Thieving Thieving is the thirteenth skill. You steal from market stalls, pick pockets, and crack locks. Steals can fail. Each job shows its success chance right on the card, from 85% on the bread stall down to 40% on a merchant's safe. Your level and the passive tree push those numbers up. You gain XP whether the steal works or not. Coins and goods only come from a successful steal. Fourteen jobs Eight market stalls: bread, seeds, fish, herbs, timber, ore, silk and gems Four pockets: a farmhand, a merchant, a guard and a noble Two locks: a strongbox and a merchant's safe Stalls give goods, not just gold A stall hands over what it sells. The fish stall gives raw fish, the ore cart gives ore, the gem stall gives gems. A stall will never give you a tier you have not already earned yourself. Rob the ore cart with Mining 1 and you get copper and tin. Rob it with Mining 70 and runite is on the table. Twelve stolen goods Pockets and locks carry things worth real money. The first few are a Cut Purse, a Silver Plate and a Signet Ring. Keep levelling and the better ones start turning up: a Silver Censer out of a shrine, a Smuggler's Ledger off the docks, an Heirloom Locket from a manor, an Officer's Sabre from the barracks, a Banker's Seal from a counting house, and a Shard of a Crown from a palace. The general store will only pay a small amount compared to the Nightmarket guilds store. Gear and rewards Six tiers of lockpicks, Bronze at level 1 through Eclipse at 80, plus Everflame Lockpicks at 95 The Thief's Set: hood, jerkin, trousers and boots. They drop while you steal, and the full set gives +20% Thieving XP The Thieving Cape at level 99 A Pocket Magpie, the Thieving familiar A 98 point passive tree, same as every other skill The Nightmarket The thieves' guild was already in the game, but iit was locked behind Agility. It now requires Thieving. You need Thieving 15 to join. It buys what you steal. The general store pays a third for hot goods. The Nightmarket pays more th...
Dear Adventurers,Greetings!To thank you for your continuous support, our limited‑time Double Experience & Double Drop Rate event is officially online.During the event, all monsters grant doubled character experience, and item drop rates are doubled. This will help you level up faster and obtain more rare loot.Event Period: 2026.09.09 — 待定We keep iterating the game, including gameplay mechanics, class balance and overall gaming experience.Whether you have encountered bugs, want adjustments for existing mechanics, or hope for brand‑new content, your suggestions are highly appreciated.📝 Ways to submit feedback • Post a thread in Steam Community Discussions • Use the in‑game feedback form • Leave comments below this announcementWe closely follow community feedback. Many future updates will take player ideas into consideration.Thank you for playing. Wish you great loots on your adventure!
Oh no! You missed your Waifu's birthday! Belated Birthday Update New Items Added 46 new items, ranging from Common to Legendary.Shards Added Shards, a new use for unwanted Legendary items. Marketable Legendary items can now be broken down into Shards of any rarity you choose. Breaking down a Legendary item will give you roughly 20-30% of the Shards needed to create an item of that rarity. Right-click a Legendary item to bring up the breakdown menu and select which type of Shards you want. A confirmation popup will appear before the item is broken down, since this action cannot be undone. Items must be both Legendary and marketable to be broken down. Only one item can be broken down at a time. Shard icons provide a quick indication of how many you have. Hover over the button to see the exact amount.Waifu Changes Changed the Random Waifu Name button from an "R" to an image. Added a Waifu Outfit Randomizer to the Settings menu. Changed how the Waifu idle animation is implemented to remove the line that sometimes appeared between the Waifu and the menu bar.Quality-of-Life Improvements Auto Upgrade Holding the Auto button will now automatically begin upgrading items. Auto Upgrade will use all available Shards first, then use any duplicate items you have. Improved Sorting New items will now appear at the top of their rarity group, so you no longer have to scroll through your collection just to clear the "New" tags. Expanded Search Search now supports item rarity, New items, and tags. Rarity and "New" searches must match the whole word. Tags are currently available for only a selection of items, but support for more tags is planned. Item Changes Added a new shader effect option for items. Currently used by the Valentine Glasses and Saint Paddy's Glasses. Added a new setting under General - "Disable Constant Screen Effects" for players who want to disable these effects. Changed how the "Rabbits?" item works. Rabbits are no longer based on your total points. They are now bas...
1.调整万灵境挑战层数解锁奖励 20层-圣级灵宠技能书 40层-瑶池蟠桃 60层-祭炼石 80层-仙灵之息 2.灵宠探索窗口中的奖励信息同步更新 3.建筑中的三界悬赏,新增10级功能-一键刷新 20级功能-悬赏锁定 一键刷新可将所有未接取的悬赏自动刷新至选择品质 悬赏锁定开启后将不会随机刷新前一个地图的悬赏任务 4.乞灵阁的仙礼兑领密令更新了
各位玩家:先前因 Steam 用戶端更新導致的儲值異常,我們已透過遊戲更新徹底修復。修復後,儲值需要「Steam 內嵌介面(疊加介面)」處於開啟狀態。先前公告中的臨時方案(關閉內嵌介面)已失效,請勿再關閉。如果您之前依照我們的臨時公告關閉了該選項,現在會出現無法儲值的情況,請依以下步驟重新開啟:1. 在 Steam 收藏庫中對本遊戲按右鍵 → 「管理」→「內容」2. 點選左側「一般」3. 將「在遊戲中啟用 Steam 內嵌介面」開關打開(見下方截圖)4. 完全結束並重新啟動遊戲 說明:- 新玩家或從未修改過此設定的玩家,該選項預設為開啟,無需任何操作。- 請同時確認 Steam 用戶端已更新至最新版本。造成不便深感抱歉,若仍有問題請聯繫客服。
Dear players, The top-up (purchase) issue caused by a recent Steam client update has been fully fixed in the latest game update. After this fix, the Steam Overlay must be ENABLED for purchases to work. The temporary workaround from our previous notice (disabling the overlay) no longer applies — please do not disable it. If you previously disabled the overlay following that notice, you will now be unable to make purchases. Please turn it back on:1. In your Steam Library, right-click the game → Manage → Properties2. Select General on the left3. Turn ON "Enable the Steam Overlay while in-game" (see screenshot below)4. Fully quit and restart the gameNotes:- New players, or anyone who never changed this setting, already have it enabled by default — no action needed.- Please also make sure your Steam client is updated to the latest version.We sincerely apologize for the inconvenience. If the problem persists, please contact customer support.
Dear players, The top-up (purchase) issue caused by a recent Steam client update has been fully fixed in the latest game update. After this fix, the Steam Overlay must be ENABLED for purchases to work. The temporary workaround from our previous notice (disabling the overlay) no longer applies — please do not disable it. If you previously disabled the overlay following that notice, you will now be unable to make purchases. Please turn it back on: 1. In your Steam Library, right-click the game → Manage → Properties2. Select General on the left3. Turn ON "Enable the Steam Overlay while in-game" (see screenshot below)4. Fully quit and restart the game Notes:- New players, or anyone who never changed this setting, already have it enabled by default — no action needed.- Please also make sure your Steam client is updated to the latest version. We sincerely apologize for the inconvenience. If the problem persists, please contact customer support.
Ammunition Stacking on Equip Equipping arrows or bolts from your inventory now combines directly into your active equipped ammunition stack if they match the same type and refinement level. Your equipped arrows will no longer be unequipped and sent back to your inventory when adding more ammunition to your loadout. Equipping a different arrow or bolt type will still swap normally, and the equip action now defaults to your full inventory stack size for quick restocking. Concurrent Multi-Elixir Stacking Players can now enjoy multiple different alchemical elixirs active at the same time. Drinking an elixir while another is already active will no longer overwrite your existing buff. Each unique elixir tracks its own independent duration across both live gameplay and offline progression. Drinking an elixir of the same type refreshes its duration back to full.
Mochi Community Market Is Growing! 🐰💛It’s been amazing to see the Mochi Community Market slowly come to life.More and more Mochi items are finding their way onto the Steam Community Market — from cozy furniture and decorations to little collectibles that can become part of someone else’s room.Collect, trade, decorate, and make your Mochi space truly yours.And most importantly, thank you to everyone who has downloaded and spent time with Mochi.Whether you’ve been decorating your room, spending time with your little companion, focusing together, trying Room Battle, or simply keeping Mochi around on your desktop — it means a lot to us. 💛Mochi is still growing, and seeing people actually playing, collecting items, sharing rooms, and participating in the Community Market makes all the work behind this little world feel worthwhile.There’s still so much more we want to build, improve, and add to Mochi.Thank you for being here this early and for helping this little community grow with us. 🐰✨See you around Mochi!— Mochi Dev
General - Fixed a bug that could occur when using the Phoenix Feather. - Added Event Keys to Chests. - Adjusted the drop rates in Free Chests. - Added a notification when Double XP expires. - Updated the Cat skin. - Reduced the maximum number of Dungeon Keys from 45 to 25. Ranked - Ranked mode can now only be unlocked at Level 20.
Official Version V2.0.6 Update Log1、Add input prompt for Reincarnation Points2、Optimize stuttering issues during million‑scale alchemy computation
奥术回响、余震权杖、元素裁决、破城者效果调整 双手武器的宝石收益为双倍
Added cell-by-cell industrial land unlocking: the 12×6 grid starts with the upper-left 2×2 open. Each cell costs Industrial Land ×4 and Common Red Crystal ×10 and must share an edge with an unlocked cell. The industrial device catalog and inventory now support two-level category filters. Quality warehouses and conveyors remain hidden in the industrial catalog. The Level 1 Quality Dismantling Machine now occupies 2×2 cells and supports material dragging, matrix plugins, independent server processing, and target CC, speed and progress displays. Machines work automatically while fire-energy requirements are met. Energy outages preserve progress, which resumes when energy returns; closing the interface does not interrupt work. Completed jobs wait at 99% when output space is unavailable. Recalling a machine collects completed pending rewards; the material and progress of an unfinished unit are not refunded. Improved party preparation updates and battle state syncing; settlement timeout processing can continue while players are offline.
Hi everyone! We've been reading your feedback and suggestions closely, and this update is built around them. This time, our main focus is on quality-of-life improvements and making the overall experience smoother.This update includes the following changes:added reference information explaining the color coding for different Temporary Vein typesadded reference information showing the base income multipliers for different rock typesadded the ability to demolish the Jeweler, Black Market, Hunters' Camp, and Cleaner and choose the alternative upgrade branch instead, making achievements easier to obtain without having to repeat the entire progressionPorters now pick up gemstones lying on the fieldadded the option to pause automation for the Crusher, Smelter, and Forgeadded expanded settings for disabling individual sound and visual effectsadded a more detailed tooltip for the experience barIf you've found a bug or localization issue, or would like to share a suggestion, let us know on our Discord server: https://discord.gg/r5FpxeU7Z5
Updates 0.753–0.755: Guns, Ascendant Pinnacles, and Equipment Upgrades Four new endgame encounters, a new weapon class, more ways to improve your favorite equipment, and important improvements to saving and Pinnacle fights. Four New Ascendant Pinnacles - Challenge four new Pinnacles at main-character level 150: The Court Without Appeal, The Unclaimed Household, The Certain Horizon, and The Mercy That Will Not Release. - Each encounter has its own expedition-themed arena, introduction, combat phases, reinforcements, rewards, and new lore. - Each new Pinnacle offers one free first attempt. Your first victory against each guarantees a Legendary reward. - Expedition Guardians now guarantee a standard Pinnacle Key, with an additional 30% chance to drop an Ascendant Pinnacle Key. - Receive four Ascendant Pinnacle Keys through Mail at level 150. Existing characters already above that level receive the reward too, provided it has not already been granted. - Replaced all eight Pinnacle Portal-card illustrations with new artwork matching the bosses you actually fight. Guns Have Arrived - Added Pistols, Blaster Rifles, and Energy Magazines, with 24 expedition-specific equipment pieces and matching crafting recipes. - Gun equipment begins dropping at level 26. Guns are not sold by the Outfitter. - Purchase the permanent Gun License for 10,000 aurels in the Barracks to authorize your entire roster, including reserves and future recruits. - Dual-wielding pistols requires both the Gun License and Paired Hands. Blaster Rifles require a reusable Energy Magazine in the same weapon set. - Added the Guns proficiency and eight new Masteries. Guns develop alongside Marksmanship. - Added Sniper’s Mark, which makes a target take more damage and allows qualifying party and summon hits to inflict Bleeding. - Added Double Tap, which fires two shots in quick succession and alternates hands when dual-wielding pistols. - Both abilities have learnable Bookseller books. Gun abilities cannot be use...
1.0.6 - Your level moves again, and the game finally tells you what to do This one is almost entirely from your reports. Thank you - several of these were things we could not see from the inside. PLAYER LEVEL COULD GET PERMANENTLY STUCK If your level sat at 0 with the bar frozen part-way, you were not imagining it and you had not missed a step. Player XP came only from clicking. The moment you started idling - which is what the game teaches you to do - the bar stopped exactly where you left it. Worse, the auto-clicker upgrades that would have kept it moving cost player points, and points only come from levels, so if you stopped clicking at level 0 there was genuinely nothing you could do about it. Your survivors now earn you XP as they gather, at a tenth of the rate clicking does, while you play and while you are away. Clicking and auto-clicking are still worth ten times as much per resource, so playing hands-on is still rewarded - it just is not the only thing that counts. The player chip now also shows the actual numbers over the bar, so you can watch it climb, and hovering it explains exactly how levelling works. ACHIEVEMENTS COULD SILENTLY STOP UNLOCKING The game waited on a single message from Steam to decide it was connected. If that message was ever missed, every achievement you earned for the rest of that session queued up and nothing ever retried them. Fixed - and nothing was lost: queued achievements unlock as soon as the game next talks to Steam. "EVERYTHING IS LOCKED AND NOTHING TELLS ME WHAT TO UNLOCK IT" Fair. Three things: - A Next Goal card on the camp page: what you are working towards, what to press, and how far along you are. - A Guide (Settings > Guide, or "View all" on the card) listing the whole route from your first handful of water to the Anchor Test - what is done, what you are on, what is still ahead. - Locked pages explain themselves. Hover a padlock and it tells you what unlocks it and how close you are, instead of just sitting there. EXP...
Added auto case opening for premium users
Greetings fellow rulers! It's been a few days since release and we are super stoked to see how many people enjoy the game! It's something we really didn't expect and we are extremely grateful for everyone of you playing the game. Cheers to you! In regards to that, the game was exposed to a much bigger audience which finally gave us a good base for gathering more valuable feedback. This time, the patch targets some of the midgame balancing regarding Gold - something that ended up feeling a little bit like a show stopper. Many of you perceived the introduction of Gold Ore/Bars as a very grindy phase and after we played this part of the game again we have to agree. After playing the game over and over again, it looks like we lost a bit the feeling for this particular section of the game. This patch makes a lot of changes to Upgrades and similar that require Gold Ore/Bars and adjust a few other areas that felt a bit unbalanced to us. Also, this patch includes a little fix. Fixed an issue with the "Royal Mortar Enhancement Cap" not showing up properly Increased Gold Ore dropped by all golems and increased Gold Ore rewards from earlier Combat Quests Reduced the crafting cost for Gold Bars by 33% Added Gold Ore as a reward for the "Rescue The Baker" and "Spider Pests" Quests Decreased the first "Gold Bars Crafted +1" Upgrade's Gold Bar requirements by 50% Decreased the second "Gold Bars Crafted +1" Upgrade's Gold Ore/Bar requirements by roughly 40% Decreased the first "Gold Bars Additional Crafting Line" Upgrade's Gold Bar requirements by roughly 40%, other requirements by roughly 50% Decreased "Advanced Tooling" Upgrade's Gold Bar/Tool requirements by 33%, Mushroom/Animal Claws requirements by 50% Decreased all "Unlock Master " Upgrades Gold Bar costs by 25% to 60%, Tool costs by roughly 40% Decreased all Tier 3 Worker Upgrades for collecting resources Gold Bar/Tool requirements by roughly 50% Decreased all Tier 3 Worker's creation Bread/Tool requirements by roughly 20% D...
Added a buffer for ore duplication. When the ore limit is reached, duplicated ore is held with priority. If the ore count drops within one second, the duplication is able to succeed. Nerfed Funnel Furnaces. Created new guides for Ore Duplication, Radioactivity, and Funnel Furnaces. The buttons in the guides menu are now properly grouped. Rewrote various tutorials for increased clarity.
Greetings Vampires, Update v0.2.11 delivers persistent Global Chat with a draggable floating window, full T2–T6 drop parity for Shadow Archery and Blood Sorcery armor sets, authoritative server combat loot persistence, a comprehensive Notification Settings tab with 22 toggles, and multi-stack crafting fixes. T2–T6 Armor Drop Parity & Authoritative Loot Persistence • Full Tri-Archetype Armor Drops: Distributed all missing T2–T6 Shadow Archery (Nightstrider, Veilstalker, Gravewalker, Shadow-Weave, Phantom) and Blood Sorcery (Hemomancer, Sanguine, Soulbound, Blood-Prince, Void-Conduit) armor pieces across enemy loot tables, bringing complete 5-piece set availability in line with Melee armor drops. • Drop Rate Parity: Drop chances strictly mimic existing Melee rates (0.035% on standard enemies, 0.25% on elites/bosses, and 0.3% on dungeon encounters). • Authoritative Loot Banking: Combat item drops now immediately hit the authoritative server via /api/inventory/bank-loot. Drops are safely committed to database storage so they never vanish on logout, page reload, or cross-device play. • Zero Client Duplication: Fixed an issue where real-time combat drops could be counted twice in client inventory while only once on the server. Client inventory and database records now match 1:1. • Capacity Overflow Protection: When your inventory is at maximum capacity, dropped equipment and items are safely held in Loot History, allowing you to claim them once bag space is cleared. • Server Drop Table Sync: Synchronized server-side enemy drop tables with client tables so background and offline combat tasks award the exact same tri-archetype loot. Global Chat: Persistence & Floating Draggable Window • Persistent SSE Heartbeats: Added a 15-second server keepalive ping on /api/chat/stream, eliminating proxy, Cloudflare, and NAT dropouts during quiet conversations. • Resilient Auto-Reconnection: Built-in connection health tracking with automatic exponential backoff reconnection—no more loggi...
UI Overhaul (v1.0.4) Every screen now shares one navigation bar at the top. Under the hood: the fire rate cap is gone, three elements got their own on-hit powers, two new legendaries, and a stack of fixes. UI rework: one bar for everything A single command bar sits at the top of every screen: Home, OPERATIONS, LOADOUT, SKILLS, TECH TABLE, TRADERS, QUESTS, INSANITY, then Settings and Exit on the right. Same place, same order, everywhere. The old scattered buttons are gone: BACK in the bottom left of Loadout and Operations, the link strip on the Operations map, LOADOUT links in Skills and Traders, the X in the trader shop, HUB in Insanity. If you want to go somewhere, look up. The hub menu and its hotkeys (1 to 8) stay as they are. ESC still takes you home. The bar hides during a raid so the raid screen keeps its full height, and comes back when you extract. The bar scales with UI Scale and its labels follow Font Size. Steam Deck: the Insanity title no longer covers the layer selector. Tutorial steps that said "click BACK" now point at the Home icon. Hub leaderboard shows 15 rows at a time; scroll for the rest. Field Log: Highest Single Hit and Abyss Highest Single Hit have a small reset button next to the label. One click, no confirmation. Fire rate cap removed Effective fire rate was silently capped at about 12,000 RPM by the engine timer. The cap is gone: a 250,000 RPM build now really fires 250,000 rounds per minute. How it works: shots are counted by time, not by timer ticks. Every fire cycle the game computes how many rounds should have left the barrel since the last one and resolves them as one packet. Damage, ammo, heat, durability, recoil and every per-hit proc are multiplied by the packet size. Jam and miss chance become an expected value across the packet. Weapons under 3,750 RPM keep the old one-round-per-shot behavior. Per-hit mythic abilities and prototype procs scale with rounds, not packets: Fatal Error, One-Tap, Double Tap, Stagger, Volatile Rounds, e...
NEW- The enchantment system is here: enchantments fitted to your pickaxes, suits and pets raise your damage, critical hits, gold gain and heat resistance.- Enchantments come in four tiers: Common, Rare, Epic and Legendary; higher tiers mean both stronger effects and more properties on a single enchantment.- Every enchantment rolls its own values the moment it is crafted and never changes again, so no two enchantments of the same tier are alike.- An inventory has been added: everything you collect is kept here.- The Crafter page has been added: you craft enchantments from the dust and pieces that drop while breaking ore.- The Trader and the Crafter now sit as two sub-tabs under the General tab.- Dismantling has been added to the Trader: pick an enchantment you no longer want and turn it back into materials.- Enchantment slot indicators are shown on pickaxe, suit and pet cards; the slots unlock as you go deeper.- Daily missions have been added: complete the missions that refresh every day and collect currency and timed boost rewards.- Floor jumping has been added: the floor selector now moves in 1x, 2x, 5x and 10x steps.- An activity log has been added: everything important that happens shows up as a short notification in the corner and is collected in the log.- You can click the notification to open the log.- An in-game update notes panel has been added: when a new announcement goes live it opens once the next time you start the game.- A shared reward panel has been added: prestige, boss, task, achievement, daily mission, daily reward, wheel, worker collection and purchase rewards are now all listed one by one in the same panel.- Shortcut keys have been added: hold Shift to see the keys on the buttons, then press Shift together with that key to trigger the button.- An indicator showing your prestige level has been added.- A tooltip has been added to the temperature gauge: it shows the temperature at which the effect starts and how much damage you are losing.- Four ne...
The First Major Update Hello, this is the developer. This is our biggest update since launch. The Awakening system has been fully reworked into three categories — Common, weapon-specific, and Armory-specific — while Ascension tiers bring stronger monsters and new mechanics. If you have Re:Blade installed, the update downloads automatically — please restart the game. ⚔️ Awakening System Overhaul This is the heart of the update. Awakenings are now divided into three clear categories, making it easier to understand which effects are available to each weapon. ▶ Common Awakenings — on any weapon Shared passive Awakenings, such as attack, attack speed, crit chance, crit damage, and attack range, can now be learned with any weapon. ▶ Weapon Awakenings — Swords, Daggers and Greatswords All 45 weapon-class Awakenings have been redesigned and are available only to their respective weapon classes. Their effects respond to combat situations such as hitting full-health enemies, landing Head Attacks, striking consecutively, or hitting multiple enemies, rather than simply increasing stats. ▶ Armory Awakenings — Armory weapons only Six new sets — Sacred Sword, Clockwork, Landmine, Venom, Gravity, and Hero Summon — bring the total to 12 Armory sets. Each set is available only to weapons from its corresponding Armory. ▶ Masterpieces — the culmination of each set Collect all the Hidden Awakenings in a set to fuse them into its ultimate Awakening, consuming the materials in the process. Ten new Masterpieces join God of Slaughter and Sword God, giving all 12 sets a Masterpiece of their own. ▶ All Awakening icons redrawn 🗡️ Classic Ascension T1–T10 The second major rework introduces tiers that unlock as you progress through Raids with each weapon. Higher tiers bring stronger monsters and new boss mechanics. Clearing all 20 Raid stages on any tier counts as completing that weapon's Awakening and unlocks its ending. Progress is tracked by weapon and tier, with higher tiers offering greater...
Hi everyoneWe got 30 patreons so now theres up a event with x2 fate coins.Note that patreon supporters get x3 that value, that means a x6 fate coins for patreon supporters.This will be up for 1 week!If we get 50 free patreons there will be a 1.5x fate coinsIf we get 50 dao masters(supporters) this x2 will be x3 for 3 weeksThese two are multipliers, so the final value for a dao master is 3*1.5*3 -> ~~14x bonusesHeres the first code to redeem and enter the event FATEX2Heres a code for you all to redeem and get 1000 fate coins:STEAMLAUNCHThis updates have mostly bug fixes related to cave drops and grand elders sending your elders to hell(literally)
Changes Made• Fixed an issue where achievements were not unlocking properly. If your achievement is still not unlockedAfter updating to this build, please play the game for a little while. This should give Steam enough time to update and trigger the achievement. Also, please make sure:• Steam is running in the background before launching the game. • After starting the game, check if the Steam Overlay notification appears in the bottom-right corner. Steam can unlock achievements while playing offline, but sometimes Steam may not properly recognize or sync the achievement. Keeping Steam running and making sure the Steam Overlay is active should help it sync correctly. Thank you for your patience and for reporting the issue! ❤️