Game Updates

Patch notes and dev posts · 14,227 Steam updates
Pocket Dinos
Pocket Dinos
26 days ago · ManChickenTurtle

New Scenery - Reeds, Ferns, Deadwood and more

Today is scenery day! 18 new premium pieces have been added to bring even more variety to your habitats. That's double the amount of scenery - woohoo! Reeds, Ferns, Ohia Lehua, Deadwood, Stones and Rocks!Thank you to RoxZeDino for the Ohia Lehua request (for Ashlands) - if you want to make suggestions that might appear in the game, jump into the discord (it's free): https://discord.gg/eNe5KVnGDVIn the next big update, a new habitat and affinity type may appear....so keep earning that money... - Diesel
Lowmoor Idle RPG: An Adventurer's Chronicle
Lowmoor Idle RPG: An Adventurer's Chronicle
26 days ago · buy gold, bye

v1.6.8 - QoL in story and choices & nice portion of fixes!

Story stays open while you answer, and Master Pell sells the low-level gear that stopped dropping at your depth. New · Answering a choice no longer closes Story. The card opens on top of the book, so the next letter is one click away. · A new box hands the choices on the road to the Guild, which always takes the first option. Both story boxes sit on the Build board too. · Master Pell sells gear now. For gold he digs out one common or uncommon item that no longer drops at your depth, and it goes into your armoury book. Adjustments · Story has one list at the top holding every letter you can answer, with one Answer button each. · The choice card says how many letters are still waiting. Fixes · Nobody could finish the armoury book, because the club dropped from nothing. The lowest items drop early in a run now, and the book says why an item is out of reach. · Adjusted how often traps and ambushes catch you at higher levels. · Records shows Traps sprung unseen. The game counted it all along and never showed it. · At the Barracks' last stage the yard sends for the hirelings you asked for by itself, and the send-for button appears the moment you buy that stage. · Your auto and manual switches carry over to a new adventurer now instead of going back to auto, and auto-equip fits you from the Armoury as soon as a run starts.
Adventure Land - The Code MMORPG
Adventure Land - The Code MMORPG
26 days ago · Wizard

A big update for Paladins!

Quite a big update for Paladins this time! The idea is to give them more ways to look after the people fighting beside them. Take some of the damage meant for a friend, clear a dangerous condition, or bring an aura that helps everyone nearby. There's more to do with your shield too. A Paladin in your party Cleansing Light, level 30: clear harmful combat conditions from an ally. Guardian's Oath, level 50: take 35% of an ally's damage for 8 seconds. The HP you lose from protecting them restores MP. Beacon of Resolve, level 70: give nearby friendly players 15 Fortitude and +1 to each type of Courage for 8 seconds. These aren't just skills for your own characters. You can help other players fighting alongside you too. Four auras to choose from Auras unlock at level 60. Carry one at a time and change it to suit the fight. They strengthen nearby friendly players, with stronger bonuses every 10 levels through level 110. Bulwark adds armor and HP. Sanctuary adds resistance and MP. Zeal helps your party attack faster and hit harder. Warding adds elemental and condition resistances, and reduces skill MP costs. Turn magical damage into MP Aether Shield unlocks at level 60 and replaces Mana Shield while active. It doesn't reduce damage. Instead, losing HP to magical hits restores MP: 50% of the HP lost at level 60, rising to 100% at level 110. Shield Slam Put your equipped shield to work! Shield Slam unlocks at level 60. Its base physical damage is 3 times Attack + 12 times Armor, counting up to 1,000 Armor, before damage modifiers and the enemy's defenses. It needs an equipped shield, has a base cost of 2,000 MP and a base cooldown of 0.6 seconds, and cannot critically strike or trigger item effects. Keeping your Paladin supplied matters. The Oathkeeper Set Five new pieces of Paladin equipment, with different ways to work toward them: Vowkeeper Gloves come from turning in materials to the Material Collector. Oathplate is crafted. Concord Mace can be earned with Monster Tokens....
Sidebar Starship
Sidebar Starship
26 days ago · 初心.愛德華

Cursor Zap (v1.0.7)

Your mouse cursor is now a weapon in its own right. Cursor Zap Hold the cursor near an enemy ship and an arc fires every 0.25 s, dealing three times the damage of a single cannon shot. It is single-target — one enemy at a time — and which one is entirely up to where you put the cursor. On a gamepad, the virtual cursor on the right stick works just as well. Nothing to buy, no toggle: EVA unlocks it for you the moment you reach 6 ly deep. It never shoots through the interface Whenever the cursor is over the upgrade panel, a HUD button or one of EVA's dialogue boxes, it stops firing on its own. Picking upgrades never means zapping the enemy sitting behind the panel. This is an active way to play the early game. As Fire Rate and Multi Barrel grow, its share of your total firepower falls off on its own, and your idle pace is not affected at all.
Cindervale Idle
Cindervale Idle
26 days ago · Smokeys Tavern

Cindervale Idle v0.9.122 - Artwork, Slayer, QoL and bugs

Hey guys, thanks for sticking around! And I really appreciate everyone reporting bugs, and leaving their feedback. We have a pretty big update this time around, adding new artwork for every single item, reworking slayer UI and rewards, fixing issues with guilds and some more cool updates. Slayer Reworked the Slayer panel so everything fits on one screen. Added art for every perk and portraits for all five masters. Changed slayer points to scale with the master you are working for. Higher masters give more points per bounty. Increased perk costs. Added level requirements to perks at Slayer 1, 35, 50 and 75. Added new perks based on monster families, plus the Slayer's Mark. Added the Shard Cache, so combat shards have something to spend on. Added auto continue, so bounties keep going without returning to the Slayer tab. Guilds Changed guild quests to name the specific job, such as "Mine 40 Iron Ore" instead of "Gather 25 mining items". Added supply orders, which ask for several items at once. Added a timer to the quest board to show when quests reset. Changed the quest board to reset at midnight every day, finished or not. Fixed the Nightmarket giving no quests at all. It now also takes goods and gold. Added supply orders to The Furrow. Renamed every guild shop item and rewrote the descriptions to say what you get. Fixed guild shop items that did nothing when bought. Rebalanced guild shop rewards so a token is worth the same at every guild. Combat and Loot Changed every hunting beast to drop its own hide, such as Lynx Pelt and Mammoth Hide. These are used in Cooking, Alchemy and the tannery. Fixed Ironfang not dropping Ironfang Claws. Renamed several drops to match the item they actually are. Added a combat enchant for emerald jewellery, Man-at-Arms. Fixed the enchant screen only showing skilling gear. It now shows combat gear as well. Alchemy Added reagent counts to transmute recipes. Fixed Arcane Dust running off the edge of its card. Art and Interface Added painted...
SUPERBOLT
SUPERBOLT
26 days ago · Skoll

Update 1.1: Faster starts and better world progression

This update revisits the opening minutes of SUPERBOLT and the transition from one world to the next. Thank you for the feedback on progression: reaching a new world should make the next step worth exploring. Your upgrades carry more weight Moving to another world no longer raises the price of upgrades you already have access to. You keep your levels and stored charge. Each world reached adds to your damage bonus for the current run. Newly unlocked upgrade lines start at level 1, ready to try. Power and Yield gain extra multipliers at levels 10, 25 and 50. The purchase curve has been rebalanced around these milestones. More to do in the opening worlds Reach Power level 5 to receive your first automaton if you have not bought one yet. The Silence challenge keeps its restriction. The first Branching level now adds a fork aimed at a nearby target. Further forks arrive at levels 4, 7 and beyond. World 2 now introduces Conduction immediately, with paired targets that make chain attacks useful from arrival. World 3 forms small target networks. Later worlds put more emphasis on splitting targets and kill-extended chains in the final world. Clearer upgrades and bug fixes The shop shows current and next effects, upcoming milestones, and short tips when new mechanics arrive. Automatic shots no longer interrupt the timing of your manual resonance combo. Income perks no longer push the world-completion goal further away. Automatic spill damage, chains and lingering attacks now respect gold targets reserved for manual attacks. Collapsing correctly resets each world's timer while preserving your all-time play history. Existing saves remain supported. Your progress is retained, including older upgrade levels above the new purchase caps. You can continue your current save. If you try the update, I would like to hear how the opening worlds and the first transition feel now.
Beast Market
Beast Market
26 days ago · RelyNoir

Major Update v0.20260905.8 — Weapon Development, Resonance & Combat

Major Update v0.20260905.8 Based on player reports, this update improves early weapon progression, endgame Legendary Gear development, and the clarity of hunt information. Weapon Development Contract Added a one-time Weapon Development Contract that lets you choose one weapon branch where both T1 and T2 are still incomplete. First-clearing the target Standard monster grants the T1 design right. Its first craft uses a contract recipe with no blueprint and reduced materials. After reaching the required AR, first-clearing the target Empowered monster grants the T2 design right for the same branch. Home, Quests, Workshop, and Build now show contract progress and the next required action. Each account may choose only one contract and cannot change branches afterward. Existing players can use it when an eligible unfinished branch remains. Legendary Gear and Resonance Each Legendary armor piece now gains 8% of its base Defense per level from Lv0 through Lv10. One lineage unlocks Resonance I with two pieces at Lv5+, Resonance II with four pieces at Lv7+, and Resonance III with all five pieces at Lv10. Each of the six lineages has distinct Resonance effects. Different lineages do not combine, and equipped weapon type is not a condition. The Build screen now summarizes active Resonance tiers, requirements, current/required piece counts, and their actual effects directly below the current loadout. Fixed Resonance details being cut off by making the loadout rail scrollable at every restored panel height. Awakening after Lv10 improves Arcanum only; Defense and Resonance are capped at Lv10. Combat and Presentation Revised weapon-type passives and roles to better distinguish offense, part breaking, ailments, and durability. Quest planning now makes estimated clear time and expected rewards for the current build easier to compare. Stun lasts 8 seconds on its first trigger, then 15% less per repeat, down to a 4-second minimum. Exhaust lasts 20 seconds and applies enemy Attack -30%, ...
Crimson Engines
Crimson Engines
26 days ago · Gurgling The Goat

Hotfix v0.2.7 - Elixir Persistence & HUD Improvements

Multi-Potion Session Persistence Fixed an issue where consuming an elixir and logging out caused the active effect to disappear or switch upon logging back in. The server and client now persist and restore the complete multi-elixir map in the database, allowing multiple active potions (combat, skilling, and utility) to remain active concurrently across play sessions without overwriting one another. Real-Time Countdown Timers Skilling elixirs and party combat elixirs now decrement continuously second-by-second in real time while their associated skills are active, instead of delaying and jumping down in blocks upon node completion. Elixirs pause and remain preserved whenever you are not performing their associated activity. Consolidated Elixirs HUD & Interface Consolidated top bar elixir timers into a single "Elixirs" button with an active count badge and urgency indicators when effects have less than 2 minutes remaining. Clicking the "Elixirs" button toggles an anchored popover displaying all active potions, category badges, real-time activity status, live countdown timers, and buff descriptions. Added click-outside and Escape key dismissal, and removed native browser tooltips that previously obscured card details. Updated the Active Potion Effects modal with matching detailed cards.
PC FISH: Taskbar Aquarium
PC FISH: Taskbar Aquarium
26 days ago · NANOO

PC FISH’s First Season Is Here!

Our First Season Is Here! Our first season is now live in PC FISH: Taskbar Aquarium!Season 1 introduces five new fish to PC FISH: three limited Seasonal Fish and two new regular fish.Season 1 is live now and ends on October 4 at 23:59 UTC. Meet the New Seasonal Fish Seasonal Fish Meet three special Seasonal Fish in our first season!Seasonal Fish can only be obtained through Seasonal Fish Merge using the specified ingredient fish. They cannot be obtained through breeding or regular merge.Seasonal Fish cannot be exported to storage or traded on the Steam Community Market while their season is active. Trading becomes available after the season ends.Seasonal Fish will not reappear for at least 12 months from their first appearance. However, their return is not guaranteed even after 12 months. Start Your Season Collection! Each Seasonal Fish requires specific fish at the required star level as Merge materials.You can now collect the required ingredient fish and begin creating your Seasonal Fish! Check the recipes above and gather the fish you need. Higher-star Seasonal Fish require higher-star ingredient fish, so start building your Season Collection now! This is only our first season. Look forward to more Seasonal Fish and new collections in future seasons! Season End — Major Time ZonesUTC: October 4, 23:59Seoul / Tokyo: October 5, 08:59 (KST / JST)Beijing / Singapore: October 5, 07:59 (CST / SGT)Istanbul: October 5, 02:59 (TRT)Berlin / Paris: October 5, 01:59 (CEST)London: October 5, 00:59 (BST)New York / Toronto: October 4, 19:59 (EDT)São Paulo: October 4, 20:59 (BRT)Los Angeles / Vancouver: October 4, 16:59 (PDT)Sydney: October 5, 10:59 (AEDT) Two New Regular Fish Season 1 also adds two new regular fish.Unlike Seasonal Fish, these fish are not season-limited and will remain obtainable after the season ends. Update 1.3.0 Update 1.3.0 is now live alongside our first season, bringing new features, quality-of-life improvements, and bug fixes. Added 3 Seasonal Fish, each ...
Wuwei Cultivation
Wuwei Cultivation
26 days ago · 玻璃猫

《无为修仙传》1.1.5版本更新日志

1. 调整聚气丹效果:装备后每场战斗开始自动消耗一枚,使本场战斗会心一击率提高20%;连续战斗也会正常重复使用。 2. 所有敌人新增10%会心一击率,会心伤害为170%,并以红色战斗日志提示。 3. 功法等级上限由99层提高至999层,宗门功法同步调整。 4. 新增《悟道心经》:每层减少0.5%功法参悟时间,最高减少90%。 5. 新增《枯木回春诀》:战斗胜利后按比例恢复最大气血,最高恢复30%。 6. 新增《九转凝真功》:提高大境界突破成功率,最多增加20个百分点。 7. 新增《斗转星移篇》:按比例反弹敌人造成的实际伤害,最高反弹80%。 8. 物品单组堆叠上限提高至9999。 9. 主菜单“成就”入口调整为“制作团队”,增加制作人员与特别鸣谢名单。
仙途放置:无尽天梯和完美装备

V5.4.7 万妖谷异宝套装掉落

v5.4.7 2026-09-05 【修复】天命之证「等级越高评分越低」 【修复】天命之证等级取「历史最高层」而非当前层 【修复】天命评分显示未走数字缩写 【新功能】万妖谷·异宝四凶套装掉落线:第 51 层起,谷内所有怪种在原神品四凶线之外新增一条【异宝品质】四凶套掉落线——固定十万分之一(不随层递增、无保底),妖王最高、精英减半、普通怪再降至 1/5;命中直接产出异宝部件(6 词缀 + 1 条仙缘词缀、基础属性 ×1.35),套装效果(2 / 4 / 6 件)与神品件完全一致。妖市异宝券仍是缺哪补哪的定向途径 【修复】万妖谷异宝券兑换的四凶部件缺仙缘词缀:兑换旧版走常规装备生成(只堆 6 条词缀),产出的件虽为异宝品质却没有异宝标记与仙缘词缀,比机缘掉落的异宝装整整少一条词缀;现改走异宝专属生成入口(直通四凶套 + 指定未拥有部位),并对手上已有的漏配旧件自动补齐仙缘与评分(存档自愈,不影响神品件与天命件)。同口径修正自动穿戴的排序:改用实时评分而非可能过期的存盘值 【修复】万妖谷低效层「装备完全不掉」与文案不符:进层播报 / 百科 / 帮助面板 / 万妖谷面板 / 地图页共 6 处一致承诺低于实力层时「妖丹/精魄/妖核/装备全部只有正常的 1/10」,但装备侧此前是直接跳过判定(一件都不掉) 【新功能】妖潮令自动使用开关(万妖谷面板·妖市区):与丹药「自动续药」同构 【修正】妖潮令文案与实际收益对齐
Necromancer Idle: The Endless Drain
Necromancer Idle: The Endless Drain
26 days ago · JBlivionDev

Patch 1.0.10

Combat hits During fights, floating boxes now show the name of the blow you are landing. You start with three and a new one opens every 20 Innate levels of your class's combat stat, up to ten. Soldier, ranger and mage each have their own, from the slash and the shove to the arcane salvo or the volley They do not change the damage. Combat is resolved exactly as before, and this only puts a name to what was already happening in the bar You can turn them off or change their style in Settings, Advanced options It is the groundwork for what is coming: with the hits on screen we can later show how the enemy answers you, and add status effects and other special effects Event log in Chapters 1 and 2 The road is no longer walked in silence. Every time you move from one area to the next, the log tells you what you find on arrival: close to forty new entries across the first two chapters, translated into all eleven languages Entering an academy and leaving it also leave their own line. The one on the way out names what you are taking with you: Splinter at the Arcane College, Climbing at the Duelists' Hall and Eagle Eye at the Navigators' Guild Fixed along the way a bug that was eating these lines: movements were not recorded as a finished action, so the log never got to count them. That also brings back a couple of old lines that had been missing for a long time, among them the jump from Chapter 1 to Chapter 2 Life from damage taken Avoidable fights only give Life for the damage you take if you end up winning them. The aim is that letting a far superior enemy beat you up and then healing at the temple stops being the shortcut to raising Life Fights the route forces on you still give Life even if you lose them: the ones that block the way, such as those on the branches, the end-of-chapter bosses and the hunt Avoidable fights are still a perfectly good way to train your combat stat, win or lose. The only thing they no longer give for losing is Life Inventory Each consumable now ...
Bomb Vehicle Idle Clicker
Bomb Vehicle Idle Clicker
26 days ago · rimmindgame

Regular Update Patch

Doomsday Judgment Tank · Trait OverhaulThis update deeply iterates on the core traits of the Doomsday Judgment Tank, further unlocking its role as the "ultimate weapon" on the battlefield. The enhanced Doomsday Shell now delivers even more devastating burst damage and sustained growth potential.Doomsday Shell Mechanic UpgradeFires a Doomsday Shell every 10 attacks. The Doomsday Shell's power equals the combined power of all equipped weapons, dealing massive damage. Each time a monster is hit, the damage it takes increases exponentially by a factor of 1.15x.New Commander TraitThe Doomsday Judgment Tank simultaneously unlocks a brand-new commander trait:Each time a Doomsday Shell is fired, the vehicle's exclusive weapon damage increases exponentially by 0.4%. Combined with the Doomsday Shell's hit-scaling mechanic, the vehicle's overall output forms a dual growth curve in prolonged engagements, significantly raising its late-game power ceiling.Mammoth Armed Reclamation Vehicle · Two New Faction Skins AvailableThe Mammoth Armed Reclamation Vehicle receives two brand-new faction skins, both with Vehicle Attack Power Amplification Coefficient attribute bonuses — a dual upgrade in appearance and combat power.Azure Alliance SkinName: Mammoth Armed Reclamation Vehicle – Azure Alliance SkinSkin Description: Standard-issue armor livery of the Alliance's elite forces. The clear azure base is stained with the traces of war; emblems are branded onto the armor surface, and every scratch bears witness to the bloody struggles of the faction's soldiers.Attribute Effect: Vehicle Attack Power Amplification Coefficient +% (exact value as shown in-game)Savage Tribe SkinName: Mammoth Armed Reclamation Vehicle – Savage SkinSkin Description: Tribal battlefield armor livery. The rough dark-copper and crimson armor is covered in bullet marks and claw scars; primitive totems are branded into the steel plates, and every dent tells tales of wild conquest.Attribute Effect: Vehicle Attack Power A...
Bit Heroes Quest
Bit Heroes Quest
26 days ago · Adrian

Celebrate a decade of Bit Heroes!

Our big 10th Kongiversary is here, and we our celebrating with our best Kongiversary yet!Collect SardiGems to exchange with Sardinex for cool rewards!! Including a special box of rewards just for Kongiversary.The Kongiversary Pet Egg returns bringing a new Kongiversary Accessory Box along with it.Learn 10 years of Bit Heroes trivia by talking to the town NPCs.The Festiflux Invasion event will be available with an expanded roster of returning Fusions from past events.Why celebrate with one new Fusion when we can celebrate with four new legendary Fusions featuring some of the most famous faces in Bit Hero history!Follow WRLD_EATR, Neflarian, and Bitverse_Andy each on Youtube for three Sneak Peek reveals.Meanwhile, we're kicking this Kongiversary excitement off in dark-and-brooding style by revealing one of the new fusions here. After all, you can't have 10 years of Bit Heroes without its greatest bit-villain.DecastarothTen years running the underworld, and the old armor still fits.| Power 36% | Stamina 19% | Agility 40% |Schematic: Astaroth x1 + Gold x20,000 15% Dual Strike40% Empower against enemies below 25% health25% Chance to damage the weakest enemy for 75%Fork Lightning - 0SP: Shock Closest and 1 additional Enemy for (50%)Papercuts - 1SP: Bleed the Closest 3 Enemies for (82%)Cold Comfort - 2SP: Freeze Enemy Team for (80%) & Revitalize for (10%)Roast of Honor - 3SP: Combust Target for (225%)Ten Feet Under - 4SP: Root Weakest for (28.5%) ten times
MEGACITY
MEGACITY
26 days ago · greenkamino522

V2.11.2 Update.

MEGACITY: V 2.11.2 Update - Build squads around distinct battlefield roles and filter recruitment by the role you actually need. - Preview squad composition, synergy, defense, and recovery before committing troops. - Choose **Balanced, Assault, Defensive,** or **Recon** doctrines. Doctrine now changes mission speed, power, and casualty risk instead of being a label with no bite. - Captains have relationships and succession. A captain’s death no longer automatically destroys the formation; a deputy can keep the squad operational. - Deployments, training orders, casualties, and squad leadership survive save and Steam Cloud reloads. - Military food, rations, ammunition, fuel, and other logistics are shown as their own operational pools, with clearer readiness explanations when a supply is short. Citizens and soldiers can now be wounded, sick, missing, or killed, with medical supplies, recovery, and cause-of-death accounting making those consequences visible. Medical storage has upgradeable capacity, and capped rewards now tell you when the city could not accept more. Officers, captains, rival leaders, and civic figures can be influenced through personal interactions. Relationships, temporary boosts, cooldowns, and consequences persist instead of disappearing when the screen closes. Factions, Institutions, and the Working City - Administrative institutions and the Administrative Bloc add new internal pressure to the city’s politics. - Factions can make demands, and responses now feed back into the wider simulation. - The Rust Wardens have a real engineering workforce ledger tied to infrastructure and production. - Population pressure, staffing, worker-scaled output, and supply-versus-stockpile demand now make the economy easier to read and harder to fake. - Commercial licenses show their payout in the Economy ledger, on the license card, and in an inbox receipt. Law enforcement operations now have visible outcomes before the dispatch arrives. The black market has real p...
Snt Plan
Snt Plan
26 days ago · Sn兔子

V0.062 Update Announcement

Fixed the Home welcome text and player code occasionally appearing as “--” after signing in or returning Home; Home now reliably reads and refreshes the current player's login cache. Fixed an issue where some warehouse items could appear to disappear after an update; the warehouse now displays the complete item data from the login cache without paged overwrites. Fixed Character configuration slots for equipment, skills, items, pets, and tools not responding to clicks; clicking a slot image now opens its selection and unequip actions correctly. Fixed equipped gear in Warehouse showing Unequip while the action was unavailable; configuration bindings now stay validated with the Warehouse cache so the correct slot can be unequipped. Gold balances, prices, totals, taxes, reserves, and exchange amounts in Market now use thousands separators for easier reading. World Tree SEED exchange now correctly groups negative Gold balances, and the maximum valid Gold price is fully visible in Market details. Fixed some eligible higher-level accessories not appearing in the Infusion target list; equipment eligibility is now determined consistently by the server. Fixed an issue where Auto Battle could skip automatic recovery items when attacks or status events were processed first. Equipped potions are now checked at deterministic battle checkpoints when HP or MP falls below the player's configured ratio. Fixed an issue where players with purchased Auto Battle attempts could be shown as using “Free Auto Battle” after certain inventory updates. Purchased access and its attempt limit now remain stable and refresh immediately. The Crafting requirement for Wrought Iron, Iron Ingot, Bone Coating, Bone Adhesive, Arcane Adhesive, and Refined Essence Adhesive is now LV3, and Yellow Crystal has a new Crystal LV3 recipe. The running fire-source and minimum 100°C requirements for Pig Iron, Wrought Iron, and Iron Ingot are unchanged. Pig Iron*2 == Wrought Iron*1 (Crafting LV4-->LV3; the fire sourc...
Monotony Idle
Monotony Idle
26 days ago · admin

Version 0.2.0!

FeaturesNew Town hub with animated buildings to quickly jump between skillsInteractive 2D animated scenes for Woodcutting, Mining, and FishingSmithing rework with molten metal pouring animations and custom moldsCollapsible sidebar and UI scaling settings FactoryCockpit studio redesign with a full edge-to-edge floor and docked analyticsFactory Contracts board: turn in factory parts for gold bountiesNew factory parts: Requisition Cogs, Standard Crates, and Binding MortarFactory plot expands automatically on odd Ascension ranks up to Rank 13Buyable perimeter land unlocked at Rank 13BalancingThe Factory is now completely free at Ascension Rank 3 (no AP cost)Rebalanced early quests and added new Dragon bosses through Rank 10Auto-eat only eats 1 food per hit taken now instead of over-eating Quality of Life & FixesGathering cards now show your prestige XP bonus directlyFixed progress bar stutter on skill actionsFixed annoying sidebar horizontal scrollbars on smaller screensOff-plot machines are now safely refunded to your inventory on loadThanks for all the feedback so far! It has been truly helpful!
Guilds of Mountgate
Guilds of Mountgate
26 days ago · Dr. Asi

48 Hours After Launch – Thank You!

A little over 48 hours after release......have passed since Guilds of Mountgate launched on Steam, and I think it is fair to say that the biggest part of the initial chaos is finally behind us.The first two days were very intense on my side. Most of my time went into technical work behind the scenes: fixing launch issues, improving server performance, monitoring the live environment and making sure the game could comfortably handle the influx of new players.Because of that, I was not able to be everywhere at once.And that is exactly why I want to use this post to say a very sincere thank you to the community.While I was busy dealing with the technical side of the launch, I repeatedly saw experienced players welcoming newcomers, answering questions, explaining systems and helping people find their way into the game.That was genuinely great to see.It also reinforced a decision I made quite some time ago: allowing Founder’s Edition players to enter Guilds of Mountgate before the Steam release.There were certainly moments during that period where some people questioned that approach, questioned the game, or were very quick to assume where the project would or would not end up.In hindsight, I am even more convinced that it was the right decision.By the time the Steam release arrived, Guilds of Mountgate already had a small but experienced community. Players who knew the game, understood its systems and were able to help newcomers while I focused almost entirely on keeping the technical side running.If everyone had entered the game for the very first time on release day, I would probably have been buried under server issues, support requests and player questions at the same time.Instead, the community carried a surprisingly large part of that load.And I absolutely noticed it.So to everyone who took the time to answer questions, welcome new players or simply help someone who looked a little lost:Thank you. You made the launch considerably easier for me.As for patch notes, ...
← Prev
Page 67 of 570
Next →