Manacaster - Manacaster Games

Thank you to everyone who wishlisted and bought Manacaster during Launch Week! It's been so encouraging to see our wish list count increasing after launch, which means that you, the players, understand what we built, and why. Many of you have communicated to us that you're waiting to see the game evolve during Early Access, so today's gigantic patch notes represent our first step towards showing you Manacaster's evolution.

Warning: Wall of Text Ahead.

As we detailed in our launch announcement, Early Access games should be considered "buggy until proven otherwise", and I am proud to announce our prediction was correct! Manacaster indeed has bugs! In all seriousness, we really appreciate all the bug reports, even the ones that turned out to be "user error". Even those tiny reports provide a lot of information for us to fine-tune our user interface.

The quantity of bugs was not particularly large, nor were they particularly severe. Few, if any, were game-breaking. This is consistent with our expectations that we set before launch, and we're glad to say that the level of bugginess is quite manageable. Most of the things detailed in these patch notes are actually feature additions, upgrades, or slight quality of life adjustments ( which we believe are as important as bugs )

Depending on when you're reading this, our first major post-launch patch may already be live ( 3.2.3 ) on the main server. We'll post detailed patch notes as usual, so provided below is a summary of the most important changes.

NOTE: Many of these changes can be previewed on our PTR ( playtest realm ) before going "live". If you want playtest realm access, please join Discord and we'll set you up!

Combined Patch Summary: 3.2.2/.3/.4

We have combined three patches into a single patch to the "live" game. If you are on the playtest servers, you will have seen each of these patches deployed individually for stability testing. If you are on the live game, this will be represented as one patch download.

Major Fixes & Resolutions

AI Opponent making bad choices: "Bad choices" might be an understatement! Some games the AI Opponent just declined to play any Units until turn 5. Other games, it buffed a useless Unit and the skipped a valid attack. We found a bug in the deployment logic that was making the AI confused as to when it should deploy "Cannot Block" Units, along with some other adjustments to make it more aware of the need to play a tight, mana-efficient early game. *Note: the AI Opponent is still under development. Please see the "known issues" section at the end of this report to understand its current state.

Select Attackers Interface improperly color-coded: The "Skip Combat" button was showing as green, incorrectly encouraging players to Skip Combat. The "Select Attackers" controls now contain 3 buttons, each of which change color and text based on the situation. This should form a much more literate interface that makes it clear at each decision point what the player is able to do, and the colors should help indicate the magnitude of their decision.

Feature Requests Fulfilled

Adventure Mode Features: There were many requests related to Adventure Mode and we have a separate section for that below.

Detailed Tooltips: Cards in all modes now have more detailed hover tooltips that explain the keywords. Advanced players can disable these tooltips in their settings.

Combat Was Too Slow: We increased the speed of combat animations by around 33%, which includes "Fast Mode". Players will notice a much more natural flow through the game. Please continue providing feedback on this because player comfort is extremely important to us. Tooltips have been added and updated accordingly. We also fixed an oversight where "fast mode" was not being applied equally across the turn cycle.

Incomplete Deck Warning: Multiple players became confused after making a deck and trying to play with it, only to discover "something" wasn't right. We added a "YOUR DECK IS NOT FINISHED AND HERE IS WHY" banner in bright red letters to ensure that you always know what's missing. Thanks to everyone who reported this concern!

Mystery of the Missing Decks? No mystery here, just the game automatically hiding decks that wouldn't be legal to play with. Unfortunately, this led to mass reporting of "missing decks", which simply turned out to be a case of poor communication in our UI. The fix was simple; we added a * before the deck's name on the list to indicate it's missing cards.

More Stats in-Game: The card detail that pops up on hover now has much more information for curious or data-oriented players. This is optional and can be toggled in your settings.

Explain "burning" a card in draft: Players were not always aware of why "burn" exists in draft, nor how to use it. We've added a tooltip to the "burn" button that will give players the info they need. As a reminder, you get ONE burn per draft, and it allows you to remove a card from the draft and take a random card instead. Tactically, you want to use this when you don't have a good card to pick but you want to deny a card to your opponent. In this case, you can punish your opponent and gain a potentially better card at the same time.

Adventure Mode Adjustments

Full Progression Mode Enabled: As promised in our launch announcement, the Adventure Mode progression model was disabled while we stress tested the system. Now that things are working as desired, we've enabled the progression system again. A detailed explanation of this will be the focus of an upcoming article.

Adventure Mode Shop: You didn't think we'd leave you hanging on this, did you? We love the smell of commerce in the morning. You can access this shop from within your Inventory screen by clicking the SHOP button or clicking on your GOLD balance. Reminder: Gold in Manacaster is purely an in-game currency used within Adventure Mode and for cosmetics. There is no way to gain gold other than winning games.

Nodes Have Special Powers Now. As promised, Adventure Mode nodes will have extra abilities beyond "having more life". They can currently now gain powers that fundamentally change how you'll play the encounter. For example, your opponent's units with Focus might now gain 2 defense ( not 2 attack ) each time they deploy an Action card. This would be very bad news for you against certain decks!

Nodes' Special Powers Affect Loot. Defeat your enemies and absorb their powers! After each win, you'll get to pick one reward Equip Item from among the equipment of the node you just defeated, plus one random card.

Re-Roll an Item with Gold: When re-rolling 3 items of the same rarity, you can instead re-roll 2 of the same rarity and pay some amount of gold. This amount is currently set to 50 gold for Common items, but we'll adjust it according to what players tell us feels right. The costs to re-roll higher rarity tiers will be accordingly higher.

Re-Rolling got buffed. The first round of playtesting showed that the re-rolling costs were too severe. Previously, you could use 2 of the same item ( which remains true ) or 4 of the same item rarity to re-roll ( which has been reduced to 3 of the same rarity ). This should let players have a lot more fun re rolling things they don't need right that moment without a lot of sunk cost and regret.

Seriously, re-rolling got buffed. Previously, re-rolling gave a 5% chance to upgrade the rarity tier of the output item, but we found that was a bit too low. We wanted this to serve as a means of "guaranteed progression" so we've increased that rate to 10%. You now have a 89% chance to get an item of the same quality level as your inputs, a 10% chance to get an upgrade, and a 1% chance to get a double upgrade.

Re-Rolling and getting the same item sucks. A check has been put in place to ensure that you will not get any of the items you put in. Re-rolling and getting the same item really sucked!

Equip Items no longer stack. This was simply an oversight on our part, as players will almost never hold duplicate equip items. Re-rolling items is now much more intuitive and clear about what you have and what you need. This does not affect items that "should" stack like reagents and consumables! Inventory will now feel more familiar and in-line with other games.

Tiny Tweaks & Bugfixes

The following issues have been addressed:

Adjusted the icon and the color of the "Life Gain/Loss" notification.

Re-Roll screen now has an intuitive exit button in addition to its "toggle" button.

Small style adjustments to scrolling combat text.

Fixed bug where permanent stat changes were carrying over between games! Yikes.

Enemy AI names should seem slightly more flavorful :)

Deck Invalid check incorrectly calling the Human as an AI.

Incorrect deployment notification after skipped combat identified and patched.

Top-down camera not re-adjusting to foucs on the loot chest after a game/match.

Fixed some text wrapping and scaling issues, including the rulebook, which was fragmented on some screen dimensions.

Unit DEF showing as lower-than-normal in some situations with permanent debuffs.

Units with MUST ATTACK were being de-selected in combat when clicking "clear all attackers".

A bug potentially exposing one card in the opponent's deck at the start of the game.

Match Log moved from the Help panel to Stats panel.

Adventure Mode Item Store now has more filters to help you search more quickly and accurately.

Upcoming Feature Unlocks

As we detailed in our pre-launch announcement, a few features are currently disabled ( although they may be enabled by the time you are reading this ). These are all scheduled to be unlocked very soon, but need to be evaluated on the Playtest server before deployed widely to players.

Adventure Mode Enemy Builds Its Own Decks: The current array of decks in Adventure Mode is quite limited, and our deck generation system will allow it to instead make a new deck every time you challenge a node. This system is experimental, so we'd love your feedback on it as we develop.

Three-Color Adventure Node Expansion: The current Adventure Mode map has 6 Elemental nodes, 9 Hybrid nodes, and 9 duplicate Hybrid nodes of a higher difficulty level. When the "enemy builds its own deck" innovation goes live, we will convert the duplicate Hybrid nodes into three-color nodes, and add 11 more three-color nodes. ( There are 20 unique combinations of three-element groups, hence the 11+9 ). These 20 Hybrid nodes will all be at least "Level 2" nodes, more than doubling the size of the current "endgame" of the campaign.

Boss Nodes: We have intentionally left these unbuilt because we'd like to see how players enjoy the regular nodes and the more difficult nodes. We have a lot of good ideas for Boss Nodes ( mostly including legendary equipment that'll make your life miserable! ) but we're going to deploy them slowly so we can evaluate which are the most fun, most challenging, and most replayable.

Mana Selection Screen Too Cluttered: We have three types of Mana cards, but that doesn't mean we won't add more. The current "three rows" approach isn't going to scale once we add another type of Mana card, so we've switched this to a tab-based layout to match the rest of the deck editor. This applies to both the Constructed deckbuilder accessible from the home screen, and to the post-draft deckbuilder.


Known & Ongoing Issues

What fun would a patch note be without new bugs to introduce? Actually that would be wonderful, but there are still a few issues that are being evaluated.

AI Opponent not making intelligent buff stacks: The AI is failing to recognize one-turn-kill ( OTK ) opportunities because it's not understanding the right way to evaluate buff-stacking. We think we know why, and we're working on fixing it. If you want to help us test the AI's decision-making, please join Discord and we'll get you into the Playtest.

AI Opponent misunderstanding certain board states, resulting in self-destructive behavior.

Lure Of Passion - ⭐Snakerser #Chocola_enjoyer⭐

Hello everyone!

The update features the continuation of the main quest, a new character, a small continuation of Euphi’s quest, new items, a reworked fishing mini-game, an autoplay function (for fishing), rebalanced mechanics, animated scenes for Gorna and much more!

\[Changelog]

  • Continuation of the quest "Lure of Passion", along with a new character, dialogues, a new location, and more conversations.

  • A small continuation of Euphi’s quest - help her with a little task and receive a “special” reward :)

  • New items and crafting recipes for the main quest.

  • Reworked fishing mini-game: now the hook has a bit of inertia, which should freshen up the fishing experience and make it slightly easier (at first it might feel unusual, I know).

  • Auto-play system for fishing - it can be enabled or disabled in the tackle box (the menu where you choose lure). This feature is designed for players who find it too hard to catch fish manually, but don’t expect it to be just a cheat - the bot makes mistakes too :) And don’t forget to upgrade your fishing rod.

  • Rebalance of some game elements - for example, crafting now gives you not just 1 piece of lure, but 3 at once. Also, the amount of gold required for Stella’s quest has been reduced.

  • Animated scenes for Gorna.

  • Bug fixes and minor improvements (the issue with the non-working cheat code should now be fixed).

Peace!

1000xRESIST - sunsetvisitor
Hekki, sisters! We have such exciting news for you today: more merch is here!

Please feast your lovely eyes on our brand new zip-up hoodie and deskmat! The hoodie was made by our wonderful partners at The Yetee, and the deskmat was made by the incredible DeadFinches and commissioned by The Yetee!

You can buy the items here.

We are so grateful that our game has such fantastic merch. If you didn’t already catch our first wave of merch, be sure to check the items out over at The Yetee – that first wave had a 1000xRESIST T-shirt in both black and white; a picture Jiao keychain; a wounded Secretary pin, two packs of big stickers of the sisters, and a vinyl soundtrack (which is all sold out!). 

Thank you so much for your support for our game so far; we wouldn’t have made it here without you! Be sure to follow us on Bluesky, Twitter, TikTok, and Instagram – we love hearing from you!

We’ll be back very soon with some more news! Hekki grace!

THRONE AND LIBERTY - nickibre

THRONE AND LIBERTY Solisium’s Awakening Update (3.00.0) downtime will begin at 6:00 p.m. PT (1:00 a.m. UTC) on September 17 and last approximately 13 hours. Servers will not open before 7:00 a.m. PT on September 18.

A Note from Tico:

What's up Gamers, I am absolutely bursting with excitement as we prepare to unlock the biggest chapter yet in Throne and Liberty's journey!

This massive update isn't just about new content—it's about building a home together, literally and figuratively, as we introduce Housing where you can finally put down roots in Solisium. We're orb-solutely thrilled to put a new weapon in your hands, while Battlegrounds will let you prove your worth against fellow players, and our revamped Dimensional Trials will challenge even the most seasoned warriors. With Hyperboost welcoming both familiar faces and fresh blood into our growing community, plus Tier 3 gear to chase and new dungeons to conquer, I can honestly say we're just getting started on this incredible adventure.

Thank you for being the heart and soul of this community—together, we're not just playing a game, we're building a world, and the best is yet to come!

Read on for the full list of new content, events, store offerings, and other changes here. Thanks for your support and we'll see you in Solisium!

Age of Empires II: Definitive Edition - Lady Eridani

Step into the sandals of history’s greatest conqueror with the next chapter of the Chronicles saga – Chronicles: Alexander the Great comes to Age of Empires II: Definitive Edition on October 14th for Steam! Embark on a sweeping, narrative-driven campaign that traces Alexander the Great’s rise from precocious youth to world-shaking ruler. Chronicles: Alexander the Great is now available for pre-order on Steam, plus includes 15% off for a limited time!

Created by our development partner, CaptureAge, Chronicles: Alexander the Great introduces three new civilizations – Macedonians, Thracians, and Puru – in an 18-scenario grand campaign, brought to life through animated mosaic cutscenes, a customizable campaign army, with visual and audio upgrades, and so much more!


Chronicles: Alexander the Great is available for pre-order now on Steam with 15% off for a limited time!

https://store.steampowered.com/app/3793540/Age_of_Empires_II_DE__Chronicles_Alexander_the_Great/

Included in this DLC

Experience Alexander’s legendary exploits, from his bold teenage ambitions to his triumphant march across Persia, his audacious expedition to South Asia, and his dramatic return journey. Crafted with the well-known Chronicles narrative flair and meticulous historical authenticity, this expansion delivers an immersive campaign experience brimming with drama, strategy, and replayability.

Key Features
  • Expansive Grand Campaign: 18 richly detailed scenarios – 16 as Alexander’s Macedonians, plus two unique Thracian and Puru scenarios – to chronicle every pivotal moment of his life.
  • Animated Mosaic Cutscenes: Stunning, artful cinematics bring each chapter to life, blending classical aesthetics with modern animation techniques.
  • Three New Civilizations: Command the disciplined Macedonians, the swift-raiding Thracians, or the elephant-riding Puru, with two new architecture sets for distinctive visual flair.
  • Customizable Campaign Army: As you progress in the campaign, unlock 16 bonus units – including Achaemenid chariots and Puru elephants – and 4 bonus technologies that can be used in future scenarios. Unleash the full might of your expanding empire.
  • Visual & Audio Upgrades: Overhauled siege unit graphics heighten the immersion for which Chronicles is celebrated, while 13 new music tracks for both campaign and skirmish modes provide a thrilling soundtrack for your empire’s rise.
The Grand Campaign

The Alexander the Great campaign is fully focused on that main character’s life. Five or six scenarios would hardly do justice to his incredible feats!

In the grand campaign, play as the Macedonians in 16 of the 18 scenarios, with the Puru and Thracians each getting one scenario which intersects with Alexander’s story from a different perspective.

Across the campaign, unlock new technologies and units – including the Puru, Thracian, Athenian, and Achaemenid unique units – and train them in future scenarios with a customizable campaign army. There are 16 bonus units and 4 bonus technologies which to acquire! Coupled with the Chronicles philosophy of unique level designs and diverse mechanics, experience a deeply varied and highly replayable campaign.
Three Legendary Civilizations

Macedonians

Conquer the world with the highly-drilled Macedonian army. Use the long pikes of their Phalangite infantry to pin the enemy in place, then crush them with the mighty Companion cavalry! Build Fortified Outposts to stage lightning assaults and move your units to the frontlines faster.

Thracians

Launch devastating raids with your swift Rhomphaia Warriors, and profit from them with unique technologies that generate gold from combat. A variety of bonuses and technologies turn Thracian skirmishers from neglected trash units to deadly fighters!

Puru

Unleash the elephants! The Puru, a powerful Punjab people, can call upon these extraordinary beasts to flatten their foes. Build an army that combines brute force with precise ranged support with archers who wield devastating bamboo longbows.
At its core, Chronicles remains a series dedicated to narrative and historical immersion, primarily with a single-player focus. To build upon this goal and to continue exploring additional possibilities, the Macedonians, Thracians, and Puru civilizations introduced with Chronicles: Alexander the Great will not be available in ranked gameplay.
Pre-Order Chronicles: Alexander the Great Now!
Chronicles: Alexander the Great is available for pre-order now on Steam with 15% off for a limited time!

https://store.steampowered.com/app/3793540/Age_of_Empires_II_DE__Chronicles_Alexander_the_Great/
UMeFate Playtest - Antypodish
Updated:
- Main map with added towers.

Added:
- Tower construction

Fix:
- Floor enable / disable saving
- Ramp blocking layer grid selection.
Yacht Dice - 9998
  1. Fix bug where dice might fail to stop.

  2. Add game statistics, now can view win count and yacht quantities.

  3. Add countdown sound to remind players time is running out.

Sep 17
Lawgivers II - somniumsoft
FEATURES
- new law to protect politicians from murder attempts
- new difficulty setting for world stability

IMPROVEMENTS
- military invasions can only occur in bordering regions
- distant military operation cost now more
- regions further away from the capital city, will probably experience less stability
- murder attempts when happiness is very low
- some countries got more parties at start of the game
- some more activities on calendar are interrupted when a person dies
- some improvements to UI

FIXES
- more minor fixes
MY FATHER LIED - royalgames.uruk

Space Scum - Kerrigan
🛰️ Attention Mercenaries!

Thanks again to everyone jumping into the Space Scum Playtest and sharing your feedback. Your reports keep helping us squash bugs quickly and polish the experience.

We’ve just deployed Version 0.6.5.6, featuring more crash fixes, smarter AI behavior, improvements to Hacking, and even a brand-new robot system in shops. Jump back in and let us know how it feels!


🔧 Latest Patch Notes

💥 Crash Fixes and Stability
  • Fixed a crash when selling equipment

  • Fixed a crash that could occur when loading into a tactical battle

🛠️ Gameplay Fixes
  • Fixed power level of initial enemies not resetting between playthroughs

  • Players chosen Origin and Ambition are now saved. New save files will display this correctly

  • Fixed character recruitment cost sometimes being extremely low as their equipment cost was not taken into account

🤖 AI Improvements
  • Slightly increased a characters AI speed when that character is not visible to the player

  • AI will now stop hanging back so much once engaged into combat

🛒 Economy and Shops
  • New Teleporter robot system added to shops

  • Grenades and Robot ability systems are slightly more common in shops

🎯 Combat & Abilities
  • Improved which cells are selected when using some AOE abilities

🖊️ Miscellaneous
  • Fixed various typos

🧠 Hacking Improvements
  • New Hacking ability: Teleport Mechanical – Teleport a friendly or enemy Robot, Automated Sentry or Barrier

  • New Hacking ability: Overclock – Increase a friendly Robot or Automated Sentries Ranged Attack, Ranged Defence, Melee Attack and Melee Defence

  • Hacking Attack stat now increases the effectiveness of most Hacking abilities

  • Automated Sentries now scale their Ranged Attack, Damage and Health by the creators Hacking Attack stat

  • Barriers now scale their Cover Value and Health by the creators Hacking Attack stat

  • Teleport Mechanical scales its range by the users Hacking Attack stat

  • Overclock scales its Ranged Attack, Ranged Defence, Melee Attack and Melee Defence by the users Hacking Attack stat

  • Added new starting origin called Neural Syndicate to enable players to easily test the new hacking changes. Start with a Hacker and two Robots


📡 That's All For Now

As always, keep sending us your thoughts through the Feedback Form (you can also find it in the Main Menu). Every report helps us improve Space Scum during the Playtest.

And if you want to keep up with development, chat with the community, and talk directly to us, join us on Discord!

Until next time, keep on survivin’!


Looking for more?

Another Forklift-published game Roman Triumph has just launched in 1.0! 🏛️

Build your city, defend it from invaders, please the gods, and see how long you can survive 👇🏻

https://store.steampowered.com/app/1864880/Roman_Triumph_Survival_City_Builder/

https://store.steampowered.com/news/app/3751340/view/500584344614601417https://store.steampowered.com/news/app/3751340/view/500584344614600775https://store.steampowered.com/news/app/3751340/view/497205828189685467https://store.steampowered.com/news/app/3751340/view/497205828189685297

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