Community, gather around! Let us tell you a story...
It all started with a simple idea: What if you could step into the shoes of a powerful banker, making high stakes decisions that shape the economy? With that vision, we built Banker Simulator and now, thanks to you, our journey is truly coming to life!
From the very first day of our demo, we’ve been overwhelmed by your support. We listened carefully, collected your feedback, and have been working non-stop to improve the game. As indie developers, this means everything to us! ❤️
Update Notes:
Endless Demo Mode Activated.
Save & Load System Added.
Localization upgrades – better German, Portuguese, and Korean translations.
Optimization Improvements Made.
New Customers Added.
General Bug Fixes & Improvements.
🚀 We’ve reached 10,000+ wishlists! That’s incredible! Thank you for believing in this project.
Your feedback fuels us, and we’re committed to making Banker Sim even better. Keep playing, keep sharing your thoughts, and let’s shape this game together! 🏦
Add to Your Wishlist! âś…
Add our game to your wishlist to stay updated and follow our development progress. Be the first to hear about new updates and announcements. Your support means the world to us!
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Gameplay Changes:
Blast doors in the military base biome can no longer be manually closed. They now act like alien base doors - once opened, they remain open until the start of the next player turn.
ENDGAME part 1 alien reinforcements now spawn on a 3-turn cycle (rather than a 2-turn cycle).
Bugfixes:
Fixed the air combat autoresolve causing a hang on the Geoscape.
Fixed a crash related to alien mind control.
Fixed being unable to path through multi-tile doors without needing to open them first.
Fixed multi-tile doors incorrectly closing after every use, requiring soldiers to waste lots of TU when going through them.
Fixed ENDGAME part 1 mission objectives incorrectly reporting that the enemy reinforcements would be coming a turn later than expected.
Fixed Abduction Tubes drawing under the shroud again.
Fixed an issue where the teleport particle effect on enemy reinforcements on UOO / Endgame missions was incorrectly playing after they had spawned and run off into the shroud.
Hello everyone, please check out the latest update~
This update consumed three sets of "Country Chicken" meals from the surviving developers.
Bug Fixes:
1. Fixed a bug where the Tour Guide didn’t receive a Direction Card at the start of the game. 2. Fixed a bug where the Fund Manager would duplicate weapon cards after settlement. 3. Fixed a bug where the Lawyer’s skill activation couldn’t trigger the Adventurer’s skill. 4. Fixed a bug where the Adventurer’s healing effect didn’t work correctly after obtaining multiple resource cards simultaneously. 5. Fixed a bug where Baijiu (Chinese liquor) could be used at the Medical Station. 6. Fixed a bug with incorrect character entries in the Library Codex. 7. Fixed a bug in Underground Challenge Mode where playing the Flare Gun caused an abnormal card pool.
Content Optimizations:
1. Added a resource categorization option in the camp, allowing for quick sorting of resources. 2. Optimized AI thinking time in scenarios with a large number of players. 3. Increased the amount of resources in the card pool for War Mode. 4. Increased the inventory of certain merchant resources in the shop. 5. Increased starting funds for teams in Easy/Normal difficulty. 6. Reduced the early-stage infection growth rate in Hard/Hell Mode. 7. Lowered the base probability of characters getting injured. 8. Increased the average NFT output from the Graphics Card Mining Facility. 9. Reduced the drop rate of Zombie Brains on the Beach and in the Laboratory.
Character Balancing:
1. Enhanced the strength of the Streamer IC’s skill.
A Note from the Developer
Hello everyone :) I’m so happy to see so many of you enjoying my game~ Zombie Cards is the first game I’ve developed solo, and I’m fully aware of my limitations. There are indeed many areas where the game’s content and details fall short, but please believe that I will do my utmost to continuously improve the gaming experience and make it better! Thank you to every player for your support and understanding! Your enthusiasm and feedback are my greatest motivation to keep moving forward. Truly, thank you from the bottom of my heart :) — Sincerely, a passionate developer 💌
Shadowveil: Legend of The Five Rings - Palindrome Lars
Greetings from Rokugan!
With Shadowveil: Legend of the Five Rings having just launched here on Steam, we'd like to share an update on the fixes, optimizations and other improvements coming in the next Shadowveil patch. A shoutout to the Discord community and the players on the Shadowveil Steam Forum for continuing to help report and track down issues. The Crab Clan salutes you!
The patch is Live! There are a few known issues (see below), but we encourage you to report any issues, bugs or concerns (as well as the positive feedback) in the Discord community and on the Shadowveil Steam Forum).
Game restart recommended We just pushed an additional hotfix today, that updates the game from version 1.0.1.17977 to version 1.0.1.18020. This change might cause players who were ingame between when the patch released (11AM CET) and the hotfix went live (2PM CET) to lose out on Goblin Skulls or Political Capital.. Players can restart the game to avoid any further issues, or alternatively load a save from before 11AM CET. Players who were not ingame in this timeframe are not affected.
We are also working on a update for the demo to include 1.0.0 and 1.0.1 patches to increase stability and make the save games transferable between demo and full game! (Note this will mean that old demo saves will be invalid)
Version number: 1.0.1.18020
Added
Added icons to item tooltip to showcase which components are needed for a combined item
Optimization
This is the second optimization package for the game, targeting the expensive VFX, late game performance and overall more tuning to graphics options to scale properly
Tuned graphics options
Improved performance on low quality effects setting
Late game CPU related performance optimization
Updates
Updated so that Sukune and O-Ushi can select their signature mastery in mastery level up (if you are already max level this requires a new save to access until we can add a respec option)
Updated icons on signature masteries on all hero characters
Updated card damage breakdown to have a better layout
Updated various UI placements and colors when hovered/selected to increase readability and flow
Updated the duty “Hone a Technique” to work as intended
Updated order of cards in card viewer
Updated boss bar to be shown only in combat
Updated Pol Cap to show in top bar during a run
Updated deploy instruction so it disappears correctly if you use the Deploy All button
Critical Fixes (Crashes/Softlocks)
Fixed an issue with the unit the Ancient Temple (again x2) event gives that would cause a crash related to ability slots
Fixed a crash that could happen on Ch4 Oni boss fight
Fixed an issue with “Falcons Memory” mission that led to a crash
Fixed issue where banners could be stacked leading to a crash
Fixed issue with Rally point and other markers that would catch fire and crash the game
Fixed an issue with the Quartermaster trait that would crash the game
Fixes
Fixed an issue where a player could retain resources from tutorial when that wasn’t intended
Fixed issue with the Yasuki advancement that would give more political capital than intended
Fixed card burn material using the wrong texture
Fixed issue with reaction voice lines that could affect performance
Fixed eternal item tooltip in embark to spawn better
Fixed issue where node tooltip could spillover
Fixed issues where certain numbers would not update color when things where bought in the barracks
Fixed issue where portraits was not hoverable when unit was dead
Fixed issues that could present the wrong opposition when hovering nodes
Fixed issue where revealing the map would cause artifacts
Fixed issues where combat scene would be visible when loading another scene
Fixed issue where codex would reload the page each time you clicked the corresponding button
Fixed issues with the event “The Cache”
Fixed issue where tooltip could be shown in pause menu
Fixed issue where diplomatic advancement that gives you bonuses, gave those incorrectly
Fixed an issue which would spawn weakened on all player units
Fixed an issue with challenge “Ashes from the Flame”
Fixed issue where a challenge could be tracked even though it was completed
Fixed issue which allowed you to cancel the ability/item combination after the animation started
Fixed issue where hovering a spike-trap would spam SFX
Fixed so that political capital gained in run is shown in run summaryF
Fixed issue that made the blessing widget overlay with merchant/camp that disabled clicking
Fixed issue with shop and reward screen
Fixed issues with dialogue skipping
Fixed so that you can now close inspect with shift
Fixed scroll speeds in different screens
Various Audio fixes
Various UI fixes to avoid text overspill with different languages
Known issues
Certain missions fail to reward the player properly or cannot be redeemed
Certain missions may lead to a softlock, reloading the save should fix the majority of these instances
Resolutions with 16:10 or other less common aspect ratios may have issues with the UI
Certain battle-maps have performance issues, this should be adressed in the next patch
Certain dialogues play incorrectly
Chapter 8 have multiple issues that could lead to a lesser experience, however it should be fully playable. This is addressed in the next patch
Achievements for some don't trigger correctly, we are investigating
Boss Healthbars can disappear in certain fights, this is slated to be fixed in next patch
Three new ships with unique mechanics are sailing out on our seas! Designed for bold Captains, these vessels bring high-risk, high-reward gameplay:
These experimental ships start each battle with reduced HP but can heal over time. Where it gets very interesting is that their main battery accuracy and rate of fire improve as their HP decreases. Will you choose the security of HP or the risky but satisfying firepower route?
Armed with a limited stock of AP shells with improved characteristics and Burst Fire mode.
They have no module upgrades, their economic earnings are similar to same-tier Tech Tree ships, and Commanders assigned to experimental ships do not require retraining.
You can unlock experimental ships by researching components with Credits and Action Reports from combat missions, and get a special mission chain that offers Coal as a reward.
These ships will be removed with Update 14.7, and commemorative rewards will be bestowed on players who successfully unlock all three.
Operations with Flagships & Classified Documents
Operations with Flagships return with reworked mechanics, introducing varied flagship encounters and greater strategic diversity.
New mechanics have been integrated to enhance combat effectiveness in specific scenarios:
Equip one Classified Document in Operations with Flagships for survivability and damage boosts.
All Classified Documents have been added to player accounts automatically and can be selected before each battle, with a limited time for changes.
Soviet Submarines & Event Pass
Comrades, the Red Fleet is growing mightier! The arrival of submarines S-1, L-20, and K-1 introduces a new Soviet playstyle:
Powerful, fast, and long-range unguided torpedoes, plus homing torpedoes with low damage, speed, and range.
Fast surface speed but limited dive capacity. They are also equipped with long-range Submarine Surveillance and Fast Damage Control Team.
Celebrate the Soviet expansion with the Soviet Navy Event Pass!
The first progression line features 5x Soviet Era containers, Commander Aleksey Statsenko, and a Soviet permanent camouflage for Tallinn.
Unlock the second progression line for 2,500 Doubloons to earn additional rewards, including Soviet permanent camouflages for Riga and Petropavlovsk, 10x Soviet Era containers, and cruiser Molotov. Captains who already own these items will be compensated in Credits.
Pirate-Themed Bounty Hunt
Hoist the black flag and engage in thrilling Random Battles:
Play as a Hunter (Tier V–X ships) or Bounty (Tier VI–X battleships, cruisers, and destroyers) to earn Bounty Tokens for themed Commanders and permanent camouflages.
The Bounty status is available for free in the Armory and lasts 24 hours or until the main mission (sink 5 enemy ships) is completed.
Random bundles hold new ship Monmouth, with direct purchase options available until the release of Update 14.3.
That's just a glimpse of what's new in this fresh update! Read our full article linked below to learn more.
We’re excited to share that Celestial Return is part of Dice Dimensions, and the event kicks off today at 19:00 CET! To celebrate, we’ve put together a pre-recorded gameplay showcase. So come hang out, roll some dice, and survive (optional).
The world of Glorantha is vast and immense, filled with countless epics of heroism, struggle, and survival. When we set out to tell a new tale within this universe, we faced an overwhelming challenge: which of its many conflicts and cultures should we focus on? Glorantha is a land teeming with myth, war, and political intrigue, and narrowing our scope to a single region or faction was no small task. We ultimately chose to focus on the Orlanthi, one of the most dynamic and numerous peoples in Glorantha. Their culture is rich with tradition, their pantheon brimming with gods of war, storm, and justice. But even within the Orlanthi, there are many different tribes and regions—Talastar, Aggar, the Empire of Saird, each with its own struggles and history. After much deliberation, we decided that Talastar best fit the themes we wanted to explore: resilience in the face of overwhelming odds, the struggle between tradition and change, and the ever-present threat of Chaos.
The Setting: A Land Under Siege
The Talastar Orlanthi are caught in a perilous situation. To the north looms the ever-expanding Lunar Empire, a behemoth of political and military might that seeks to assimilate or crush those who resist its influence. To the south, the twisted, Chaos-tainted Broo launch relentless raids, spreading disease and corruption wherever they tread. Even within Talastar itself, tribal rivalries and internal conflicts prevent a unified defense against these threats. It is a land in turmoil, where survival is not guaranteed and where heroes must rise to forge a future for their people. It is in this brutal and unforgiving landscape that our story takes place—the saga of Hahlgrim Ironsword, a warrior whose legend will be shaped by the choices he makes and the trials he endures.
The Hero’s Journey
Hahlgrim begins his journey returning home, weary from past battles, only to find his land desecrated by Chaos. The attack is not random—it is part of a calculated series of brutal raids orchestrated by Woowandor, a fearsome and elusive Broo warlord. Vengeance becomes Hahlgrim’s driving force, but this is not merely a story of revenge—it is a tale of duty, honor, and the heavy burden of leadership.
His pursuit of Woowandor will take him deep into the dreaded land of Dorastor, a realm swallowed by Chaos, where reality itself bends and twists in unnatural ways. Along the way, Hahlgrim will encounter allies—other Orlanthi warriors, rival clans with their own agendas, and even unexpected figures from outside his people.
Staying True to Glorantha’s Legacy
In creating this story, we drew deeply from the established lore of Glorantha. Every decision—from the depiction of Talastar’s political struggles to the portrayal of figures like Hahlgrim, Woowandor, Ralzakark, and Hakon the Swimmer—was made with respect for the source material. These are not characters invented from thin air; they are figures who exist within the world of RuneQuest, and we aimed to honor their place in the timeline while weaving a compelling new narrative.
Adhering to Glorantha’s intricate history meant ensuring that our story did not contradict established events or create narrative paradoxes. We carefully studied the lore to maintain consistency, making sure that Hahlgrim’s actions align with the broader world and that his journey feels like a natural extension of Glorantha’s living history.
This is a story of survival, war, and the weight of destiny. Hahlgrim Ironsword’s journey is not just about slaying monsters or seeking vengeance—it is about what it means to be Orlanthi in an age of upheaval, where the very existence of his people is at stake. Every battle, every decision, and every alliance forged will shape the future of Talastar. As we continue development, we look forward to sharing more insights into the game’s world, characters, and mechanics. Stay tuned for our next Dev Diary, where we will explore the deeper mechanics behind combat, honor, and the influence of the gods in shaping fate on the field of battle.
It is done! Fantasy Madness: Bloodbath is out of Early Access! Version 1.0 is ready to play.
Before we go into details of this update, we would like to say THANK YOU to all who joined the madness during the Early Access. Thank you for sharing your enthusiasm and thank you for your valuable feedback - both positive and negative.
And for those who played before, here is what has changed since last update:
FINAL BIOME: <CLASSIFIED>
The 4th, final biome along with a new family of enemies (and the ultimate boss!) has been added. But what is it exactly? No spoilers; you need to find out on your own. Whoever accomplished Oilmancy Sandpit (defeated Oil Behemoth in the Boss Combat stage of the Oilmancy Sandpit) will gain access to the first stage of the new biome.
The new biome consists of four standard stages (Elimination, Survival, Conquest and Boss Combat) + there is one more special stage that becomes available after completing Boss Combat.
NEW DWARVEN PLAYGROUND STAGE: SABOTAGE
In the Dwarven Playground, there appears a new game mode stage: Sabotage. Similarly to Capture The Mushroom, it is an endless mode where your goal is to get the best possible score. The rules are simple. There are 3 drilling rigs you need to destroy. Every destroyed rig reappears after some time, and on every respawn it becomes more durable (therefore, harder to destroy). NOTE: The time is limited. You gain extra seconds whenever you destroy a drilling rig. Therefore, you need not only to destroy the rigs, but destroy them effectively.
MORE GOLD!
Based on your feedback we realized the progression is significantly too slow, mostly due to lack of fundings to unlock Upgrades that help accomplishing stages. Therefore we made regular enemies occasionally drop some coins. These are not big amounts per drop, but will surely increase your gold income per game. NOTE: Coins can are collected analogically to mushrooms and mana crystal; therefore they are affected by skill and artifacts, such as Shamanic Rod or Eight-Armed Looter.
Moreover, the amount of gold received from selling items (runes and artifacts) has been largely increased. In result, items are sold by following prices: - regular runes: 50, - greater runes: 150-350 (depending on rune level), - artifacts: 500.
And finally - we increased the amount of gold for fulfilling tasks and completing stages (in most cases by around 100%).
RUNE MERCHANT IS GONE…
Due to very high prices, the Rune Merchant has gone bankrupt. Therefore, a Rune Forge has been made. NOTE: You can still sell items in the Inventory screen.
RUNE FORGE!
We added new functionality called Forge. It replaces the previous rune merchant. In the Forge you can merge owned runes into their greater variant! Regular Runes can be combined into Greater Runes and Greater Runes… can be merged to their higher levels with new bonuses and brand new special powers! Not all of the runes can be improved this way, but some can be improved up to level 3! Forge can be accessed from the main menu.
BALANCE CHANGES
UPGRADES
“Regeneration” has now 5 levels (instead of 3) and each level grants 2 points of health per second (per each upgrade level) instead of 1.
Mother’s Milk
Decreased amount of poison applied by the skill on first level from 3 to 1. Per-level incrementation remains the same (1 per level). Therefore, on 5th level Mother’s Milk applies 5 points of poison per hit.
SKILL ADJUSTMENT
Wild Wicked Weaver
Web bolts fired by the Weaver additionally deal 25 damage. This damage can be significantly increased with new runes that can be crafted in the Forge.
DIFFICULTY BALANCE
We noticed that many players, especially those who are not much familiar with the action-survival-bullet-heaven-or-hell-in-god-mode genre struggle to complete the first biome. And because Orkish Paradise is the first out of four biomes, we came to a conclusion it is simply too difficult. In result we have modified the way enemies are spawned. Thanks to that the enemies should be less overwhelming, especially in the first biome (however, this should also affect other biomes and improve performance a little bit). Moreover, specifically in the Orkish Paradise, we have nerfed some of the enemies. In general Orks deal approximately 25% less damage, their elite versions around 20% less damage and some enemies (including Goblin Bombers) are moving slightly slower, so it’s easier to run away from them. Additionally slightly decreased health points and movement speed of Dwarven Tanks. To summarize, along with changes in regards to gold, it should be easier and more pleasant to accomplish the first biome and progress further.
NEW STEAM ACHIEVEMENT
21 new Steam Achievements have been added. Some of them will be unlocked automatically if you met the requirements before the update, but some will need to be unlocked “normally”.
FIXES
- Fixed: projectiles from the Big Fancy Gigastaff (max level power of Druid’s Staff) is not pushing enemies away; - Fixed: some sound effects were played at full volume regardless of the sound volume set in the Options menu;
OTHER
- New visual assets of the elite/boss HUD pointers; - Additional explosion effect appearing upon explosion of eggs from Known Fierce Cock skill; - Champions become highlighted in gold when getting immortality; - Added direction pointers appearing on HUD during quest on saving Barabara; they appear if you find either her or her mace; this should make the quest easier to accomplish; - Added missing voice-over announcement when reaching max level of Mother’s Milk skill; - Added list of active Upgrades appearing on the summary screen at the end of a run; - Added champion descriptions appearing on the champion selection screen; for Barbara and Hexxer they also give a clue on how to unlock them (if you haven’t unlocked them yet);
We are aware the game is not perfect. We didn’t manage to include all the ideas that we had in mind when we started our adventure with this Madness back in Fall 2021. But even though we believe we provide a solid chunk of a good game featuring a funny and enjoyable gameplay decorated with high quality arts and tons of love.
Once again, thank you all for being with us during the Early Access and we wish you good time with Fantasy Madness: Blood.
He has opened the way. A migration has begun. A lone, ancient being tries to rebuild his destroyed universe, but solitary effort lacks a vital harmony. Reaching out, he finds a curious species which can not only balance primordial forces, but also create a new and more stable reality. Those that enter the portal speak of being certain that it is where they are meant to be. They show no fear, only wonder and resolve. It is said that if you are to go, you will know. You have felt his call. The Oracle beckons.
Watch our intro gameplay video to see all the different ways to play. Whether it's action third person shooter or isometric turn-based, both on the ground and in space.
You have the power to change a universe. It's up to you to decide how.