Block Fortress 2 - Foursaken Media
  • Laser turrets now have unlimited range, but their extreme power draw causes each laser's damage to be reduced based on the total number of lasers that are shooting at the same time. Total damage will always increase with more lasers shooting, but there are greatly diminishing returns after ~10 or so. Also, their hp has been reduced from 40 to 30.

  • Blockoid Arcanus no longer instantly loses the game when its countdown completes. It now shoots a very powerful beam of energy that automatically hits your barracks (or character), dealing massive damage. This attack also now has visual and audio effects.

  • Thermal rifle reload time increased from 14 seconds to 20 seconds

  • Increased the cost of the Cloaking Field mod for non-turret blocks from 1 to 3 stars

  • Fixed a bug that prevented enemies from leveling up beyond level 10 in high-level survival games.

  • Fixed a bug where equipment and blocks were locked for PC players or players with the Sandbox Badge (mobile) when creating player missions

  • Increased font sizes on Steam Deck and other devices with lower resolutions

  • Nearly all turrets and enemies no longer damage natural blocks (grass, dirt, etc.)

  • You can now remove entire trees and rock formations using one action

  • You can now set the player auto-attack option separately on PC and mobile devices

  • Nuke explosions no longer flash if screen flashes are turned off in the options

  • Localized text that has been added since release

  • Major optimizations when rendering groups of similarly-typed enemy models

  • Other general purpose optimization

  • Fixed some display bugs on mobile devices when choosing global mods (for PC-linked accounts only)

  • Fixed a bug where turret range mods would sometimes not give the correct range boost after being upgraded

  • Fixed a bug where sometimes troops wouldn't spawn when added from a mod

  • Fixed a bug where sometimes the controls wouldn't show up correctly when adding or editing a commander action in sandbox and mission sandbox modes

  • Fixed a bug where some sounds would continue to play when the game was paused

  • Fixed a bug where the Blockverse progress was showing incorrectly

大宋英雄传(SongHeros) - LazyManGames
1、修复了战斗中当玩家进攻时,防御技能特效可能会错误触发的Bug。
2、修复了部分防御技能特效数值错误的问题。
Countless Army - Larito Provo

We’re getting closer to version 1.5.0! This week, I’m showing you a small but important change to the troop cards… and the complete rebalance of the hottest realm in Ocelis, Canicula.

Changes to Troop Cards

Until now, troop cards had a fairly basic design, and even caused some visual issues with certain units — especially the Emaciated, which would almost disappear into the background.

They’ve now been redesigned to be clearer, more visually appealing, and to avoid these problems.

As you can see, this update applies to both troop cards and profession cards.

Changes in Canicula

Canicula has also been fully reworked. Just like Estesa, Nevura, and the other realms, all maps have been reviewed and adjusted to the new balance system.

And this time, no map has been spared — they’ve all received updates, whether in paths, defenses, or both.

The new routes are designed to encourage a wider range of strategies, pushing players to carefully consider which troops to deploy based on their strengths and weaknesses.

With this, six realms have now been fully updated to the new system. Only one remains before the release of version 1.5.0, which —as you already know— is set for July 18, coinciding with the anniversary of Countless Army.

See you very soon with the final updates before the big day!

dotAGE - Catman
Still same version, but I had to hotfix an issue with Enhancing buildings that got bugged out by the fix on output preview with enhancers! I've reverted it at the moment and will send it back to debugging.

Thanks
Michele
Norland - D.

Hello everyone.

Fixing a few issues hot on the heels of the beta update.

  • Fixed a bug that prevented residents from buying nectar.

  • Fixed a bug where pigs would wander outside the pig farm.

  • Fixed the positioning of growing crops in fields.

  • Fixed a rare issue where lumberjacks would get stuck in their building and not go out to chop trees.

  • Fixed a bug where the popup explaining free building mechanics wouldn't close after clicking OK on certain screen resolutions.

  • Fixed a bug that prevented rotating buildings during relocation.

  • It's no longer possible to change the building variant when relocating an old building.

  • Fixed a crash when placing a mill.

Desk Paws - pAnpAndA

Your imagination might just be the next popular companion!

If you have a “super unique” pet idea swirling in your mind, drop a comment under this announcement!

Whether it’s cute, cool, quirky, or mysterious… as long as you think it deserves a place in our world, share it with us!

Feel free to unleash your creativity in the comments section!

Note: We really will take the time to read every comment! But please understand that it’s random, so we can't guarantee it will appear… But who knows? Maybe one day it will hop into the game, full of life!

Monkey Doo - Clique_justin
Add a splash of color to your Monkey Doo games!

The following items can be obtained in the Paintball Gun Update:

  • New Bundle: Let your colors fly with the Firework Bundle, which contains 1000 bananas, 500 rubies, a firework rocket doo, and a firework hat.

  • Colorful Cosmetics: Spruce up your style with the paintball helmet and paintball mask accessories.

  • Vibrant Gear: Lock and load with the new paintball gun, paintball ammo, and paintball belt.

Show off your colors in Monkey Doo now!

Finnish Cottage Simulator - ranelagames
Small update

- Removed precached PSOs as some users experienced constant stuttering because of it, this may cause a few stutters when starting the game but should get better quickly
- Fixed unable to put basket on Juha's desk
- Added a WIP improvement to items when they are held in front of you, when placing them down they should now stick to the surface instead of going inside it, gameplay settings has an option to toggle this off, just in case
- Alcohol now shows its amount in addition to percentage, to clear up confusion on liquid amounts
Blessed with Death - Ibrahim Oezhan
  • Fixed some bugs and improved stability including the issue of a black screen when opening the cams

Synergy - Hylda

Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!

We hope you enjoy this final major update and can’t wait to hear your feedback!

https://store.steampowered.com/app/1989070/Synergy/

New difficulty Mode: Hard mode named Resilience Mode

  • +10 temperature on whole map in hard mode

  • Plants die faster in Resilience mode (slower in Harmony mode)

  • Plants give less ressources in Resilience Mode and more in Harmony mode

  • Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode

  • Refresh city score when changing difficulty

  • Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)

    • -20% asked resources on Harmony mode

    • +20% asked resources on Resilience mode

  • Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)

    • -20% on Harmony mode

    • +20% on Resilience mode

New freemode map named Orphan Peak

  • Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)

New City Events

  • 9 news city events :

    • Down by the River

    • Malnourished

    • Get Cooking!

    • Split

    • Decentralizing

    • Research Proposals

    • Sharing is Caring

    • Motivation

    • Gathering of the Sages

  • Satisfaction events’ system adjusted to prevent starting a new event just after completing one

Input Inventory Management

  • New option to change input inventories’ capacity for production modules

New Icons and Tooltips in Objectives

  • Clicking on an objective that asks to unlock a research opens the research screen with it selected

  • Add Icons in quest objectives for the following items:

  • Needed resources now have their affiliated icon before the resource’s name (material and immaterial)

  • Tablet now have a tablet icon before the “Tablet” word

  • Satisfaction threshold have the related satisfaction icon before the satisfaction names

  • Orders (harvest and analysis) now have the related icon before the order’s name

  • Needed research now have a generalist research icon before the research’s name

Balancing
  • Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)

    • +4 adults & +3 child

  • Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°

  • Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above

  • Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign

  • Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range

  • Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite

    • Art Workshop from “30 Brick” to “20 Composite”

    • Music Workshop from “50 Brick” to “30 Composite”

  • The citizen reward in exploration is now based on game time progression

  • Added a recipe allowing production of Boreal Rock in the Sand Factory

    • “5 Protection” + “20 Water” give “80 Boreal Rock”

    • Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)

  • Changed spread of Cotton Sprout and Water Gourd

    • Reduced Cotton Sprout max cluster size

    • Cotton Sprout spread time increased from 10 to 15 days

    • Water Gourd apparition time increased from 20 to 25 days

  • Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn

  • Modified scenario Beacon in the Sand of the Anchorage campaign

    • Reduced Salt Drop Trees and Diluvian Bush cluster size

    • Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season

  • Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)

  • Sand Extractor also reducing mineral in is range by 6 (excluding core cell)

  • Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)

  • Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”

  • Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags

  • Modification to support map start :

    • added 3 Child to every map at the start

    • balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables

  • New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs

  • The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building

    • Adding a "TextColor" field on the TerrainProperty class

Added player thanks to credits

For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.

Interface & Feedback
  • Placing a building will now display its entry point to help place a building correctly

  • Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource

  • Added warning icon and tooltip text when a plant is dying in its UI

  • Dead plant only display its health state if it can revive in plant panel

  • Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range

  • Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating

  • Rectangle ranges are now shown as "width x length"

  • Exploration zone pins now display a quest icon if an objective is asking the player to explore it

  • Sort resource trades by result in Bartering Outpost

  • Splitted toxic plant condition in multiple condition for better feedback

  • Added animation when a resource trade is performed

  • Added new feedback on production buildings indicating when its production is stopped because of the weather

  • Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value

  • Modifying text display on world space feedback for production building that are stopped during dry season

  • New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively

Bugfix
  • Fixed a bug where plant were not dying when being sick during a long time

  • Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active

    • Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)

  • Fixed a bug where plants would spawn dead

  • Fixed a bug where road on irrigation canal destruction only giving back one boreal rock

    • It is now not possible to select road or canal worksite

  • Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)

  • Fixed research unlock description for harvest task

  • Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature

  • Fixed a bug where building with 4 orientations stay at the same orientation when moving it 

  • Fixed dropped resources hover info and feedbacks order

  • Fixed hover sometimes not showing resource name

  • Fixed a bug where it was not possible to zoom or click behind order pins

  • Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction

  • The tooltips are now hidden when moving camera

  • Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu

  • Fixed texts with white squares on tooltips in smaller ui scale values

  • Fixed a bug where the mouse cursor could stay in “move mode” in the main menu

  • Citizens will now go heal in closest available infirmary instead of first built one

  • Fixed plants in wrong state when loading a game while being in a paused game

  • Various fixes on roads and canals placement :

    • Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump

    • Allow to build road on canal right next to a pump

    • Fixed invalid tiles when placing roads or canals

  • Fixed main menu background size for certain resolutions

  • Fixed camera snap when moving camera with keys while mouse button is pressed

  • Fixed "have 6 maxed districts" achievement activating with founders place

  • Fixed some cases where research module selected panel had misplaced bar cursor

  • Fixed plant tooltip tags text when it needs two lines

  • Fixed unable to correctly use saves when game folder is read only

  • Fixed district upgrade button’s text appearing on two lines in japanese

  • Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses

  • Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.

  • Fixed Cactus Shrub not showing conditional resources on shell order

  • Fixed city event consequence to lose or gain citizens not correctly displayed

  • Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective

  • Deleting macro save won't delete all autosaves anymore

  • Fixed citizen shadowing on sand factory

  • Fixed graphical issues on hall of wise

  • Fixed Spiketree outline

  • Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order

  • Fixed a bug where it was not possible to build roads on environment decorations props

  • Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)

Optim
  • Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)

Visuals
  • Trees new sprites added

    • Sunshade tree 

    • Hatted tree

    • Bunch tree

    • Spike tree 

  • Improved shadow on various plants

Other Changes
  • Disabled incompatible option "limit mouse in game area" on MacOS

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