Greetings Vampires, Update v0.2.24 introduces background persistence polish, seamless quest tracking while minimized, and a major experience rebalance for Coven trials and Grave Harvesting. Silent Background Progression * Uninterrupted Multitasking: Minimizing or alt-tabbing the game to the taskbar no longer triggers the full-screen "Welcome Back" offline summary modal upon returning. Progression ticks and database heartbeats continue completely silently in the background while you are logged in. * Dedicated Login Modals: The offline progress modal is now reserved exclusively for authentic logins from the character selection screen after being away from the game for 30 seconds or longer. Background Quest Synchronization * Continuous Advancement: Active daily and weekly quests now authoritatively advance on the server while the game is minimized or in the background. * Toast Notifications: Completing a quest in the background displays a clean on-screen toast alert rather than a full modal interruption. Coven Trial Scale & Grave Harvesting Rebalance * Trial Experience Scaling: Increased the baseline duration calculation for Rally and Cache trials from 120 seconds to 300 seconds, aligning gathering and crafting trials with combat payouts. * Grave Harvesting Parity: Rebalanced experience values for high-tier Grave Harvesting nodes (Level 45 to 120) so rewards scale proportionally with long extraction durations (20s to 60s). This eliminates the previous experience deficit and brings mining into parity with Night Foraging and Relic Scavenging across both regular skilling and Coven trials. * Lucrative High-Tier Trial Yields: Mid-to-high tier participants now reap substantial experience rewards (13,000 to 20,000+ XP) reflecting their time and rune participation. Lineage Offline Tracking & Engine Stability * Accurate Lobby Timers: Fixed an issue where background coven roster queries could inadvertently reset inactive character offline timers. Character cards in the Lineages ...
Greetings fellow rulers! The recent patches did some changes to the maximum storage within the game. However, Magic capacity has been untouched. This patch aligns Magic capacity more with the regular storage. Also, it includes some general fixes and adjustments. Decreased second "Mana Crystal Capacity" costs Added third "Mana Crystal Capacity" Upgrade Drastically increased amount of max Magic per Magic Crystal per default Drastically increased amount of max Magic per "Magic Crystal Capacity" Upgrade Flattened Magic Crystal costs curve from 50% increase to 30% Capped any Magic cost to never exceed 50,000 Added starting option for opengl3 on Windows to handle GPU related crashes thanks to some engine bug (again) when no dedicated GPU is being used Added additional handling when saving/loading settings to prevent crashes Fixed an issue where multi-queue using LShift didn't work when individual resource costs got very high and other weird behaviour with high costs Fixed an issue where selected specialists in Tavern distributions wouldn't display correctly (related to final prestige tier) Fixed an issue where menus could be closed using escape during tutorials with highlights Added missing sounds to newly added ship selection buttons during worker/unit selection
The Ash Tower is here: the first big endgame event after the Ashfall. Along with it: films for every companion and the Epoch Bosses, two new music pieces, seven foes found nowhere else — and, once more, a few things you found. Thank you. The Ash Tower — a new “Events” tab After your first Ashfall a tower stands north-east of Emberwake that nobody built. It appears on the world map (with a spoken story) and on the left in the new EVENTS section. Endless floors: three waves of three to five foes per floor, every fifth a guardian, every tenth a memory room. From floor 20 every floor carries an element (frost, poison, blood, arcane), from floor 40 affixes such as Armoured, Hasty, Draining, Mirroring or Glowing — all announced beforehand. Health and Ember do not refill between floors. Provisions are limited to 20 per kind until the next rest (every memory room refills), and the Ember Belt does not count in the tower. Auto-healing can be adjusted right inside the tower; stance, abilities and consumables sit on the left below the tower picture during tower fights. If you fall you return to your last rest: every memory room is a checkpoint — full health, fresh provisions, your gifts stay, and a fall does not use up a rated climb. No gold lost, no death in the world. Your record stays. You set the pace: after the start the tower waits for “Enter floor 1”. If you like, switch on “Stop before every floor”; otherwise a short breather follows each floor. You can abort in any state. Your hero visibly climbs the tower — from floor 1 at the gate to floor 50 at the crown. From floor 51 the picture changes: the tower above the ash clouds, lightning in the storm, the Colossus far behind. Memory rooms, seals, tower gifts Every ten floors a memory room: a spoken memory of the city, its own picture for every memory (the bell, the map chamber and the spine also have a short film), full healing, fresh provisions and one of three gifts for this climb (more damage, less damage taken, life le...
Crown Siege is right around the corner, and we're now over 30,000 Wishlists!!It's pretty surreal to see how far this game has come in the last ~9 months. Most of the fundamentals of the game - scaling up a massive army to fend off waves of enemies - are effectively the same as they've been since the very beginning. Yet nearly EVERYTHING surrounding that has been expanded and enhanced! You'll be able to see it all for yourself on September 18thMore than just knights and goblinsWhile goblins are still the main foe you'll be contending with, the roster has expanded to include MANY new enemy and player units to put to the testA whole new world to exploreProgress is no longer linear through a preset sequence of levels. You'll now venture out between nodes on a map, pushing into new territories, and earning new resources to upgrade withEarn Crowns and upgrade you armyThe skill tree has seen some MASSIVE expansions since the demo. Use a mix of experience, additional resources and unit-specific SP to upgrade as you see fit!More from 2 Left Thumbs?Coming just 1 week later on September 25th...Decklings is a creature collector + deckbuilding + resource management game. It's not an incremental, and is a little more strategic than Crown Siege. But a charming cartoony style, exploring new areas, acquiring new monsters to fight with, and managing/leveling them up for greater power potential are all held in common between the two.Please be sure to add it to your Wishlist if you're interested!
MEGACITY: Build 26 Version 2.11.3 Existing saves remain fully compatible. - Districts now have Underworld Heat ratings, with sorting, filters, and a new Lay Low command for reducing local crime and gang influence. - Military command has deeper squad roles, deployment doctrines, captain succession, casualty tracking, and upgradeable rail corridors. - Medical care, factions, institutions, contracts, commercial licenses, and production reports provide clearer information and more persistent consequences. - Construction quotes, recovery cards, navigation, and world-map interactions are easier to read and use. - Improved support for enlarged text, high-DPI windows, mobile screens, and Steam Deck-sized displays. - Fixed Steam Cloud restores losing reports, upgrades, relationships, and in-progress operations. - Fixed renamed settlements reverting to outdated names after map interactions, saves, or backup restores. - Fixed several cases of clipped controls, unreliable map selections, stale district commands, and incorrect readiness information. - Improved startup performance and stability for large or complex saved cities. Cheers, Luke.
The Wild West Book DLC is Here!This Wild West-themed book unlocks 20 additional levels for Coloring Pixels. Go back to the untamed wilderness of Western America: cowboys, wild animals and rolling hills!Take a trip to the Wild-Wild West and relive the stories of the past!Available for the price of $0.99, £0.95, or your regional equivalent.
Overclocker Buff: Increased from 225% max bonus to 400% max bonus (20% per level) New Manage Shipyard Queues function where you can adjust the ordering and refund for 80% of original cost Astra costs have been increased a bit as the previous reduction went a bit crazy (it's still still cheap overall) More advance time improvement optimizations Storage building scaling has been smoothed a lot and they are now single copy buildings that can be built all the way to level 100 Keystone storage capacity has been reduced Not that anyone was considering it... but colonizing a win condition tile now voids starter protection
Greetings Vampires, Update v0.2.24 introduces quality-of-life improvements to background persistence, enables seamless daily and weekly quest progression while minimized, and resolves offline duration tracking in the Vampiric Lineages screen. Silent Background Multitasking Uninterrupted Play: Alt-tabbing, minimizing the window to the taskbar, or moving between desktop workspaces no longer interrupts your session with the full-screen offline summary modal. Progression ticks and database persistence continue completely silently in the background while you are logged in. Dedicated Login Reporting: The offline summary modal is now cleanly reserved for authentic character logins from the lobby when you have been away from the game for 30 seconds or longer. Background Quest Advancement Daily and Weekly Quests: Active quests now authoritatively advance on the server while the game is minimized. Toast Notifications: Completing a quest in the background triggers a lightweight on-screen toast alert rather than taking over the screen. Lineage Offline Tracking & Engine Polish Preserved Lineage Timers: Idle progression resolution has been decoupled from background coven roster queries. Inactive characters in the Vampiric Lineages screen will no longer have their offline timers reset to zero. Precision Lobby Counters: Character cards in the selection screen now maintain accurate offline duration counters and cap ratios that reflect true elapsed time. Task State Stability: Resolved an issue causing active tasks to briefly cycle states when entering the world from the lobby.
Hotfix 4 (v1.0.4) Mining rigs take far less save space, fixing the "save storage full" problem. Mining rigs are now capped because of that save problem. Existing rigs above the cap keep working. INSANITY LAYER leaderboard cap raised. Armor stat label was mistranslated as "arm" in TR / ZH / RU, fixed.
Hello, friends! We are happy to say that we've fixed the following issues in this latest update: -Steam Cloud not working; -Congratulations Screen not triggering when completing advanced mode of the main level; -Cat on train not coloring at first click; -Sound Settings not muting despite being set for it; -Cat on Windowsill no longer spawning in a weird position; We hope these fixes improve your overall experience of the game. Let us now if everything works as intended for y'all now, happy Finding!
By the beard!Added Japanese and Korean language support!Fixed various dwarf damage upgrades sometimes improperly applying until game reload.Fixed a lot of potential crashes related to massive numbers (BigNum) that would impact very late game states and large bloated save files.Fixed a few timer issues in very late game states.Optimized and safeguarded against a couple memory leaks for very late game states.Fixed and added guards against a couple GUI related crashes.Limited max mithril per mountain from mithrilLuck, so that absurd late game values do not cause an unending flood of mithril.Added a small "Close All" button to the top left of the spelunker return panel.Spelunker return panel queue is now limited to 30 max, to help with late game performance.The little scientists drawn in the laboratory are visually capped to 50 now to help with late game performance.Various minor performance optimization.Few localization and text fixes.Few minor bug fixes and tweaks.The game is also 20% off for the next 7 days! Tell your fellow hungry dwarves who have yet to feast upon the great world spire! The time is nigh!
Hey y'all!While NG+ is not out quite yet and still needs time in the oven...I'm happy to announce the very first merch drop for Horripilant, featuring designs from the community, is now live!As a special thank you for early supporters, everyone who orders this week (Until Sept. 18th 1PM ET) will get 10% off their order!Get Your Horripilant Merch here!This drop includes 2 unique T-Shirt designs, see them here:You can buy them individually, or together for an extra discount!
After a year of hard work, late nights, and a whole lot of passion, we’re incredibly excited to finally share Moon Garden with you! :) From the very beginning, it’s been our dream to create games that bring a little more positivity and happiness into the world. We wanted to make something people could relax with, enjoy, and hopefully find a little meaning in along the way.We’re a very small team, just one programmer and one artist, so bringing the game to life has been a huge journey for us. There were plenty of challenges along the way, but we kept pushing because we truly believe in what we’re making.A huge thank you to everyone who played the demo, wishlisted the game, shared it, gave us feedback, wrote reviews, followed development, or simply supported us along the way. It has meant the world to us. 💚✨We’ll be closely watching your feedback and reading your comments, suggestions, and reviews. We want to improve Moon Garden as much as possible, and your feedback will play a huge part in that. So please tell us what you loved, and what you think we could improve.We genuinely hope you enjoy Moon Garden as much as we’ve enjoyed making it. -docwhop and Ruru 🌙🌿
Code Blue Idle launches Tuesday, September 22 Code Blue Idle releases on Steam on September 22 for Windows, priced at $7.99. If you haven't played yet, the free demo is available now. It covers the early game: treating your first patients, hiring staff, and getting your clinic to run itself. What's in the full game 70 patient cases across 8 care settings, from the Outpatient Clinic to the ICU 7 clinical skills, each with 99 levels and individual case mastery 47 upgrades, 15 staff types and a 31-node research tree 30 event types, including patient surges, VIP patients and health inspections A 7-level prestige system that ends with the Chief of Staff win condition Up to 24 hours of offline progress 30 Steam achievements and Steam Cloud saves Wishlist Code Blue Idle and Steam will notify you when it's out. Feedback and bug reports are welcome in the Community Hub.
I've added Lowmoor's third adventure in 1.7.0: The Last Anchorage. You follow a missing Guild expedition through an occupied archipelago and bring its convoy home. The campaign has a prologue and six chapters, with two endings and coastal patrols afterward. A voyage for veteransUnlock Module III by completing the Maw and recording 200 hours of adventuring, or by reaching any Vale ending. Recorded hours combine your active adventurer and retired records. The Maw remains the starting adventure. The Mourning Vale opens after it; the Sea is a longer campaign built for an established legacy. In matched tests with a reference 250-hour veteran, Sea took about twice as long as Vale, earned roughly three times the gross gold per hour and paid six times the prestige at retirement. That works out to about 2.9 times the retirement prestige per campaign hour. XP per hour was lower, around 36% of Vale's. These are campaign comparisons: your build and route affect the results, and patrol prestige has a finite allowance. Choose what your expedition preparesOpen Sea Chart to see the islands, your ship and the current expedition. Progress comes from completing connected preparations: surveys, port clearances, rescues and convoy work. Fighting and travelling advance that work; completing the chapter route opens its boss. You can follow the automatic voyage or choose an alternative. In Chapter I, for example, the harbour route opens a port for this voyage, while the reef survey records a route for future voyages. Each choice explains its consequences. Choose a destination and your adventurer handles its prerequisites, then resumes the chapter route. Everything continues offline. Surveyed routes survive retirement. Ports, crews and convoy preparations must be secured again. Ship upgrades add up to 15% expedition progress per activity and last one voyage. Their Auto orders carry over; purchases wait until the planned route can use them and you hold three times the price. Chapter skill po...
Hello guys, Thank you so much to everyone for the interest you've shown in my game!Based on the feedback I've received, I've made a few improvements to make certain mechanics clearer and ensure that all achievements remain obtainable.First, some players were confused about what Armour actually does. Armour reduces the amount of stamina you lose whenever you deal damage to an enemy, regardless of which weapon deals the damage. I've updated the description of the first Armour node upgrade to explain this mechanic more clearly.Additionally, some players reported that they were unable to collect enough Boss Coins to complete all achievements if they finished the game without unlocking the Enable Trade button.I've made an update to address this issue. From now on, if a player finishes the game without unlocking the Enable Trade button, it will become available to unlock for 50,000 EXP instead of 1 Boss Coin. This allows players to continue progressing and complete all achievements even if they didn't unlock it earlier.I'll continue making improvements based on your feedback, so please feel free to share any issues or suggestions you have.Thank you again, and have fun!
Hello Everyone,Today we have an announcement regarding the cadence with which we ship updates to the game.We will be transitioning from the strict 2 week update cycle to a more ad hoc update cycle for the next month or two.This will give our team the ability to focus on polish, performance, bug fixes, and stability, as we gear up for some exciting developments!There will still be updates coming over this period, but they will be driven by when we have something to roll-out as opposed to happening on a strict schedule.On the game content side, we are plowing ahead on the profession improvements in addition to some larger structural content changes which we’ll be getting your feedback on soon.The next update which is likely to come out after this change is the upgrade to SpacetimeDB 2.10 which represents nearly a 1 year jump in SpacetimeDB versions, unlocking a ton of potential improvements. We are hoping to roll this out in the next week or so and will let you know when we have a date locked in.Thank you for your understanding and we hopeful this will allows us to tackle some important things for the game which we have not been able to address in the previous 2 week cycles.
- Extended the Tornado unlock progression through T225. - Added exponent upgrades for a–g to the p tab, including the previously inactive T99 upgrade for a. - Added Z-Reactor EX_C at T98, which strengthens the exponent of c and features an intricate, braided flower-like curve. - Added Z-Reactor EX_L2 at T200, which accelerates Loot progress and features a woven spherical curve. - Added six new Professor Challenges: - Sinkhole — T92 - Sphere — T102 - Drunk — T111 - Poor Math — T119 - No Rebirth — T150 - Sin Spiral — T225 - Each new Professor Challenge features 11 completion levels with progressively harder goals designed for long-term progression. - Added a per-clear cap to Professor Poor Math’s reward to prevent excessive scaling with extremely large parameters. The original Poor Math challenge is unchanged. - Added Tornado-based access to additional Battle Upgrade groups at T90 and T108, while preserving existing unlocks. - Increased the Tornado-granted Inspiration bonus from 100 to 200 at T96. - Increased the Tornado-granted Formula Fragment bonus from 20 to 40 at T117. - Added a custom numeric multiplier for Nuke Mode, saved separately for each enemy. All seven existing presets remain available. - Improved compatibility with older saves by filling missing progression entries without discarding existing progress. - Improved startup recovery for incompatible saves, displaying the rejection reason while protecting the original data from being overwritten. - Reduced curve-rendering workload on the desktop Battle screen. - Improved text contrast in account-linking and feedback dialogs, including the Google sign-in button. - Fixed clipped level labels in the store’s Variable Upgrade section. - Fixed the Tornado reward preview incorrectly displaying “Next Reward: Tier 9999.” It now shows the actual next unlock and its description. - Added English and Japanese descriptions for the new Tornado milestones. - Added a clear message when all current milestone unlocks have bee...
· Fixed the issue where cats were displayed abnormally in the cat bed. After updating, go to Settings - Close the game - and reopen it to fix. · Fixed the issue where sound still played when the sound was set to 0. · Fixed the incorrect price display for some small animals when leveling up. · Optimized the layer priority of some animals. · Pinned the response priority of the one-tap hide button. · Optimized the abnormal scaling of vegetables.
Added a new Settings tab to WA3 with the following options: Disable animations when displaying WA3 Results. Disable timer and screen shake during countdowns. Apply Nitro speed to the WA3 Auto-Retry countdown. Automatically pause when 10 seconds remain in a WA3 Run. Hide the Relic Inventory Window. Keep the current menu tab open when retrying a WA3 Run. (If the tab is not yet unlocked at the next WA3 Run, the Ability menu opens instead.) The minimized Relic Inventory Window now displays the Heart Stones and Spirit Essence you will receive at the end of the current WA3 Run. Improved game performance and reduced stuttering during autosaves and auto WA1. Utilities can now be moved between Hero and Global Utility Slots via drag and drop. Fixed an issue where Shift-double-clicking could equip duplicate Utilities in Global and Hero Utility Slots. Fixed an issue where Global Equipment Loadout names were shared between Main and WA3 Runs. They are now saved independently. Fixed WA1 Upgrade Levels carried over by WA3 Accomplishment #110 exceeding their caps when WA3 Accomplishment #115 has not been unlocked. Fixed an issue where Town Ranks could reset despite having the required Accomplishment Rewards when performing WA1 during a WA3 Run. Fixed other minor bugs/typos
NEW AQUASCAPING CHALLENGE - "Still Life"More than just well lit fruit paintings, show us your still life aquarium!Shout out to @tim_discor__ for their Little Town tank from last week's challenge!You can find the theme each week in the Fish Game Pause Screen. Post your submissions to #aquascaping-challenge in our Discord with this week's challenge in the text, and they may appear in the pause menu of the game!
I have tested with multiple people now and figured out what was causing the save issue. I'm definitely sure it should be fixed this time, however of course please let me know if not.
Seasonal events are coming to Scratch Inc., starting this October with Candy Inc. These will be new takes on the main game with faster progression, permanent QoL, new types of prestige levels, and event-only rewards.Get candy, open shops, hire monsters, and build a candy empire. Candy Inc. will have its own progression and leaderboards, with Gold, a new Bat Shirt, and the Halloween cosmetic pack to earn and bring back to the main game.This update adds a preview of the event. Once you’ve completed your first Loyalty reset, you’ll find an Event button with a preview now and the full event when it launches. It’s planned for October 2026, and I’ll share the exact date closer to launch. Hoping to have another ready for the winter holidays as well!There are also a few improvements available now:Switch between upgrade tabs without closing the current menu, on mobile and desktop.Optimized leaderboard and analytics processes to improve performance.Improved translations.Improved gold purchase and restore handling.Various fixes and improvements throughout the game.Also, I’ll be releasing a very different game soon: an incremental survival game with a deep story I’ve been working on the past year. Stay tuned!
This update introduces a brand-new timer mode: Flowtime!Until now, Focus Grove was built around the classic Pomodoro timer. Flowtime gives you a more flexible alternative - instead of counting down, the timer counts up like a stopwatch, and you decide when your focus session is finished.Start working, studying, creating, reading, or doing whatever you want to focus on, and simply stop the timer when you're done.How Flowtime worksEvery 25 minutes, your in-game storages are automatically emptied and collected items are moved into a temporary basket. When you finish your focus session, you receive everything you've gathered along the way.Automatic collection works for up to 120 minutes of focus time. We still believe breaks are important, and two hours of continuous focus is already quite a lot!Once you finish your session, Focus Grove automatically calculates your recommended break time based on how long you worked, up to a maximum of 30 minutes.We hope Flowtime will be a useful alternative for anyone who finds the fixed structure of Pomodoro a little too restrictive, and that it helps you focus:)Other changesNew tasks can now appear at the top of your to-do list. You can choose in Settings → UI whether newly created tasks should be added to the top or bottom of the list.Improved multi-line tasks. Longer tasks in the to-do list should now display more cleanly.Fixed Woodlings when switching Groves. In some cases, switching between different Groves could cause Woodlings to return to their default state and lose their selected clothes or names. This should now be fixed.Small UI fix for the profile deletion confirmation prompt.We hope you enjoy Flowtime! Let us know how it feels compared to Pomodoro and which mode works better for you. 🌱
Hey Looplers!So, after a year The Loopler is about to release. It has been an incredible journey and I am so thankful and grateful for all of you that has joined us, whether you've been here since the start or have only just joined. The game itself has come a long way, from that very early itch version to what is now about to release, I'm very proud to say that the vision I had to begin with has come to fruition and I am very excited to put it out there.Alright, some information: The Loopler is launching now at a price of $9.99 with a 10% discount, this means that for launch the base game will cost you $8.99. On top of this, as a completely optional addition, the Infinity Bundle will launch, this will include the game, the official soundtrack and some cosmetic goodies. This will cost around $14.10 for launch.I really hope you all enjoy The Loopler and I'd love to hear you in the Discord, the Steam Discussion or even the reviews, the latter being quite helpful on Steam itself. Discord: https://discord.com/invite/thelooplerI hope you all have a good day/evening/night of looping.Cheers, Mheep