Increased Alice's movement speed in the Abyss. Not thoroughly tested, but it may help improve things. Specifically, movement speed on floors 1–50 is now 3x the original, and even faster on floors 51–1000. Note that this is a movement speed increase, not combat speed, so I can't be entirely sure it fully resolves the problem. Further optimization will take some time. I've been pulling all-nighters leading up to release, and I'm pretty exhausted lately.
Hi all,This is a very special update because the demo is finally aligned with the main game! This will allow me to update the demo alongside the main game, picking up all the small to large changes and carrying them across in a much quicker and simpler way. But there's more!Demo UpdatesThe demo has been rebuilt so players will have to create a brand new save (as per the previous post -)The demo now includes all the quality of life features, including the bigger pieces such as Research and Desktop DinosNow you can play the demo and IMPORT IT INTO THE MAIN GAME and pick up where you left offThe demo will be updated more frequently going forward to keep it in on par with the big features Both Demo and Main Game Additions: Selling All Dinos, Selling Eggs and Select AllYou can now sell eggs (at very low prices) - this was added to make end game a little less cumbersome when trying to get that last dino - also, it plays into some future updates ;)Select All and Sell Selected is now available on Dino StatsLocked dinos are excluded from selections so you can safely select all and sellAffinity ExplanationAffinity wasn't as well explained before, so this change when onboarding and also in the Habitats shop should help clarifyShader ImprovementsAll of the main shaders (rainbow, shiny, tinted, wind and affinity) have been rewritten to be more efficient which clawed back some of the FPS FPS OverlayAdded an FPS overlay to make debugging easier and included it as a checkbox setting in the menu Legacy FixesA little while ago there was a glitch that allowed selling a dino twice. This left unfinished dinos in the code and had knock on effects (such as not being able to add the final dino to a habitat). I have put in some fixes to clear these dinos automatically, and also log errors more effectively going forward. If you find that your game seems unusually slow or lagging in certain areas, please let me know so I can work with you to investigate it.Again, thanks to those who take the ...
The door is open. The game is yours. Your feedback during the demo shaped the game into what it is today. Thank you. Launch isn't the end of the road. We're already working on new features and content, and all of it will arrive as free updates. Let's decide what comes next together. If there's a feature or mechanic you'd like to see, leave a comment in the thread below. We read every one: Share your ideas
Grim Reach 1.2.1 — Jewellery Rework & Item Card OverhaulHunters,This update is a direct follow-up to 1.2.0, and much of it comes straight from your reports.The main focus is jewellery. Rings and amulets were designed almost exclusively around melee, leaving ranged and magic characters with very little worth equipping. That changes with 41 new pieces and a complete balance pass over the existing selection.The second major focus is the item card. Several of you reported that it was oversized, difficult to read and sometimes cut off entirely. It has now been rebuilt to size itself around the information it actually contains.As always, your existing saves remain fully compatible.NEW: JEWELLERY REWORK41 new rings and amulets have been added. Jewellery coverage increases from 31 melee, 10 magic and only one ranged piece to 38 melee, 24 magic and 17 ranged pieces.Ranged characters now have meaningful jewellery choices throughout the entire game. Ranged jewellery is now genuinely best-in-slot for ranged builds instead of feeling like an afterthought.A complete ranged jewellery line has been added: seven rings and seven amulets with their own recipes, progressing from early leather and sinew bands to feathered relics.Ten new magic pieces carry their themes through their materials and carved runes instead of relying on glowing effects.Five new melee amulets and eight rare finds introduce additional special effects.A new skilling line adds tool-shaped rings for gathering and crafting.Three new jewellery sets have been added.All 41 new pieces feature newly painted artwork.JEWELLERY BALANCEThe ring progression is back on its intended curve. A player reported that the level 55 Diamond Ring provided seven attributes and two skills, while the Grave Warden Band offered far less at a similar level. This was a genuine balance issue rather than a display problem. Thirteen pieces were scaling incorrectly for their equipment slot and have now been corrected.Luck was contributing too much...
Added difficulty ratings to the Choose Your Path essence screen. Each minigame essence now shows an Easy, Medium, or Hard badge under its icon so a first pick isn't blind. The rating covers how much hands-on time the minigame wants and how far off its automation is, not how strong it ends upAdded a tooltip on each badge explaining exactly why that essence earned its ratingRated all six minigame essences. Mage Tower and Singularity Factory are Easy, Iron Fortress and Space Invaders are Medium, Mining Expedition and Space Fishing are HardMade the essence path panel taller to fit the new badgesAdded two-tap handling for the badges on touch, so the tap that opens a tooltip no longer locks in your path before you've read itAdded 45 new achievements for Space, Ascension, curses, and Mimic featsAchievements now tell you how to unlock them before you unlock them (In hindsight hiding that until afterwards was dumb, how were you supposed to aim for anything?)Achievement rewards stay hidden until you actually earn the achievementAdded a gambling branch to the Knight's upgrade tree, growing out of World Cleft. Four nodes for the Gambler's Den and four for the Black MarketGambler's Den upgrades improve your odds. Marked Deck for Higher or Lower, Weighted Coin for the face you actually picked, Loose Reels for the slots, and Crooked Dealings which nudges all three at onceBlack Market upgrades cut what a trade asks for, raise what it pays out, and shorten both the automatic restock and the manual refresh cooldownReworked how the slots pick a winner. Every winning combo now scales together, so maxing the upgrades lifts the jackpot by the same 7x as triple clubs instead of the cheap wins soaking up all of itThe Gambler's Den now shows your real odds with your upgrades counted in, instead of the base numbersUpgrade tooltips now have a Current line telling you what that upgrade is handing you right this secondThe gambling upgrades can't be overchargedRemoved the yellow screen flash whe...
1.0.8.54 - added some help texts - added buttons to and from finished help pages - heavily nerfed logistics planning and material forecasting
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...
\We have fixed An issue was found where the values for certain equipment were incorrect when the main effect was "Skill Power", "Attack Speed", or other stats.Equipment obtained from now on will have the correct values.Existing equipment in your inventory will automatically be updated to the correct values upon launching the game after the update.Thank you to everyone who reported this issue!
Hi Everyone,🛠️ Thank you for your patience - Patch #2 is now available! Focusing on Performance Improvements, the Level 1 Freeze Error, and additional Late Game Balancing.Patch #2 (v1.00.02)Performance Improvements;Improved drone pathing performance.Improved sludge and gas vent performance.Improved collectables performance (coins, ore chunks etc).Result: Overall increases baseline performance and minimizes lag spikes, particularly in the final levels.Level 1 Freeze Error;Added work around and additional logging for Steam initialization failure.Note: the problem is caused by network connection issues to Steam on game load, particularly in some regions. The workaround allows the game to continue to run, but you will lose access to Steam achievements and cloud saves.Added Steam initialization 'retry' method to try to reconnect to Steam if it failed on load, attempts to restore access to achievements and cloud saves.Late Game Balancing;Added processing Yield upgrades to the bottom of refinery trees, increasing yields from the previous max 20 to the new max 24 then max 28 yields per upgrade level.Increased amount of Coins available from Safes per upgrade level.Increased chance of Diamonds and Gold Coins from Safes on max upgrade.Increased Barrel Cash Rewards on max upgrade.Increased Final Level Job Complete cash reward.Result: Increased access to refined resources, while offsetting new upgrades and overall improving economy by offering more cash rewards.Updating Your GameHow to force the game update: Try restarting the steam client, then validate the game files by either right clicking the game in your Library, or click the gear icon from the game's Library page on the far right > From the drop down menu, select Properties > Select the Installed Files tab and click the Verify integrity of game files button.What's NextOur focus for Patch #3 will be Miscellaneous Bugs; Including improvements and fixes for the Steam Deck, reviewing the Mac 120Hz Monitor issue and addressing...
\ Patch NotesThank you for playing! Today, we have implemented the following updates to the game.⚠️ Important: Safety Fixes & Bug ResponsesSave Data Protection EnhancementIf loading fails, the system will now completely stop writing data and display a notification on the screen. (Your save data remains intact, and you can attempt recovery by restarting the game.)🌟 New Content & Features1. New Difficulties Unlocked: "Abyss" to "Oblivion"6 new difficulty tiers have been added beyond Torment (for a total of 10 difficulty tiers).New Difficulties: Abyss / Catastrophe / Inferno / Apocalypse / Armageddon / OblivionLevel Cap Increase: Raised to Lv. 125New Tasmon Added: 23 new entities (Arcana: 10 / Beyond: 11 / Cosmic: 1 / Celestial: 1)New Jobs: 4 added (2 Rare Jobs / 2 Hidden Jobs)Race-Specific Skills: 252 new skills addedOrigin-Exclusive Eggs: 4 new entities can only hatch from eggs dropped in specific difficulties and acts.New Equipment Level Tiers: 90 / 100 / 115 / 120 / 1252. Refinement System UpdateAdvanced Draw: Costs more resources than usual, but guarantees higher rarity options.100x Draw: Perform 100 draws at once and select your preferred result from a list. (The standard single-draw button remains available.)3. Steam Achievements Support (50 Achievements)Added 50 Steam achievements ranging from hatching your first egg to mastering Death Mode, as well as milestone records for single-hit damage, damage taken, and single-target healing. (Supported in Japanese, English, and Simplified Chinese).4. Battle Pass Tier 31 & Season 1 Final Reward ExpansionFree Tier (Level 31): Added "Secret Crystal" x1 (Allows resetting skill milestones; added based on player requests).Premium Tier (Level 31): Added "Guaranteed Arcana Egg", "Secret Crystal" x3, and "Ocean of Stars Commemorative Coin".⚔️ Battle System AdjustmentsExpanded Skill Slots: Learning unique skills from Rare or Hidden jobs increases max skill slots by 1, up to a maximum of 6 slots. Slots can be equipped with any bas...
【平衡】道果采摘间隔从 5000 层下调至 1000 层(产出提升 5 倍): 每 1000 层可采摘 1 颗道果(原 5000 层),独立于转生、可累积, 每颗消耗 1 亿灵石 + 1 亿修为不变;已有存档无需重置,新公式自动重新计算可采摘数 【修复】装备对比 Tooltip 中万妖谷四凶套装(饕餮/穷奇/梼杌/混沌) 名称显示拼音 ID 而非中文名:useEnhancedUI 套装名解析补全 REBIRTH_SETS 与 HORDE_SETS 查找链路
Fixed an issue where one Qianji Gate material could not drop.
Friday 4 Sep — 6:00 PM CDTThe Splintered Seal opens as a Contest premiere. Nobody has a map. The first guilds in go in blind. Live through Friday Sept 25th, 6:00 PM CDT. Contest rulesRaid intel is off. Forecast will not hold your hand.Stars and level are capped so overleveled tanks do not skip the fight.A wipe is a full lockout. The attempt log teaches the next pull.Week 1 — First OathClear between Friday Sept. 4th and Friday Sept. 11th, 6:00 PM CDT, and your banner carries First Oath for the rest of the save. After Week 1, Contest still unlocks hall heraldry: Oath Shatter theme, Splintered Seal emblem, Shattered Bend field, and Oath Amber. Prep this weekClear The Starless Throne, then update to 0.7.4. On Friday, open Raids. After Sept. 25th, the Seal stays as farm. No world's-first board.
The moment is finally here. After endless iterations, optimizations, and redesigns, Node Factory will officially launch on Steam on September 21, 2026!Building this game has been an incredible journey. What started as a solo passion project turned into an intense learning experience that pushed my engineering and design skills further than I ever expected.This game simply wouldn't be where it is today without you. To everyone who tried the demo, submitted feedback, reported bugs, and shared ideas during Steam Next Fest and beyond—thank you. Your input directly shaped the mechanics, polished the user experience, and kept the momentum going throughout development.I couldn't be more excited to hand the full experience over to you in just a few short weeks. Mark your calendars, keep those supply lines organized, and prepare your factories.See you all on launch day!— Kabreet Games
1.虎啸林及以后地图掉落的仙器,出售时不再获得灵韵结晶,而是仙灵之息 2.披风和宝物强化达到100级开启注灵功能,注灵消耗仙灵之息 3.铸造坊的承继页面新增仙器技能承继选项,具体参阅页面中的详细说明 4.离线奖励加入灵宠探索可获得的金币奖励 (离线前灵宠需在探索状态)
Hello all, I recently began work on Chemistower again and started developing the game for android. Right now I have an early build ready for testing, and I'm looking for people to help out. If you have an android phone and would like to contribute, send an email to Wunoumenalstudio@gmail.com with something like 'chemistower playtest' in the subject line. Please use whatever email is associated with your google / play store account because I need to add your email to a list for you to join the test. I'll reply to your email with more info and a confirmation once you're added to the playtest. I'll also send a free steam key (for desktop version) for the first 12 people who sign up to playtest! I've already done a few balance updates, quality of life changes, and expanded the research tree a bit which will all launch on the desktop version once I officially release the mobile version. Hopefully the launch of the mobile version can lead to content updates for both desktop and mobile versions of Chemistower! I'll send further updates and patch notes for the ongoing changes within the next few weeks.
The enhancement screen now explains that with valid protection, protection materials are preserved on success and consumed on failure while keeping the current enhancement level. Default and key-based gift-box openings now use the same formal single-layer probability rules. This fixes the “Use failed” regression caused by mismatched rule fields, without consuming boxes or keys on failure. Sponsor Monthly Card pet-egg benefits now finish in eight days: one egg per day on days 1–7, then three eggs in one mail on day 8, ten total. Active cards continue from each card's delivered count until ten eggs have been sent.
New Content 1. Added the Thousand Mechanisms Sect dungeon. 2. Added 6 new puppets for systems such as Woodcutting, Mining, and Talismans. 3. Added the Hundred Arts module. Optimizations and Fixes 1. Improved color display for some themes. 2. Removed the popup confirmation for batch item consumption. 3. Fixed a bug related to leaving a sect. 4. Redrew the map icons. 5. Added batch purchase support for sect shop purchases.
Thank you so much for your enthusiastic participation!More than 800 players signed up for this public playtest, and over 50% of them actually launched the game and played it! We also received a great deal of valuable feedback and suggestions from many players, and we're carefully reviewing every single one.While we may not be able to implement every suggestion directly into the game, your feedback has been incredibly helpful in shaping the direction of future updates. Once again, thank you so much for supporting and enjoying Deadline Savior! About Carrying Over Your Playtest Save DataOnce the playtest version is closed, Steam Cloud will no longer be able to sync its save data. Because of this, players who still have the game running after the playtest period ends may encounter synchronization issues.If this happens, don't worry. Open the installation folder of the playtest version and make a backup copy of the "data" folder inside it. After installing the full version, simply overwrite the corresponding folder with your backup to carry over your save data! What We've Been Working on Over the Past Two Months Over the past two months, most of our development work has focused on improving the overall gameplay experience.This includes additions such as Mini Mode and more settings options. We've also made several balance adjustments.For example, we've increased the skill scaling of the Paladin and Rogue, while also making Mana have a greater impact on combat strategy. We've also added new "Points of Interest" to the map. If you happen to pass by one, why not stop and see what you can find inside? Tomorrow Is The Launch DayThese past two years have definitely not been easy. Deadline Savior is the kind of game that's difficult to fully understand from screenshots alone. Because of that, we've faced some major challenges when it comes to marketing the game. If you enjoy Deadline Savior, we'd really appreciate your help spreading the word. Please tell your friends what the g...
Ladies and gentlemen, friendly: 1. New exclusive protection stone for exotic treasures: , obtained through channels such as Reincarnation Store, Demon King BOSS, Exploration Store, World BOSS Store, Ten Thousand Realms Secret Realm, Treasure Pavilion, etc. 2. Equipment backpack adds set filtering function 3. Added difficulty levels of Endless - Hongmeng and Endless - Guixu, which greatly enhance the enemy attributes of these two levels. At the same time, two new debuffs, 'Mana Suppression' and 'Mana Burning', have been added 【 Mana Burning 】: Every x seconds, burn xx% of the hero's current mana and deal xx% of their true damage 【 Mana Suppression 】: The effective mana of all heroes is reduced by XX% Thank you for your support and feedback. I wish all fellow Taoists continued success on the endless road!
Hello, interns.Here's the small list of the latest changes:The Panel Rack can be rebind to the interact key also and an option to toggle auto dispense has been addedA small rework of the pistons has been made: Now you can stick tools on its head and it will follow the head of the piston. Also, the turning off a piston will lock its current position, turning it on again will continue the motion it was doing.The trading terminal can now wipe all placed tools to (long press on the tool lever)Markings on the ground have been added to show where future machines will appearThe trading terminal and the clear all option in pause menu now handle gambling crates tooTorch light control prompt now appear when it is unlockedFixed issues with pinatas and cushions (cushions should be more reliable now)Fixed an issue with the automatic duck workbench animation stoppingFixed the issue bricking saves after the main endingThe update 1.0.7 is now live.Working conditions still improves a bit more, you have even less excuses to not improve your quota.The work is never really completely done.- Froke
Idle Knight - Update v1.2.5- Added 10 new free skins to the Free Chest poolIDLE KNIGHT NEW SKINS EDITION- New Skins:Dune Knight (Uncommon)Highland Knight (Uncommon)Royal Knight (Uncommon)Glacier Knight (Uncommon)Omnipotent Ascendant (Uncommon)Cyber Overdrive Knight (Uncommon)Genesis Light Knight (Uncommon)Pantheon Overlord Knight (Uncommon)Infinity Void Knight (Uncommon)Divine Archangel Knight (Uncommon)
Based on reports received since launch, this update improves onboarding, workspace controls, quest progression, Steam Market status information, and connection stability. GETTING STARTED • Command has been renamed Home and now presents the next useful action based on your current progress. • Improved the transition from the first-run tutorial to Home so it no longer appears to freeze while data is being prepared. • Added contextual Wiki help to each major screen. Help prompts can be enabled or disabled in Settings. • Home now makes it clear when you have enough materials to craft your next piece of equipment. WORKSPACE AND CONTROLS • Improved top/bottom placement and always-on-top behavior for the main bar. • Subwindows can now remain available while the main bar is pinned. • Fixed cases where the Hunt window became trapped at a compressed size and restored stable movement and default sizing. • Added visible left/right navigation controls when the main menu is wider than the available screen, preventing Workshop, Farm, and other destinations from becoming unreachable. • Improved panel fitting and scrolling when UI scaling is enabled. QUESTS, HUNTS, AND FIRST CLEARS • Quest unlocks now update immediately when an AR requirement is reached, without requiring a restart or another hunt. • Fixed completed quest-change requests remaining behind and blocking later changes. • Fixed cases where first-clear completion and rewards did not settle for some AR75 Standard and AR90 Apex hunts. • Improved synchronization between displayed HP and defeat timing to reduce sudden defeat presentation while HP still appeared to remain. STEAM MARKET DISPLAY • The Market now separates the time Steam was last checked from the time a real price was last received. • It is now easier to distinguish a temporary connection problem from an item that simply has no trade history yet. • Background hunting status is easier to confirm while using the Market. CONNECTION AND STABILITY • Reduced Steam auth...
Depth Pressure II: TempoThe Abyss pushes back (CL 25,000+)Depth Pressure v2: past CL 25,000 enemy HP doubles every 250 CL until 30,000, then every 500 CL. Your wall is where your build stops one-shotting. Hit floor: enemy hits past 25,000 deal at least 3-15% of your max HP. The Underlord (claims above 25,000): 2.5x HP, CHARGE hits for at least 3x the floor. First Strike: capped at 80% of your current HP, limbs and stomach only, always before stuns. New PRESSURE readout in the raid HUD + DEPTH PRESSURE row in the CL panel. Loot scaling unchanged. Damage curve past 25k stays linear for now; I will tune it with your data. (raid summaries are written to raidlog.json in your profile folder; send me yours on Discord) TempoSignal Overclock / Time Fragment are a real 2x: enemy cadence, reloads, looting, extraction, medkits, bullet travel, deploy countdown. Default raids untouched. No 300 ms wait after kills; Blink Hunter teleports instantly on kill. First shot of every fight fires immediately. Search speed and medkit bonuses had hidden 1 s / 600 ms floors (bonuses past ~70-80% did nothing). Floors are 150 ms now. Raid summary shows RELOAD time. Fire rate is real nowAbove ~600 RPM the next shot waited for the bullet to land. Fixed: scheduled from the moment you fire. The hidden 2,400 RPM cap is gone. Visuals throttled to ~30 tracers/s, damage numbers merge, the killing blow always shows. Heat per shot is unchanged: very high RPM overheats faster in long fights. PerformanceFixed a per-fight VFX leak (main cause of late-raid / overnight Abyss slowdowns). Enemy markers no longer pulse; flat frame rate in big raids. Dead markers removed, no inventory rebuild per kill, particle cap, HUD badge flicker fixed. FixesABYSS DEPTH leaderboard no longer stops at 20,000; your depth is re-submitted automatically on next launch. NO SAFE HAVEN now unlocks. Backpack/rig: items can no longer be rotated or placed out of bounds (the overlap trick). Existing inventories are untouched. Game opens ...
Hey everyone,Here are the changes we've made in this patch. Thanks for the feedback everyone has been providing. Apologies for the hasty nerfs last patch it is never our intent to discourage the fun you're having. We are always listening even if we don't respond to every suggestion or piece of feedback!CHANGESHeavily increased the drop rate of Crystalized Mana in Expeditions Orbs now grant Magic Power instead of Magic Speed Bonus (like they were supposed to, my bad) Changed per ascendency scale on God upgrades to be 1/20th of the base stat. Added button to toggle viewing status effects in the dungeon log. Made it so the God Of Life gets EXP when you remove a status effect. Greatly increased the amount of EXP the God Of Protection gets from blocked attacks, dodges, and getting hit. Insanely increased the amount of EXP a god gets when they are summoned. Drastically lowered the time it takes to summon a god. You now gain EXP for the equipped god ability every time you complete a battle. God tooltips now refresh once a second. Lowered God Ability Level Requirement to 25. Upgraded the Dungeon Log to have types on its entries. It is now able to filter out things by type. FIXES Fixed issue where item effectiveness was applied plus modifier twice, and not scaling into the correct number space. Fixed issue where Ability Power Bonus wasn't properly getting reset, resulting in concurrent attacks drastically increasing in power. Fixed issue with legacy expedition timing always reporting that 0 seconds had passed since the last save. Fixed issue where Tower Of The Whale could not block physical attacks. Fixed issue where max level gods could no longer get god ability bar bonuses. Fixed issue where Plague Dress' effect was not properly getting blocked by Mask Of NothingPlease keep the bug reports coming! Please be sure to review the game on Steam as that helps us immensely!Until Next Time