Cycle Idle RPG - Leafcutter
Balance
  • Boon cycle speed increase from infinite veils decreased from 25 to 15% per kill
  • Veil strength now grows more rapidly
  • Strike, Guard, and Spirit HP Boons will now grow more slowly after reaching 1000/1000/50,000%

Fixes
  • The Arena combat log will now use your inputted name to describe your actions

QoL
  • Increased number of purchases possible for arena crest and material purchases
  • Veil 13 now skips its regeneration message when it is at full health
トリと木の実 - takahiro.meme
- Some English text has been corrected.
There Is mORE - ByteBeyond

I’m excited to announce the release of the official early access development roadmap for my game, outlining plans from late 2025 through early 2027.

The roadmap highlights upcoming content updates, new gameplay features, and long-term improvements that will shape the next phase of the project.

Your feedback and support is essential - and while this roadmap outlines the current plan, it will continue to evolve based on the community’s wishes.

Your thoughts and ideas truly shape the game’s direction, so feedback is always welcome - whether on Steam or in our Discord!

Enjoy mining!

SuperImage Pro - admin
✨ Background Removal Mode
Effortlessly create clean cutouts for profile pictures, stickers, creative edits, and more. All done on your device, so your photos stay private & secure.

Melody's Escape 2 - Epsi
Patch v0.8.1: Speed improvements, intensity rework and polish
This patch introduces a change to significantly speed up the "Running" (yellow) intensity, plus a complete rework of the algorithms for intensity detection, as well as slow-motion jumps placement.

The feeling of speed of the "Running" mode has been greatly improved to feel like the old "sprint" mode instead, with a new animation and faster speed! It now offers a much better contrast between Jogging and Flying.

I wasn't entirely satisfied with the current detection of music intensity (corresponding to Melody's various movement modes) and this complete algorithm rework should be more faithful to the human perception of the energy of a music track at any given moment.
Of course with only 4 different modes (walking, jogging, running and flying) it won't always be perfect, but I'm much happier with this version!

As for slow-mo jumps, it has always been my favorite feature of the Melody's Escape franchise, and while the first game had way too little of them, I had overcorrected course for the second instalment, and it would sometimes generate them in instances where it felt out place.
Long volume fade-outs at the end of a song could also sometimes be misrepresented with a slow-mo jump instead of a smooth animation transition.
Slow-mo jumps placement has been reworked, and now feel more appropriate while still keeping their epic feeling! It also fixes some cases of jumps that were not correctly detected.

Changes
  • Speed up the Running sections, and changed the Running animation to a sprinting-type one, to greatly enhance the feeling of speed
  • Track intensity detection rework
  • Slow-mo jumps detection rework
  • Improved multiple existing animations to be smoother (especially the looping "held" ones)
  • Modified the "Held Note" ground indicator
  • Improved the size of ground indicators to match the new speeds (and visibility)
  • Slightly speed up Jogging and Flying speed (by about 5%)
Bug Fixes
  • Updated the internal Unity engine to version 2019.4.41f1 for security purposes
  • The "Heart Filling Up" sound effect at the end of a track now correctly uses the UI volume slider

Please join our Discord or the Discussions Forum to share your feedback about this new patch!
Spellmasons - Spellmasons

The Oct 24th update was rather wide and a few important bugs shipped along with it. Fortunately all of the critical bugs have been resolved in a few hotfixes since then!

This build should be the final hotfix. I am still aware of a few other, non critical bugs, which I will get to, but I wanted to make sure that no one's experience is ruined by the more important ones :)

Full changelog here:

- fix: Issue where players turn would be fully skipped.

- fix: rift from spawning portals on top of players

- fix: pistol scales damage with quantity

- fix: Pistol granting mana for passing through dead bodies

    Thanks Scry

- fix: Crash on upgrade "Statue"

- fix: Can only skip upgrades when no rerolls have occured

- fix: Add max upgrade count to Rift

    Thanks Orthoros

- balance: Curse Eater increases damage instead of health

- balance: Shotgun only works within cast range now

- balance: Lower SP reward for skipping cards

- balance: Change Dash and Nuk to go to last target

Farthest Frontier - Zantai

Our priority is always in ensuring everybody has a smooth experiencing with our games. As such, the team was diligently addressing critical bugs reported by you since release. We have now released two hotfixes and will be keeping an eye out for more issues. We will likely have at least one more hotfix patch before we focus our attention on larger updates and eventual DLC content.

Thank you to everyone that reported bugs and provided feedback!

v1.0.2 Hotfix 2

\[Tech]

  • Fixed an issue where building windows were capped at a smaller height than intended.

  • Fixed an issue where villagers with tools would be miscounted, resulting in incorrect low tools warnings.

  • Fixed an issue where settings windows in the main menu would improperly resize, which also caused them to not fit on ultrawide resolutions.

  • Fixed an issue where opening the crop field window could cause a brief performance hitch.

  • Fixed an issue where raider banners could fail to display on the minimap if the banner holder would spawn inside of battering rams.

  • Fixed an issue where a critical laborers warning would appear excessively.

\[Game]

  • Increased Health of Palisade and Stone Walls and the Health and Armor of Palisade and Stone Gates.

v1.0.1 Hotfix 1

\[Tech]

  • Fixed an issue that could cause the game to crash on load. If you are still experiencing crashes during loading, please reach out to https://support@crateentertainment.com with details of your issue.

  • Fixed an issue where the game could crash when engaging in combat with raiders. Like above, if you are still experiencing this issue, please reach out to us so we can help debug it further with you.

  • Fixed an issue where the Early Access data migration message would display for new players starting up the game for the first time. This was a result of Steam Cloud erroneously generating the old directory at startup, which has now been pwned.

  • Fixed an issue with the Custom Game options window not fitting on screen at ultrawide resolutions.

  • Fixed an issue with tooltips not scaling in the Tech Tree when changing resolutions and/or UI Scale in the game options.

  • Fixed an issue with minimap icons sometimes not displaying correctly when toggling their visibility.

  • Fixed an issue where villagers would sometimes seek water on opposite sides of lakes.

  • Fixed an issue where Compost Yards could become stuck with the Vermicast tech active, particulaly if there is 1 point invested in it out of 2.

\[Game]

  • Reduced % chance of fire spread and made fires easier to put out without the Civic Inspections tech.

  • Reverted change that increased Hay season duration, which prevented putting Field Maintenance in the same rotation.

  • Increased chance of Traveling Merchants selling Tomes of Knowledge and reduced their base price.

Super Fantasy Kingdom - SuperFantasyKingdom

Hey everyone 👑

here is the sixth update for Super Fantasy Kingdom!

The armory chances were reworked to reduce the chance for duplicate items, which did not work properly before. The game also does not revert your zoom level anymore, and the outposts that spawn items do so directly on the battlefield now.

Then we have a lot of changes aimed at making the experience better in the undead kingdom. Assigning workers and carriers should be clearer now, and their reliance on stone has been reduced.

The shard outpost is unlocked earlier now, giving you a bit more agency early to gain more shards. But that will not be enough. It seems like the ritual in the church is not clear and rewarding enough. So I would like to rework or replace the function. If you have any ideas for improving the shard balance, please share them below or in the forums.

Of course, the balance was also further improved, and a lot of bugs were fixed as well.

And thank you very much for the kind words under the last post. Waking up to so many supportive comments was a very pleasent surprise. Your support means the world to me.

Feryaz

New features/QoL:
  • Armory reduced chances for duplicates greatly

  • The game does not reset your zoom level daily

  • The tooltip when assigning workers differentiates between worker and carrier jobs

  • Outposts that spawn items do so directly onto the battlefield

  • The shard outpost gets unlocked much earlier

  • Added multiple checks before saving kingdom data to prevent data losses due to crashes in that moment

  • Geologist and Graverobber doubled the radius they work in

Balancing:
  • Undead Quarry upgrade costs ooze instead of blocks

  • Undead Blood Bank costs 7 coins to build instead of stone

  • Undead Blood Bank costs 5 faith to upgrade instead of stone

  • Undead Library has more storage capacity for books

  • Abomination increased base damage by 2

  • Boss Phoenix reduced health

  • Boss Phoenix reduced damage but it scales with time

  • Villain Vagabond reduced damage

  • Monsters reduced damage overall

  • Monster Leech stops more often

  • Monster Banshee is a bit slower

  • Monster Colossus reduced health

  • Monster Colossus removed armor 20 -> 0

  • Monster Minotaur reduced health

Fixes:
  • Fixed monster Crossbowman never appearing

  • Fixed keyword dictionary being visible in settings and unlocks

  • Fixed world upgrades tooltip showing too early

  • Fixed retry button in pause menu visual bug

  • Fixed witch tooltip error

  • Fixed hungry status color

  • Fixed pinned status color

  • Fixed Alarics trade quest requirement being too high

  • Fixed Undead dialogue with Gevald wrong order

  • Fixed Undead dialogue with Amaya missing actor

  • Fixed Bloat Book bleed keyword

  • Fixed Dark Pylon poison keyword

  • Fixed Druid radiance keyword

  • Fixed Cole displayed damage

  • Fixed Mort displayed damage

  • Fixed Qhe'la displayed damage

  • Fixed Thea displayed damage

  • Tried to improve behavior on application exit for some players

Join the Super Fantasy Kingdom Community

Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.

If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008

Tap Ninja - Idle game - Shamahan
● Away Income re-balanced & boosted
● Bags of Gold in the Amber store have been re-enabled
● Default hotkey for switching to/from Seasonal game changed from F12 to F10
● Some bug fixes
Oct 29
Spellfarers - DL_David
Gameplay Updates
  • Actions like chatting, emotes, and camera movement/zoom are now possible while seated
  • Added Safety Controls to the Settings menu. These options can be used to control various social features per account and optionally protected by a 4-digit PIN. For example, parents or guardians may set chat functions to Quick Messages or Friends Only for a younger player's account.

Visual Updates
  • Updated the starter hut to make it more appropriately in disrepair
  • Updates to Homestead lighting
  • New animations for initial character creation

Bug Fixes
  • Fixed issue with hovering with mouse on recipes in the Spellbook while at the hearth that caused the Cast Spell prompt to not properly function
  • Fixed the pickaxe mining animation
  • Fixed duplicate Sulo and Aya models when asking for detailed directions in Meet the Neighbors
  • Ingredients are now maintained from last spellcast when selecting a spell
  • Fixed townsfolk standing up from their seats when certain dialogue options are selected
  • Fixed an issue with mining sound effects not playing for other avatars
  • Invalid actions will not display a HUD prompt
...