Stray Souls - Renee | VE CM


  • Re-recorded mocap for face idle animations for both Daniel & Martha.

  • Leg pull jump-scare adjusted camera and is no longer bugged out.
    (Before breaker room cut-scene causing confusion.)

  • Daniel no longer sways while aiming the gun.

  • Improved random grandmother peeking sequence.
    (Less often to help avoid repetition.)

  • Overhauled visuals, representation, and camera issues for grandmother jump-scares.

  • Fixed aiming and shooting in Wendigo fight.

  • Adjusted Wendigo boss fight difficulty.

  • Adjusted flashlight brightness on some levels.

  • Re-recorded exaggerated Martha bump animations and overhauled the whole system to feel more natural.

  • Fixed Martha not being present at the family gravestone before cut-scene starts.

  • Added hint to the note in the graveyard allowing it to be found easier than before.
    (Stands out from the environment more.)

  • Updated audio levels for voices and swept through all cut-scenes to even out the levels.

  • Adjusted audio levels for all enemies.

  • Fixed subtitles font sizes.

We appreciate your patience and support - please continue to submit any bug reports via Steam and our official Discord server. Thank you!


https://store.steampowered.com/app/1807210/Stray_Souls/

NEVER MISS OUT ON NEWS!
SUBSCRIBE: {LINK REMOVED}
FOLLOW US: https://allmylinks.com/StraySoulsGame
Journey to Natsai - shahaflevi01
Before And After :

Until this change after defeating an enemy you got a list of rewards that may vary, I liked that idea but I had one problem with it, I felt that the character progression was too slow, after considering many alternatives I decided that I want to keep this system but with additional layer above it, so after picking your rewards "choose one" upgrade will appear, you will need to choose between two different upgrades to your character.

The idea behind it is that the game allows the player to develop his character faster in an interesting way that leave him every time in another branch of choice without the need to replace the old system that had a lot of advantages that I didn't wanted to give up on them.

Hope you liked this change,
Coming next - equipment and deck editor.
Viewfinder - Poerkie
Hey friends!

Viewfinder has been nominated for two awards at The Game Awards this year.

Best Independent Game
Best Debut Indie Game

We couldn’t be more proud of the team and with us announcing Viewfinder at The Game Awards last year, we've now come full circle. The winner will be decided by the public, so please vote!

~ The Viewfinder Team

Forza Motorsport - T10Yaachts

Forza Motorsport Update 2 is rolling out on Steam.

Yas Marina is here for you to race now with the Prestige Tour starting November 16. This version also includes several fixes to common community reported issues, including improvements to overall game stability across all platforms.

Here are the full release notes: aka.ms/FMUpdate2RN
Cardboard Town - ozsoy.dora
Hello everyone!

You said more control, less RNG, we listened!

Let's start by celebrating the update with a 40% Discount starting November 14th 10 AM PST until the end of the Steam Autumn Sale!

We have a few headlines today so let's get right into the case:

Goodbye, Troubles!



We know how much you hate the troubles (those small disturbances that happen on 3rd turn of the Trouble-Meter) and annoyance it brings.

Troubles were here to;
- Provide challenge to players
- Make sure resetting / reducing the Trouble-Meter had to be done with care
- Add a fun randomness to the game

However, they had too much emphasis for being such a small disturbance.
E.g; You had to look out when you were building a Police Station just to avoid a -1 hit to your Envirorment score, which doesn't feel very nice. Or you'd get a notification every couple of turns, which could be annoying / distracting.

Things like that. But we've kept the mechanic despite all that because of the reasons above, until we've decided that it's just not worth it anymore.

But we still want to keep some positive parts of it, so it's time to say;

Hello, Crisis Cards



Crisis Cards always have negative sides; but they usually also have positive parts too and it's up to you to whether to play them or just ignore them!

For example, the trouble "Yet Another Oil Leak" would make you lose -1 Environment randomly.
The card "Yet Another Oil Leak" still makes you lose -1 Environment but;
- You decide when that happens
- You get a Coin in return.



Crisis Cards can not be destroyed, but they can be discarded. So you can choose to deal with them later, but if you ignore them for too long, they will bloat your deck.

Currently, crisis cards come at every 100th Population but we may change that number, or change to mechanic's trigger point later, according to balance. As always, we're open to ideas and feedback!

PoV Mode

No one asked for this, but it's here!
You can now press ALT key to switch to miniature-view and experience your city first hand!

It will also trigger itself after 5 minutes of inactivity, like your lil' screen saver.

Other Stuff

Controller Support: Cardboard town now has full controller support for Xbox & Steam Deck controllers. (Dualshock is supported but the interface is still in progress for it) This feature still experimental, please share your experiences and ideas in Steam Discussion Forum.

Cloud Save: Now we have cross-platform Steam Cloud Save support, which means, your game save will not be lost even if you remove the local game data, or if you want to keep playing your level on another device.

Linux & Steam OS Support: Cardboard Town now is ported and works stably on Linux and Steam OS devices natively.

Notarized MacOS support (Silicon): Cardboard Town binary on MacOS now works more efficiently and the game binary is notarized via AppStore.

On-going work for Mobile: We keep on working on porting our game for iOS and Android. We will have more information in the coming releases.

1.1 Announcement Trailer

You don't like reading? We got you, here is our 1.1 Trailer video;

Nov 14, 2023
Project City - TheDiamondMurder
Hey guys, this is now the 3rd update of Project City and its a cool one, this one has been in the pipeline for a long time so I'm glad its finally out. Here's what's changed:

Added
- Added new Game Studio Company
- Added new Prison Inventory Info
- Added Prison Jobs
- Added Prison Escape
- Added Parole
- Added Bail
- Added Autosave
- Added Prison Sentence Saving
- Added Wanted Status
- Added more kitchen equipment to the Fast Food Restaurant.
- Added Gang Attack strategies
- Added more Materials to Crafter Job
- Added more scenery
Changed
- Reworked Prison Interior
- Changed Prison Release timing system
- Reworked Crafter Job

That is everything in 1.3, I hope you enjoy this update and stay tuned for more information.
Thanks.
Backpack Hero - alex_duck_dt
Hey, Backpackers!

Backpack Hero is OUT NOW in 1.0! 🎉


It’s been a wild ride, and we couldn’t be more grateful to you for joining us. Your support has been crucial since the very beginning. When the game was making its first steps on itch.io, when we did our Kickstarter campaign, and of course from the day 1 of Early Access, it was you who helped us make Backpack Hero a reality and shaped it to become what it is today ❤️


Who here still remembers what Backpack Hero looked like over a year ago?

The game’s gone through a lot of changes.
If you’ve been with us since its early days, you might still remember where it started. We added 4 new characters (yes, at first it was only Purse!) and then reworked 2 of them, designed over 800 items and more than 100 enemies, introduced controller support, got Steam Deck verified… but also allowed you, our community members, to become an integral part of the development process with countless tests of new features and incredible mods you’ve created!

But probably the most exciting part of 1.0 is Story Mode.
It introduces meta progression between runs and balances the learning curve for new players - something many of you have been asking for! That’s why we’re incredibly excited for all of you to experience it, follow the adventure at your own pace, and discover many secrets that Haversack Hill hides. We can’t wait to see how you plan the town’s layout!


There’s a lot waiting for you in Haversack Hill!

The story doesn’t end here.
The 1.0 release is the beginning of yet another adventure! We’ll keep working on Backpack Hero - some of our plans for the future updates include implementing Kickstarter rewards (and a Summer Event as we promised!), adding even more items, more NPCs and side-quests in the town. We have many ideas for more music, better mod support, maybe revamping the holiday events. And of course, as always, bug fixes and balance improvements.

That being said, we know that there are still some things waiting to be fixed - check the FAQ post on the forum for the list of known issues.

And if you’re new here…
…we’re happy that you’re with us and hope that you’ll have lots of fun playing Backpack Hero! You can read more about all the characters, take a look at Haversack Hill basics, and of course join our Discord community to stay updated, meet other players, and have a real impact on the game’s future!

#Discussions_QuoteBlock_Author
READ ABOUT OTHER HEROES:
Purse
Satchel
Tote
CR-8
Pochette

#Discussions_QuoteBlock_Author
READ ABOUT THE TOWN:
🏘️ #1 Resources & Buildings
🐹 #2 NPCs & Quests
🗡️ #3 Items & Research

Once again, we wanted to thank you for your constant support and for joining us on the awesome adventure that Backpack Hero has been so far ❤️

— Jas, BinaryCounter and Gangs

PS - How do you like the new key art? 🐭

https://store.steampowered.com/app/1970580/Backpack_Hero/

Join the Backpack Hero community:
DISCORD
TWITTER
TIKTOK
REDDIT
Interstellar Space: Genesis - Adam Solo
Hello everyone!

We are excited to announce that the new major and free! 1.6 update for Interstellar Space: Genesis is now available to all players!

This update has been on the unstable branch for beta testing to make sure there were no major unforeseen issues for the smoothest official release possible. We're happy to report that testing went very well, so we believe we're in very good shape. Thanks to everyone who played the unstable build and provided feedback!

1.6 Update - Features and Improvements

New Victory Conditions

This was a highly popular feature request by the community, and something we really wanted to offer at some point, and it finally makes it in for 1.6!

In addition to the existing Election and Alliance victory conditions, and the traditional winner conquers all way to win (now called Conquest Victory), you now have the following new ways to win: Wonder, Domination, Science, and Score victory conditions! Here's a brief breakdown.


To win a Wonder victory, you need to control a certain number of Galactic Wonders, which are super projects you can build in your colonies.

To win via Domination, you must control a defined number of the original homeworlds of the playing races.

To win a Science victory, your empire has to reach a combined ultra tech level, by researching the most advanced technologies in each research field, a certain amount of times.

A Score victory is achieved by whoever has the highest score in the last turn of the game game. This is the overall score reported in the 'Empire Overview' screen.

The new victory conditions can be configured by clicking in the "Advanced Options" button, as can be seen below.




On top of the new victory conditions, you can also configure the new ones but also the pre-existing Election and Conquest victory conditions. You can choose the number of wonders required to build, the percentage of colonized systems that need to be controlled, the frequency in which the Galactic Council will reconvene to try and elect the galactic ruler, and more.

Below, on how to access the new victory conditions screen during the game.



Also, if you wish, you can continue playing after winning or losing due to any victory condition being triggered, and win (or lose) again through other means.

Balance tweaks, and QoL improvements

Along with the new victory conditions, the 1.6 update also offers other new features, many tweaks and improvements, and bug fixes, many in reply to your suggestions.

Included in the new features and improvements is a revamped 'Deep Space Initiative' knowledge culture perk, that now provides free remote exploration on adjacent sectors to the ones just explored. The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus. And, the Hall of Fame can now be reset.

There's also the ability to adjust the wormhole lines' brightness (including disabling them); the ability to move weapon slots up and down in the ship design screen; the possibility of listing leaders by their status (unassigned or assigned first). Also, hovering over torpedoes and missiles will now highlight the ships' they're targeting, just to name a few changes.

You can see the full list of changes below.



Version 1.6 - Full Release Note
[expand type=details]
NEW
  • 4 New Victory Conditions! Wonder, Domination, Science, and Score victories. Also, revamped Conquest Victory now allows setting the percentage of colonized systems that are required to win. Possible also to configure the new victory conditions and the frequency of Galactic Council sessions for the Election victory.
  • It is now possible to adjust the wormhole lines' brightness in the galaxy map, including disabling them.
  • 'Deep Space Initiative' culture perk revamped, now provides free remote exploration on adjacent sectors to the ones explored. This shall provide for a faster and more balanced remote exploration experience in bigger maps.
  • It is now possible to move weapon components up and down on a ship in the ship design screen.
  • New Hall of Fame reset option added! Resetting the hall of fame reverts it to the default entries.
  • The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus.
  • Added information on what each colony is currently producing to the system tooltip in the galaxy map. Hovering over each system now lists the current colony construction projects in each colony.
AI IMPROVEMENTS
  • The AI now scraps planetary domes and micro gravity generators when they are no longer needed.
BALANCE
  • 'Deep Space Initiative' culture perked moved from the 1st to the 3rd level on the 'Knowledge' culture branch. The 'Theory of Everything' culture perk, that provides two free technologies, now has competition on the 3rd level. And, the 'Astronomy Culture' perk, that provides a second remote exploration target is now a single choice in the 1st level.
  • 'Quantum Singularity' technology now provides +100 flat research points per exploited black hole, instead of previous +200% RP on accretion disk, making it a far more interesting tech now.
  • Exchanging techs with other empires via 'Research Treaty' now a bit harder and not as easy as before.
  • Space requirements for some unique super technologies found in ruins were revised to be a bit smaller and even more attractive to equip. Chaos Chain space reduced from 150 to 125. Positron Torpedo from 150 to 135, and Ion Discharger space reduced from 150 to 140.
  • Leader desires for building galactic wonders in their colonies were reduced significantly, especially for the wonders that would be hard to unlock with the current culture choices.
  • The more powerful ships and unique technologies found in ruins now tend to be found a bit later in the game when going with lower production and research efficiency picked at game start. The less research efficiency/speed of the game, the later these powerful items will tend to be found, so that these do not come into play too early for the current research status of the galaxy.
[h5]Evolving Empires[/h5]
  • Subject empires will now refrain from destroying minor civilizations their overlord has access to.
PERFORMANCE
  • Loading a saved game is now much faster. This is especially noticeable in big late-game saves.
UI / GRAPHICS
  • Espionage assignments screen tweaked to show spy missions by category, resulting in a better presentation of available missions.
  • New notification now informs the player that cloning centers may no longer be needed when a colony reaches maximum population capacity.
  • The leaders management screen now offers the possibility of listing the leaders by their status: unassigned or assigned leaders shown first. Sorting by 'unassigned first' can help speed up finding leaders that may be ready for new spy operations.
  • The 'Fusion Beam' effect has been replaced by the correct effect. It was using the same effect of the 'Laser Beam'.
  • Hovering over torpedoes and missiles in combat will now highlight the ships' they're targeting.
  • The colony invasion notification now takes you directly to the planet instead of the system view.
  • Now possible to center the galaxy map on overview panel's objects by holding the 'ctrl' key and left clicking on that item. This worked for ships and fleets before, and now works for all items: colonies, planets, asteroid belts, gas giants, accretion disks, fleets and ships. This allows the player to find these items better in the overview panel.
  • The 'Disable All' button in the 'New Game Setup' screen now has a tooltip to explain the behavior, what players are disabled, and that only two are left enabled.
  • Tribute requests now show how much money is requested directly in the main diplomacy dialog message, and not only in the diplomatic message tooltip.
  • The 'Threat to Leave' leader notification now blocks the 'Accept' option if the player does not have enough funds to pay the leader's request. The tooltip explains what options are available to the player to obtain enough funds.
  • The 'Natural Wonders' and 'Exceptional Fossils' planet specials now list "+100% from Space Socialites" in the colony BC tooltip, to clarify where the extra credits are coming from.
  • A warning is now raised when trying to assign a colony leader to a spy mission if a leader desire would become unfulfilled by relocating the leader to other duty.
  • The tooltip for the 'Just One More Turn' button in the victory screen now clarifies that, in light of the new victory conditions' changes, you can continue playing after winning or losing due to a particular victory condition, and win (or lose) again through other means.
  • Now possible to scroll the tech tree left and right using the 'A' and 'D' keys. The tech tree horizontal scroll bar was also slightly thickened to improve usability.
  • Now easier to click on fighters and bombers to target them in combat.
  • The Raid UI, the panel shown after raiding a colony with an assault ship, was revamped to be inline with the same theme of the other screens. It was using an older version of the UI.
  • Hovering over a leader desire notification will now highlight the system, or fleet, in the galaxy map where the leader is stationed.
  • The fleets overview panel now shows which fleets have leaders, and the number of them. Also possible to sort the fleets in the overview panel by amount of leaders present in the fleet.
  • A bit more transparency was added to the 'Colony Structures' list panel in the colony screen. Now it looks better, as more buildings and terrain can be seen behind that panel.
  • The 'Planet Construction' tooltip now clarifies that the system must have a colony to support a planet construction project in that system.
  • The 'Master Geologists' wealth culture perk now clarifies that the uplifted worlds that are allowed to be terraformed with that perk are the ones that have ecological level 3, which cannot be terraformed otherwise.
SOUND & MUSIC
  • Added sound when assigning a leader to a spy mission.
BUG FIXES
[h5]Base-Game[/h5]
  • Fixed a major bug that could cause a game freeze when two or more 'Chaos Chain' weapon slots were fired at the same time at a target.
  • Fixed a major bug that could cause significant slowdown and sometimes a crash in the system view when displaying too many Human frigate and destroyer ships. This could also happen with Moltar ships.
  • Fixed a major bug in space combat that could cause a hang when using a unique ship found in ruins with bomber bays in combat without having researched any missile technology.
  • Fixed a bug that was causing early research breakthroughs to only happen at turn ETA 3 to tech breakthrough. The correct behavior is at ETA 3 and 2. The wording on the early breakthrough was revised to clarify it's 3 or 2 turns for breakthrough.
  • Fixed a bug that was allowing the “You can build an Outpost” notification to be displayed when the Outpost ship had already been destroyed.
  • Fixed an issue that was causing the population growth rate displayed on the 'Population Details' panel in the colony screen to not update when changing production allocated to planetary engineering and towards 'Habitat Control'.
  • Fixed a rare bug that was causing o known system to be displayed as 'Unknown destination', when the system was in fact known.
  • Fixed a rare issue that was causing an empire name to be displayed and revealed in the fleet panel, without contact had been made with that empire before, in special circumstances.
  • Fixed a bug that was allowing the 'Collective Transcendence' unique ability to unlock only after one Economics tech had been researched. At least two techs need to be researched in all fields.
  • Fixed a rare bug that could cause a duplicate unique tech found in ruins to be obtained by the enemy even after the player had paid exclusivity access on the 'An offer you can refuse' galactic event.
  • Fixed a bug that could allow leaders to obtain more than 5 secondary skills in special game event combinations.
  • Fixed a bug that was causing a lone frigate to not be able to board a target immediately after casting a tractor beam.
  • Fixed a rare bug that could lead to a combat lockup when a ship was mind-controlled in the same turn it was instructed to flee.
    Fixed an issue that was causing peace treaties to not be displayed in the diplomacy dialog screen.
  • Peace treaties are now displayed and tell the player how many turns remain until the peace treaty remains in effect.
  • Fixed a glitch that was allowing the horizontal scrollbar of the research screen to be set on the last viewed position in a previous game. It now resets the position on a new game.
  • Fixed a glitch in the Human default fleet. The alternate cruiser design had misaligned light effects.
  • Fixed a bug in the empire rankings shown in the diplomacy screen where sometimes the rankings could be different in the first time this screen was opened with respect to following openings. Also, the ranking could sometimes be shown incorrectly in the AI diplomacy status screen. It was taking into account all empires, including the ones the player didn't have contact with yet. It now shows the correct rankings in both instances.
  • Fixed a rare sabotage bug where a notification that a leader and crew were recalled from a sabotage mission would be raised even though the sabotage already happened the turn before. This special case happened when a leader was previously assigned to a ship before being assigned to a sabotage mission.
  • Fixed a glitch in space combat when hovering over a ship's special system and then pressing the tab key (without moving the mouse off the special system) and then selecting another ship without a special system. The pop up info on the special system would remain on the screen and wouldn't go away until another ship was selected with a special system.
  • Fixed a typo on the message when you click on an unexplored white star, "while not has bad" now "while not as bad".
  • Fixed a typo on the 'Balanced' option tooltip under 'Automate Remote Exploration' had a second period after "pattern".
  • Fixed a typo on the 'Battle Graveyard' galactic event, which had a bad paragraph break. The sentence "You will not know the secret." is now part of the same paragraph as "The gift shall not be yours. Stay away, or prepare to suffer."
  • Fixed a typo on the 'Raid' report after raiding a planet such as "...X BC of strange artifacts," had two spaces between "of" and "strange".
  • Fixed a typo on the 'Transporter Room' special system, a space was missing in "...be captured during combat.The Transporter Room has..".
  • Fixed a typo where "Polution" should be "Pollution" in both the planetary engineering tooltip and eco-engineering button tooltip in the colony screen.
  • Fixed a rare bug that could still cause a duplicate spy skill choice (same skill offered in both options) when leveling up a spy leader. This should now be fixed for good.
  • Fixed an issue in the Alliance victory displayed in the 'Galactic Council' screen during voting. It would display "Defeat" to the player when voting for an Ally and accepting the results. Now it displays "You win an alliance victory!" when voting for an ally and the ally wins, when both accepting or refusing the AI ruling.
  • Fixed a bug that was allowing an empire to offer both a peace treaty and a surrender request in the same turn.
  • Fixed an issue when scrapping a project for a galactic wonder, a notification would explain that credits "could be salvaged" from cancelling the project, which could make it unclear if some further action was necessary to obtain the credits. The notification was revised to clarify that the salvaged credits "were added" to your treasury.
  • Fixed an issue that was not allowing the fleet panel to close when hitting the 'Esc' key when the 'Fleet Assign Right Click' option was selected in the 'Game Settings'. It only worked in the default assigning mode. Now it works in both modes.
  • Fixed an issue in the 'Overview' panel which was causing the 'Ships Overview' to not be instantly refreshed when assigning a ship to a system.
  • Fixed an issue that was causing an unknown empire to be revealed by inspecting an outpost or colony built in the system view without formal contact had been made with that empire.
  • Fixed an issue that was causing the supply range to not update immediately after stealing a logistics tech via espionage.
  • Fixed an issue in the 'Overlap panel', shown when multiple fleets are in the same space, where sometimes an AI fleet would be described as travelling to an "unexplored system", when that system was already known by the player, so the name of the system should be shown instead.
  • Fixed an issue that was causing orbital stations to not refresh immediately in the overview panel after obtaining a tech for orbital station construction, via technology exchange. Now, the overview panel refreshes immediately.
[h5]Evolving Empires[/h5]
  • Fixed a rare bug that could create game corruption when revealing a minor civilization that had been already assimilated, using the 'Sacrifical Lambs' evolution perk. This special case could manifest when the minor had been assimilated in the exact turn before it was revealed by another player.
  • Fixed a bug that could lead to "infinite infrastructure upgrades" in a colony after picking the 'Telepathic Command' evolution perk before doing the colony infrastructure upgrade.
  • Fixed a bug in the 'Extreme Transformation' evolution perk which would cancel all ongoing wars upon being selected, when it shouldn't. Only treaties shall be canceled.
  • Fixed another bug in the 'Extreme Transformation' evolution perk in combination with the 'Resilient Settlers' unique ability, where the latter was not consuming its charge when colonizing planets of types for which the colonization tech was not researched. It now also consumes the ability with the Extreme Transformation perk, even if all biomes are ideal.
  • Fixed a bug in the 'Spiritual Awakening' evolution perk, which was allowing bombing to occur even though the perk denies it. This is now corrected.
  • Fixed a typo on the 'Minor Civilizations' tooltip on the Galaxy Setup panel of the 'New Game' setup screen. Changed "of the planet their inhabit" to "of the planet they inhabit".
  • Fixed an issue in the 'Spiritual Awakening' evolution perk where it could be unclear what strategic resource technologies did the perk offered. The perk's tooltip now explains that the technologies offered are the ones associated with research choices, which are unlocked after gaining access to the strategic resource for the first time.
  • Fixed an issue in the minor civilization tooltip which would reveal the name of an unknown empire that had fully surveyed them, without formal contact had been established with that empire.
[/expand]

Compatibility and finishing an ongoing game

Due to the extension of the changes, saves from previous versions may not be compatible with the 1.6 update. For a better experience, it is advisable that you start new games to enjoy the new features and improvements fully, and not have bugs

To everyone who helped beta test this update, please revert to the main branch by choosing 'None' in Steam's Betas tab. You can then resume playing with the official version now.

If you want to finish your current game with the previous version (1.5.3), please go to the Steam client -> Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "old_version" branch.

Thanks

We want to thank everyone who has helped test this update. Big thanks to everyone who has bought the game, and the expansions, so far. Thank you.

We hope you enjoy the new free 1.6 update! If you haven't bought the Natural Law expansion yet, please consider buying as it adds 2 very nice playable races to the game, that will have their own Evolution tree with the Evolving Empires expansion, among other features and music tracks. The Evolving Empires expansion adds two major new features: Evolutions and Minor Civilizations. It also includes 7 new leaders and 2 new music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

Have fun!
Praxis Games
Community Announcements - Arcahem


Hello Isyans!
The mystical winds of Isya have whispered secrets of an enchanting gamigo Steam Publisher Sale! Are you ready to embark on an epic journey filled with amazing magical treasures? Now's your chance to dive into the world of Fiesta Online like never before!

Great server boosts for a great time!

Throughout the duration of the publisher sale, enjoy a +100% boost towards EXP and drop rate to make your adventures as fast and pleasant as possible, and don’t forget to visit Raul for an amazing +15% boost towards enhancements!

Enjoy Fiesta Online with a giveaway!

If great deals and amazing server boosts weren’t enough, how about a little gift from your Fiesta Online team? That’s the spirit! Redeem the code FOPUBLISHERSTEAM right now to receive the following items:

EXP Boost Card (+100%)(1 day)
Blessing of Teva (1 Day)
Tear of Legel (10 Pieces)
Roumen Mariner Costume (+5% Defense)(7 Days)
Roumen Mariner Hat (+3% Defense)(7 Days)

Slime Time Showdown

Are you ready for even more fun? Then head over to our https://gleam.io/czW3t/fiesta-online-slime-time-showdown-capture-the-squishy event page, take on several challenges to accumulate entries for a chance to win a Marvelous Slime Team Pack!
{LINK REMOVED} to learn more.

The party is already live, Isyans, and this one you wouldn’t want to miss out!

Your Fiesta Online team.
Trove - Arcahem


Hey there Trovians!

Are you ready for some cubetastic treats? We sure hope so because today we’re kicking off the gamigo group Steam Publisher sale! From now until November 21, 2023, dive into incredible hot deals, free items, and unique surprises in the voxel world of Trove.

Let’s dive in to get more details!

Trove’s Discount Delight
Epic Packs, Epic Savings! Only available on Steam!

Trove – Eclipse Pack
Mega Menagerie
Double Dragon Pack
Square Necessities
Fast Fortune
Trove – Arcanium Expedition Pack
Geode Companion Pack 1
Geode Companion Pack 2
Dynomighty Miner

Hurry up Trovians, get a discount of up to 66%. The deals will leave the stores on November 28, 2023, 11 AM UTC!

Brand new Arcanium Triumph Pack now available!

The new Arcanium Triumph Pack, featuring new amazing items is available on Steam at a 25% discount for a limited time! Get yours now!

Trove’s Daily Dream Drop
Log in and Unbox Your Daily Surprise!

To make your adventures even more rewarding, how about a daily treat like a Dev Dream box? That’s right – each day you log in to Trove, you’ll receive one Dev Dream box to enhance your gameplay.

One box per day, every day – it’s our way of saying thank you for joining us in Trove! Isn’t that a dream come true? Only available until November 28, 2023, 11 AM UTC.

Turkeytopia: A Friendsgiving Feast
Join Chefsly’s Quest for the Perfect Dinner and Reap Bountiful Rewards!

The fun doesn’t end there, log in now and enjoy the Turkeytopia: Friendsgiving seasonal event, where Chefsly requires your help to have the best Friendsgiving dinner ever, in exchange, you’ll receive amazing new rewards! Read more about Turkeytopia here.

Gobble ‘n’ Grin: Screenshot Contest!
The fun doesn’t end there, head over to our Gleam.io event page and take some fun challenges for a chance to win 3000 Credits!
Click {LINK REMOVED} to learn more!

Enjoy brand new content!
You can now jazz up your Trovians with some cool Titles. They can be earned in different ways, like smashing enemies or crafting. Find Stampy, the Title Registrar, in the Hub, who can help you with crafting prefixes and suffixes. And for some extra flair, we’ve got seasonal Draconic Titles too.

Stay tuned Trovians, something is brewing in the horizon and you wouldn’t want to miss out!



What are you waiting for, Trovians? Join the fun right away and don’t miss out!

Your Trove Team!
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