
What is the Daily Chest?
Every day, a single chest is tucked away somewhere in your feed. Keep scrolling to find it! Crack it open to claim your daily Arcs, then come back tomorrow for the next one.
Patch 1.2
Hello,
here's another patch based on your reports, thank you for that!
It was also really helpful for you to send in your town codes, they made it possible to rebuild your towns and find most problems. I'm also working on a more complete way for you to report issue that automatically shares your save and log files, so I can solve more of the trickier bugs.
Traffic
• when a road edit cuts off a route (one-way streets, traffic lights or lane arrows), a banner under your money tells you, a marker shows the spot that blocks it, and stuck trucks get a badge. The One-way tool warns you before you click.
• routes in the building panel now have a button that jumps to the building at the other end. A back button takes you back along your jumps.
• at wide gates, trucks now take a bay on the side their next trip leaves from. A truck on the wrong side moves over to its exit lane inside the lot, not after the gate.
Fixes
• roads no longer loop into a knot (spaghetti) when a street ends in a short piece next to a junction.
• moving a factory exit road off a roundabout now turns the ring into a plain junction properly. Before, it could leave a gap in the street.
• fixed a factory that was sometimes missing from a region in some towns.
• the truck panel now names the truck that's blocking the lane. It used to say "driving" while the truck was standing still. Route trucks no longer say "no trip planned".
• boom level show: buildings that change type or roof now wait for the camera too, instead of popping in before the tour starts.
here's another patch based on your reports, thank you for that!
It was also really helpful for you to send in your town codes, they made it possible to rebuild your towns and find most problems. I'm also working on a more complete way for you to report issue that automatically shares your save and log files, so I can solve more of the trickier bugs.
Traffic
• when a road edit cuts off a route (one-way streets, traffic lights or lane arrows), a banner under your money tells you, a marker shows the spot that blocks it, and stuck trucks get a badge. The One-way tool warns you before you click.
• routes in the building panel now have a button that jumps to the building at the other end. A back button takes you back along your jumps.
• at wide gates, trucks now take a bay on the side their next trip leaves from. A truck on the wrong side moves over to its exit lane inside the lot, not after the gate.
Fixes
• roads no longer loop into a knot (spaghetti) when a street ends in a short piece next to a junction.
• moving a factory exit road off a roundabout now turns the ring into a plain junction properly. Before, it could leave a gap in the street.
• fixed a factory that was sometimes missing from a region in some towns.
• the truck panel now names the truck that's blocking the lane. It used to say "driving" while the truck was standing still. Route trucks no longer say "no trip planned".
• boom level show: buildings that change type or roof now wait for the camera too, instead of popping in before the tour starts.
Figure Me Out 1.1.0 Patch Notes
Changelog
• Added a round time limit to Last Man Standing. When time runs out, the player with the most tags that round wins. If tied, the round ends in a draw.
• Added a round time limit to Team Elimination. When time runs out, the team with more players alive wins. If tied, the round ends in a draw.
• Updated the top display in Last Man Standing to show the current round number and the maximum number of rounds.
• Added a round time limit to Last Man Standing. When time runs out, the player with the most tags that round wins. If tied, the round ends in a draw.
• Added a round time limit to Team Elimination. When time runs out, the team with more players alive wins. If tied, the round ends in a draw.
• Updated the top display in Last Man Standing to show the current round number and the maximum number of rounds.
You can play the demo here: https://store.steampowered.com/app/4344930/Pizzapocalypse_2_Demo/
New cheats, ressources and fixes - 03/11/2026
Hello
• Fixed a deflation spiral that could crash long games. (Affected Saves do not crash)
• Fixed cheat "yesman": now works right after a refusal, and also for peace, ceasefires and armistices.
• Fixed cheat "space_now": now finishes a space project at any time, not only in its last month.
• Fixed cheat "ready_army": no longer gives thousands of free missiles, it only refills up to your own target.
New Cheats:
• New cheat "add_cash": adds an exact amount (in billions) to your treasury.
• New cheat "set_cash": sets your treasury to an exact amount (in billions).
• New cheat "build_now [count]": finishes your construction projects right away.
• New cheat "build_status": shows which projects "build_now" can finish.
• New cheat "research": unlocks one technology and what it needs.
• New cheat "research_slots <0 to 12>": gives you extra research slots.
• New cheat "set_approval <0 to 100>": sets your approval.
• New cheat "set_relation ": sets what one country thinks of you (-100 to 100).
• New cheat "peace_with": white peace with one country only.
Others:
• More resources in West Africa, South Asia and the Gulf, more mining output in Europe and South America.
• Fixed a deflation spiral that could crash long games. (Affected Saves do not crash)
• Fixed cheat "yesman": now works right after a refusal, and also for peace, ceasefires and armistices.
• Fixed cheat "space_now": now finishes a space project at any time, not only in its last month.
• Fixed cheat "ready_army": no longer gives thousands of free missiles, it only refills up to your own target.
New Cheats:
• New cheat "add_cash": adds an exact amount (in billions) to your treasury.
• New cheat "set_cash": sets your treasury to an exact amount (in billions).
• New cheat "build_now [count]": finishes your construction projects right away.
• New cheat "build_status": shows which projects "build_now" can finish.
• New cheat "research": unlocks one technology and what it needs.
• New cheat "research_slots <0 to 12>": gives you extra research slots.
• New cheat "set_approval <0 to 100>": sets your approval.
• New cheat "set_relation ": sets what one country thinks of you (-100 to 100).
• New cheat "peace_with": white peace with one country only.
Others:
• More resources in West Africa, South Asia and the Gulf, more mining output in Europe and South America.
Update 0.5.9
Hello merchants,
Update 0.5.9 is live! Your Warehouse now holds a lot more: the Reinforced Interior Walls upgrade goes through many more levels, each adding more capacity than the last. Workers repair production buildings faster in Maintenance mode, which also speeds up Automatic Repair. After their shift, some of your employees now spend their free time in the Tavern or the Den of Thieves, where you can meet them, and inspired settlers may grant you a favour. On top of that, more quest and interface improvements, some balancing for trade and a batch of fixes.
New
Tavern and Den of Thieves
• After their shift ends, some of your own employees now show up as guests in the Tavern or the Den of Thieves; a hint flies into your settlement to let you know. Opening a conversation with them there shows their job and contract status right on their portrait.
• A new "Play Tavern and Den of Thieves intros" setting lets you turn off their entrance animation; it can still be skipped at any time by clicking or pressing confirm.
• Settlers now have a small chance to grant you a favour when inspired, shown in the inspiration summary and on the action screen.
Interface and Quests
• Bandit attacks on your convoys and open events at your convoys or in your home settlement now show as clickable icons next to the Payroll button, so you can jump straight to them; the icons also work with a gamepad.
• The Quest Log now shows how much extra protection a delivery quest's item needs for a safe trip, warns if none of your convoys currently has enough, and reminds you that a quest's time limit also applies before you have even accepted it.
• When you accept a settler's quest to travel to an Earl's Court, the settler is now placed in a convoy of their own, which you then send on its way like any other convoy. The settler stays in it until the quest ends, but you can still add more units and cargo. On the map and in the Quick menu, the convoy shows the settler's portrait with a quest icon.
• Settlers and items you cannot pick in a selection list now tell you why, for example when a settler is not in your settlement or serves as your Nightwatch.
• Settler selection lists can now be sorted by Skill, with the settlers who have the most skills first.
Gameplay and Balancing
Buildings
• The Reinforced Interior Walls upgrade for your Warehouse now goes through many more levels, each adding more capacity than the last; existing upgrades were converted automatically.
• Workers now repair production buildings faster while Maintenance mode is active, which also speeds up Automatic Repair.
• Manor Lord's Privileges and other upgrades that unlock in requirement-based steps now show as separate stacked tiles instead of being merged into one.
Trade and Local Markets
• Purchase requests for basic resources are now centred on the average price other NPC merchants pay, the same way Sales offers already are, instead of a fixed base price.
• Selling basic resources at Local Markets while demand is in the medium (yellow) range now nets a little less than before.
• The Trading Overview has a new filter for settlements where one of your convoys is resting or a ship is docked, regardless of distance or the Earl's Courts filter.
• In the Trading Overview, settlements where your ships lie in harbour now show the ship's artwork, as in the Quick menu.
Fixes
Convoys and Trade
• Splitting a resting convoy into new convoys could lose their route entirely, which made the convoy list fail to load and left the game stuck on the loading screen at the next login.
• After splitting a convoy that was resting along its route, the new convoys showed up at the start of the route on the map instead of where they actually were.
• Submitting a trade route with no buildable path showed a generic error instead of a proper message.
• Some basic resource purchase requests could end up priced incorrectly, letting other merchants profit at the owner's expense. Affected owners receive a one-time "Refund for losses from inverted trade offers" entry in their balance, and the affected offers have been corrected.
Production and Buildings
• The Automatic Repair checkbox and its threshold slider in a production building were placed above the Maintenance mode switch instead of below it, which made the panel confusing to read.
• A building's construction job could get stuck forever after repeated failures, blocking any further work on it.
• A production building could occasionally count the same stretch of production twice when you changed something in it just as its production was due.
Intrigues
• Equipment given to an agent for a sabotage mission stayed available in the Warehouse and could be equipped by another settler or the Nightwatch at the same time; if the agent then died, the item could disappear.
• The Warehouse did not always show equipment a returning agent brought back from a mission until you reopened it.
Interface and Texts
• Pressing ESC to close a window could stop working after certain modals or windows had been open.
• A building intro (for example the Tavern or Den of Thieves) starting shortly after a previous one ended could lose its window frame and show fullscreen instead.
• Jumping to a building from the world map, for example from the "Buildings" list, sometimes only opened the settlement without moving the camera to the building.
• The German description of the Fire Sale achievement now uses the same term for tradable goods as the rest of the game.
Thank you for playing and for all your reports!
Update 0.5.9 is live! Your Warehouse now holds a lot more: the Reinforced Interior Walls upgrade goes through many more levels, each adding more capacity than the last. Workers repair production buildings faster in Maintenance mode, which also speeds up Automatic Repair. After their shift, some of your employees now spend their free time in the Tavern or the Den of Thieves, where you can meet them, and inspired settlers may grant you a favour. On top of that, more quest and interface improvements, some balancing for trade and a batch of fixes.
New
Tavern and Den of Thieves
• After their shift ends, some of your own employees now show up as guests in the Tavern or the Den of Thieves; a hint flies into your settlement to let you know. Opening a conversation with them there shows their job and contract status right on their portrait.
• A new "Play Tavern and Den of Thieves intros" setting lets you turn off their entrance animation; it can still be skipped at any time by clicking or pressing confirm.
• Settlers now have a small chance to grant you a favour when inspired, shown in the inspiration summary and on the action screen.
Interface and Quests
• Bandit attacks on your convoys and open events at your convoys or in your home settlement now show as clickable icons next to the Payroll button, so you can jump straight to them; the icons also work with a gamepad.
• The Quest Log now shows how much extra protection a delivery quest's item needs for a safe trip, warns if none of your convoys currently has enough, and reminds you that a quest's time limit also applies before you have even accepted it.
• When you accept a settler's quest to travel to an Earl's Court, the settler is now placed in a convoy of their own, which you then send on its way like any other convoy. The settler stays in it until the quest ends, but you can still add more units and cargo. On the map and in the Quick menu, the convoy shows the settler's portrait with a quest icon.
• Settlers and items you cannot pick in a selection list now tell you why, for example when a settler is not in your settlement or serves as your Nightwatch.
• Settler selection lists can now be sorted by Skill, with the settlers who have the most skills first.
Gameplay and Balancing
Buildings
• The Reinforced Interior Walls upgrade for your Warehouse now goes through many more levels, each adding more capacity than the last; existing upgrades were converted automatically.
• Workers now repair production buildings faster while Maintenance mode is active, which also speeds up Automatic Repair.
• Manor Lord's Privileges and other upgrades that unlock in requirement-based steps now show as separate stacked tiles instead of being merged into one.
Trade and Local Markets
• Purchase requests for basic resources are now centred on the average price other NPC merchants pay, the same way Sales offers already are, instead of a fixed base price.
• Selling basic resources at Local Markets while demand is in the medium (yellow) range now nets a little less than before.
• The Trading Overview has a new filter for settlements where one of your convoys is resting or a ship is docked, regardless of distance or the Earl's Courts filter.
• In the Trading Overview, settlements where your ships lie in harbour now show the ship's artwork, as in the Quick menu.
Fixes
Convoys and Trade
• Splitting a resting convoy into new convoys could lose their route entirely, which made the convoy list fail to load and left the game stuck on the loading screen at the next login.
• After splitting a convoy that was resting along its route, the new convoys showed up at the start of the route on the map instead of where they actually were.
• Submitting a trade route with no buildable path showed a generic error instead of a proper message.
• Some basic resource purchase requests could end up priced incorrectly, letting other merchants profit at the owner's expense. Affected owners receive a one-time "Refund for losses from inverted trade offers" entry in their balance, and the affected offers have been corrected.
Production and Buildings
• The Automatic Repair checkbox and its threshold slider in a production building were placed above the Maintenance mode switch instead of below it, which made the panel confusing to read.
• A building's construction job could get stuck forever after repeated failures, blocking any further work on it.
• A production building could occasionally count the same stretch of production twice when you changed something in it just as its production was due.
Intrigues
• Equipment given to an agent for a sabotage mission stayed available in the Warehouse and could be equipped by another settler or the Nightwatch at the same time; if the agent then died, the item could disappear.
• The Warehouse did not always show equipment a returning agent brought back from a mission until you reopened it.
Interface and Texts
• Pressing ESC to close a window could stop working after certain modals or windows had been open.
• A building intro (for example the Tavern or Den of Thieves) starting shortly after a previous one ended could lose its window frame and show fullscreen instead.
• Jumping to a building from the world map, for example from the "Buildings" list, sometimes only opened the settlement without moving the camera to the building.
• The German description of the Fire Sale achievement now uses the same term for tradable goods as the rest of the game.
Thank you for playing and for all your reports!
0.121 Update: Equipment Fixes, Forge & Localized UI Improvements
What's Next
We'll keep refining class skills, team synergies and combat while working on long-term content and Star Two (New Game Plus). Thank you for continuing to report issues.
Equipment & Forge
Equipment with an unconfirmed enchantment or reforge result can now be sold or dismantled directly. The unconfirmed result is discarded. Equipped, locked and favorited equipment remains protected, and auto-sell and auto-dismantle still skip equipment with an unconfirmed result.
If your cultivation realm is too low to equip an item, the Equip button is now disabled and explains why. Right-clicking or double-clicking also shows the reason.
Fixed some interfaces incorrectly displaying Half-Step True Immortal as Ascension.
Fixed the Forge's party bar showing your previous party when reopened after a party change.
Localized Forge tabs now use shorter names, and filter labels follow the selected language. Equipment tier badges now show numbers only, with the full tier still available on hover.
When an artifact cannot be crafted, its tooltip now explains the required cultivation realm, forging level or materials. These messages are available across the supported languages.
Added a synthesis shortcut to the Bag's Gems category, opening gem synthesis directly.
Endless & Interface Fixes
Fixed some clicks not responding on the Endless and Secret Realm pages, and shortened button tooltips that could cover controls.
Fixed the Ancient equipment drop rate being too low in Endless. It now matches the rate in the nine maps.
Fixed the French party count wrapping in the Tavern, leftover text beneath visitor cards, and a dark tooltip strip covering the page arrows on hover.
Fixed the Buy button briefly appearing outside the screen when first opening the Shop.
Fixed repeated Korean cooldown text and an incorrect Enchanting Powder name on the Port page.
Clarified the Evil Illuminator description, including the Japanese, Korean and German wording that it retains its original agility reduction. This text update does not change the skill's effects.
We'll keep refining class skills, team synergies and combat while working on long-term content and Star Two (New Game Plus). Thank you for continuing to report issues.
Equipment & Forge
Equipment with an unconfirmed enchantment or reforge result can now be sold or dismantled directly. The unconfirmed result is discarded. Equipped, locked and favorited equipment remains protected, and auto-sell and auto-dismantle still skip equipment with an unconfirmed result.
If your cultivation realm is too low to equip an item, the Equip button is now disabled and explains why. Right-clicking or double-clicking also shows the reason.
Fixed some interfaces incorrectly displaying Half-Step True Immortal as Ascension.
Fixed the Forge's party bar showing your previous party when reopened after a party change.
Localized Forge tabs now use shorter names, and filter labels follow the selected language. Equipment tier badges now show numbers only, with the full tier still available on hover.
When an artifact cannot be crafted, its tooltip now explains the required cultivation realm, forging level or materials. These messages are available across the supported languages.
Added a synthesis shortcut to the Bag's Gems category, opening gem synthesis directly.
Endless & Interface Fixes
Fixed some clicks not responding on the Endless and Secret Realm pages, and shortened button tooltips that could cover controls.
Fixed the Ancient equipment drop rate being too low in Endless. It now matches the rate in the nine maps.
Fixed the French party count wrapping in the Tavern, leftover text beneath visitor cards, and a dark tooltip strip covering the page arrows on hover.
Fixed the Buy button briefly appearing outside the screen when first opening the Shop.
Fixed repeated Korean cooldown text and an incorrect Enchanting Powder name on the Port page.
Clarified the Evil Illuminator description, including the Japanese, Korean and German wording that it retains its original agility reduction. This text update does not change the skill's effects.
It’s Monday, and you know what that means… emoji eMonday, of course! 😅
We’re adding a new emoji to the Argonaut Games Discord server every week! This week you can snooze in style with this AFK Gobbo.
Join in the fun: discord.com/invite/argonautgames
#Croc2 #Discord #emojiemonday
We’re adding a new emoji to the Argonaut Games Discord server every week! This week you can snooze in style with this AFK Gobbo.
Join in the fun: discord.com/invite/argonautgames
#Croc2 #Discord #emojiemonday
Get the mining upgrade for your drone! Program it to dig, explore, and mine underground resources. Using a simple Python-like language, automate excavation, optimize mining routes, and uncover valuable minerals hidden deep beneath the surface.
https://store.steampowered.com/app/4521700/The_Miner_Was_Replaced/
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Instagram: https://www.instagram.com/meta_root/
TikTok: https://www.tiktok.com/@metaroot.ch
LinkedIn: https://www.linkedin.com/company/metaroot
Twitter: https://twitter.com/metaroot_ch
Facebook: https://www.facebook.com/metaroot.ch
https://store.steampowered.com/app/4521700/The_Miner_Was_Replaced/
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Instagram: https://www.instagram.com/meta_root/
TikTok: https://www.tiktok.com/@metaroot.ch
LinkedIn: https://www.linkedin.com/company/metaroot
Twitter: https://twitter.com/metaroot_ch
Facebook: https://www.facebook.com/metaroot.ch
RAT GAME is an asymmetrical horror comedy co-op game for up to 8 players. Play either a pack of Rats trying to sabotage a restaurant, or the Chef determined to stop them.
Available now on Steam:
https://store.steampowered.com/app/3347910/Rat_Game/
Available now on Steam:
https://store.steampowered.com/app/3347910/Rat_Game/
Run a second-hand game store from scratch! A Job Simulator where you buy and sell used games, negotiate with colorful customers, make profit and upgrade your shop! Clean up retro finds, and stack your shelves with the most popular game with replay value!
Get it on Steam: https://store.steampowered.com/app/3683940/Replay_Value_Second_Hand_Games/
Get it on Steam: https://store.steampowered.com/app/3683940/Replay_Value_Second_Hand_Games/
