
Steam news
Full Steam announcements and update articles for this title.
A new ascension upgrade has been added. There was an upgrade that allows you to catch extra fish, but I received feedback that some people find the pearl catches more valuable, and extra fish catches not triggering the pearl catches was not optimal.
Thus I have added a new upgrade that improves inventory slots, to allow more longer idle playstyles, increased auto-sell speed, but also allowing extra fish chance to trigger pearl catches!
I also read feedback regarding the Dreamsand upgrade to persist dreamsand, and I've decided to improve that as well!
Thus, you may now upgrade 'Dreamer' all the way to Level 12, a newly added level that lets dreamsand persistence go up to 100%, so that there is no loss at all in the late-game.
Auto-Enhance was meant to be a new unlock granted as an idea for a distant 'T Update'. But since it will take time, I've temporarily made auto-enhance now unlock after 10 ascensions, which is much earlier than designed but should help smooth out progression.
Add new ascension upgrade: Space Octopus
Add Level 12 Dreamsand, which carries over 100% dreamsand
Auto-enhance now unlocks after 10 ascensions
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Hey everyone!
This update brings a big Home and Equipment revamp, along with new companions 🦀, new potion features, and a few quality-of-life improvements.
There was a lot of feedback on the home system, and I have decided to make the Home Stat Upgrades permanent! This means they last through all future ascensions.
Moreover, their costs have been reduced, and scale slower as well, so you may purchase more levels of them.
Lastly, you can increase Skill Point and Experience Gain by a percentage via home upgrades now, allowing you to progress faster than before!
There will be new companions, EXP potions, a new ascension ability, and Alchemy changes, including new ways to use Cherries in potion crafting.
You can now craft potions using Cherries
A few extra improvements, including a new toggle to instantly skip a boss dungeon fight for lesser rewards, and a new cannon damage stat.
Home Revamp!
Home upgrades now persist through ascensions
Add new Home shop upgrade: Skill Points Multiplier
Add new Home shop upgrade: EXP Multiplier
Add new book equipment!
Equipment Revamp!
Various equipment now give new stat lines
Mystic+ hat and glove now adds both Min Dmg and Max Dmg
Mystic+ glove has a new stat: Ignore Enemy Defense
Legendary+ pants has a new stat: Heal HP% per second
Legendary+ cape has a new stat: %chance to not consume mana
Legendary+ fishing rod has a new stat: Increase Pelican Pouch Level
Legendary T4 fishing rod has a new stat: Increase Pelican Pouch Level
Mystic+ fishing rod has a new stat: Fish Sold By Merchant +1
Add new companion: Macaw
Add new companion: Disco Crab
Add EXP Potions
Add new ascension ability: Auto Level
Add Alchemy and Tier 6 Potions:
You can now disassemble potions into Cherries
You can now craft potions using Cherries
Add Fast Clear Boss Dungeon toggle feature Add Cannon damage stat
Thanks for playing, and I hope you enjoy the update!
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I improved the speed breakdown tooltip as it has caused confusion regarding how speed is calculated.
In the next update I will also add a tooltip to jetpack speed as it was thought to not tally, but it was actually higher than the jetpack passive if you have the Boot equipment. This will reflect in the next update:
Finally, the 40th companion is not released, but the milestone requires 40 companions - I have changed the current milestone to require 39 instead of 40 as it is not possible to attain currently to address this issue.
Speed breakdown now separates additive and multiplicative bonuses
Final companion milestone requires 39 instead of 40 companions
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Steam achievements now sync when opening achievements UI
All stats leaderboard now accounts for 'All stats' GP bonus
Fix book equipment appearing in non-experimental mode
Fix turtle Jetpack visible in dreamsand island
Fix hand-drawn turtle cannon skin appearing on underwater turtle
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Happy New Year everybody!
In response to feedback that it is difficult to see the cursor later in the game, the game now has turtle skins which you can change from the Turtle Customization screen!
The skins are all free to unlock and have no requirements so feel free to pick one to suit your liking, or simply stick to the default cursor :)
(Cannon Skins will come in the future! A known issue where the underwater turtle shows a hand-drawn cannon will be fixed in the next update~)
Add new cursor skins
Fix display error where HP potions showed up in both buffs/potions stat breakdowns
I do my best to put out regular updates according to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Merry Christmas everybody!
Dreamsand Island is gonna look a lil different in this update!
But aside from some visual changes, some improvements have also been made~
Auto GP is now even smarter than before. Previously, it would already auto-level the cheapest GP item if multiple are automatically enabled, but now it will try to also level up the lowest level stat if all are at equal cost.
Before (it would prioritize the stat at the top until its GP cost increases):
After (levels them equally instead of one to 30% -> 60% first):
Also a high leveled player had tons of potions, so I fixed a visual display issue where high potion counts appear awkwardly.
Dreamsand Island now celebrates Christmas
Auto-GP now tries to level up the lower level stat if GP Cost is the same
Potion counts no longer display awkwardly after 9999
I've been putting out weekly updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Fixed a bug with upgrade costs when pearl levels get too high and caused an integer overflow.
They now work as intended:
Fix lv 28 pearl upgrades negative pearl cost
Display NaN if numbers get weird
Fix issue on Mac where the Speedy, Shadow Seeker and Essence Bloom passives did not work occasionally
I've been putting out weekly updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Previously it would only work when the window is open, which was not intuitive, so now it will always work as long as 'A' is enabled.
Auto GP now works when window is minimized
Add cooldown to manual dungeon boss summon to prevent spamming clicks to cancel area boss spawns with back to back dungeon bosses
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Number formats has been changed from a checkbox to a dropdown to allow more expansive options, including the new Engineering Notation.
When disabling Bee Sting, it previously hides the autocast icon and it would not be visible at a glance that it was deactivated. Now it is marked in red when disabled so you know if to activate it.
Autocast label now shows in red when deactivated instead of hidden, so you know it's explicitly disabled for toggle-able passives like Bee Sting
Add Engineering Notation
Add new setting: Number Format
Scientific notation toggle has been removed, and is now set by the new 'Number Format' dropdown
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Fixed an issue where \ modes would buy 1 more stat. This happened because previously, having the %all stat ascension ability would cause rounding errors that made it under-buy by one stat. That issue was fixed in v1.1.10. However this unintentionally made it over-buy by one when not owning the skill.
This issue has been rectified in this update, so that \ behaves more precisely.
As seen below it now buys exactly 50, which lets you hit the next enhancement requirement breakpoint exactly without over or under-buying.
Fix \ mode buying 1 stat extra when having 0% all stat bonuses
Fix auto-enhance button randomly appearing on a new game
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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I noticed people had tons of potions and even managed to get high uptimes on them such that the numbers would easily go beyond 9999, so I have improved the display formats for long duration buffs.
e.g. Instead of showing '31431' as the buff duration, it instead shows 8h43m.
Buff durations above 999 are now displayed in hours/minutes
Fix negative monster kills due to integer overflow
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Fix turtle stats window frozen
Fix turtle stats sometimes not recalculating after One Life challenge completion
Add notice to mention experimental content is subject to rebalancing changes
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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I received feedback about late-game fishing capping out on sell speeds. Although this was intended as I think it's cool to be able to max a feature and not bother with it, it also led to some early limits for say auto-sell speed and inventory slots that might've made it difficult to automate.
I also ended up giving it an extra upgrade as well, so it has been added as a new ascension ability. For now it will be in experimental mode with no new unlock conditions for testing, and will release to the official version at a later time.
New ascension ability in experimental mode: Space Octopus
Fix experimental mode's pants' "%HP per second" heal not working
Fix text overflow in 'Sell all fish' button
Fix final scene message not translated
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Auto-level is now smarter. It previously distributed unevenly if you had multiple auto stats enabled, but now it attempts to distribute to the cheapest stat, so over time it will reach the same level. If two stats cost the same GP, then it will go top to bottom.
A five second cooldown has also been added before it starts allocating if you turn any autostat on. This way, if you turned all three stats on in sequence, it won't immediately start adding just the first stat if you intended to level all three.
Auto-level growth stats now levels the stat costing lowest GP, resulting in equal levels if multiple autos are ticked
Growth stat UI no longer blocks equip inventory when moved/dragged
Sproutling buff icon now changes based on the current buff bonus
Experimental Mode:
Add hover tooltip for ultra crit rate stat
Auto-level now caps at level 10. If you were above level 10, corals spent on excess levels are fully 100% refunded.
Fix lag when at max equips and rain dance activates
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Max equips in inventory capped at 19999 to prevent lag, excess loot are auto-dismantled
Ancient sentinel summon cost x2.5
Ancient equipment shard value x2
Fix file playtime stat not increasing properly
Experimental Mode:
Rain dance +1% per 2 levels instead of +1% per level
Rain dance cooldown reduction per level: 0.5s -> 0.135s
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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New buttons have been added to the GP window!
You may now auto-level growth stats by toggling the \ button in the GP window. Said stats will level up if you have enough GP to level them up.
Previously, you needed to open the GP window to see what sproutling gives. This was troublesome as you had to open the window to see its active bonus. But not anymore!
The current biome effect provided by Sproutling is now displayed easily at a glance, and hovering over it displays a tooltip of its total active bonus.
The EXP Growth Stat panel also now remains open when you exit and reload the game, return from Home Island, or when you return from the end goal screen.
Add ability to auto level growth stats with GP
Add Sproutling effects to EXP Bar
Growth Stat Panel now remains open if previously toggled on
ESC now closes the ascension history UI
Experimental Mode:
Fix Legendary+ Fishing rod not adding pelican pouch level immediately, instead only updates when the skill is leveled up.
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Several feedback mentioned that MP and the INT stat becomes something that becomes irrelevant after the early game. In experimental mode, the MP cost of skills have been increased.
Experimental mode will undergo a few tweaks to the MP cost of skills to make MP more relevant in the upcoming patches, starting with this one which raises the MP cost gradually after skill level 20.
Once finalized they will be brought over officially.
Several fixes to reported issues have also been addressed.
Auto-level growth stats and Sproutling buff display icon preview:
Fix error when game is loaded on a monitor with different available resolutions from its original one
All skill MP costs now grow exponentially in experimental mode
After a skill is maxed, its auto-level turns off automatically
Fix fast clear boss dungeons consuming lower than expected darkness
Fix Home SP multiplier not working and wrong SP breakdown display
Fix achievement for all legendary equipment granted even when only 11/12 are legendary due to forgetting new equipment type added
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Experimental Mode Fast Clear Boss Dungeon Mode:
Fix issue where selecting a lower level boss dungeon gave rewards of the highest dungeon boss while consuming the lower tier's boss's darkness summon cost.
Hotfix has been pushed out for Windows. Mac and Linux to be updated at a later time.
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Mostly fixes to experimental mode that was released yesterday!
Fix reroll button not showing updated available rerolls when new rerolls are acquired
Fix cherries not carrying over across ascensions
Fix ascension abilities able to have auto-level toggled on
Fix fast clear boss dungeon clearing boss selected instead of highest boss cleared
Auto-level cooldown interval increased to prevent unintended leveling: 1s -> 5s
Auto-level now waits 5 seconds before triggering after returning from Island to prevent freezing after buying a lot of SP at home
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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You are strongly recommended to backup your savefile before enabling it, as experimental content is... experimental.
This is a significant update that introduces Experimental Mode. It gives a preview of the upcoming features. It is available in all languages, even when the experimental mode popup is written in English.
For those of you who do not want to try experimental, that is completely fine. Treat this as a roadmap of future content. Content like EXP potions may be released as spread out regular updates if it is too large for a single official update.
Below are what experimental mode unlocks:
Home stats are now permanent in experimental mode.
New upgrade: SP multiplier (still under consideration as an upgrade, may or may not be official)
New upgrade: Shard multiplier
You can now use right click to disassemble potions, to get Cherries.
There is a known issue where cherries reset upon ascending, I will fix this in tomorrow's update!
Cherries can then be used to craft a new random potion type and tier.
This is the only way to acquire the T6 potion.
Cherry costs are subject to balancing.
The book is now a rare drop after 500m.
The higher the rarity of the book, the more possibilities of additional lines and effects.
Macaw - unlocks higher critical tiers
Disco Crab - increases spawn rate for a short duration
Several equipment have been buffed and have new stats added to them. Lines are subject to rebalancing changes.
Mystic Hat & Glove: Minimum and Maximum damage now appear together as two lines
Mystic Glove: Ignore enemy defense +x%
Legendary Pants: Heal x% of Max HP each second
Legendary Cape: x% chance to not consume mana
Book: Sentinel EXP +x%
Uncommon Book: Dungeon boss EXP +x%
Rare Book: x% EXP reduction to level up
Epic book: Double EXP orb chance +x%
Legendary Book: x% chance of 5x exp
Mystic Book: x% chance of +1 Growth Point when leveling up
Ancient Book: x% chance of +2 Growth Point when leveling up
This ability is temporarily unlocked by default in experimental mode for testing purposes only.
Auto level up skills (there are no unlock conditions for now during the testing phase. This is temporary and will be changed in official release or when new challenges get added as a challenge unlock reward)
A new potion type: 'Potion of Wisdom' has been added. It increases EXP gain.
These will release separately soon.
Add Hyper Crit and Omega Crit tiers, which are unlocked by a new companion.
If you have achieved more than 100% Mega Crit Rate, you need to unlock the Macaw companion to see the new crit tiers.
These are not the only things planned. There will still be more coming that isn't written here, from new content to quality-of-life improvements such as auto-enhance that unlock from new systems.
Disclaimer: Experimental Content is subject to changes, rebalancing, buffs and nerfs. Content should not be assumed to be identical at release. As much as possible, I will do my best to not reset items and progress from experimental mode upon transitioning to the full release, but if there are exploits or game-breaking issues discovered, home stats, cherries, or specific experimental content may be reset. For the most part though, I try to avoid making changes that result in progress loss, similar to the previous experimental update where all progress was kept.
As always, I will make adjustments based on feedback, and do let me know if you face issues. I am also very active on Discord should you need help urgently.
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Auto-buy now only buys up to next enhancement if on \ or \
Auto-buy now uses current multi-buy amount when enabled (e.g. if set to x50, it will autobuy x50 only, and only when x50 is affordable)
Level growth stat window no longer moves with minimized stat window once it's dragged around
Hovering over the star in starred companion cards now says 'Recommended'
Starred companions now always have a gold frame on first hire instead of second
+- buttons in Auto-Sentinel UI now offset by 1, and offset by 10 while holding SHIFT
Lastly, experimental mode releases tomorrow. It contain:
Home Revamp
Equipment Update
Potions 2.0
New companions, skills, and more!
I will write a post detailing the new features and a roadmap of the game's next major update.
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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A few improvements have been made to make certain preferences persist after ascension so you don't have to toggle them again.
The highlight over the ascend button no longer shines after the first ascension as it assumes you now know how to ascend. Furthermore this would also distract from when you could unlock hidden power when you unlock its requirements, which one player on discord had missed out!
Auto level stat, auto enhance and multi-buy mode preferences now persist across ascensions
ESC Panel now closes turtle customization window
New background music for last biome
Ascend button no longer glows after 1 ascension
Fix issue where biomes change prematurely when fighting area boss due to rounding error at high movement speeds
Fix EXP window able to be dragged offscreen and lost into the void
Known issue: Plus and Minus buttons on auto sentinel summon increase by +-10. This will be changed to +-1, and only increase via holding SHIFT.
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Toggle walking has a new shortcut key, 'W'.
A new keybind for it has been added so you can customize it.
'U' also now works in the ascension screen to upgrade abilities.
In some niche cases, \ mode encountered rounding errors. At weird numbers like 1364, where the next +1 purchase would put it at 1366 (two jumps at once with +5% All Stats), it would stop at 1364 instead of going to 1366 when it only needed 1365 STR.
I've changed the formula to fix this bug for such instances.
There was a strange bug that caused the window to not be able to be dragged somehow - I have fixed this in today's update!
There will be a Home Revamp coming soon to be released in Experimental Mode this week - tentatively on Friday if it goes well, so after today's and tomorrow's daily update!
The cost for all passive stats, including Home sand generation will scale more gently with levels. Tentatively, I have reduced the scaling from x5 -> x3 per level in the Home Revamp. Furthermore, stat upgrades will persist through ascensions, making you require less dreamsand overall and making dreamsand investment into stats a viable approach.
This makes Lv 3 Dreamsand cost 129.6k instead of 360k, and the cost savings are bigger later on. Lv 5 gets reduced from 45m -> 3.5m which is ten times cheaper. Numbers are still subject to change in the official update. But there will be a decrease in costs. I hope these changes will make offline generation more viable.
I will also consider buffing the dreamsand persistence ability from 99% to 100% as a temporary measure - although this was a mechanic that I was considering to be as part of bigger major update in the further future.
Add plus and minus buttons to auto sentinel panel to easily change levels
Add shortcut key 'W' to toggle walking
Shortcut key 'U' now works in ascension screen to upgrade abilities
Fix \ buy mode sometimes buying one stat short due to rounding with +5% ascension skill
Fix GP stat window unable to be dragged
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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The previous update made everygrowth apply to all skills, but sometimes you may not want to have jetpack enabled as it loses out to Kingfisher's dash at early levels.
Thus you can now toggle jetpack on/off anytime to disable it. You can re-enable it by turning on autocast similar to skills.
You can now drag the small window around.
I am also working on another QoL for the next update.
Plus and Minus buttons for the auto-sentinel window.
Jetpack can now be toggled on/off
The GP stat window can now be dragged and moved around
The following issues from yesterday's hotfix have been applied and are FIXED:
You still need to put a point into Eel and Owl to unlock the automation bonuses
Critical overflow does not apply at base level 0.
Resurrect does not activate at base level 0.
Critical Overflow, Predator, Flourish, Jetpack and Cannon did not apply at base level 0.
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Previously, you would have to add passives to level 1 to benefit from Evergrowth. This was to prevent an exploit where everything would start at high levels before you unlock the companion for the skill, but the condition has now been changed so that it already works at level 0, as long as you own the companion that gives the skill!
This update will make it easier to get its benefits without having to spend skill points on passives.
I just read a suggestion to make the EXP UI movable, so I have just done so and it will reflect in tomorrow's update.
I've been putting out daily updates and listening to your feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
Evergrowth now works on unlocked Lv 0 skills (previously 1 SP was needed)
Evergrowth ability description updated
You still need to put a point into Eel and Owl to unlock the automation bonuses
Critical overflow does not apply at base level 0.
Resurrect does not activate at base level 0.
Critical Overflow, Predator, Flourish, Jetpack and Cannon did not apply at base level 0.
These have been fixed in v1.1.8f1. Please update at your convenience!
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Made some fixes to issues from yesterday's patch.
I am working on improving Evergrowth in future, to work with even level 0 passives, as long as you have unlocked the companion for it.
This way, you get its full effects without needing to allocate any SP into the skill. I have been testing this and will add this in a subsequent update :)
HP Regen stat now shows on One Life challenge even though it is zero
Fix unable to start challenges
Fix Tier 3 and 4 challenges appearing accidentally
Fix evergrowth adding even at level 0 (this will be added officially in a future update)
Fix skill category tab buttons appearing abnormally
Fix purplesand saying 'Lv Up' instead of 'Buy' in Home item shop
I've been putting out updates on a daily basis in response to feedback. If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
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Shroomie's GP bonus is now retroactive!
This means most of you get a bonus amount of GP when you level up the skill after today's update.
There was a lot of discussion on this and even strategies to get lesser EXP early in the game in order to maximize the benefits of Shroomie. Although shroomie was made powerful to counterbalance it, I think people still wanted to get as much benefit from shroomie as possible. It was during this time where it was discovered that Shroomie already gave some retroactive benefits. In a previous update, it was mentioned that this bug was fixed in order to pave way for an actual retroactive GP fix.
In this update, the GP bonus from Shroomie will be granted retroactively. Hiring or leveling Shroomie up to a new bonus will grant all GP you lost out on. So there will no longer be a need to rush for Shroomie as your first companion to get the maximum GP out of leveling.
I also fixed a display issue bug. Sentinel shard and dark matter costs now highlight in green/red separately if only one is affordable.
Thank you for playing!
If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
Shroomie now rewards GP retroactively
Sentinel shard and dark matter costs now highlight in green/red separately if only one is affordable
Passives button changed from purple to pink, to reserve purple for future content
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Some of you wanted to see how long your run took. This stat was previously visible in the ESC screen, but I received feedback that it wasn't obvious, so the run duration has been added to the death screen.
I am currently balancing working on feedback along with working on the new experimental mode. Once available, it gives anyone who wants to opt in early access to preview future content.
It was too easy to double click and accidentally level up skills - especially those that could not be downgraded, so the sensitivity of down click has been adjusted.
Add run time to death screen
Reduce accidental double-clicks: Trigger interval 400ms -> 200ms
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Added master volume settings as there were requests for this.
Fixes applied from recent hotfixes:
Fix auto-enhancements spamming 'Not enough dark matter' message
Fix enhancements giving gold instead of deducting
Fix attribute and enhancement costs displaying in scientific notation even with setting disabled
Fix auto-enhance button unlocking prematurely
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I am currently working on the possibility of increasing gold beyond the game's floating point limit. However this caused some bugs in the process. I have put this out to fix them.
Fix bug where all attribute numbers and costs were formatted in scientific notation regardless of setting - this was caused by a prototype that increases the gold cap beyond infinity
Fix auto-enhance appearing prematurely during testing phase
Known issues:
Toggling auto enhance spams the screen with "Not enough Dark Matter". This will also be fixed in v1.1.3f2. Auto enhance was only meant for 100+ ascensions and is currently being tested so it might have issues.
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About
This page aggregates Steam news feeds, patch notes, and developer announcements for Siegeturtle, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Siegeturtle statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.