Fellow cultivators, Cultivation Road v2.1.0 is available now. {STEAM_CLAN_IMAGE}/46235247/3238f695dc30d9fec6e69271164636c369f0ac03.png This release marks the arrival of the complete rebuild from Cultivation Tower to Cultivation Road. Rather than adding a few features to the former tower-based game, we rebuilt the core gameplay, interface, progression systems, and environments around an ever-unfolding journey to the east. Gameplay at a Glance Your party travels automatically along a continuous side-view road, meeting enemies and bosses at different distances. The protagonist and all twelve unlocked allies can fight together, with independent attack, health, movement, and revival timing for every character. Clear the way and the journey resumes. You can also repeat a cleared distance for resources or return to the frontier whenever you are ready. Travel and combat unfold automatically while you decide where to invest Spirit Stones, how to develop the party and Sect, which Spells to master, and which permanent relics to collect. When progress slows, begin another cycle and carry your accumulated advantages through twenty layered environments and the boss route beyond 8,100 li. 2.1.0 Changelog: Controls, Saves, and Interface Improvements New Journey confirmation: Selecting New Journey now warns you before creating or overwriting the autosave. Progress is reset only after confirmation; cancelling or closing the dialog leaves the existing autosave unchanged. Per-save environment progress: Unlocked environments and the currently selected environment are now stored in each save slot. A new journey starts from the first environment instead of sharing environment unlocks with other saves. A new cycle transition: The old world and progression panel leave together, the screen fades to white as the environment changes, and the new world enters. Combat, income, animation, and input remain frozen throughout the transition. Combat and interface performance improvements: Character a...
Wiki New Wiki button on the top bar, with sections for Basic mechanics, Academies, Unique bosses and Strategies Anything that spoils itself comes covered: there is a spoiler switch and a notice when the section you are reading is hiding something The box can be made wider or narrower and the text larger or smaller The content is downloaded, so the first time you need a connection. After that it stays saved This is not a final version. It is unfinished and it will keep growing and changing over time, with no need for a patch to come out Reincarnation upgrades Now, for each level of reincarnation upgrades you buy, you get 5 Innate levels in every stat except the two combat stats that are not your class's main one, and 20% more base Life The upgrades you buy affect the character's growth curve, while the passive bonuses to Innate levels affect your starting progress after the Reincarnate Disciplines (formerly Badges) Badges are now called Disciplines and they are no longer just a souvenir from the academy. While you carry one, that combat stat trains at the same cost as your class's own: a mage with the Dexterity Discipline stops raising it five times slower They last one life, so the choice is made again on every Reincarnate. The detour to the Chapter 1 academy decides which secondary stat you get to raise at normal speed this time The Intelligence Discipline also unlocks spell learning for anyone who does not fight with Intelligence. Without it, a soldier or a ranger passing through an academy that teaches a spell does not take it home. Skills are still universal and depend on nothing In the Milestones panel the section is now called Disciplines Inventory A consumable that is still handing out its healing stays on the list even with the stack at zero, its little bar running until it is spent Automation and queue New button on the automation plan, Send to action queue, which copies the plan as it is into the queue. In the room you are standing in it overwrites whateve...
Hi everyone!Quick update: Pegfinity is now Steam Deck Verified 🎉The game has now been tested and approved for Steam Deck, so you can launch balls, hit pegs, stack upgrades, and chase ridiculous scores on the go.I think Pegfinity is a perfect match for Steam Deck. Short sessions, quick runs, satisfying bounces, and chaotic score-chasing all feel really nice in handheld form.I’m also continuing to work through the next things on my to-do list. As a solo developer, I have to prioritize carefully and take things one step at a time, but I’m reading feedback, keeping an eye on issues, and working on what makes the most sense for the game going forward.Thank you again to everyone who has played, reviewed, and supported Pegfinity so far.- Lasse
Thank you for playing Ars Mechanica! The game has been updated to ver. 1.0.4. The changes are as follows. ■Fixed an issue where the passive skill "Synchronize" could target an unintended character and fail to function properly for the character that should have been targeted.■Fixed an issue where equipping the passive skill "Synchronize" would cause it to be automatically unequipped from a character who already had it equipped.■Fixed an issue where the confirmation window would remain open after equipping a passive skill with a limit on the number of characters that can equip it.Thank you for your continued support of Ars Mechanica. Rufa
尊敬的各位玩家!由于组内伙伴偶感风寒,剧情开发进度略受影响(挣扎了一会儿,今天要搞完还是时间不够)。原定8月完结的江雨涵甜蜜剧情,无奈只能推迟到9月1日,为您连更3章剧情。很抱歉给您造成不便,我们会竭尽全力更正上线(能凌晨就不中午,能中午就不晚上),并在9月初就为您更新:一套林霏霏女仆装。9月份还会优化以下内容:1. 背包容量扩充2. 强化白发剑姬(加入武器词条系统)
Hi everyone! I’ve just released an update addressing several Phase 3 progression and visibility issues:Fire Resistance is now a standard starter upgrade in Phase 3, allowing you to protect your Moon spawners regardless of which prestige nodes you selected.Added a new cursor with a clearly visible centre. Its size can now be adjusted using the scroll wheel for more precise aiming.Objects inside large fires now appear as silhouettes, allowing you to see and speed up the mechanic cultists hidden behind the flames.Spawner and Cultist placement can now be cancelled if there isn’t enough room, preventing a placement softlock.The leaderboard should now correctly record your highest fire level during post-win rounds.This is the first step toward improving the end of Phase 3. A larger rebalance is coming next, focused on creating more room to build and keeping your multipliers effective as the fire grows.Thank you for all the feedback!
1. Added an offline-reward building 2. Added building blueprint design 3. Added confirmation for building demolition 4. Added one-click inventory locking
Terminal UI art style fully renewed, bringing a more refined look while retaining previous interaction habits.Appearance and Equipment interfaces merged, making it easier to edit your girl. Equipment loadout slots increased to 10, with custom loadout names for quick identification.Squad tab now includes a chat room feature. You can also click the desktop pet's chat button to use a standalone chat window.Desktop pet now has more themes and settings, configurable to your actual usage scenario.Especially the Card theme, which shows only the signal value and buttons — designed for workers secretly idling on the job.Reputation gain accelerated. Now earn 1 reputation per 10,000 signal value.
Hello everyone!I’m excited to share that Zad Archery will be released in 24 hours!Here’s a quick look at what’s coming in the full version:7 major content and many unlockable subsystems25 Steam achievements to completeLength: Designed to take around 5 hours. However, your build choices and the loot you acquire will affect the duration, especially if you are aiming for 100% achievements.Exact release date: Tuesday, 01/09/2026 at 13:00 UTCWhich is in other time zones:Eastern Time (ET): 09:00Pacific Time (PT): 06:00Brasília Time (BRT): 10:00Central European Time (CEST): 15:00Moscow Standard Time (MSK): 16:00China Standard Time (CST): 21:00Japan Standard Time (JST): 22:00Thank you all for the support. Release day is almost here! I hope you will enjoy playing it.New Games:We are a group of solo developers publishing games together. Two members of our group recently launched Steam pages for their games. We usually work on similar game genres (incremental and clicker), so if you found Zad Archery fun to play, these will certainly interest you. Please consider wishlisting them!MAR: Millions Are Rising:Millions of monsters are escaping the hole. Stop them with a unique arsenal of towers, nukes, and deep upgrades in this incremental tower defense game. Aleef: Desktop Pet Collector:Work, browse, or play other games while hatching eggs in the background! Collect 300+ pets with various stats, unlock powerful upgrades, and build your battle team. Please consider adding the game to your Wishlist ❤️
PATCH NOTES 1.2.6 • New LED panel with UV light • 1 new ticket • Mom now has something to say in the beginning/ending of the game • Quality of life enhancements • Bug fixes • UFO achievement count reduced
Town warehouse deposits now use one RuntimeData material capability, so registered equipment materials such as Apprentice Spirit can be submitted and consumed through the same typed stack/lot settlement path. Town specialty gathering now allocates capacity through global FIFO reservation windows, so waiting requests no longer distort execution progress or grant duplicate rewards. Target-level enhancement now blocks continuation when no protection unit is available and never silently falls back to unprotected enhancement. Enhancement results now play back each server-authoritative attempt with level, probability, roll, gold, material, and enhancement-tool durability consumption details. The enhancement result dialog no longer hides process details and shows cumulative consumption plus the target-reached or resource-stop reason at the end. After the server confirms that no battle is active, the Battle Hall now restores its category, location, monster cards, selection preview, and details instead of showing an empty list or question-mark fallback. Inactive auto-challenge and stale recovery state can no longer contaminate Battle Hall selection, while active battle recovery still requires exact server-authoritative identities. Nine monsters used by the Sunken-Wood Swamp and Gloomy Woodland content now use synchronized official transparent artwork instead of fallback images. Red Crystal*250 (500-->250) + Flint*250 == Fire Energy*1 Red Crystal*500 (1000-->500) + Basic Clay*200 == Basic Furnace*1 Player character and stamina pages now consume the shared scoped player-assets cache, so real inventory, skill, speed-up ticket and tool data are no longer confused with a lightweight player shell. Quality Warehouses, Quality Conveyors, and Quality Recyclers are no longer sold in the System Shop; existing devices, layouts, and history are unaffected.
Hey Guys,It has been a busy first week. Thank you to anyone who bought the game! Here is what changes in version 1.1.2:PrestigeI have now added a prestige system for every planet. You can prestige a planet up to three times. All upgrades will reset and all satellites will be destroyed. In return you increase the research budget by 10x, 50x or 100x and receive one prestige point.Prestige UpgradesIn addition to the prestige point you can also choose one of three permanent upgrades everytime you prestige a planet.End GameThe "Increase the energy of the sun" upgrade is still the final one to get and completing it will end the game. But now it costs prestige points instead of research points. That means you are now forced to prestige most of the planets to finish the game.Other changesRedesigned main menuButtons now move down when pressedUpgrade cost now shows the correct unit (Money, science or prestige)Changed some values for better balancingBugfix: Satellites could trigger multiple times on spawnBugfix: Last Comsat upgrade was too expensive by factor 10If you have any questions or ideas please join the discord!See you guys in orbit,Janis (dev)
Dear players To optimize the overall gaming experience, enrich combat gameplay, and fix known stuttering, crashes, and UI anomalies, we have completed the version update iteration today. This update adds a new beginner guidance system, reconstructs the monster affix system, comprehensively upgrades UI art and combat effects, optimizes resource drop rules, and fixes multiple core bugs
Additional Release Note: Buff & Debuff Duration Fixes These changes were previously announced on Discord, but were unintentionally omitted from today’s Steam release notes. We apologize for the confusion. Some effects could remain active after their displayed duration ended. They now expire correctly: Knight: Shield Warrior: Reinforce, Reflect Assassin: Fast Archer: Drained Mage: Ice Lake Spider: Attack Speed reduction Overlord of Death: Attack reduction Troll Warchief and Anubis: Attack increases This is not a direct balance change to skill values, enemy HP, or enemy Attack. However, clear times and difficulty may change where these effects previously remained active longer than intended. Also fixed Debuffs remaining active if an affected monster died before the effect expired. Attack and debuff skills using outdated targets instead of checking targets within their own range. Maintenance Schedule (45 minutes) 12:15–13:00 UTC Progression, Rewards & Orbs Adjusted stage boss Coin rewards by difficulty and increased act boss Coin rewards. Some Coin effects from Orbs and the Cancer constellation now scale with base Coin rewards instead of adding fixed amounts. Orb details now show the current effect, next-level effect, and Coin cost to upgrade. Increased the Normal Chest and Stage Boss Chest drop-rate bonuses granted by Orbs. Base offline Coin and EXP rewards are now 85% of online rewards. Orb and Star Chart bonuses apply separately. Combat & Stages Fixed an issue where clicking a portal while traveling on the world map moved you one stage too far. The server was already rejecting invalid clears and rewards caused by this issue. After 10 consecutive defeats on the same stage, Automatic Challenge now moves you back one stage and turns off. If Act Boss Chest storage fills up during an act boss challenge, Automatic Challenge turns off and moves you back to a lower stage. Added an Automatic Challenge tooltip explaining how it works and when it stops. Stage-clear logs now sh...
团子岛密语2
31 days ago
· 304446772
1.设置中增加窗口大小调整功能。 2.取消部分地图准入等级。
https://i.imgur.com/PXxvPaS.gif ・【Scroll of Extraordinary Wealth】added on the item store.
Three patches in one post. Zone Sweeper stopped being a menu of difficulty modes and became one endless world you walk. One endless world Standard / Hard / Expert / Hell are retired. One base mode, Normal, that never ends — difficulty climbs ×1.225 per map with no ceiling. 96×40 maps rolled fresh every run, across ten biomes: Abyssal Moor, Obsidian Emberfield, Bone Ossuary, Sunken Depths, Crystal Vein, Fungal Bloom, Void Terrace, Iron Foundry, Frozen Abyss, Crimson Moor. Zone tiles are gone. Monsters stand in the field — walk up to one and the fight resolves where you stand. No scene change, no loading. Loot spills at the corpse and coins collect themselves as you walk over them. Realms and Reaches Every realm is cut into ten Reaches, each with its own theme, roster and layout — gatehouses, a spine, arenas and a landmark court. A Warden waits at the end of every Reach. One kill per run, and it pays BP. Levels come rung by rung instead of in bands, authored per realm so the climb steepens as you go deeper. Monsters roam and hunt, and none of them outrun you. Elites and bosses stay dead for the whole run. Finding your groundMilestone Compass — a needle cycling Best Prey → Unbeaten → Off. It navigates: routes through the realm instead of pointing through a wall. Monsters carry an outlook colour graded against your build, and the best exp-per-BP ground in the realm is crowned. Field Chart — a fog map of everywhere you have walked, with a hero-centred minimap that zooms from 36 to 144 tiles. Waypoints at the town plaza, mid-route and boss pads, plus a Town Portal you can cast anywhere. Out in the fieldCaches — crates, urns, veins, coffers and hoards hidden across every realm, once per run each. Arrival banners with their own fanfare when you enter a theme, realm or Reach. Footfalls that read the ground: earth, stone, water and wood each leave their own mark. Walk-up Blacksmith, Artisan and Shelter Keeper at the Anchor, each on a 2-hour cooldown. Progression rebuiltMonste...
Dear Commanders:The Galactic Expedition continues, and new companions along with a smoother adventure are now available!Recently, 《Angel Legion》 has undergone multiple updates regarding hero acquisition, Botting mechanics, newcomer experience, and mission rules. The brand-new fashion - Papacy·Collector also debuts, while free recruitment, Botting chests, and certain mission mechanics have been adjusted and optimized.Whether you are a new Commander just joining the Legion, or a veteran returning to the stars, you can now enjoy a smoother progression experience.The New Fashion - Papacy·Collector Debuts After collecting the complete Papacy sets, Commanders will obtain the "Papacy·Collector" Fashion. Showcasing unique charm with its solemn and elegant design, it adds a stunning new choice to your Fashion collection.S+ Hero "Aria of the Tides" Expands Acquisition Methods The S+ hero "Aria of the Tides" previously featured in the "Tide Aria Summon" event, will gain more acquisition routes after the update. After the update, Commanders can obtain "Aria of the Tides" through the following:·S+ Gene Shard·S+ Gene Choice Chest·Galactic Wish PoolCommanders who missed the previous limited-time recruitment event will now have more chances to meet "Aria of the Tides". We welcome all Commanders to check the specific acquisition methods in-game and add this powerful new member to your squad."Fantasy Tour" Limited-Time Event is Ongoing In addition to this version update, the "Fantasy Tour" S+ Recruitment Event and "Microphone Collection Day" are also currently underway! Event Period: August 28 – September 4 During this event, the recruitment rate for the S+ hero "Dreamy Diva - Ananya" is boosted. Commanders can also participate in "Microphone Collection Day" to collect event items alongside Miya.New Servers are Now Open New Commanders preparing to set foot in the stars can start building their Angel Legion on the new servers. Returning Commanders can also seize this opportunity to re...
Just as everyone was chattering away, Jiahao appeared behind them.Today’s Ultimate Hao looked far more serious than usual, and the tense atmosphere quickly spread to everyone present.At a moment like this, it had to be Jiaxin who stepped up.Jiaxin: “Jiahao, your Hao Domain is really getting in the way.”Jiahao froze for a second, then immediately understood what Jiaxin meant. He burst out laughing and shut off the Hao Domain.“Haha! Bring it on!”Jiaxin laughed just as hard and clapped the Ultimate Hao on the shoulder. The others relaxed too, all wearing easy smiles as they offered their blessings.“Go on, you dumb hood guy — go prove you’re more than just a guy who makes a living off jokes.”“If it gets too tough, switch with me.”“Hang in there, Hao-ge.”Watching this funny yet heartwarming scene, everyone’s inner tension eased a lot. And Jiahao’s response to all the cheers was a single, full-of-confidence shout:“Alright!!!”Will he win?“He will!”“If you can do it, then by all means, come and try.”“Just so we’re clear beforehand… you’re the challenger!”
Hello, Painters!I’m fallshad, an indie game developer of Click Painter.I’m excited to announce the launch of the Steam store page for ZUNKS, the new title from AlmangeGames—the indie team I lead!ZUNKS is a challenging top-down action game where you wipe out hordes of monsters and duel powerful bosses in a zombie-infested apocalypse. It offers a fast-paced, intense gaming experience that stands in stark contrast to Click Painter.If you add ZUNKS to your wishlist, you’ll be among the first to hear about the release of the demo version, which is coming soon. We would be incredibly grateful if you could add the game to your wishlist!Thank you for reading, and have a nice day! :)
Hi everyone!Thank you for taking the time to share your thoughts. I am reading all the feedback coming in. I want to make this game the best version of itself while staying close to the vision: grow a fire until it beats the sun.I am actively working on it, and I have two patches planned.Update 1 - Getting you unstuck in Phase 3Fire-resistant spawners become a normal Phase 3 upgrade, so your spawners on the moon cannot burn you into a dead end. Right now if you miss a prestige purchase they're goneCursor fix: the ring stays thin, you can see where the center is, and you can resize the cursor at any time (the upgrade becomes "max cursor size")See silhouettes of objects "inside" the fireBug fixes: the leaderboard not recording your best fire level, and the placement softlock in Phase 3Update 2 - Phase 3 and camera reworkA lot of feedback is about the fire growing over the upgrades you bought. Managing the fire's growth should stay part of the game, but the fixed screen makes it unfair, so: The camera zoom out within a phase as the fire grows, so there is always room to move your spawners, cultists and moons out of the fire and use their multipliers effectivelyPhase 3 starts from scratch, the same way Phase 2 does , so no more guessing which spawners surviveHint panels that tell you when your multipliers are not being used wellPost-game upgrade prices adjusted so the last achievements are reachable without days of grindingIf the upgrade screen ever fails to open after a round, or the game gets stuck on a screen, please send me your Player.log (%USERPROFILE%\\AppData\\LocalLow\\Punch Pancake\\My Fire Is Bigger Than Yours\\Player.log) — I want to fix that in Update 1 too.
- Polish: Performance improved. We keep working on improving your experience! Check out our Discord for additional info!
Hunters,This is a small patch, and nearly all of it comes directly from your reports.You can now choose the game’s font, the New Haven list view has been rebuilt from the ground up, Master Rings finally provide stats worthy of a level 99 reward, and the dungeon loot counter now tells the truth.As always, your existing saves remain fully compatible.FONT SELECTIONYou can now choose the game’s font under Options > Display:Atmosphere — The original house fontBook — A warm serif fontAntiqua — An elegant serif font with wider letterformsClear — A simple sans-serif font and the most legible optionA preview line displays each font before you apply it.Every option works across all seven supported languages. The bundled display fonts only cover Latin characters, which is why Russian and Chinese previously fell back to system fonts. The selectable fonts support both Latin and Cyrillic, and each includes a CJK fallback.Your font selection is stored per device rather than in your save. A smaller laptop can therefore use a clearer font without changing anything on your main screen.NEW HAVEN LIST VIEWThe New Haven list view has been completely rebuilt as a proper building register.A scrollable list on the left displays each building with large artwork, its current rank and available actions.A full detail panel on the right shows the selected building, its effects, all four required materials, the gold cost and one clear action button.Building slots in the Action Queue remain visible even when they are empty, instead of appearing only after being occupied.Refineries and the Smokehouse now share a unified work window showing mastered recipes, required inputs, resulting outputs, the production rate per cycle and how many cycles your current supplies can cover.On narrow resolutions, entries now fold into two rows instead of extending beyond the screen.The map view and its building pop-up remain unchanged.FIXESDungeon Loot CounterThe dungeon loot counter displayed 0/6 regardless of how...
2026.8.31 更新公告新增内容如下:1.删除原锻造临时框架,锻造玩法正式上线,不同锻造等级下,可锻造的最大装备境界、品质概率、部位概率均在玩法页面内进行展示,为配合锻造正式版本,已对装备分解所获得的对应碎片数量进行同步更新(***重要***:本次更新完毕后,需更新客户端才可使用锻造功能,未更新客户端的用户无法使用锻造功能);2.洞府经营中,百炼台、制符台和炼丹炉,在选择配方时可输入制作的数量,并可同时排队多个配方,根据等级解锁排队数量,最多同时排队5个配方。优化内容如下:1.青云秘境称号,掉落权重优化调整(非最终版,仍需实际数据进行相关测试);2.强化使用绑定材料,在设置页面关闭了提示,但强化时依旧会弹出提示框(仍需根据用户不同的操作方式,进行测试);3.优化服务器对异常交易的识别,严重异常交易行为不再需要人工审核,服务器自动对违规行为账号进行处理(原逻辑:服务器识别异常 → 标记账号 → 人工审核确认 → 处罚/不处罚;现逻辑:服务器识别异常 → 处罚/不处罚 → 人工审核确认处罚/取消处罚 )。修复内容如下:1.删除了“已有进行中的历练”这个错误弹窗;2.断线并正常重连后不再弹出“服务器连接已断开”的弹窗;3.修复进游戏时,因玩家本地网络波动,概率出现左侧菜单栏无显示;4.修复灵池垂钓页面中,渔获物列表的魂器显示为“已过期内容”。本次更新已完成。请玩家自行前往STEAM对游戏进行更新,如STEAM未能及时推送自动更新,可在STEAM库内,右击游戏属性,手动检查文件完整性,进行更新。《墨仙箓》玩家官方交流QQ群:①群:738458576《墨仙箓》唯一官方反馈渠道QQ:3911979443感谢您对《墨仙箓》的喜爱与支持!
Guilds Ten guilds you can join. They're free, and you can be in all ten at once. Each guild gives you three quests at a time - kill something, deliver something, gather or make something. New ones refresh every day, and you get one skip per guild if you don't like what you got. Finishing a quest rewards three things: Reputation - raises your title in that guild. Six titles each, each one unlocks a permanent bonus for that guild's skills. Skill XP - in whatever that guild does. Guild tokens - shared currency throughout guilds to purchase rewards. The ten guilds: The Furrow (farming), The Timberhall (woodcutting, firemaking), The Delvers (mining), The Deepwater Company (fishing, cooking), The Emberforge (smithing, crafting), The Ashen Circle (alchemy, foraging), The Gilded Facet (jeweler), The Nightmarket (agility, selling), The Iron Legion and The Quiet Hand (combat). The farmhand has moved into The Furrow. Its three tiers are titles you earn now instead of things you buy, and the per-harvest wage is gone with them. UI reworks Cooking. Recipes now show the amount of healing the food provides. The fire is a proper hearth with the log shelf on it, so loading fuel doesn't need the popup any more - and it finally tells you how much fuel is still sitting in your satchel. Also reworked: farming, alchemy, and the sailing UI got a pass. Quality of life Combat level added to the combat UI. Combat skills now have XP progress bars. Auto-eat shows the HP value. Hovering an item anywhere now shows the same detail as hovering it in your satchel. Tooltips changed for items in your inventory. You can wear two of the same ring. Voyage grade colors changed — some were too close to tell apart. "Ratskin" is now Raw Hide, to match what actually drops it. Bug fixes Monsters no longer hover oddly during combat. Removed a line that said you could skill and fight at the same time. You can't. Bulk selling no longer sells gear you have equipped. Socketing menu bugs. Long durations now read "5h...