLAN_IMAGE}/44648313/408452be6b648d6bfbf7ecfcb13653aa616b7b7b.jpg {STEAM_CLAN_IMAGE}/44648313/b7a1cafb21a7cb2f30bb4ac59115011a64891950.jpg {STEAM_CLAN_IMAGE}/44648313/927bd3302c830303e1dd1bbd81ff6de306447c5c.jpg
Hi! I'm super happy to announce that the first demo build is now live!I've been working on it like a maniac for the past 2 months, and today’s finally the day.The demo offers about 40 minutes of fast-paced, polished gameplay.I don’t have much more to say. Just jump in and see for yourself how cool it is!
修改自动存档时间以解决卡顿bug
显示推图模式实际为循环模式bug修复与翻译
Fixed a bug where upgrades were not able to buy and were saying weapon damage upgrades increase by 5 this would have been happening only for users with a different language set on their system that swapped commas and full stops. Added some new locked items to the shop system so you will now have to unlock items in the shop when you upgrade that item in the tree. Added an auto collection section in the shop to show how much bar you are collecting throughout the game.
ChangesBoss material drops (shadow fang, black giant scales, heart of chaos, and equivalents across all journeys) now scale linearly after floor 1000, reaching 5,000 at floor 2000 instead of the previous exponential growth to 1.1M.All materials are now capped at 10T; existing saves with amounts above the cap are corrected on startup.Iron Phalanx reflected damage is now capped at 1000x max health.FixesMinor UI fixes.
Hello Kingdom Lords!A huge update has just dropped, bringing new story content, fresh hero abilities, balance changes, UI improvements and tons of fixes! What’s newCAMPAIGNTwo new missions were added, expanding the main campaign’s storyline.The final mission was reworked – you will now face King Lich head-on. The previous version of the final mission was moved to the bonus maps section.SANDBOX MODETwo new maps for 2 and 4 players were added.Battle against bot-controlled kingdoms.Flexible difficulty settings: from a walk in the park to a hardcore challenge. NEW HERO ABILITIESThief – evades enemy attention and avoids area-of-effect attacks.Ranger – heals their pet.Knight – gains a second wind at a critical moment and survives in battle.Mage – teleports himself or an ally off the battlefield.Barbarian – uses a battle horn that stuns surrounding enemies. BALANCEBuffed:Thief – increased damage.Mage – health increased.Possessed – damage and lifesteal from abilities increased.Succubus – basic attack now drains enemies’ health, healing wounded allies; maximum number of summoned demons increased to 3.Nerfed:Monk – damage and evasion reduced.Other changes:Building health adjusted.Delay in spawning workers after their death increased. INTERFACE IMPROVEMENTSBuilding overlay: Now displays accumulated gold, attached characters and current tasks (on/off with the Tab key).Hotkeys: build – C, cast spells – Ctrl.Added emotion icons for all heroes.Removed hotkeys for locking onto units and buildings. FIXES AND OPTIMISATIONGameplay:The “Raise the Dead” spell now removes the hero’s body, which was preventing their resurrection.Fixed hero leveling on the Training Ground – they are now more willing to train and can reach levels 3 and 5 depending on the building’s level.Fixed score saving when replaying a level. Technical:Fixed bugs causing characters to get stuck and issues with their behaviour.Fixed the display of enemy units and effects in the fog of war.Fixed an issue with the advisor’...
One of the most common requests we’ve heard is: “Can we break stuff?”You can! Pretty much anything you collide with now reacts physically and visually. Parked cars fall apart, cones fly, and small objects get tossed aside by your bumper This system is still expanding, and we’re experimenting with different materials, thresholds, and FX. Expect more chaos soon! Drive carefully… or don’t. We don’t judge.
After reading the discourse for the past 2 months, I have decided that the speed run achievement should be added back to the game. It seems more of you liked it than not.For those that did not, there are ways to cheese the achievement without using in game achievements (as they are not allowed for this achievement.To this end, I would like to add more achievements that add to the replayability of Execute... please let me know what achievements you would like to see.PS For players who have earned the achievement in the past, if you still have the save that you earned the achievement on, you simply need to reload that save and watch the final cutscene again to re-earn the achievement.
Electric Moons Mode: Increased the "Chance to Spawn New Planet when a Planet Destroyed" upgrade to to be +50%. This will now make it so there's a 100% to spawn a planet and hopefully should fix the issue where some players could not beat the game mode on max upgrades.
Update notes v2.0.0 → v2.1.0: Added an option to specify whether to blink timer's colon Added an option to toggle utilities Added a stopwatch mode Added an option to toggle stopwatch mode Improved text font in music playlist Improved widget layout of the note editor Improved widget layout of the music player Optimized performance of the GUI system Optimized GUI animation Optimized efficiency when frequently opening the note editing window Optimized efficiency of batch music addition Fixed a HEX color conversion out-of-bounds bug Fixed a bug where the unlock conditions text for items was displayed incorrectly when the vegetarian or fish-free option was selected Fixed a button refreshing issue after closing the music player Fixed visibility issue with the music tuner interface after entering immersive mode Fixed an IME window positioning issue on Windows 10/11 Fixed a window refreshing issue under dark mode Fixed a flickering issue when resizing the note window
This update we're getting a new skill and 7 existing skills are receiving new content!Any unclaimed experience you may have from Valentine's event will be claimed when you log into the game after the update. Our birthday event will also launch in two weeks on the 7th of April. Hard to believe it has already been 3 years.Onto the update!InvocationInvocation introduces a new skill to level and dozens of new rewards to discover. At its core, the skill is designed to be an ongoing gold and item sink, helping stabilize our economy by removing gold and items from circulation and giving value to items that otherwise have limited utility. You of course won't only be sacrificing your gold and items for experience, there are also a bunch of new rewards you'll be able to get in return.Invocation is trained in 2 parts.Part 1: Archaeological SitesLook for ancient relics in different archaeological sites. These sites aren't free to use -each action costs some gold, increasing with the level requirements of archaeological sites.Consistent and predictable experience ratesRelics drop on average every few hoursThe gold for these tasks is taken from a separate gold coffer, giving you a new place to store your gold. The coffer has capacity to hold 2B gold. To start training Invocation, you must add gold to your coffer.Part 2: RitualsRelics discovered from archaeological sites can be used to perform rituals. On top of the relic requirement, they also require Ritual Power. Ritual Power is gained from sacrificing items to the void, with low base value items offering the highest Ritual Power per gold.A few randomly selected items for demonstration.ItemBase ValueRitual PowerSpruce log615Meteorite ore105199Titanium platebody15,6008,653Items can also individually be given Ritual Power multipliers to create artificial demand for specific categories.Each performed ritual gives a hefty amount of Invocation experiencePerforming a ritual will summon an ancient spirit that takes you into battle. Ea...
{STEAM_CLAN_IMAGE}/34327637/40ce0fad38127e93ef218b5356804fab67b10370.png Collaboration between Idle Wizard and Digging Down is live! Upon purchasing (or in case you already have it on your Steam Account) Digging Down you will also gain a couple of extra goodies in Idle Wizard, including: - 20 Relics - A set of Digging Down-themed portraits (or their equivalent in Alteration Sands if you already possess them) Shaman: Sandstorm; Heretic: Leaden sky; Oni: Bastion; Archon: Indigo; Temporalist: Inori v2; Desolator: Insertion agent; Digging Down now also features a playable Demo, available on the game's Steam page - do try it out if you're on the fence. https://store.steampowered.com/app/3769070