Hi everyone, thank you for your interest in and support for our first game! We’ve been keeping a close eye on your feedback and are working to release fixes and improvements as quickly as we can. We want the game to feel smooth and enjoyable to play. This update includes the following changes: fixed the cursor pickup area for gems and collectible items adjusted the ingot costs for smelter and storage upgrades added more late-game upgrade levels for the trader, jeweler, and black market to help speed up coin progression reduced the prices of tier 2 and tier 3 pickaxe and magnet upgrades reduced the prices of tier 2 carrier upgrades reduced the ore cost of buying additional carriers reduced the prices of hunter and cleaner upgrades updated upgrade descriptions for rocks and stations so they show more details about the affected stats updated several icons in the upgrade tree to improve readability If you find a bug, notice a localization issue, or want to share a suggestion, please let us know on our Discord server: https://discord.gg/r5FpxeU7Z5
Hello,This is the TBH: Task Bar Hero development team.First of all, we sincerely apologize for the delay in this follow-up announcement.We wanted to confirm the update schedule before making an announcement, and there were many things to verify, which caused the delay.We are truly sorry to have kept you waiting for so long, and we deeply appreciate your patience.■ Target Update Schedule2026.09.07 (Mon) 22:00 (PDT | San Francisco)2026.09.08 (Tue) 14:00 (KST | Seoul)2026.09.08 (Tue) 06:00 (BST | London)The Plague Zone content update is scheduled to go live at the time above.■ Update Detailsa. Plague Zone: New stage type addedb. New Cube Recipe: Corrosion addedc. New Items: Level 90 items added, new Unique Stats added (approx. 20 types)d. New Runes: New Rune type added, additional Runes added to existing typese. Skin System: Change your character's appearancef. Statistics: New menu to view basic game statisticsWe are doing our best to develop this update, and we would be grateful for a little more patience.We will see you next week with the new update.Thank you!TBH: Task Bar Hero Development Team
Heroes!We recently shared some insight into our current plans for Shakes & Fidget in the latest Producer’s Note. After this we looked at your feedback and open questions and decided that we want to update you on the current status for some of our more endgame focused features.We currently have three different features for this in either planning or in active development. Those are a brand new dungeon world, a new endgame dungeon feature and the Monster Hunt.Let's see what this means. We can't share all in-depth details about these features, but you should get an idea of what's coming. Plans or ideas may change, but we know some of you worry about endgame content.Class WorldWe are actively developing a new Dungeon World: a Class World. This new dungeon map lets you fight enemies that use all our existing player classes.Currently we plan to release this in several parts, starting with the first part including the following classes:MageWarriorScoutNecromancerEvery Dungeon has its own class. You will fight a whole dungeon just with Mages and so on. Once you have beaten all dungeons on the first map, you will be able to fight a portal which will unlock the next zone (once released). The next part of the class world would then release with different classes as enemies.As of now we do not plan to release this dungeon world with Experience as a reward but for example:GoldFruitsMetalArcane SplintersWe are looking into adding Experience for the later more high level dungeons of the class world which will release later, but we cant guarantee it yet.We currently plan for those dungeons to start at around level 250 and later parts of the class world will be up to level 750. Since we start with one class world area, the initial player level will be low. As we release more areas, endgame players will have content to clear but this content wont be available on release.This new dungeon world lets us better balance some classes in the future. Currently, dungeon enemies use our base c...
Steam Early Access Release UpdateI would have much preferred to post a “Guilds of Mountgate is now live on Steam!” announcement by now, but unfortunately we’re still not quite there.Originally, I was aiming to release Guilds of Mountgate into Steam Early Access on August 11. Unfortunately, the review process and communication with Valve turned out to be considerably more complicated than expected, with some delays and misunderstandings along the way.After it became clear that the original release date couldn’t be met, Steam eventually displayed August 31 as the release date. This wasn’t a newly planned release date on my end, but rather the date Steam displayed after August had been selected as the intended release month.I was still very hopeful that the review would be completed in time to make that date — unfortunately, that didn’t happen either.The build was submitted again for review on August 26, and as of September 1 we’ve now reached roughly the upper end of Steam’s usual review timeframe once the weekend is excluded.As always: At this point, there isn’t anything left on my side currently preventing the release. The game is ready for its Early Access launch, and I’m essentially waiting for the final approval from Valve.Of course, I haven’t spent the additional waiting time doing nothing. Quite the opposite. The extra development time has already gone into fixing several bugs, improving quality of life, and — probably most importantly — substantially reworking parts of the backend architecture in preparation for a larger number of concurrent players.That work has made state requests considerably more lightweight, improved server stability and added additional safeguards against sudden load spikes. I even discovered afterwards that the server CPU wasn’t boosting properly, so fixing that gave GoM some additional free performance on top of the architectural improvements. So while I’m obviously not happy about the delay itself, there is at least one very real upsi...
https://store.steampowered.com/app/4267800/_/ Hello everyone! We're thrilled to announce that: Bandit Simulator TD is officially set to launch on Steam on October 12, 2026! Compared to the demo version, we've made massive changes and will be adding plenty of new content and gameplay features! In this edition, we'd like to introduce a new gameplay mechanic: Appointment & Duty System This is the stronghold's position assignment system. You can freely choose who gets to be the bandit chief or take charge of a specific branch. {STEAM_CLAN_IMAGE}/45936264/b4ebae4ce583614c114e066392bcc88f49bbe0ab.png Targeted Character Skill Development Leverage the attributes of the character with the strongest skills, allowing their strengths to benefit the entire stronghold. (The value shows 0 here because the numbers haven't been plugged in yet.) {STEAM_CLAN_IMAGE}/45936264/9a786deaea1b9c708e8a6ec1cda9412dbe056b61.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the game survive and thrive! https://store.steampowered.com/app/4267...
A new Aim Clicker update is live! 🎯 This update focuses mainly on fixing Steam achievement tracking and introduces the first preview of something much bigger coming to Aim Clicker. Steam Achievement Fixes Fixed Tracking achievements that could fail to count completed runs correctly Fixed Easy / Normal / Hard run completion tracking Run progress is now stored locally as well as synced with Steam Achievement counters can now automatically resync if Steam fails to register progress Improved tracking for Perfect Runs and high-accuracy achievements Improved persistence of achievement-related stats between game sessions Existing progress can be recovered where possible Thanks to the players who reported these issues! Coming Soon – Aim Manager You may notice a new switch at the top of the game: AIM CLICKER ↔ AIM MANAGER Aim Manager is currently COMING SOON. The planned mode will let you build and manage your own esports organization. Planned features include: Build your own esports team Recruit and transfer players Scout new talent Train your roster Hire coaches and staff Upgrade your headquarters Manage organization finances Compete in leagues and tournaments Fight your way toward the World Championship Build your organization's legacy Aim Manager will be connected directly to Aim Clicker, including the same in-game money economy, creating a new long-term progression system. More details will be revealed as development continues. Thank You! Thank you for all the bug reports, reviews, suggestions and feedback since launch. I’m reading your feedback and continuing to improve Aim Clicker with frequent updates. If you want to report bugs, suggest features or follow development: Join the Aim Clicker Discord See you in game! 🎯
Hi Travelers!Welcome to September, and another newsletter!To start things off we'll discuss a little bit about Episode 10, which we're making good progress on so far. The episode itself is quite large in terms of different variables from previous choices, different romance paths and endings that you might be working towards, and we're expecting that it will still take some time for us to complete.Because of this we're considering releasing the episode in two parts (very Hunger Games/Twilight of us), so that you'll have a decent chunk of it to play while waiting, as well as being able to experience our new UI and some of the updates we're continuously working on to improve the earlier episodes.It should also give us the time to make sure the episode is paced well enough to feel like a satisfying ending, rather than feeling like we have to rush things to release it earlier. We'll bring you some more news about this over the next couple of months as we work out what will be the best decision, and how we'll implement it.From tomorrow we'll be a part of the Fall in Love Visual Festival, presented by Studio Élan. We're very excited to be a part of this festival with a bunch of other wonderful VN's, and we'll be running a special Steam giveaway, so keep an eye on our X and Bluesky pages for your chance to win a copy of Andromeda Six!On September 8th we'll be releasing a fun new item in our merch store, our A6 sticker books! These sticker books feature adorable art of the crew and Oppo, designed by Aria, and have special coated pages that allow you to place and keep your stickers until they're ready to be used.We'll announce when the sticker books are available to purchase, and until then here is a sneak peek of the design!We've got tons of things going on behind the scenes, and plenty more to come, so we'll leave it there for now! If you'd like to come chat more about A6, ask questions, or just stay in the loop, feel free to come and join us on the Wanderlust Games Discord...
Sorry for keeping everyone waiting this long. Due to the Steam review process taking considerably longer than we expected, Jiahao is currently unable to release on the original schedule. But don’t worry — this isn’t because of any issues with the game content itself. It’s just some relatively minor store page presentation details (for example, some of the screenshots weren’t actual in-game captures but concept art or meme images). We’ve already finished fixing all of them. The new tentative release date is September 10th.Also, if any of you have lines you’d like to add for Jiahao, or any other suggestions, feel free to leave a comment under this post, or drop a message on the jiahao.games website. You can also check out our art book in the meantime — there’s quite a bit of material in there.And please rest assured, we won’t be sitting idle during this time. We’ll continue polishing the game, fixing Jiahao’s bugs, and developing content for the upcoming free updates.Once again, we sincerely apologize to all the players who have been looking forward to Jiahao.
Changes- BGM tracks have been changed and added.- The amount of EXP dropped by monsters in Stages 10–11 has been increased.Bug Fixes- Fixed an issue where the Cavalry could not use skills while charging.
1.穿透属性超过100%时,现在也会转化为伤害加成了 2.更改灵宠技能书的存储方式,现在和宝石一样有单独的页面了 3.开放建筑中的乞灵阁升级,效果为增加每日乞灵奖励,后续开放更多内容 4.现在的化形丹将以灵宠头像的方式显示了 5.乞灵阁的幸运抽奖中,新增了绣灵丝·葛衣短打,绣灵丝·花果之星 使用后可将现有的幻化形象进阶,进阶物品中奖率相对较低
欺神弄鬼
30 days ago
· 腿腿不要再买谷啦
各位大人久等啦,这里收录了八月所有的更新汇总!并修复了可能会影响大家游戏体验的问题,再次感谢大人们一直以来的等待与支持。更新内容方不凡支线;景陵个人线2;萧谓之个人线3;新侠缘角色出场;12章摄政线里屈九思家门口的额外小彩蛋;增加景陵个人线第二节、萧谓之个人线第三季的回看功能;增加萧予之的侠缘图鉴;增加本次更新内容的内置攻略条目侠缘【秋夜】的后续剧情已更新,完成剧情后即可与秋夜进行聊天等互动,具体流程内容已在内置攻略“秋夜支线-盲·四”条目中更新。增加信件提醒功能,信箱中若有未读邮件则会在可以查看信件的地图中(家中二楼走廊和卫所)进行提醒。修复内容修改已知文本错误;修复与部分NPC对话时,使用取消键无法结束互动的错误;修复已知bug小提醒:Steam没有自动更新的玩家请尝试检查steam更新设置或将steam客户端退出重新登录来强制更新游戏版本。再次感谢大家对游戏的关心和支持,祝大家游戏愉快!
LORED
30 days ago
· Drillur
Added a CPU fallback for the Soul Grid! If the GPU-based route fails to initialize on your system, it will automatically initialize the CPU route In this mode, your cycle ticks cannot be lower than 60, but you will still gain a proper amount of Soul Embers This should allow even computers of antiquity to run the Soul Grid Also, fixed Chamomile and Medium Roast for the 3rd time for the final time for all time
Added a smaller resolution option (960x540).Set item silhouettes in the Compendium will now remain visible until the full set has been collected, making it clearer when previewing a set that some items are still missing.Added a "Hide Unequippable" option to the Codex. It can be toggled from the top-right corner of the Item Codex.Improved the task input field during the tutorial and increased the character limit.Fixed an issue where Goddess Blessing node could stack incorrectly.Fixed an issue where the Daily Chest tab was not properly hidden during battle based on the active Blessing.Fixed an issue where closing the Teleport interface with ESC and then opening the regular map could cause the interface to display incorrectly.
- Fixed an issue where some mobile-specific features were not properly disabled.
Fast Lane Raids are a lot faster. That is the headline. Everything else is polish. Raids are faster Killing blows land instantly. Every hit used to wait ~0.1 s for the bullet to travel before it counted. If your shot kills, it counts the moment you fire. One-shot builds clear raids up to 3x faster (measured: ~9 s raids now take ~3 s at the same depth). Damage did not change, only the waiting did. Abyss opening strike is instant. Past CL 25,000 the enemy's first hit resolves the moment combat starts. A timing gap let fast melee builds skip it; fixed, and the player no longer pays a start-up delay for it. Reality snap fires sooner after deploy (1 s -> 0.3 s). Headless Raid (new option) Options > Display > Headless Raid: only the map, your marker, the CL badge and the AUTO-DEPLOY chip are drawn. No enemies, loot, tracers, hit effects or combat text; side notifications only for STASH FULL and rare drops. Pure speed for long farming sessions. Game math is unchanged; turn it off any time. Steam Deck Layouts fit 1280x800: loadout, augments, terminal, options, quests, raid HUD. Bigger equipment slots, readable objectives and quests, tooltips no longer cut off. Deck starts with CRT effects off and a fixed 70% UI scale (the only scale that fits). Font size is still yours. Tap the weapon panel to switch weapons, an INVENTORY button in raids, on-screen keyboard for text fields, controller buttons in hints. Loot & quality of life Loot filter: ABYSSAL rarity can be auto-sold and you can pick the exact item (Rubber Duck, Portal Fluid, Null Visage, Abyssgaze Optics, Choir Dampener). Everything else Abyssal stays protected. Bulk Sell gets "Abyssal and below" and lists exactly what is and is not sold. Ask Before Quick Actions: new NEVER + CHASE setting (no confirmation even on chase items). STASH FULL messages merge into one card and show every 10th full raid. Same-title notifications no longer stack. Leaderboards Confirmed cheaters are now shadow-banned: their scores stay on their o...
Check out the new features, improvements, and fixes included in this update! WHAT’S NEW Chests now show their possible Drops and whether they are tradable. Equipment images on the Steam Market now display their rarity frames, making Rare, Epic, Legendary, and Mythic items easier to identify. IMPROVEMENTS We optimized the Bring from Steam panel, reducing temporary restrictions when bringing several items into the game. Market messages now provide clearer information when players need to wait or when Steam is still processing an item. The item list no longer disappears when an attempt to bring an item fails. The game now handles connection fluctuations more effectively, reducing disconnections caused by brief interruptions. FIXES Locked Skill Stones are no longer counted as available in the Ritual. The button will remain disabled and explain when a Stone needs to be unlocked. Fixed a rare issue affecting the Fusion Ritual while hero Energy was being updated. Fixed an issue that could cause the interface to appear mirrored or misplaced on computers with Windows configured in languages such as Arabic. Fixed incorrect information about whether certain Chests could be traded. SECURITY We strengthened protection against automated mass account creation, helping protect the servers and the game’s economy. We reinforced Market validations to ensure that all sales follow the 5-10 — Easy stage or VIP Pass requirements. Thank you for playing and continuing to support the development of Bomb Farm!
Patch 1.1.0 - Major Balance Update and a New Bottle!Hey everyone! We want to start this off by giving everyone a huge thank you for making this launch so incredible. Thank you so much to everyone who has played, left reviews, and given us feedback! This launch has been unbelievable for us so far.We’ve been seeing your feedback on how slow the post-game of Normal mode is, and how slow Idle mode is in general, so we have a large patch to address these concerns.Normal Mode BalanceAdded a new Normal Bottle variant, and two corresponding upgrade types, to the post-game! We won’t spoil it here, but it will considerably speed up earning money on your way to Buying the Universe.Raised the starting cost of the final Champagne variant to make room for the new Normal Bottle type in the progression.Increased how quickly Bottle Value scales in the post-game. This will speed up how quickly you progress in post-game across the board.Doubled the amount the Orb Value upgrades give in post-game and over doubled its max value. This will significantly speed up the prestiges on your way to Buying the Universe.Doubled the amount the Starting Bottles upgrades give in post-game, from 5 to 10.Raised the Unobtanium Chance upgrade in post-game from 2 to 5.Changed the post-game respawn chance upgrade to be free and immediately max out.Added a free post-game Bat Size upgrade.Added a free post-game Smashing Speed upgrade.Reduced the chance of Crystal Crates from spawning Fizzy Bottles from 20% to 10%. This will make the strategy of constantly resetting runs less effective, but still keep it viable for those that enjoy it. Idle Mode BalanceIdle shard requirement reduced by 33%. This will speed up Idle by 33% across the board.The player’s bat in Idle now does Minion damage + 1, up from (Minion damage + 1) / 2. This is for players who would like to actively speed Idle along as much as possible, now your own clicking is much more useful.Note: We are working on a larger Idle overhaul that will greatl...
🌌🐄 Season of the World Dancer Has Begun! ✨ Feel the cosmic energy, ancient wisdom, and the rhythm of the universe flow through you!Become one with the eternal dance and unlock mystical powers.📅 Season runs: September 1 – September 30, 2026🧥 Unlock the Hero Set of the Cosmic World Dancer💥 Season bonus boosts your basic Stamina in PvP battles🎁 Collect Season Points to earn mystical bonus rewards🐾 Meet your loyal sidekick Moondy🐂 Special level 10 skill "Mighty Horns" strengthens your heroic journeyHarness the rhythm of the cosmos and dance your way to victory! ✨💥#HeroZero #SeasonOfTheWorldDancer #Moondy #PvPBoost #CosmicPower #HeroicJourney
The move controls will now only show the first time you play and once you've proven you can do it will be hidden The Boss Russ splits will now work like LiveSplit and the VS section will be relative to your best splits on a completed best run. Previously I did it so it was best split up to that point (but silly me.. that doesn't make sense) Fixed a bug where you could beat the Boss Rush and then continue the mode from the main menu. Now when you beat the final boss that is considered the end of the run and you can no longer continue from there
Hey there, time for the first patch with a few qol changes: Added a tutorial when obtaining the first relic Added the possibility to equip relics via right-click if no relic has been equipped yet Fixed a wrong tool tip in the skill tree for relic slots. It now reflects that only the first point will unlock a relic slot Added a buff timer UI Fixed a bug that would let you keep clicking when click was held while changing the focus of the game to something else Fixed a bug that would take base affection gains for achievements. It will now take the correct value you see with all your buffs and unlock the achievements appropriately. If you find any other bug or missing qol feel free to give feedback in the forums and I will fix/add it asap! Thanks for playing!
English Pareto 1 and Pareto 2 are live — and will be discounted with all currently available FlashBoss content during the Autumn Sale. Russian joins as the sixth and final interface language. This is the third major announcement in two months — and the last of the Year of the Horse.Two English bundlesThe complete English course now comes as two editions at one price: the American English Bundle speaks the built-in American voice, and the British English Bundle adds the English (F) voice DLC, which turns every spoken and written word British.Latin — the real thing — this ThursdayLatin Core releases this week: a 1,000-word reading course in actual Latin, classical pronunciation, macrons on every headword, its own trained voice. Not to be confused with Latin Roots, which is an English vocabulary pack built from Latin parts.The next five ThursdaysThis Thursday — Latin CoreThen — Latin Pareto 1Then — Swahili CoreThen — Swahili Pareto 1Then — Swahili Pareto 2After that, you decide: Indonesian or Ancient Greek. Vote in the comments.The update cycle is finishedFlashBoss has been updating on a regular basis for the last six weeks, leading to frequent downloads. Thank you for your patience in the meantime.The biggest change of the cycle lives under the hood: FlashBoss now ships a GPL rebuild of Piper TTS, and on top of it we have begun training voices of our own. Our Esperanto and English (F) voices have been trained in house, as have our classical Latin and Swahili voices to come. Thanks to the Piper project, and to Mozilla and the volunteers of its Common Voice project, whose recordings teach these voices to speak. Hear them all on the voices page. The same engine drives the PiperTTS window: press Ctrl+P on any screen, paste any text, and hear it read aloud, or save the audio to keep.Bugs or content errors will be addressed promptly if reported at: the report page.Good luck to each of you with your learning endeavours,— Master Odiin
Hey everyone!Just a quick heads-up as we get closer to 1.0!Tomorrow, the price of Cult of the Yellow King will go from $2.99 to $3.99, with regional prices changing along with it.We wanted to let you know before changing it instead of just doing it out of nowhere. We’ve kept the Early Access price pretty low while we continued working on the game, and now that we’re getting close to full release, we feel like $3.99 makes a bit more sense for where the game is now.Also, don’t worry if you were planning to pick it up soon! We’ll be joining the Steam Autumn Sale too, so the game will be discounted again during the sale.We also have some nice localization news: the Turkish localization is finished! It’ll be added in an update coming very soon.And there might be more languages on the way too! Someone from the community very kindly offered to help us with a French localization. We’ll share more about that once we have a better idea of how it’s going.And one more thing: we’ll be announcing the full release date very soon!Thank you so much for sticking with us through Early Access, sending feedback, reporting bugs, helping out, and just playing the game. We’re getting really close now and we’re very excited for what’s coming next.
- Skins are now sorted alphabetically by name when filtering by rarity. - Added an animated colored border to the menu. - Fixed an issue with the chest button. - Fixed an issue with screen selection. - New Skins: Weathered Lead Knight (Uncommon) Volcanic Reaver Knight (Uncommon) Amethyst Knight (Uncommon) Valkyrie Queen Knight (Uncommon) Tundra Soldier Knight (Uncommon) Titan Forged Knight (Uncommon) Thunder Templar Knight (Uncommon) Tattered Leather Knight (Uncommon) Swamp Tracker Knight (Uncommon) Void Stalker Knight (Epic) Fellfire Knight (Legendary) Debugger Knight (Legendary)
- Cultists now pick up fuels more reliably when placed next to a spawner, their multiplier to kick in even when things get lit up like crazy
Major Content Update: Player Housing Has Arrived - Customization, Co-Op Building, Automated Professions, Salvaging and MUCH more! Hello Adventurers!Today we have some very exciting news! Player Housing has arrived in Upgradia! Welcome to Upgradia's first Major Content Update - the biggest coziest update Upgradia has had yet! Player Housing brings a full home-building system to Upgradia. Players can craft their first tent from level 1 Crafting, place tents out in the world, build with blocks, decorate interiors, add storage, use profession workstations, automate crafting jobs, set lighting and music, invite friends, and make housing part of their progression.Tents can be placed anywhere your character can go, including Camps, The Farm, The Village, Caves, and the Town Gates. Other players can see your tent in the world, visit it, enter if they have permission, and even build together.Player Housing connects tents and workbenches directly to profession automation, giving players a new way to craft, process materials, store items, and build long-term progression from inside their own homes. Update HighlightsBuild and decorate your own tent home, with up to 10 homes per playerCraft your first tent from level 1 CraftingPlace tents out in the world for other players to seeInvite friends inside and build together using shared housing permissions50 tent visuals across 10 colours and 5 tent tiers120+ craftable furniture and housing items50+ furniture drops added to monster loot tablesExtra rooms for upgraded tentsVoxel-style building with blocks, ramps, stairs, shelves, and doorsTile-by-tile floor and wall customization with 40+ colour and style optionsStorage chests with up to 100 slotsProfession workstations for smelting, forging, alchemy, cooking, and salvagingWorkstation automation and collection systemsSalvage Station for breaking down spare equipmentLighting controls, furniture lights, tint options, and mood settingsTent music system with music player furnitureNew hous...