Fixes Enemies not appearing on the raid map (after alt-tab, long background sessions, or fast redeploy) is fixed. Buff & keystone indicators (Rage, Frenzy, Chain, Coin Toss...) no longer flicker between fights. Mining lag when buying rigs or installing GPUs with a large farm (500+) is fixed. Balance Shotguns reworked: pellet damage now benefits from headshot multiplier, armor penetration and elemental damage (previously ignored all of them). New & Quality of Life Underlord AUTO toggle: auto-summons your highest pending claim each raid, works with auto-deploy. Merge All: merge every eligible pair in the list at once (Infinity fragments excluded). ◈ Fragments card on the gear screen: shows the total buffs from all fragments in your loadout. Loot filter: stat minimums, a second stat condition, target specific mythic affixes (Deadeye, Juggernaut...) with a minimum value, and reorder rules by dragging them from the number on the left. Grid Blueprint: Copy Layout / Paste Layout to clone a module layout onto another item of the same type. Underlord Warding Core: rare material (Underlord, CL 25,000+) with a 50% chance to save gear on a failed +6-or-higher upgrade (+$50B, +100 BTC, +1 core). Hustler: gamble 1 BTC instead of $50,000 for a 5% chance at a mythic item. Other Overload keystone now notes it requires an elemental weapon. Version is now v1.0.3.
{STEAM_CLAN_IMAGE}/46096882/eccca5e1091cc992712cb24ab284155a7db7a3dd.jpg The planet tore open in seven places. Time to go down. Anomaly Runs is out of beta and fully live - the biggest single update Lost Vessel has shipped. This has been months in the making, shaped directly by everyone who ran the beta and told me what felt right and what did not. Thank you. This one is yours too. What Anomaly Runs is A run-based combat mode inside the idle game. You pick one of seven rifts - one beneath each zone, down to the seventh under The Hollow - and descend a shifting map of fights, hazards, choices and questions, deciding how much to risk at every step. At the bottom of every rift, something is holding the floor. Seven rifts, three levels each. Every level pays its reward bounty exactly once, scaled to its depth. No grinding one easy floor forever - the rewards live where the danger lives. Boss arenas. All seven tier bosses fight in fully staged 2.5D arenas, each with its own body, its own ground and its own moves. Normal fights can be watched in the arena too, or skipped instantly - your call. Bosses that disagree with you. Every boss has a distinct combat identity: weaknesses, resistances and status pressure drawn from its zone. One weapon type does not answer all seven fights. Build for the fight in front of you. Three dive charges a day - and a boss kill refunds its charge. Winning is free. Only the runs that beat you cost an attempt. The Rift Engine Loot is tunable. Calibration is a weekly meter you feed with Analysis data - the more stable the engine, the richer every dive that week. On top of that, every single dive can be tuned on the way in: Foresight scouts an extra row of the map, Bias the Rift skews the ground toward the kind of work you want to find, and Overcharge is the expensive one - a harder, elite-dense dive that guarantees a standout piece of gear if you survive to the bottom. Rift Feats The rift keeps a ledger of the things nobody sane would do in it. ...
A player got stuck at raid 14 after our last balance patch, and their review found a real flaw — thank you. • Raid rivals can no longer be stronger than your own army. The previous cap let them be slightly above you, which for some players meant a wall that grew as they grew. • New mercy rule: every consecutive defeat makes your next rival weaker. A few losses always buy you a clearly winnable rematch. Any win resets it. • Losing a raid now pays salvage gold for every rival you felled before falling — so the economy keeps moving even on a bad streak. (This was the stuck player's own suggestion.) • Nothing changed in the campaign or the first five raids.
A refreshed desktop client, shipped alongside today's 1.7.0 content update. Desktop client updated to version 0.2.0. Steam achievements that unlocked in-game but never synced to Steam (including Veteran Explorer) are delivered automatically on launch. All content changes in 1.7.0 - the full release of Anomaly Runs plus a large quality-of-life round - land server-side and are covered in the full announcement.
{STEAM_CLAN_IMAGE}/45943665/44d4a99d55232f16d19ac9b522fa3fdb25141184.jpg This update is all about how the fish move. Schooling Fish of the same species now swim together. Each school follows a leader and holds its formation instead of drifting apart, so a tank full of neons reads as one shoal rather than twenty separate fish. Formations spread out in depth as well as side to side, so a large school fills the tank naturally instead of stacking into a single flat band. Bodies that stay level Fish no longer tip their heads up or down when they swim vertically. Bodies stay parallel to the floor at all times. The old tilt made a fish rising to the surface look like it was standing on its tail. New squash-and-stretch motion replaces it. Bodies compress and extend in time with the tail beat, so you can still read the burst-and-glide rhythm at a glance — just without the nose in the air. Pacing Cruising speed now drifts gently up and down instead of holding one flat value, which makes the tank feel alive rather than mechanical. The variation is deliberately subtle — wide enough to notice, narrow enough that nothing looks like it is stuttering. Swimming boundaries, feeding, breeding and every other tank behaviour are unchanged. The demo receives the same update.
styling on the quick menu dropdowns
Music LibraryA new ≡ button next to the BGM buttons on the palette opens the track list. Switch whole albums or single tracks on and off, so anything that doesn't fit the mood stays out. Add your own music files (mp3 / m4a / aac / wav) — one track at a time or a whole folder — and play them as the aquarium's BGM. Tracks are not copied: the app simply points to where they already are on your computer, so no extra disk space is used. Press ▶ in the list to preview while you choose. If you have unlocked the "BGM Player" skill, it is ready to use. Note: the demo cannot add tracks (the list and the on/off switches still work).New fish: the Glass CatfishA curious catfish with a body as clear as glass — you can see right through to its spine. They hover in a shoal, all facing the same way, while the long anal fin ripples like the surface of water. Very timid, they settle into the shade of a plant as their own spot and spend their time there together. In real life this fish has almost never been bred in captivity — but in this tank, you can try. Note: unlock it from the SP Shop.A new object: the Napoleon StatueNapoleon Statue — a general driving his horse up the rocks, an advance with no sign of stopping, caught in bronze. Water shows through between the horse's legs and the loop of the reins, and fish swim past behind it. Note: unlock it from the SP Shop.BGM in Mini tank mode, tooThe BGM buttons in Mini tank mode are now bigger, so they are easy to press even on a small tank. The title of the track now playing drifts slowly across the top of the BGM buttons.
已鉴定的混沌宝石可以堆叠了
LORED
32 days ago
· Drillur
LORED on Steam is now available for macOS 13.0 or higher!
Optimized clickable area calculation logic to improve performanceFixed an issue that prevented some players from launching the game properly
v0.1.5 The Huntsman picks a stance The Huntsman stops being a pile of numbers. His four keystones are two stances now, and you choose one. Every quiver changes a rule about your Marks. And the Glassworks no longer goes quiet the moment the eighth board is sealed. The Huntsman Four keystones, two stances, one choice. At Range (Deadwind, Phantom Veil) or In Blade Reach (Bladeflow, Ambush). Forging one quenches the other two. They always pulled against each other-Ambush sets the Gap to zero, Deadwind pays you for every Gap second left-and nothing in the game ever said so. Points spent on Gap could be worth exactly nothing. Every quiver now changes a rule about your Marks. Broadhead spends them all in one finisher. Deepstrike pays for every one you hold. Huntsman heals when you spend one. Warden carries them into the next fight. Featherlight sets one even when the target evades. Phantom refills them when you vanish. Only the quiver you wear counts. Nodes that buy Gap seconds now say when a keystone switches them off. The Glassworks It keeps paying after the last board. With all eight sealed, Emberglow itself raises the diamonds your Holdfast finds-up to another 8% on top of the boards. Every Prism you have ever earned makes Reigniting stronger, up to +50%. It counts what you earned, not what is left, so spending on the Skill Tree never costs you a thing. The kiln remembers. Every 8000 orbs on a board lifts that board's floor by one grade. The bad runs were the problem, not the average: board 8 went from 29 hours in the worst case down to 7. Your best grade ever counts towards sealing - reaching grade 28 on an earlier board is no longer thrown away when you move on. The chain chance cap is 0.62 instead of 0.59. A slice of the Lucky Ash and Kiln Luck you were paying for had nowhere left to go. Quality of life Ordeals got "Run it again", the Descent got "Descend again" right on the result card. The Descent button names the gold toll and stays locked when you cannot pay it....
Printer breakdowns have their own sound.Music no longer goes silent after a save.The Endless Workshop shows its name again.
Find Kittens 13: Cave Town is coming soon. Now more levels await you, without any DLC, everything in one game! Very soon, you’ll be able to journey deep underground and the most mysterious adventure in the series!– Find Kittens 13: Cave TownAdd the game to your wishlist so you don’t miss the release! You’ll have to explore this wondrous world and find cute kittens hiding among rocky paths, crystal lights, and secret tunnels. Bring the black-and-white scenes to life with different colors. Engaging, captivating visuals, 3 levels, 450 cute cats, and pleasant, atmospheric music await you. Also, if you missed the news, another game in the Find Kittens series is coming out soon - Find Kittens 12: Pirates.
This update should improve performance by 20% across the entire game. Building autobuyers and talisman autobuyers are upwards of 99.95% faster. Other performance changes: - The challenge row no longer updates per tick, but when exiting and entering a challenge. - The animation for the bars on the Ambrosia subtab are now more performant. - Reduced polling frequency for rune/achievement sweeps. - Obtainium and Global Speed Mult calculations are deduplicated where possible. - A bug that caused the Research tab to update far more than it was supposed to was fixed. - Similarly, a bug that caused the Octeracts and Ambrosia subtabs to update more frequently than expected was fixed. - Other minor performance changes.
Discremental is ready and will be released on September 7th. Until then, I’m making the final improvements based on the feedback I’ve received. The game has currently surpassed 1,100 wishlists and the number continues to grow quickly. I want to thank everyone who played the demo and added the game to their wishlist during this journey.You can help me make the game an even better experience by sharing your feedback or simply sharing the game with others. I’m really looking forward to finally releasing the game. See you on September 7th!
When the 「hood」 and the 「mask」 collide, they generate an imaginary mass explosion known as 「Virtual Form · Hao」. 「Looks like I did pretty well?」 「This is actually my first time taking the exam completely unprepared.」 「But… as long as the result is good, right?」 「In other words……」 「That’s right—Jiaxin won.」
Check out all the new features, performance improvements, adjustments, and fixes included in this update! WHAT’S NEW The Wiki now includes a new section explaining the Birth Rank, represented by the ranks E, D, C, B, A, and S. OPTIMIZATION AND PERFORMANCE We significantly optimized how the game loads textures. Graphics memory usage during startup has been reduced by approximately 70%, from around 1.7 GB to 519 MB. Arena memory usage was reduced from approximately 755 MB to 22 MB before loading the current world. The game now loads only the environment for the world currently being played instead of keeping all five biomes loaded simultaneously. This improvement should reduce freezes and excessive RAM usage, especially on computers with integrated graphics or GPUs with limited memory. Visual quality, texture filtering, and image smoothing have been preserved. RITUAL, SOULBOUND ITEMS, AND THE MARKET Items and heroes created through Ritual fusion no longer inherit the Soulbound status of the five materials used. Fusion results are now created as unbound and may be sent to Steam when they meet the remaining rarity and Market access requirements. This means that rewarded items and heroes may become tradable after going through the fusion process. This change only affects item and hero fusion. Heroes obtained by opening Soulbound Cages will remain Soulbound. The Star Ritual continues to work as before because it upgrades an existing hero instead of creating a new one. RITUAL FIXES Fixed an issue in the Star Ritual where clicking the confirmation button could cancel the selection instead of performing the upgrade. This was caused by the hero’s clickable area overlapping the confirmation button. The clickable areas in the fusion and result panels have also been adjusted to prevent incorrect selections. The hero now correctly receives the star, the three Gems are consumed, and Gold is deducted after the confirmation succeeds. BIRTH RANK — E TO S The Wiki now explains how a h...
The first of the two day charity fundraising event has started!Giveaways of free Amber for every $100 donated!We will be talking about the upcoming v8.0.0 update and what it's going to include! Come join in at https://www.twitch.tv/shamahan/New to this year will be t-shirts which anyone will be able to receive for an appropriate donation!A really nice Scorn art shirt made by the artist himself: @KenthecaptainAnd a luxury bling shirt of Demid to show off your RNG skill, made out of pure gold!NOTE: The Demid shirt is not made out of pure gold, it's only gold in colourGet this year's exclusive banner for a $25 donation amongst many other goodies!The plushies are gifted from the Comfy Morning store, use the code 'PLUSHNINJA' to get 20% off any purchase now! https://www.comfymorning.com/discount/PLUSHNINJA
【平衡】 【万妖谷自爆词缀重做】:50% 概率判定爆炸伤害改为怪物最大生命 100% 等额(原为玩家最大生命 10% 无视减免直扣),爆炸改为可被减伤/护盾减免,濒死锁血/涅槃/天命无敌期间免疫 【不屈】的反击伤害由反击300%攻击力改为100% 【修复】万妖谷反射词缀/不屈反击伤害此前可将玩家 HP 打至 0 却不触发保命链(血条停 0 战斗继续,绝境锁血/涅槃/天命复活全部失效):现与围攻/自爆同权接入死亡守卫链——保命成功锁 1 HP,全失败才判负
Fixed Gold no longer breaks past 2.1 billion. Any balance above 2,147,483,647 wrapped around into a negative number, and restarting the game reset it to zero. Gold is now stored as a 64-bit value, so that ceiling is gone. If your save already went negative, it is repaired automatically the next time you load — you get the exact amount back, not a rounded guess. Selling a full collection stack paid far too little. A stack's total was capped at 2.14 billion gold, so most of its value quietly disappeared. You are now paid the full amount. New 36 new late-game decorations — 161 in total. Sunken cabins and temple ruins, a shipwreck with treasure and cannons, a sphinx and a fallen obelisk, lava rock and amethyst, torii gates and pagodas, and a few oddities: a mushroom house, a yellow submarine, a red telephone box. They unlock from level 126 to level 161. Cure All. A button appears whenever fish in your tank are sick and cures every one of them in a single click for the total cost. Fish now swim behind your decorations as well as in front of them, so the tank finally has depth. Changed Curing a fish now costs 10% of that fish's value instead of a flat 1 gold. Every new line of text is translated into all 23 supported languages.
Added 'Report Bug' option to settings Fixed private lobby names not showing up under 'Host' Added maggot juice Added maggots, mushrooms, and vultures
Hey everyone! The new beta branch is now officially open. I’ve added some massive new mechanics to the game and I really need your feedback on them before the full release. Here is what’s new:Global Supply ChainAdded a brand new "Supply Chain" terminal featuring three sub-tabs: Raw Materials, Processing, and Assembly.You can manage your production lines and sell your end products on the Global Market tab, where values dynamically fluctuate based on supply and demand!Broker '98 (E-Trade) & Hostile TakeoversYou can now actively trade shares of rival companies!Hostile Takeovers: If you manage to acquire more than 51% of a rival company's shares, you can initiate a Hostile Takeover via Messenger '98, liquidate their assets, and fire their CEO!Note: Unlike the corporate Portfolio app, there are NO price limits/caps (like a +/- 15% gap) in E-Trade. Stocks can go to the moon or crash completely to zero. The risk is entirely yours!Messenger '98 & Insider InfoMSN is online! Keep a close eye on your chat windows. A secret informant will occasionally slide into your DMs to give you insider tips and predictions about tomorrow's market movements.The Dot-Com BubbleI’ve simulated the infamous late-90s Dot-Com bubble in the game. The market is highly volatile, so be extremely careful with your investments!HOW TO JOIN THE STEAM BETA: To test these new features, you need to opt into the beta branch on Steam. Here is how you do it:Open your Steam Library and right-click on the game.Select Properties from the drop-down menu.Go to the Betas tab on the left.In the "Private Betas" section, enter the password: 123456789100 and click Check Code.Once unlocked, select the beta branch from the "Beta Participation" dropdown menu. Steam will download the new update.I'm looking forward to your feedback and bug reports in the community discussions. Let me know what you think about the new economy balance! Have fun!
Players confirm a fixed business timezone on first login. After joining a Town, refreshes, statistics, seasons and weather follow the Town timezone while server absolute time remains UTC+8. Level 1 Town population capacity has been reduced from 50 to 30; once a Town reaches 30 active members, additional membership applications can no longer be approved. Town battles now support multiple Boss instances; the Grain Pecking Chicken refreshes on the Town cycle, and an authorized member can summon the Fine-quality Greyfeather Scout Bird by consuming materials from the Town warehouse. Town specialty gathering now separates queue demand from current capacity reservations, with each Wild task reserving at most a 100-action window; specialty administrators can view active members' gathered, reserved and remaining quota details. Tool enhancement no longer consumes matching +0 tools. It now uses only Tool Enhancement Stones as primary material, with Tool Enhancement Protection Crystals as the optional failure protection. Pinecone Clapper Bear is now classified under “Team Trial / Dark Forest”; the retired empty location “Forbidden Woods” is removed, and world Boss challenge counts and refresh times now follow the formal rules. Pinecone Clapper Bear's unit and recommended levels have been adjusted from Lv. 6 to Lv. 3. Players who completed the Holy Set Manufacturing technology now receive the canonical Holy equipment manufacturing permission; Processing no longer reports the retired permission as locked. The retired tier-1 equipment manufacturing permission code is no longer a runtime compatibility entry; it remains only as historical repair and audit evidence.
- Added a Notices menu - Added a Rankings menu During the Early Access period, we are continuously updating the server to provide a smoother gameplay experience. If the game does not work properly, please restart the game and try again. Thank you.
新增装备【真血剑】 新增水晶主动技能【火焰切割】 优化了部分技能卡顿的问题