Game Updates

Patch notes and dev posts · 15,391 Steam updates
Desktop Heroes
Desktop Heroes
274 days ago · MustafaYaya

v2.5.0 Update Is Now Live!

🎉 v2.5.0 Update Is Now Live!The v2.5.0 update is officially available for all players. This update introduces major improvements to loot systems, crafting, progression, balance, and UI, along with numerous fixes and quality-of-life updates.Thank you to everyone who supported the game and shared feedback. Here is what’s new in v2.5.0.⚔️ Gameplay & Systems🧩 Loot and MobsItems such as Herbs, Dice, and Gear now drop from mob-specific loot tablesNew Special Mobs have been added for Dice dropsEach Dice type now requires defeating a specific Special MobMob Detail Menu addedShows total kill countDisplays possible item dropsBoss levels are now visible🛠️ CraftingCrafting system reworkedBalance adjustments appliedRecipes updatedNew Green Herb added❄️ Maps and ProgressionSnow Map progression updatedYeti and Santa bosses now drop their own unique itemsMap unlocking system moved to the Upgrades MenuNew Gate Keys added as boss drops to unlock mapsMap Selection Menu updated with a new UIPossible loot drops are now displayed per map📊 Balance and CombatStat calculation system reworked for improved consistency and balanceMinor updates to map difficulty scalingParty positioning and movement now play a more important roleBoss and selected mob attack ranges adjustedAttacks no longer hit only the front characterFurther improvements are planned for future updates🎨 Visual UpdatesEdric animation visual improvements✨ New and Updated FeaturesFairy’s BlessingWhen a hero is revived using a Resurrection Elixir, they gain 4x damage reduction for 1 minuteFairy Revive UpgradeFairy can now use Resurrection Elixirs to revive heroesSteam Achievements fixedNew Snow Map Achievements added🐞 FixesFixed the Infinity Sell glitchFixed an issue where items could drop above level 500Fixed Attack stat calculation display issues in the UIThis update sets the foundation for upcoming content and balance improvements. Thank you for playing and supporting the game. Your feedback continues to shape its future.See you ...
IGNOBLE
IGNOBLE
274 days ago · dragandackovic87

IGNOBLE Is Live on Steam | Official Trailer Reveal

Hey everyone 👋We’re excited to finally share IGNOBLE with you.Our Steam page is now live, and today we’re also releasing the announcement trailer. This is the first real look at the game.What is IGNOBLE?IGNOBLE is a fast-paced 2D action game focused on brutal combat, deep progression, and high replay value, wrapped in a retro pixel art style. Fight through overwhelming enemy waves, unlock and combine powerful skills via cards, items, and a branching skill tree, and push your character deeper through layered progression and prestige systems.What We’ve Been Working OnOver the past months, our main focus has been tightening the core gameplay:More responsive and readable combatSmarter enemy behavior and clearer attack patternsBetter visual feedback for hits, crits, blocking, and ultimate abilitiesFine tuned player's skill progression, added cards and item dropsAt the same time, we’ve been polishing the UI, visuals, and performance to make sure intense moments stay clear and smooth, especially as the action ramps up.About the TrailerThe trailer released today is an important milestone for us.The music was composed by the founder of our studio and performed by Fames Project, whose work specializes in orchestral recordings for games and movies. We wanted the trailer to reflect the game’s tone: dark, intense, and dramatic, while giving a sense of the scale we’re aiming for.What’s NextWith the Steam page and trailer now live, we’re fully focused on preparing a playable demo that represents IGNOBLE properly. We’re actively testing, iterating, and refining the experience, and our goal is to showcase the demo during Steam Next Fest.If you haven’t yet, wishlist IGNOBLE and stay updated as we get closer to the demo and release.Thanks for checking out IGNOBLE and supporting the project. We’re just getting started. More updates soon.
Tiny Paws
Tiny Paws
274 days ago · Zenkimnikim

🌟 Major Update Incoming – Launching January 21

Hello everyone!We’re excited to announce that the next update will be a major one — our biggest step forward so far — and it will be available on January 21. This update will introduce new systems, deeper improvements, and a lot of content we’ve been preparing behind the scenes.Until then, we’ll continue releasing small maintenance patches to keep everything running smoothly.🐾 Until Release DayIf you find any bugs, issues, or strange behavior, please share them with us through Discord. Your reports help us catch problems early and polish the experience before the big update goes live.🚀 After the Big UpdateOnce the January 21 release is out, development will continue at full speed. We have plenty of exciting features planned, and your feedback will play a huge role in shaping what comes next.💌 Thank YouThank you for your support, patience, and all the feedback you’ve shared so far. Please stay tuned — we can’t wait to show you what’s coming!
The Dream Globe
The Dream Globe
274 days ago · roamingolh

Small update 1-14

The bread / fishing mini-games now only respond to mouse clicks within the mini-game interface. Clicking elsewhere will no longer end the game.Fixed the sorting of certain items in the lesser altar—they are now strictly sorted by rarity.And, I should mention it again:After the update, if some Windows 11 platforms may experience an issue where the black background cannot be removed. This is caused by certain incompatible automatic optimizations in Windows 11. To resolve this, 1) navigate to the Steam installation directory of the game, locate the DreamGlobe.exe file,2) right-click on it, select Properties → Compatibility → Disable full-screen optimizations. This should allow the game to run properly.
Campoca
Campoca
274 days ago · mooz-

Patch #2

Today we're bringing you a new update for our beloved campsite! 🥳 New game: Ghost Choir – Delightful whisps in the forest sings for you in this musical mini‑adventure! 👻 This will of course add to the tally of Golden Alpacas! Have you caught them all? A new Fluffy Friend has moved in! Be sure to refill the food and water to keep it happy! You can expect more updates on this in the future! The birds wanted more cartoons, so we rented a few more VHS tapes - Hope you like, @Lulu and @Mark! Trombone was a bit hard - so we added a screensaver for you to show you how it's done! New Paint Mode makes it easier to redecorate the Birdhouse. Behind the scenes we now have better support for optimized patch sizes. This means a lot less megabytes to download in the future! And finally the biggest news for today - more Sunglasses! They are so cool 😎
Incremental Infinity
Incremental Infinity
274 days ago · rablogames

Demo Update: Mine Upgrades, Fast enemies, and more

Hi everyone,Before anything else, we wish you all an amazing 2026! 🎉Here’s the first update of the year for Incremental Infinity! We’ve added some cool new content, so let’s jump right in and see what’s new.New Upgrade: the MineYou can now unlock a new upgrade in the skill tree that places a mine on the screen.When an enemy gets close, the mine explodes. After that, it reappears 2 seconds later. You can have up to 4 mines active at the same time. If you keep unlocking mine upgrades beyond that limit, your existing mines will become stronger instead. As with all other upgrades in the game, there’s no limit to how many mine upgrades you can take!New EnemyUntil now, the game featured normal enemies and big, slow ones. A new threat has entered the arena: a thin, fast enemy. This enemy is weak, but moves twice as fast as the normal one and approaches you in a zigzag pattern, making it harder to deal with.Reworked Skill Tree Sector UnlockingWe’ve reworked how sectors unlock in the skill tree to make the process more satisfying. Previously, this part felt a bit underwhelming. Now, each upgrade appears one after another, accompanied by dedicated visual and sound effects, providing better feedback when expanding the tree.Bug FixesFixed an issue where enemies could be pushed outside the player’s attack range when heavily investing in the pushback upgrade.Fixed a progression lock that could occur when restarting on a wave with big enemies while growing very quickly during the zoom-out.We hope you’ll enjoy this new version of Incremental Infinity! Feel free to try the demo, and if you enjoy the game, leaving a review would help us a lot.We’ll be back very soon with more updates!Take care,The Rablo Games team
Craftlings
Craftlings
274 days ago · Ariano

A personal letter to comunity

Hi, Ariano here – some of you know me at least a bit, but for many I am an unknown person, releasing just another solo developer dream game… I am writing for those who are interested in me and the project, and I am writing this furthermore to say thank you to everyone who has helped me during this 4-year journey and made my childhood dream real. I was seven years old when I discovered video games on my father’s x386 DOS machine, with big floppy disks and a Hercules graphics card. As I played a game, I was instantly impressed by visual objects moving on the screen as I hit the arrow buttons on the keyboard, or felt a huge blast when an object shot a projectile after I pressed the space bar—followed by incredible excitement as the projectile hit another object and exploded into hundreds of tiny pixels. This experience was so strong—being able to interact with a “cartoon”, something I had only known from TV as a sequence of images—that I started asking myself how it worked. I told myself, at seven years old, that I wanted to become a game maker—probably what I meant was a game developer, but there was barely any official terminology for that, at least in Poland before the fall of the Berlin Wall. A few years later, I had learned coding, played a lot of football, and, as a teenager, chased a school love—while from time to time trying to build a game and find a place in the world for myself. After school, I started studying computer science and decided to move to Germany, where I am currently living. I wouldn’t be here typing this without the huge support I received from my wife and family and friends, but also from some strangers I met on the internet—people who used their free time simply to help me with the project - this truly blows my mind! I feel incredibly proud that I met you, that I talked to you, and that with some of you I have even become friends. I mentioned a few times that I am a solo dev, but this does not mean that I have done everything completely alone...
Yolk Heroes: A Long Tamago
Yolk Heroes: A Long Tamago
275 days ago · 14 Hours Productions

WE DID IT! We finally fixed that one stupid bug!!! (And some other stuff)

Greetings fellow mortals! The important stuff up front.Yolk Heroes has some bug fixes up, it's been a bit, but I think we FINALLY fixed a few of the major bugs that have been plaguing the game. Not, as in major bugs that ruin anyone's day, but the really annoying ones.Among other things, we have hopefully fixed the two most reported bugs. Hopefully the character portraits are fixed and hopefully the stats that you are training is always shown correctly!You'll all let me know if we got it wrong!Patch Notes:-Fixed menu lock up on growing up animation-Fixed menu's from locking out button inputs after level up animations-Save slot month translation fix-Consistent continue text arrow graphic for each language-Save file icons instead of labels-Save slot font sync on chapter name-Fixed inventory empty text not being translated- Fixed translations not loading for the fairy guidebook- Added a function to change roman numerals to int - Made the font label load the correct font for the PlustStatFX - Fixed splash screen not loading fonts in other languages-Portrait fixes-Stat training displaying the wrong message fixed-Various translation fixesFURTHER DETAILS on the future of Yolk Heroes and other cool things going on with 14 Hours Productions:What? Are you still here? Oh, then I'll pretend you want to hear things! So, Yolk Heroes 1.2 with poke place is still slowly being worked on. No promises on the release of that sadly! But it is not abandoned, ha!Also, 14 Hours Productions will soon be announcing its next game. So, when that happens I hope you all care. We're been working on it hard, and we even signed with a really cool publisher. I can't say which one just yet. That would be cheating.Another game that 14 Hours worked on but was released by our good friends My Next Games also just came out this week! Hank: Drowning on Dry Land.You should check it out. It's pretty cool, a small time travel adventure game. I don't know if I Would call it an Immersive Sim, but it is neato. P...
Asbury Pines
Asbury Pines
275 days ago · chimcham

Asbury Pines Is Now Steam Deck Verified ✅!

We're thrilled to announce that Asbury Pines is officially Steam Deck Verified ✅! We were focused on optimizing the Steam Deck experience through updates in a bunch of areas: Readability of text (players can customize UI zoom levels with more range) LegibilityLarge font mode addedFriendly font options for non-print text is much more clear and maintains the art design of the content Removed unnecessary mouse/keyboard/hot key glyphsGraphics and notifications appear and disappear as intendedSteam Deck mode can now be disabledCheers!John & Pete
Gamblers Table
Gamblers Table
275 days ago · Bossforge

Gamblers Table Feedback Form

Hi Gamblers!We are currently looking for feedback on Gamblers Table. The recent reviews have been rather negative and we're trying to figure out on how to best improve from here on out.We created a little feedback form that we would love you to take a look at.This is our first commercial Steam release and we believe that listening to the community feedback is the best direction forward. You can write down any ideas, issues, suggestions and feedback.You can fill it out here: https://docs.google.com/forms/d/e/1FAIpQLSf844vDLna7xgQbTE57gLiHtx-TpWNG6S0rIm025P-YxioXJg/viewform?usp=dialog
Reincarnated as a Dark Lord Before Taking Over the World with Power 999999999

DEMO Feature Update - 13 Jan 2026

Hi, this is an update for the demo with several new requested features.New Features:Continuity Bonus: Every ending you unlock in Chapter 1 will now provide a selection of bonuses to choose from when starting Chapter 2.Mana & Power Recovery: You can now spend Chapter Memories to regain Mana and/or Power. This allows you to bypass certain requirements and fast-track your path to finish the chapter.Game Balance:Chapter 1 Rebalancing: Several actions tuned in the first chapter to open up more potential routes to the ending.General Improvements:Fixed various typos throughout both chapters.Optimized game performance for a smoother experience.Thank you all so much for your continued feedback and support!
Kaetram
Kaetram
275 days ago · Keros

Kaetram v3.0.5 - Player-owned Housing Early Access

The Christmas event has ended, and we're ready to start 2026 strong with this batch of updates. We are happy to announce our early-access for members to the player-owned housing. The system is still in its infancy, and will see tons of improvements over the upcoming updates. We have also released our Cosmetic Bank prototype, you may store and form of cosmetic, including pets and mounts! The full change-log is as follows: - Player-owned Housing system is now in early-access, available for membership holders!- Completely reworked the website, added exchange, login, Discord integration, API documentation, update logs, and more!- Christmas event has ended, new blueprints available at Santa in Mudwich.- Collection log now autofocuses when opened.- Added camera smoothing option in settings.- Added ability to message other players on right-click/long-press.- Added individual monthly cosmetic set items to the cosmetic vendor.- Added a limit to the number of items that can be dropped on one tile.- Added cosmetic bank in the in-app purchase interface, available from anywhere in the world.- Added clay shoveling throughout the world. (Look for brownish/red patches)- Adjusted all resources in-game to be more AFK-friendly, including digging for sand. Lower depletion chance.- Adjusted right click menu to display entities in order of proximity to the mouse click.- Adjusted prices of membership boxes.- Adjusted the game viewport to give interfaces more breathing room.- Improved pathing for mobs.- Improved right click functionality to display closest entities to your click- Reworked how mushrooms are handled throughout the game. Added individual mushroom spots based on region.- Many backend fixes and improvements.- Fixed the splash screen being max volume, it now uses your music volume slider.- Fixed the '/r' command not working correctly.- Fixed issues with friends not synchronizing correctly.- Fixed recipes required by quests showing up to everyone.- Fixed the chatbox causing the g...
Cookie Clicker
Cookie Clicker
275 days ago · Orteil

Cookie Clicker clicker cookie keychain at Fangamer

Check out these ABSOLUTELY SICK designs by the folks at Fangamer! Clad yourself and your loved ones in the Cookie Clicker grandma's halcyon visage! Keep a tiny cookie in your pocket that won't leave crumbs everywhere! Do it now!!! (if you want!)Consider your options by following these beautiful links:Worldwide: https://fanga.me/r/cookie-clicker-collectionEU & UK: https://fanga.me/r/eu-cookie-clicker-collection
Idle Pixel Fantasy
Idle Pixel Fantasy
275 days ago · no idea

The HeroTail: Survivors demo is finally here!

Fight your way through three unique biomes with a team of three heroes.Form a living chain of powerful allies and use power-ups and class bonuses to gain the upper hand.Level up your heroes, collect coins, and unlock permanent upgrades.Climb the leaderboard: The top 3 demo players will be permanently immortalized in the Hall of Fame after the full game launches.I’m really looking forward to your feedback!But what about idle games?If this game isn’t quite your cup of tea, I still have some good news: My next project will once again be a free idle game, this time significantly larger and more complex than Idle Pixel Fantasy.Cheers, Max
Fish to Dish: Idle Sushi
Fish to Dish: Idle Sushi
275 days ago · IA-AD

V2.05 Update Log

- Hatchery are now able to conceal specific fish. - Fixed the issue where Hatchery page turning was obscured. - Fixed the issue where a game position could not be moved down. - Fixed the position issue when the taskbar is at the top. - Fixed a crash caused by a modifier. - Fixed a localisation issue.
Battle On! Hero Academy
Battle On! Hero Academy
276 days ago · Famsuc

Version Update 1.1.99

Added a new hidden class to the Berserker branch (Chance to unlock upon promotion after using "Feast of Fate").Added the ability to use "Legacy Letters" to refresh all shops. You can now toggle between using specific currency (Gold or Legacy Letters) by clicking the currency icon in the refresh interface.Slightly increased the animation speed when at the attack speed cap.Added a tooltip next to the attribute list in the Hero Info Panel to display a record of consumed permanent stat-boosting foodsAdded a tooltip for Legacy Letter production to view the current generation countdown.Fixed several known issues and improved overall stability.
Space Rock Breaker
Space Rock Breaker
276 days ago · WAKA WAKA

Bugs & Balancing

Howdy Here's a patch where I try to fix a bunch of issues mentioned in the discussions, and any other bugs I managed to find: BalancingReduced the cost of the drill ammo, and moved it much earlier in the skill treeDrill bonus ammo now gives a small speed boost while activeAdded an upgrade that keeps guns active while using drill ammoAdded an upgrade that allows the lazer to be triggered by all ammo typesAdded a 10x and 100x option for the damage and fuel endgame upgradesIncreased damage given by endgame prestige upgrades from 10 to 100, and drill damage endgame upgrade to 1000Changes/UpdatesAdded stats tracker for the following damage types: Normal, Missile, Lazer, Plasma, Electrical Asteroids, DrillAdded 2560 x 1440 and 3840 x 2160 as available resolutionsBugsLanguage selection now saved on exitFixed an issue where lootbox loot was not applied correctlyAttempted to fix an issue where the "Breakin' Rocks in Space" achievement does not triggerLocked prestige button if you have 0 essenceFixed an issue where certain prestige upgrades did not apply correctlyGeneral UI fixes Again, thank you so much for playing. Leave any bugs or feedback you want me to read in the discussions, and I'll see it! WAKA
outpost4
outpost4
276 days ago · 温酒斩华佗

🛠 Update Notes (v1.06 – v1.11)

✨ New Features & Major ChangesAdded Cloud Save supportAdded Achievement SystemReaching max level now grants Medals, which can be upgraded furtherDifferent difficulties now grant different amounts of TrophiesEach upgrade now grants +2 levels, and runs start at Level 2Locked weapons and relics no longer show upgrade options🎨 Visual & UX ImprovementsImproved weapon effects, explosions, enemy death effects, and result animationsAdded clearer weapon type indicators with background framesUpgradeable items now show highlight / glow effectsImproved HP bar styles, log page, statistics page, and relic displayOptimized number display (K / M format, reduced unnecessary decimals)Improved UI text readability and localization quality⚖️ Balance AdjustmentsRebalanced weapon damage, attack intervals, and upgrade costsAdjusted supply upgrades and economic scalingFixed several overpowered effects (e.g. poison cloud, mining byproducts)Improved difficulty and wave scaling, especially in later planetsAdjusted high-tier upgrade efficiency and pricing🐞 Bug FixesFixed a critical issue where the tech tree could freeze the game after upgradesFixed anti-air weapons not attacking ground enemiesFixed lasers attacking underground targetsFixed upgrades not applying correctly in some casesFixed incorrect damage statistics, negative values, and overflow issuesFixed multiple UI, audio, translation, and display errorsThe game now pauses automatically when switching to another windowThank you for all the feedback and support. Future updates will continue to focus on build depth, late-game content, and pacing improvements.
Tiny Paws
Tiny Paws
276 days ago · Zenkimnikim

Update v0.0.6 – Smarter Movement, Solid Walls

Hello everyone!This update brings a big step forward in how your animals move and interact with the world. We’ve fixed movement issues around walls and added a new, smarter, decision‑based walking system that makes behavior feel more natural and reliable.🛠️ Fixes & ImprovementsMovement & Walls – Resolved: Animals no longer clip through walls or get stuck on corners. Collision checks and navigation around obstacles have been tightened up for consistent movement.New Decision‑Based Movement System: Auto movement now uses pathfinding and a layered decision model to choose the best route. Interaction movement (e.g., when you direct an animal to a bowl or object) remains responsive and unchanged—still prioritizing your command.🧠 How the new movement system works (detailed)Auto Movement (smarter navigation):Obstacle awareness: Animals detect walls and blocked tiles, then compute a valid path around them instead of pushing forward or getting stuck.Route selection: They evaluate multiple candidate paths and pick the shortest viable route, with fallback logic if the first attempt fails.Micro‑adjustments: If a path becomes blocked mid‑movement (another animal, temporary object), they recalculate locally rather than restarting the whole route.Stability first: Movement speed and turn rates are tuned to avoid jittering or zig‑zagging around tight spaces.Interaction Movement (no change, but more reliable):Direct commands respected: When you send an animal to interact (like a bowl), it prioritizes that target.Collision‑safe: Even though interaction movement stays the same, it now benefits from the improved collision checks—no more slipping through walls.Behavior tweaks:Context‑aware decisions: Animals pause or re‑route if the target becomes temporarily unavailable, rather than forcing a bad path.Smoother starts/stops: Acceleration and deceleration are tuned to feel natural, reducing abrupt turns or stops.👀 Village ProgressWork on the Village continues at full speed. You’ll see more...
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