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Quick fixes - a small update to adjust in-game issues.
*Open-World boulder(stone) with infinite resources(fixed) *Clay Pots NOT containing water/drink, and the ability to water plants(fixed) *Cooked Eggs - Unable to consume properly(Fixed) *Raw Grapes - Unable to consume or infinitely consume(fixed)
*Community HUB - able to fall 'off-map'(fixed)
Equipment details -
*Pistols added to 'world-crates' within each instance/open world. *Water Bottles increased spawning % - within instance/open world.
We’re thrilled to announce that our first ever House Flipper Day is happening on 15th of December! It’s going to be a regular thing, happening once a year, so make sure you remember that around that time next year!
We have some surprises for you - We don’t want to spoil them just yet, so let me start by announcing our special developer stream - we’ll be playing the upcoming Xmas Update, as well as discussing some new games from Frozen Way. And for those of you who will stay until the very end, we might shed some light on a BIG SURPRISE happening later this month. You guys have been asking for it for quite some time now, so I bet you’ll like it - trust me, it’s going to be nearly as big as the DLC launch.
Also, our friends just announced Tiny Glade, a small relaxing castle doodling game, where you turn forgotten meadows into lovable dioramas.
If you are longing for some cozy cottagecore-inspired meadows to build in, consider adding it to your Steam wishlist. If you do, tell the Tiny Glade devs we said "hi!" 😁
Release Dates Patreon: November 30th <--Now Available!! Steam: December 8th <--Now Available!!
New Content: -New Animations; Neko Male x Slime Female, Neko Male x Slime Futa, Neko Male x Neko Female, Neko Male x Neko Futa -Elfgrass Biome; different types of weeds can grow, which may yield different things when cut down -Elfgrass may grow any kind of flower -New Map, accessible from the pause menu
Changes: -Pick up and Drop monsters using the 'Move Decor' key (O by default) -Calendar overhaul; Months are replaced by seasons, each still having 28 days -Flowers overhaul; Flowers will now level up if they are taken care of, and dry out and die eventually if neglected. Higher level flowers produce more Honey -Shuffled around the dates of almost every tournament -Amount of stats passed ranges from 1-10 based on total Wisdom (1-512) -Tutorial Neko can no longer be sold, trained, or battled in the arena until the tutorial is over -Rocks below a certain size will now be automatically picked up
Bug Fixes: -Selling items no longer resets rot -Selling the last item in a stack caused the item panel to stay, even after exiting the shop -On the last day of each month/year the calendar was displaying the incorrect month/year respectively -Removed a delay placing turf which let the player put the item away before placement was complete. This was also removing the first item in the players inventory -All stats are now properly considered by stat pass -Garden failed message was overlapping money display -Fixed a duplicate item display appearing behind the smelting hud -Fixed a glitch which would display an old instance of your inventory after visiting the shop once, and then the furnace, and the shop again -Sex was recording multiple instances of 'Fucked by,' resulting in inaccurate, often ridiculous numbers -Workshop was not showing backpack upgrade until file was reloaded -Monsters designated as Busy or Visiting could be sold regardless -Monster Manager display no longer has a cap
HoHoHo good beasts and men! The 1.2 update is here! And in it: new multipart event, new winter skins, new neutral beast, match UI redesign, lots of QoL improvements and more. Without further ado…
New Stuff:
Our first steam DLC: Beast Pack. It unlocks all the current beasts, and also adds a unique golden frame to your avatar. Gold not only stands out nicely in leaderboards, but also indicates that you have supported the game. Check out the details on dlc steam page.
New, multipart event: Snowmen Hunt. This time event is divided into four parts, the more snowmen you will smash, the more handsome rewards you will get. With final reward being the first and only legendary victory background (spoiler: it’s fullscreen and awesome).
Redesigned in-match ui. It now emphasizes your beast, so you don’t need to select it to check its stats and skills. We also changed the timer menu to expandable, so the timer takes less space on the screen. The character card is also changed; it now takes the same amount of space, no matter how many skills a beast have. And lastly, all the beasts are color coded for easier team differentiation.
New daily quests: for playing as Rikiki and Garrr, and also a few variations of existing quests with bigger requirements but also bigger rewards.
New neutral creature: Fro - the spiky one. There he comes, to make your combos even more harmful.
New winter-themed thingies to get: 3 beast skins, 1 show-off and 5 avatars.
Changes/Upgrades/Balance:
AI improvements: it thinks faster and performs less self-harming moves.
We removed bots completely from 2v2 matchmaking.
Redesigned gamepad navigation: you can now navigate around all the menus with the stick, instead of being forced to use separate buttons as shortcuts. We also improved selection visibility which is especially helpful during the match.
Changed the rewards of daily quests, instead of all giving the same rewards, now some of them give only Grubs, and some only Fireflies (but more of each).
Simplified and shortened the tutorial.
Match spoils now display the progression of the achievement which is the closest to complete (instead of a random progressed achievement).
Stats on beasts (during match) are turned on by default.
Removed the limit of messages sent per turn.
Removed bonus damage cap from Cruelick “Must Bounce” skill.
‘Play Again’ on adventure now skips the intro dialogue.
Bugfixes:
Found and fixed a few more in-match freeze causes (thanks to your reports).
Sometimes game hangs (and needs to be restarted) after network disconnection - Fixed (it goes back to menu now).
Winstreak sometimes resets when the opponent leaves match very early - Fixed.
Sometimes adventures don't progress the campaign when finished after restarting them - Fixed.
“Match ended prematurely” sometimes doesn’t show for all players in a 2v2 match - Fixed.
The nests of two different Rikikis can overlap - FIxed (it spawns in the closest free location).
Sometimes the ‘back’ button in Avatars sub-menu doesn’t work - Fixed.
Spoils sometimes doesn’t display a new league badge when advancing to a new league - Fixed.
Sometimes beast cards in the menu show wrong rarity - Fixed.
Sometimes, in settings, a selection on slider doesn’t appear - Fixed.
The "buy" button on Chest of “Unpredictable Contents” sometimes remain, even though you have all possible rewards - Fixed.
And that’s it for now. Big thanks to you, the community, for playing, sharing ideas and reporting bugs. Have a marry Christmass Y'all! Marcin (Tinek) Michalski
As one of the last major tasks for version 0.4 I decided to add some randomization to some of the recipes in the game. For now this does not apply to any recipe that is made by hand only a select few that are made by machines, primarily those involving plants. This change from a game play perspective is; as you can always get more, sometimes you don't get more on an individual scale. The idea also is that plants are beyond your control so having them be exactly the same every time feels a little weird. All you can do is hope for a good harvest.
When a recipe has a range of values for a specific product it will be displayed in the format min - max.
Whenever an output is checked to see if the products can be added it will always use the max and the the process will no complete.
Expect this system to be expanded on in the future and added to more recipes especially those in the plant domain. I will try to use randomization minimally in things like parts as it just would end up just being an annoyance I feel.
Also note that ores have had a similar treatment applied to them, so copper ore will now give between 3 and 5 when mined. Yes this is an average increase to 4 but I have comes to the conclusion that too many resources leads to a better gameplay experience that not enough. With the values I would likely want for required crafts to finish the game there just would not be enough resources in any specific portion of the world to make it work without upping the values from a single ore block.
The season of gifting returns to Warframe in support of SickKids Foundation! Give gifts to your fellow Tenno to unlock tiered rewards such as Glyphs and Boosters and increase Digital Extremes’ donation!
This year, Digital Extremes is proud to support the SickKids Foundation, whose mission it is to improve the health and well-being of children in Canada.
By giving gifts and spreading cheer across the Origin System you can contribute to reaching higher tiers of rewards.
Tier 1 - $20,000 Donation + One In-game Reward
Tier 2 - $40,000 Donation + Three In-game Rewards
Tier 3 - $60,000 Donation + Four In-game Rewards
Plus take advantage of limited-time Alerts after Tennobaum to earn additional Sigils! Alerts will run from December 16 at 2 p.m. ET to December 31 at 2 p.m. ET.
While we wait for the next update which will include a complete new story (with two different possible story threads each time you play), I have decided to upload an intermediate one because it has already accumulated enough new content and improvements to be a normal game update.
This update puts the focus on a new mechanic: The enchanted rings. These treasures can be found in different locations such as temples or towers, or dank dungeons. They can also be bought at the various money changers in some cities. All these rings contain up to 3 possible spells inside, and to release them the player must go to a Wizards' Tower or a Scholars' Guild. The player can choose the spell that holds the ring from 3 possible spells, or disenchant the ring to sell it as treasure.
Also included in this update are many improvements, text revisions and new options in previous adventures.
This is the changelog for version 0.7.9:
IMPROVEMENTS - In the 'Song of Kings & Wars' quest you can now also choose the kingdom to serve directly by selecting the banner on the map on the first page (The quest buttons still work as well). - Improved image of Thai-Fandir's forge. ('The Ring of King Agmar' story) - Improved the image of the interior of the tavern when you provoke a fight. - Some texts have been improved. - Many small improvements in almost all adventures.
ADDED - Added Enchanted Rings to the game. These rings have a spell hidden inside and to activate it you will need to visit Wizard Towers or Scholar's Guilds. - The money changer adds the option to buy Enchanted Rings for 6 gold coins. - The Rogue character may now generate steal options when entering a market (+1 Evil point). - Added the ability to eliminate the Serpent Tower Guard with the Magic Missile spell. ('The Barbarian story') - Added a new possible book that can be found in libraries: 'Chronicles VI'.
CHANGES - Wizard's Towers no longer sell healing potions, instead they have the option to inspect Enchanted Rings. - Scholar's Guilds no longer sell Ink and Paper, instead there is an option to Inspect Enchanted Rings. - The forge can no longer generate +0 Flail using Orihalcon. This is a legendary weapon that can only be obtained by defeating a legendary enemy. Instead it can generate -1 Flail which is an epic but not a legendary weapon. - The forge can no longer generate -1 Flail using Iron. It will now generate -2 Flail instead. - The image of the interior of the Wizard's Tower has been changed. - The image of the Valuable Ring now represents Enchanted Ring. - The Jewelled Ring image has changed. - The image of Valuable Ring has changed. - The image of the amulet +1 CHA has changed. - The image of the amulet +1 INT has changed. - The image of a snowy forest has changed. - The price of buying an Emerald from the money changer has changed from 4 to 5. - The initial text on finding a generic Wizard's Tower has changed.
BUGSFIXES - Many of the search rolls did not show the correct number that had come up in the search roll. (Fixed) - Fixed a bug that could prevent being redirected to the correct page when consulting the inventory on the Moneychanger's page. - Fixed a bug that prevented the player from entering the blacksmith in the town of Crowburg. ('The Funeral March' story) - Fixed a bug that would not display a message or pick up an item when finding King's Flowers in the dead forest in the story 'The Barbarian'. - Fixed a bug that did not display text when Paladin Ecko was hesitating to continue on to Crowburg because of your evil nature. ('The funeral March' story) - Fixed a message that did not indicate that you had found a map in the library and did not show the result of the WIS roll. - The die result is now displayed when you achieve a stealth roll inside the Serpent Tower. ('The Barbarian' story) - Fixed a bug when buying +0 Lance at the Blacksmith that instead of costing 4 coins (as the price indicated) only 3 were paid. - Changed the name of the ring of power to ring of sorcery in the references in the book 'Chronicles I'.
Your chance to play Tower Walker is right around the corner. There is now only 2 months left until this special game is arriving to Steam on February 8th!
From Raptor Claw Games in Sweden, the studio behind games like Dino Nest and Boxing School comes Tower Walker, a pure offline singleplayer MMO Grind Simulator. A fresh new type of auto-grinder inspired by classic MMORPGS and RTS games with indirect control over your hero.
"This new game is dripping with fresh features and content. The devteam are currently working around the clock to get the final build ready for release..."
THE BASECAMP
From the basecamp which is located on the ground floor you can navigate and move up in the tower to floors that are available. This is the "town hub" with merchant npcs, trainers, loremaster, inventory and shared stash.
Kill enemies in the tower to gain experience and loot such as crafting materials, gear, weapons and rings. To progress further up in the tower beyond the locked sections you need to use the artifact key called "Soul Ring" There is many special areas for you to explore. To open secret doors you need Skeleton Keys, Guest room keys or Treasure Room keys.
SOUL RING
Gather souls to open gateways and progress up in the tower. The Soul Ring is an old ancient artifact that uses soul magic to open gateways within the tower. Equip the soul ring on your character to be able to drain souls and feed the ring when killing enemies to transform the ring to a key. When the ring is fully stacked it will become "Empowered" and will now function as a key to a gateway or locked door within the tower.
WORLDSAVE
All discovered floors and unlocked gateways within the tower will always be saved to your world which means that the tower itself will always remain open to all your characters (even new created characters) forever. All your created characters share the same "world save". If you find a good favourite grinding and farming spot for certain materials or leveling up it will always be there.
CHARACTER CLASS
There is 21 classes in Tower Walker. You choose one of the origin classes in the start and then along the journey you select subclass paths at certain milestone levels to become more unique. Every class has different weapons, equipment, masteries and combat behaviours. Some have AoE(Area of effect) attacks others only single-target attacks. All characters have basic stats that affects combat abilties. All these stats will increase when a character is leveling up. Specific stats can benefit certain classes more then others. All starters classes in Tower Walker have a primary stat that will affect them the most. This is inspired by the most basic and classic MMO systems.
Warrior classes (Strength)
Rogue classes (Dexterity)
Mystic classes (Intellect)
To unlock expertise masteries at the class trainer you need to reach certain levels. Many types of armor and weapons can have special grade requirements. D-grade to S-grade.
ENCHANT SCROLLS
Enchanting in Tower Walker is very powerful but can also be a risky business. It is inspired by oldschool MMORPGS and has no cap or limit to the maximum amount of improvement that can be done to an item. It also has a chance to fail so the item itself gets destroyed in the process. Enchanting an item does not only improve it but also make it more valuable to sell to the merchants. To enchant an item in Tower Walker you need to have certain magic scrolls. The item also need to be the correct Grade and match the requirements on the scroll.
Common enchant scrolls for armor, weapons and rings has a 60% chance to successfully enchant an item. It also has a 40% chance to fail and the item will be destroyed and turned into crystals. In this case half the amount of crystals that the player would get from a pure disenchant. Crystals can be sold to merchants or used to craft materials or trade goods in the workshop.
Blessed enchant scrolls for armor, weapons and rings has a 100% chance to successfully enchant an item. This makes these scrolls very valueable and rare.
BOSS FIGHTS
Teaser of early Boss encounters in lower tower section: *Faction:None Location: Basement GIANT RAT
LORE TEASER...
From Lore Masters Journal...Page 28 All the four faction leaders, the dwarf "Tyrant King Godrin", the elf "High Priest Eodas", the beastkin "Tribeleader Korak" and the orc "Warlord Urgo" gathered here at the upper chambers in the tower to assist the dark lord in the act to awaken the soul magic. To bring the tower to life using primordial dark ancient magic from the abyss. Upon the altar in the middle of the room the human noble "Blood Lord Brevil" and more then twenty cultist followers were spread out casting spells to maintain the portal from the abyss. And the huge crystal cocoon in a bright purple light. A shadow of a human female, a powerful soul, an evil soul, preparing for transfer into the artifact, the heart of the tower. Also known as the eye of the tower. The essence of the tower. Suddenly there was a strange singing sound. The transfer was complete. The tower was awake. The cocoon was gone. In an instant all the souls in the room became servants of the tower and servants to the master. They all accepted their fate this very moment...
CRAFTING
Gather materials and trade goods in the tower. Come back to basecamp and use the workshop for crafting. There is 200 levels of crafting skill with different bonus unlocks to crafting speed, double item procs and much more...
PREPARING FOR RELEASE
We are currently hard at work refining and polishing to get ready for launch. We cant wait to share the game with you. Thanks again everyone for your support, following and wishlisting the game. Every bit helps out.
We can’t wait to get this game into your hands! Cheers!
Thanks to everyone for their patience while the team continues to investigate issues that some of you have reported or may be experiencing. We will be releasing an upcoming patch that helps address some of the general performance and stutters; we'll have full details available later. In the meantime, we wanted to answer some questions we've seen about Steam Deck compatibility and related issues around Cloud Saves:
Steam Deck compatibility: Marvel's Midnight Suns does not feature optimizations for Steam Deck at the moment and is not verified for the platform. It is something we are investigating and will share further news once available.
Cloud Saves: Related to above, some users have reported issues when it comes to their cloud saves transferring across PC and Steam Deck. This is something we are investigating as part of our broader look into Steam Deck optimizations.
Thank you again for your patience – the team is working hard to make sure you have a great Marvel’s Midnight Suns experience on PC!