Here's the trailer that REVEALS THE RELEASE DATE!!!If you just wanna know the release date, it's... March 26, 2026! If you haven't wishlisted the game yet, now it is the time! Thank you!
凡人修仙传奇
225 days ago
· tcioj7rn
3月3日下午因为服务器的运营商,突然对Steam的链接进行了封禁,导致游戏玩家无法进入。经过我方技术人员的研究,目前已经解决了该问题。同时补偿已经发放,欢迎各位仙友继续游玩。
Fixed: Auto Ability Point Adder (both Normal and Super) sometimes didn't work properly Fixed: Other minor bugs/typos
Added Portuguese-Brazilian localization (thanks to FinuraBR)Fixed that one Unity bug
玩家朋友们大家好,Steam的新品节已经结束了,在新品节期间,我们增长了不到2000的愿望单,这个数字虽然不多,但其实也超出了我们的预期。因为这次新品节的时间不太凑巧,以及我们草台班子开发经验不足等多种因素,这个Demo其实上线得比较仓促,很多我们自己设想好的功能和内容都没来得及加入,更不用说各种各样的BUG了。在这种情况下还能有这么多玩家来体验我们的游戏并给出评价和建议,着实令人惊喜。无论这些评价是好是坏,都能够帮助我们把游戏做得更好,这对我们来说都非常重要。在这里我们工作室向每一位体验了我们Demo的玩家表示衷心的感谢!当然,感谢是微不足道的,重要的是游戏的品质得对得起大家的期待。未来除了要将游戏制作完成之外,根据玩家们提供的反馈我们也计划大幅优化游戏各方面的体验。首先,游戏的内容会极大的丰富,当前的Demo其实是完全以最后的解谜为导向的,之后我们会在监控、搜索页、聊天软件等位置中加入更多内容,让玩家能够更好的认识人物和理解故事。其次,我们会调整和优化谜题的设计,强化推理的逻辑和难度。比如有一个被很多玩家吐槽的谜题其实是纯粹的脑筋急转弯设计,之后会把它改动得更加符合游戏搜索—推理—解谜的玩法。当然,游戏会加入提示的功能,防止玩家在卡关的时候只能通过外部寻求帮助。我们非常喜欢《鲁特里一家死了》的小黄鸭设计,能够在不削弱解谜难度的情况下尽可能让玩家拥有顺畅的体验,我们会朝这个方向努力。另外,游戏的UI设计、美术、文本我们都会进行全面优化,正式版肯定不会像现在这样“粗糙”。这些需要调整的内容并不需要等到正式版,我们的Demo不会下线,改动完成之后我们会第一时间更新Demo,也希望对游戏的感兴趣的玩家可以继续关注我们,给我们提供更多的建议!感谢大家的支持!
First and foremost, a massive thank you to every single person who played the demo during the recent Next Fest. Your participation truly made the event a huge success for us. Thanks to your phenomenal support and enthusiasm, we have officially surpassed 70,000 wishlists!But we have some more exciting news we've been itching to share!Mark your calendars, set your alarms, and prepare your favorite scratching coin, because Scritchy Scratchy will officially launch on March 18th! The game is almost ready! We're doing our final polish and bug-squashing to make sure everything is perfect for launch. Many of you have been asking about the price of Scritchy Scratchy. You will be able to get the full game on Steam for just $6.99/€5.99.Join our Discord to stay up-to-date with all the pre-launch buzz and join the conversation!
Hello everyone—good morning, good afternoon, and good evening!During this Steam Next Fest, 3D Escape Room: Cursed Legacy got a lot of playtime and valuable feedback from many of you. Thank you so much for taking the time to try it out, leave comments, report bugs, and share suggestions—your feedback is crucial to us, and it also helps us see more clearly what we need to polish next. About the Demo FeedbackWe’re already sorting through all the suggestions and issues we received during Steam Next Fest, and we’ll be pushing forward optimizations and fixes one by one, including but not limited to: Clarity of the overall experience flow and guidanceLogic and difficulty of mini-games and puzzlesControls feel and interaction detailsVisuals, performance, and compatibilityFixing known bugs and improving stabilityFull Release Timing & Launch Discount3D Escape Room: Cursed Legacy is currently planned to launch in mid-April. After launch, there will be a 20% launch discount for two weeks (exact start/end times are subject to what’s shown on the Steam store page). One last little favor at the very end: please add us to your Wishlist 🙏If you enjoyed this demo, or you’re interested in the full release, feel free to add 3D Escape Room: Cursed Legacy to your Wishlist. Wishlists mean a lot to indie teams—they help the game get more visibility, and they also give us more confidence to keep expanding and polishing the content. Thanks again for all your support and feedback—see you at the full release in mid-April!
Hello everyone—good morning, good afternoon, and good evening!During this Steam Next Fest, 3D Escape Room: Cursed Legacy got a lot of playtime and valuable feedback from many of you. Thank you so much for taking the time to try it out, leave comments, report bugs, and share suggestions—your feedback is crucial to us, and it also helps us see more clearly what we need to polish next. About the Demo FeedbackWe’re already sorting through all the suggestions and issues we received during Steam Next Fest, and we’ll be pushing forward optimizations and fixes one by one, including but not limited to: Clarity of the overall experience flow and guidanceLogic and difficulty of mini-games and puzzlesControls feel and interaction detailsVisuals, performance, and compatibilityFixing known bugs and improving stabilityFull Release Timing & Launch Discount3D Escape Room: Cursed Legacy is currently planned to launch in mid-April. After launch, there will be a 20% launch discount for two weeks (exact start/end times are subject to what’s shown on the Steam store page). One last little favor at the very end: please add us to your Wishlist 🙏If you enjoyed this demo, or you’re interested in the full release, feel free to add 3D Escape Room: Cursed Legacy to your Wishlist. Wishlists mean a lot to indie teams—they help the game get more visibility, and they also give us more confidence to keep expanding and polishing the content. Thanks again for all your support and feedback—see you at the full release in mid-April!
The file that was triggering false antivirus detections has been removed.
Weyrdlets will become a premium game on March 17, 2026.Existing players will automatically keep full access to the game with no progress lost and no features locked.Why we're making this changeWhen Weyrdlets first started, it was a small desktop pet experiment. Over the past (almost) two years, it’s grown into something much bigger, and that’s entirely because of you. Today, Weyrdlets includes:Over 1,000 in-game itemsFarming orchards and fishingDesktop microgamesMultiplayer games & Sports DayWorble pet racingA social hubProductivity widgetsAnd a lot more than we ever planned at the start Along the way, many of you told us you actually prefer paid games over free-to-play, especially on Steam. We hear you! Moving to a paid model helps us continue developing the game long-term without pushing aggressive monetisation or compromising the cozy experience that everyone has come to expect.What this means going forward?From 17th March 2026, Weyrdlets will be a premium game on SteamExisting players keep full access to the paid versionWeyrdlets 2.0 will launch with a reworked economy:Items will be more affordableAll items will be unlockable and purchasable via CalcubotOskar will stop hoarding items seasonallyOptional DLCs will be introduced later as meaningful expansions, not pay-to-win content ✨If you’ve purchased Jellystars, you’ll continue to own them. ✨This change is about giving the game a healthier future so it can keep growing with the community that shaped it. We’re committed to continuing development and making Weyrdlets better with every update! Thank you for supporting our game. It genuinely means a lot to us. ❤️FAQ / Additional QuestionsI downloaded Weyrdlets before but haven’t played in a while. Do I still get the paid version?Yes. As long as Weyrdlets is already in your Steam library before 17th March 2026, you’ll automatically own the paid version.Will I lose any progress, pets, or items?No. Your progress, pets, items, Jellystars, and everything you’ve earned wi...
Feature AdjustmentsThe money cap for each birdwatching spot has been increased to 999,999.Slightly increased the brightness of Night Mode.Added a new frame rate setting in the Settings menu. Available options: 30, 60, 120, 240 FPS.OptimizationsOptimized the display logic of the birdwatching spot pop-up panel.Improved overall game stuttering issues.Bug FixesFixed several bugs related to photo preview.Fixed a bug where Crested Myna would sleep with their eyes open.Fixed a bug where feathers could not be picked up after entering Photo Mode.
Dear players, hello everyone.Maintenance will be carried out on March 5th at 15:00 (GMT+8). Thank you very much. Maintenance details:Fixed the misalignment issue in the sailor suit dynamic videos of Sonnirutama and Sanzang.Increased main cannon energy block output (daily purchase quantity of mall package ×10).Increased daily purchase limit of rune refine potion package in daily packages to 100.Increased purchase limit of star spirit package in daily packages to 15.Increased daily fruit consumption limit from 5 to 30.Increased the amount of Oriental Travel Guide fragments dropped by main cannons in Pursuit gameplay.Added random blue collection fragment as clear reward for Pursuit 11-20; random purple collection fragment for 21-30; random orange collection fragment for 31-40.Fixed the issue where combat power bonus in Pursuit did not refresh promptly on the panel.Added auto-refine function for rune refine: select rune, refine potion and target quality to start auto-refine. It stops when target quality is reached or potions run out, and can also be stopped manually.Added pity system for color star spirit recast: after a certain number of recasts, color star spirit will definitely gain two red-quality skills, then pity count resets.Lowered skill damage coefficient of Awakened Heroic Spirit Lü Bu.
Hello everyone!Due to save data loss issues caused by cloud synchronization,we have temporarily disabled the cloud save feature on Mac systems.If you lose your save data during this period,please contact us and we will provide you with a max-level save file.How to submit feedback: In the game, click Settings → Feedback → Fill in your issue and contact information → Send.If your Mac shows a Steam cloud error, please go to your Steam Library → Right-click the game → Properties, and disable Steam Cloud.We sincerely apologize for the inconvenience this may cause, and we will work hard to fix this issue as soon as possible!
Hi Travelers!Welcome to another newsletter! It's been a little while since we've posted one of these, so we've got a couple of things to catch up on.First and foremost, our new merch store is now open! Thank you to those of you who have placed an order, we've almost completely sold out of the adorable June and Damon sticker sheets!I've been busy packing orders, so everything up to now has been shipped out, and we hope you enjoy your new goodies!If you'd like to check out the merch store for yourself, you can find the link here!In beta news, we have an additional writer working to help get these one-on-one scenes done. The next update will be coming out shortly, and will feature Bash's scene!If you'd like to check out what's coming in Episode 10, or get hands-on with our new UI, our beta is available to play on the Mercenary Tier on Patreon.Our final sprite of the game is also now complete, and we have a little sneak peek here of what he will look like in the upcoming episode.I'll leave things there for now, and if you'd like to come chat more about A6, ask questions, or just stay in the loop, feel free to come and join us on the Wanderlust Games Discord.Until next time!💕 AeriieOfficial Website | X | Bluesky | Discord | itch.io | Steam
Hey everyone!The past few days have been hectic, much like all new releases. I want to thank everyone who’s tossed the D20 around a bit, and I hope you’re finding something fun in its simplicity.We’ve gotten some feedback about a few visual bugs and this hotfix targets them. There are also a couple visual additions, but more on this later.Let us know if you run into any new bugs, we do our best to test every build thoroughly, but with this stuff you just never know what can slip through. Going Forward:We have an update coming, hopefully in the next couple days, that will add in a “Gameplay Book” which will contain some details:Rules: a few pages about gameplay that break down mechanics a bit.Bestiary: track enemies you’ve defeated.Story: Review the various endings you’ve unlocked.Quests (Achievements): View the achievements in the game. Thanks again! Fixes:D20 would sometimes slide further and further to the side due to rolling in the middle of an animation. The “Roll” button is now a little more restricted when it’s shown so that this can’t happen.Opening the settings when the points were being animated would cause the number’s position to be offset.The buttons that had shaking animations had a sweet spot where you could cause them to vibrate violently, but now they’ve been reigned in. Remaining Visual Bugs (Can be remedied by closing and reopening game. Fixes coming tomorrow):If you have the upgrades menu open and then open settings and click the D20 it will cause the upgrade menu to get stuck closed.Opening settings menu when attacking an enemy can cause the health bar animations to get stuck.
Sorry for the delay. Due to more bugs than expected, we postponed the main update merge originally promised for February 27th to ensure a better gameplay experience.Ver2.0 has now been merged into the main branch on March 1st.Changelog (February 26 - March 1)More Stable Map Transitions: Significantly reduced issues with getting stuck during map changes, duplicate triggers, and state desynchronization.Smoother Interactions: Attack/gathering actions now automatically move the character into range before executing, reducing misclicks and "can't click on it" frustration.Fluid Map Operations: Improved continuity for movement, gathering, and combat. Fixed issues with characters abnormally continuing to move in certain scenarios.More Stable UI Display: Reduced flickering, occlusion, and jittering of enemy info and tile info. Hover tooltips are now clearer.More Reliable Inventory & Items: Fixed issues with item count desync, duplicate additions, and abnormal consumption for certain items.Enhanced Save Compatibility: Fixed issues with items and map states caused by some old/corrupted saves. Improved loading stability.Combat & Animation Feel: Reduced "button didn't respond" feeling caused by input locks and animation desync.NPC & Dialogue Experience: Fixed some dialogue trigger/progression issues. Interaction detection feels more natural.
Added Lantern Festival riddle event. Solving riddles can earn rewards such as furniture and cultural relics.Added new outfits: Lion Head, Lion Cape. Can be obtained by idling near Xiao Hei and Dede on the day of the Lantern Festival.Added new furniture available for exchange: "New Year's Day 'Gathering of Pure Things' Painting" at Xiao Hei's showcase; "Kitchen God Portrait" at Lu Ban's showcase; "Cloisonné Gourd-Shaped Hanging Lantern" at Dede's showcase.Fixed an issue where some limited-time exchange items in showcases ended prematurely.Fixed an issue where some events could not be triggered properly.
We're just barely over two weeks until launch! 😬I've been working hard on improvements:Improved the town-menu UI and the notification/tip UI.The intro fade-ins and fade-outs now look much nicer.Fixed Steam Deck issues with windowing modes and the splash screen.Improved performance (maybe only slightly this time 🤫).Fixed many minor bugs.There are other fun improvements in this patch for the full version of the game that you'll have to discover on your own when it launches! 😁If you haven't joined Discord already, please consider joining.
- Added SFX to hatching / fishing a unique fish - Added a tooltip explaining that only adult fish can breed - Fixed an issue where the fish info panel would stay open after coming back from visiting an aquarium - Fixed missing breeding dance - Fixed Tiny Mode resulting in black screen - Fixed buttons randomly disappearing while fishing - Fixed a crash that would sometimes happen when selling fish while fishing - Some UI fixes - Fixed missing "owned" indicator for cosmetics - Added a better indicator for receiving friendship eggs
Quality of life improvements Optimised load times for players who have accumulated 100s of familiars Auto start in Windowed mode on Steam deck and disable settings that are designed for desktop experience
Hey Ponderers!This is where we are at: ------------The Final Release Content Pass--- The Beginning (Magic + Scholar) -- (100% done)- The World / New Druidry -- (100% done)- The Workshop -- (100% done)- Alchemy, Part 1 -- (100% done)- Alchemy, Part 2 -- (100% done)- Rituals, Part 1 -- (60% -> 80% done)- Rituals, Part 2 + The End -- (0% -> 40% done)- New Game+ and Achievements -- (0% -> 80% done)----------Last month was incredibly productive. It feels similar to when you are on the last little bit of jigsaw puzzle: you've lined up most of the other pieces and then this sort of this cascade effect occurs. Every piece fills in quicker than the last. That's what orb has been feeling like to me.And you can see above I went a little off the rails! I moved off of rituals to work on the New Game+ section because I was struck with how I wanted to handle the new prestige upgrades.I've was brainstorming for a long time how I wanted to handle them, and I was always running into one small issue. "In a game about creating personalized builds, how do I fit prestige upgrades into that in a meaningful choice-based way?" If prestige upgrades simply upgraded each of your disciplines, wouldn't the player just simply choose the one that fits their current build? If you are a in a Wizardry focused build, wouldn't the player just choose the prestige upgrades that boosts Wizardry?I want there to be meaningful choices in which prestige upgrades you choose to invest in.And that's when this idea came to me: "Prestige upgrades will be drafted in a similar way to how Spells, Glyphs, Artifacts, etc. are drafted." And that got me so excited. Feels like I found the missing puzzle piece and all the other pieces clicked into place.So New Game+ works like this:- You earn Time Advancements for how far you get into each run (calculated by the number of attributes you've purchased)- You are given a set of random challenges you can choose to complete on your next run. Each challenge completed gives you mo...
Main game version update!The last few updates were initially launched in the beta version of the game so that we could collect feedback and fix as many bugs as possible before the full release. It's time to move the changes to the main version of the game!Update 0.87a:Factory auto-upgrade mode was turning off on game restartsThe ''Magical training'' upgrade did not work without the ''Training arena'' upgradeSmall changes in the descriptions of the medals upgradesUpdate 0.87:Updated sphere displayAdded the ability to auto-upgrade factoriesResetting the eyes on the world boss now requires confirmationDescription fix: auto clicks do not provide a click resourceDescription fix: explanation for the guild multiplier in the challengesAdded a hint about hero experienceTime rewind now displays progress (crystals)Fixed the forge progress bug (occured for some players)Fixed the error checking whether the card is openFixed a bug where the world boss was alive in the completed worldsFixed a bug where apples did not count the 3rd resourceAdded sounds and fixed some texturesSmall changes for optimizationUpdate 0.86:Added a new worlds tab (it's like NG+)Added a cosmic bossAdded a moon gardenFixed magnetsDisplaying information in gardens
AdditionsAdded Korean language 🇰🇷Added ability to change the colour of alliancesAdded World AI Setting to disable core transfer when a nation is annexed by playerAdded list of puppets to Nation Panel DiplomacyBugfixes & ImprovementsAdjusted Random World nation placement so that random nations favour tiles next to oceans and rivers, and avoid deserts and tundra. Random cities are still spread evenlyYou can now hold shift in most Scenario Editor commands to chain themUpdated terrain in Asia Map and 2026 ScenarioFixed pause icon showing up in alliance panel in scenario editorAchievements "Eternal Observer" and "God Complex" now save more regularlyAlliance names are now hidden if Nation names are turned offImproved alphabetical ordering in flag packsAdded a custom cursor when adding a puppetMaybe improved game performanceReordered some God Mode UIUpdated Unity version
Hi everyone!The Next Fest has come to a close, and with that also one of the best and most overwhelming weeks of our studio. We couldn't have prepared for the amount of players and amazing feedback we've gotten over the past week, and I'm grateful for all of you who left feedback, played, or even just wishlisted the game.Now, the question is, what's next for us? Well, it's back to the development mines for us so we can hit our late April release date. Addressing your feedbackWhilst you clearly enjoyed the game, that doesn't mean it doesn't have some flaws, and we'd like to address those. There were a few common pieces of feedback we kept on getting:Gnorman will get a disable option: I hear you, part of Clippy's charm was it's uselessness, but if you're playing for hours on end, you just want to strangle that gnome. More automation: Whilst the debugger may be a neat mechanic, after a while it gets tedious. We'll be adding a lot more automation for the game, so that as you progress, you don't keep finding yourself doing the same things over and over again. We'll also apply this to other aspects outside of the debugger. The skill tree will be completely reworked: The current skilltree felt kind of illogical/unbalanced, because it was just me throwing a bunch of things together, coming up with a number for cost and going "yup, that'll do it". This is of course not peak game design, and we're working on a new, much, much larger skilltree for the full game, that has more of a progression system built in. Reworking the game's pacing: Right now, most of the excitement is right when you release a game, after which you're just fighting a losing battle against seeing your revenue/second drop. This isn't great, and with all of your feedback we have a bunch of ideas on keeping the excitement going throughout your game's release cycles. More clear sequel development: We hear you, data is an important part of progression, and you have no idea how you actually get it, and how to ge...
● Getting ready for Season 4 ● (have to be unlocked) Seasonal game tokens - complete a full day of quests to get a token, exchange enough tokens for a random Hero of choice ● Opening or switching between Seasonal & Main game will now max out the Speed Step if your Energy timer is not depleted after Away income ● Ascension tree now displays purchasable skills further than the neighboring node ● You can now purchase a path of Ascension skills with one click ● Game performance in the Ascension tab improved ● You can now adjust the zoom level in the seasonal upgrade menu ● Increased the maximum zoom out on the Conquest map ● Removed the lock toggle on zoom in/out ● You will be prompted to confirm a Regular Ascension if previously you used a Perfect Ascension ● Hovering over a recruited Hero will display its name ● Some bug fixes