Swim. Grow. Try again.
Siegeturtle is a cozy idle roguelite auto-battler about a turtle making its way home through hostile seas. Your turtle moves automatically while companions support you along the journey. Upgrade attributes, skills, and equipment to push a little further with every run.
A jetpack? A cannon? Why not both! Blast through diverse biomes with quirky upgrades and unexpected power-ups.
Unlock Companions!
Recruit dolphins, unicorns, seals and more! Each grants a unique ability to your party.
Fish for Power
Send your turtle out to fish between battles. Sell your catch for gold, or keep them for passive stat bonuses. Upgrade your imaginary fishing rod to reel in even rarer finds.
Level up your favorite attributes!
Strength, Agility, Intelligence, or Vitality. Which will you choose? Each attribute shapes your turtle in unique ways, letting you grow stronger with every run.
Customize your playstyle. Spend skill points to upgrade your turtle and companions, unlocking abilities that match how you like to play.
Hunt for legendary loot. Summon powerful bosses to earn new gear and discover synergies that boost gold gain, regeneration, drop rates, critical hits, and more. Break down unwanted equipment into upgrade materials to raise your summoning level and increase your chances of scoring rare items.
Ascend and Evolve
When the time is right, reset your journey in a surge of new power. Each ascension grants permanent upgrades to make your turtle faster and stronger than before!
v1.1.29 is released!
Steam achievements now sync when opening achievements UI
All stats leaderboard now accounts for potions and \'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
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.28 is released!
Happy New Year everybody!
New Cursor Skins!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/c9956a53fedf2170bfc536198eefddb44d85aa82.png\"][/img]
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!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3e3175ddc200dc7bf44ad1c51d2c870e74bbb306.png\"][/img]
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 :)
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/68ee82aab4184feaeaf508b1436aff00701b5e4a.png\"][/img]
(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~)
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.27 is released!
Merry Christmas everybody!
Dreamsand Island is gonna look a lil different in this update!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/845a3605124ab291e1e9d9d391aaf1dfe23b7f91.png\"][/img]
But aside from some visual changes, some improvements have also been made~\n
Better Auto GP
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):
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/c5600a6ed6ccee703ffae3232b70ad6c9ba47ed8.png\"][/img]
After (levels them equally instead of one to 30% -> 60% first):
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/2d5d4f6808cad162f11415e7f47d393172451c5e.png\"][/img]
Awkward Potion Counts Fixed
Also a high leveled player had tons of potions, so I fixed a visual display issue where high potion counts appear awkwardly.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/fb2bb633dd45f51ef9a906141c250b22be490d6f.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.25 is released!
Fixed a bug with upgrade costs when pearl levels get too high and caused an integer overflow.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/6c40498fc187b2d716b075457144702464cec06b.png\"][/img]
They now work as intended:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/6f200ec2404e1e36489d5aedfad5ab6f866ff946.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.24 is released!
Auto-GP now works when window is minimized
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/95c864912b28b660b24b9218fe263b08c2a49757.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.23 is released!
Engineering Notation
Number formats has been changed from a checkbox to a dropdown to allow more expansive options, including the new Engineering Notation.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3d98d95e826c4f9f6b5fa80d49f9fac7f355fbfc.png\"][/img]
Improved autocast toggle visibility icon on passives
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/68553c003d01e1fdf0f30cc93a0ed67396e8baa8.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.22 is released!
Fixed an issue where \\[Next] 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 \\[Next] 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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/958c42b14815d54e32439fc3ae01d67f31573b8f.png\"][/img]
Changelog:
Fix \\[Next] 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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.21 is released!
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/b88a75aeb4eca75b9872cb47b27848590f563f79.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.20 is released!
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.19 is released!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/09c4b3e4e1ea72351264a19777a629e4fcbec6e5.png\"][/img]
New Ascension Ability!
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/e8e101063a8dac4bfe1589d5fa4bd3de81a949df.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.18 is released!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/b050e220ced0bdc1e04ab18525f49a8181806151.png\"][/img]
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.
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.17 is released!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/b03109ac841649fe3f2d274f6bf54d4ac170db42.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.16 is released!
Auto-spend GP
New buttons have been added to the GP window!
You may now auto-level growth stats by toggling the \\[A] button in the GP window. Said stats will level up if you have enough GP to level them up.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/bb3e940a6f75fc6c6a899440d2fc016a1ab714ce.png\"][/img]
Sproutling Bonus
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/0e3b0da2c951b14afcfb578da5e1bdbf1fb3b3ef.png\"][/img]
Growth Stat window persists if opened
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/95c864912b28b660b24b9218fe263b08c2a49757.png\"][/img]
Changelog:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.15 is released!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/fcbd355d89489ad5866ef080224326bc0378a7a0.png\"][/img]
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.
Up Next:
Auto-level growth stats and Sproutling buff display icon preview:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/bb3e940a6f75fc6c6a899440d2fc016a1ab714ce.png\"][/img]
Changelog:
Fix error when game is loaded on a monitor with different available resolutions from its original one
[/*]
Experimental Mode:
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 :)
-YYZ
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ca2fcc01e0bee7d88f1dca2622409640a929f8dc.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/3ba456764ec0750eab8e80b9d11e76bab1127139.png\"][/img]
v1.1.14f1 is released!
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.
-YYZ
v1.1.14 is released!
Mostly fixes to experimental mode that was released yesterday!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/8c096cd4e3e97ccb522693db4baffa87c6601892.png\"][/img]
Changelog:
Fix reroll button not showing updated available rerolls when new rerolls are acquired
[/*]
Experimental Mode fixes:
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 :)
-YYZ
Experimental Mode now available!
You can toggle it from the main menu anytime.
You are strongly recommended to backup your savefile before enabling it, as experimental content is... experimental.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/5b5fdca9b3ecb0baa8d910a3ae97edf8324c02a0.png\"][/img]
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 Revamp
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/a03ebe5097dcbfedf39c3265202d656f94ce0adc.png\"][/img]
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
[/*]
New currency: Cherries
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/56e80c9755cf540ea65031fafc30f35a16dd00ee.png\"][/img]
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!
Potion Crafting
Cherries can then be used to craft a new random potion type and tier.
This is the only way to acquire the T6 potion.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/f33a1fd57be64eae2a60002b7890e8cdae20ac50.png\"][/img]
Cherry costs are subject to balancing.
New Book Equipment
The book is now a rare drop after 500m.
The higher the rarity of the book, the more possibilities of additional lines and effects.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/732018b22b83b6caf2f2bb7eade1f90857017474.png\"][/img]
New Companions
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/c72dbef648374d7aea1dcc61d1071f2b2ee4c7b9.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/f3bdc70ad203d324c29088377bb4b1398cedafe3.png\"][/img]
Macaw - unlocks higher critical tiers
[/*]Disco Crab - increases spawn rate for a short duration
[/*]
New equipment stat lines
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/62e583a39a216b46bcd406fa9806ffa4333eb299.png\"][/img]
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
[/*]
New ascension ability / quality of life:
This ability is temporarily unlocked by default in experimental mode for testing purposes only.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ef5ea853aea6f2ffb6f9bc3b2e914a1ee21d9713.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/84edf6273418fa802ad3b4a36790fb8b0aab25e6.png\"][/img]
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)
[/*]
EXP Potions
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/220eedd4b5e98ee0779e117556afa1b5e080bbba.png\"][/img]
A new potion type: \'Potion of Wisdom\' has been added. It increases EXP gain.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ebd7786328861e7784f97009bf23728f7c087e76.png\"][/img]
These will release separately soon.
New Crit Tiers
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/f25ee2a68043cd923fe0f5410ba2b2382decd4c9.png\"][/img]
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.
And more in future...?
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/321029ecbe5d6c42832898c7c4a785c1430f0835.png\"][/img]
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.
[c]Disclaimer[/c][c]: 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.[/c]
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 :)
-YYZ
v1.1.12 is released!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ec8a4174490d0e1f8c11d8b4af1aeb210f4ebaf7.gif\"][/img]
Changelog:
Auto-buy now only buys up to next enhancement if on \\[Next] or \\[NextMax]
[/*]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
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/a257e65e22830fcd8ae089313a04aa03a51cd4b1.png\"][/img]
Experimental Mode releases tomorrow!
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ec8a19b9c0a705fec609aa74546e72d500e87be5.png\"][/img]
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 :)
-YYZ
v1.1.11 is released!
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!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/9b960c7b1f920815a4bef2d5dc48ed7e4300a658.png\"][/img]
Changelog:
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 :)
-YYZ
v1.1.10 is released!
New shortcut keys
Toggle walking has a new shortcut key, \'W\'.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/16d7ed8162e22ededbe8fbf1954a3693a8c09232.png\"][/img]
A new keybind for it has been added so you can customize it.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/8502991213109506bfa1c3f07d618166f7368b26.png\"][/img]
\'U\' also now works in the ascension screen to upgrade abilities.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/dc0317ceb3bde06c290e2f03ea9c01ef327b861e.png\"][/img]
Plus Minus buttons added to auto-summon sentinel
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/a257e65e22830fcd8ae089313a04aa03a51cd4b1.png\"][/img]
Fix \\[Next] sometimes buying 1 stat short
In some niche cases, \\[Next] 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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/bc0cdb34c71b714fd3ff12d047f770b056015c98.png\"][/img]
Fix issue Draggable Experience Growth Stat Window
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ad9c0277b8c8084f400e1738a6f0ae8b2ce1e060.gif\"][/img]
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!
Home Revamp Preview
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/786533c6717ad62b8a3e2018bd4807c486d4f616.png\"][/img]
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.
Changelog:
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 \\[Next] 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 :)
-YYZ
v1.1.9 is released!
Jetpack toggle
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/2c98ee1a3d4a1f0857c08d22e7e0280e23f6c1dd.png\"][/img]
Draggable Experience Growth Stat Window
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/ad9c0277b8c8084f400e1738a6f0ae8b2ce1e060.gif\"][/img]
You can now drag the small window around.
I am also working on another QoL for the next update.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45759608/a257e65e22830fcd8ae089313a04aa03a51cd4b1.png\"][/img]
Plus and Minus buttons for the auto-sentinel window.
Changelog:
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 :)
-YYZ
v1.1.2 is released!
Double right clicking now downgrades skills

The previous update added double left click to upgrade.
Now we have double right click to downgrade.
Plenty of fixes
Several fixes were made in this update. Thank you to everyone who shared them here or who came over to discord to report them.
I was considering if to take a break from the daily updates and put one out tomorrow but I managed to fix quite a bunch of stuff today and so it seems the tradition continues!
Meanwhile, sharing a look of a shiny metal turtle, for no reason at all, other than that it looks cool.

In addition to these fixes, I am working hard on some behind-the-scenes content as well, and experimental mode will return in a future update not too far away. These are not yet available but will be once it's ready, for those of you who wish to try out new content ahead of time!
v1.1.2 changelog:
Double right clicking on skill icon now downgrades it (works with SHIFT/CTRL)
[/*]Loot numbers no longer show in AFK mode
[/*]Zenith max stats: 2000 -> 300 per level
[/*]Summoning level now reverts to Sentinel's Legacy level after abandoning or completing Statlock, if it is higher
[/*]Rename 'Home' to 'Island'
[/*]Fix challenges showing 12/14 medals due to leaked challenge content
[/*]Fix leaderboard not refreshing since last update
[/*]Fix playtime stat resetting on each ascension
[/*]Fix resetting GP refunding thrice as much for All Stats
[/*]Fix 'unlock hidden power' giving extra ascension
[/*]
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 :)
-YYZ


Hi all!
An update has been to Cloud Save to support syncing save files between different OS - such as from Steam deck to PC and vice versa.
If you use multiple devices, you might be prompted to select between your local and cloud save. The Cloud saves might not sync properly until you settle this conflict on all your conflicting devices.
But once they do, it just works.
This is just a one-time action to perform if it does pop up.

I would like to thank Maksym Sapetto from Pretty Soon who helped out majorly in this!
I hope this alleviates syncing issues when playing on the Steam Deck and PC. The save experience moving forward after this should be seamless. Sorry for any inconvenience caused!
-YYZ


v1.1.1 is released!
A couple of quality of life changes have been added and outlined for future updates! Read more below.
Double clicking now upgrades skills
This is self-explanatory, but it also works with SHIFT and CTRL so holding them while double clicking also mass-levels skills up.
So now you can press \[U] to upgrade, double click to upgrade, or press the 'Level Up' button the old fashioned way.

In the future, I am looking at adding an Auto-Level ability.
Elixir of Clarity and potion fixes
Potion of Clarity was not increasing max MP, that has been fixed.
There was also a really random bug where the UI displays previously used potions. Thanks to @Fortas, I was able to replicate it and it should no longer happen.

This screenshot was also captured on my development build, where you can see the ability to sell potions for a new currency.
Although I did not intend to write about this yet, Potions will be receiving a new feature soon, allowing you to sell them for Cherries.
Better skill descriptions

Shroomie description has been clarified as it wasn't clear whether it was 'passive level' or 'turtle level' in the sentence structure. Butterfly description was also updated.
Now... onto what's next. There is a lot but first I will just briefly mention some QoL changes.
Upcoming QoL: Buy to next enhance levels
This has been a top suggestion that was also something really difficult to do. But I am happy to share that I am making progress on it!
It was challenge as the enhancement requirements were affected by both the current STR amount, as well as the Goat Companion's ability.
It would always buy extra when you have the Universal Blessing ability which gives All Stat%, but here below, I have +20% all stats, and it will reverse-math it to buy exactly what's needed to reach exactly 100/150/200 amounts required to enhance.

I intend to add two new modes for multi-purchase:
\[Next] which buys what is required to reach the next enhancement.
\[NextMAX] which buys the maximum you can afford to reach the highest affordable enhancement. (useful at the beginning of ascension when you can buy multiple enhancements at once)
It is expected to land sometime early this week. If I am able to get it working tomorrow, I will try to release it as early in tomorrow's update as I understand how helpful it is, if not it will land in one of the daily updates this week.
Retroactive Shroomie? (+Shroomie fix)
I am also working on allowing shroomie to work retroactively and reward GP for past levels gained.
Currently, Shroomie is a companion you rush to take as the earlier you take it, the more you benefit from it. I thought it provided a strategic layer to the game to contrast with companions that shine late game.
However, I think it gives a bit of a sense that you are 'punished' for not taking it early. It was something that was both a design problem and a difficult technical problem to change it to give retroactive bonuses.
Regardless, I decided to start prototyping the change.

But something unexpected happened...
In doing so, I was showing progress on Discord and I was wondering why my math was not math-ing.

Turns out there is a bug for the past two weeks(!) where shroomie apparently gives you 3 GP every 10 levels even with it at level 0 or un-owned, so I guess it was applying retroactively all this while! As above, with no shroomie companion, I have 112 GP at level 95, instead of 94 GP.
Unfortunately during the code rewrite necessary to turn it retroactive, it fixed the bug. But we can expect Shroomie to be re-balanced in the future to work retroactively in the proper way.
Retroactive shroomie is expected to land in one of the daily updates this week.
Flying turtle?
Lastly, I wanted to share something goofy so here's some whacky stuff for the Home Island. This is not part of the Home Revamp that is also planned.

I hope you'll enjoy this update's enhancements as well as those landing in the coming weeks.
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 :)
v1.1.1 changelog:
Double clicking on the skill icon now levels it up (works with SHIFT/CTRL)
[/*]Turtle base HP increased: 30 -> 50
[/*]Turtle now chills and no longer wears a jetpack at home
[/*]Fix Potion of Clarity not increasing max MP
[/*]Fix Growth stats UI open by default
[/*]Fix bug where closing and reopening Potion UI showed previous potion info
[/*]Fix bug where previous potion description is shown instead of current one
[/*]Fix bug where shroomie gave 3 GP every 10 levels even at level 0.
[/*]Update shroomie and butterfly skill descriptions to be clearer
[/*]
-YYZ


Challenges MAJOR UPDATE released!
I am proud to announce the first MAJOR UPDATE for Siegeturtle has been released!
This is not the end yet, stick around to view the roadmap~
For the past 2 weeks, the game has received 13 days of daily updates since launch. Improvements have been made, issues solved, quality of life changes implemented. I am thankful for everyone's support. If you like the game, feel free to leave a review or share it with your friends as it helps me a ton!
Onto the UPDATE...
6 New Challenges

When ascending, a new Challenges button is available.
You can pick one of six OPTIONAL challenges to begin your run.
A challenge is identical to a normal run, but with additional restrictions depending on the challenge (such as not being able to level up certain skills).
Tier 1 challenges are beaten at 500m.
Tier 2 challenges, for the veterans, are beaten at 1000m.
When a challenge is beaten, the restrictions are removed and you continue the run as normal. You can continue pushing to gain regular corals on top of the challenge rewards for a big boost to corals.
Challenge Rewards
This update also adds plenty of new ascension abilities!
Challenges unlock new skills, while also giving a coral reward upon first completion.

You may select any challenge to view its rewards!
Challenges reward corals and unlock new ascension abilities.
Sometimes they unlock passives too... such as +10% stats from equipment permanently.
More stats may be added in future.
Remember to hit 'claim' to get corals.

As recognition for completing challenges, you also gain a Challenger's Medal, which increases gold gain permanently for all ascensions.

In this update, certain existing ascension upgrades will be locked by challenges and you need to beat them to unlock them. While locked, their effects still apply. Your levels in those skills won't be reset, but you won't be able to level them up or down until the challenge that unlocks them is beaten.
You do not lose any levels or coral invested in skills now locked behind challenges.
If you already completed challenges in experimental mode previously, all your progress is kept.
Skill level display changes
The previous update changed skill icons to display the final level - but I understand that some of you were used to the older display format as it was clearer to 'guess' how much SP a skill costs rather than math the fractional differences when the boosted level amount is not divisible by ten.
So I have switched to a new display format which I believe is a middleground for those who want to see the base level, and those who want to know the boosts.

Roadmap
Two major updates are in the works. I have already begun planning Major Update #2 and even possibly Major Update #3!
I intend to put this out in experimental mode soon.

Major Update #2, features a Home Revamp, the new Book Equipment, New Equipment Bonuses, and new companions including Disco Crab which speeds up spawn rate for a short interval.
It may also introduce higher caps to existing core companion skills.

Major Update #3 is a much bigger update. Tentatively codenamed the 'T' update, it may or may not involve a new currency and prestige layer. Nothing is confirmed yet - it is still in ideation phase and more testing is required. A detailed roadmap will be written at a later time.
Patch Notes
Add Challenge System
[/*]You can now enable challenges in the ascension screen
[/*]Add 6 new challenges!
[/*]Add 7 new ascension skills!
[/*]Add challenger's medals item
[/*]Skill icons now display their boosted levels separately above (e.g. Lv 50+5)
[/*]Butterflies now says it cannot be rolled before 1000m until 5th ascension in its description
[/*]Fix Dark Awakens current level wrong when loading different savefiles
[/*]Remove experimental mode button (it will return when Major Update #2 is available to preview)
[/*]
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 :)
Face issues? Have Ideas?
If you face any issues, do not hesitate to notify me or leave a message to @YYZ on Discord. I am actively responding to queries there. I try to fix stuff as much as I reasonably can!

-YYZ

v1.0.13 is released!
Level up all fishing upgrades
You can now level up all fishing upgrades with one click!

AFK Mode
Aside from toggling afk mode with F11, a dedicated button (and tooltip) is now added.

Boss Dungeon difficulty prediction & name coloring
If a dungeon boss deals more than half your max health in damage, its name is now highlighted in orange.
Tip: You can hover over them to view their health and damage stats, which also highlights in orange when it's high.

Added close button to close selected equip stats UI

I saw the above brought up on Discord and so I have fixed it in today's update :)

SP added to more currencies panel
Skill points could only be seen in the skills panel, or up to 999 in the menu. So I have added it to the more currencies tab where you can preview all your currencies from the main combat screen by expanding the arrow.

Icons now display final skill levels, instead of base level
There was confusion on why the ascension ability that added +10 passive levels did not work. It actually did work and is even displayed at the bottom Current Level 11 (1+10), but it seems like it was not clear enough and have received reports of the skill not working even though it did, so I have changed all icons to now display the final skill level!

EDIT (22nd Nov):
[c]I've gotten some early feedback and I understand that some of you were used to the older display format as it was clearer to 'guess' how much SP a skill costs rather than math the fractional differences when the boosted level amount is not divisible by ten.[/c]
[c]I have been experimenting and in the next update, I will switch to a new display format which I believe is a middleground for those who want to see the base level, and those who want to know the boosts. Preview below:[/c]

Fixes
\[Mute when unfocused] only worked in gameplay and did not affect home island and other menus. This has been fixed!
In a subsequent update, a Master Volume (still work in progress) will be added.

Thank you everyone for playing and for the feedback you've left for me!
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 :)
Challenges Update releases tomorrow!
In less than 24 hours, Challenges Update will go live~
For more info, check out the previous post: Challenges Major update !

That's all for today!
v1.0.13 Changelog:
Add Buy All Fishing Levels button
[/*]Add AFK Mode button
[/*]Add close button to close selected equip stats UI
[/*]Boss names with high damage are now highlighted in orange
[/*]Add SP to more currencies displayed
[/*]Skill icons now display skill's final level instead of base level
[/*]Bait description changed to catch fish faster instead of reduce catch time for clarity
[/*]ESC now exits afk mode
[/*]Fix 'Mute when unfocused' not working in Home or Main Menu
[/*]Fix disabling 'Mute when unfocused' not working
[/*]Fix version comparer wrong logic
[/*]Fix equipment from 500m/1000m sentinel in Equipless challenge still giving x10 stats after challenge ends
[/*]
-YYZ


v1.0.12 is released!

Today's update makes minor changes to skill cooldowns in response to feedback I've gotten.
Some of you want to cast skills manually, but skills that have reached 0 seconds cooldown no longer appear in the cooldown tray and therefore cannot be cast manually especially after an upgrade, to update their stats, thus forcing you to wait for the buff to refresh itself.
In this update, those skills will have a short cooldown so they intuitively appear in the cooldown tray even after getting them to high levels.
Quality of Life improvements
I am working on a \[Level Up All] button for fishing upgrades. It is currently in preview in experimental mode and once confirmed to be working without issues, it will be moved out of experimental as an official feature!

One known issue that will be fixed in v1.0.13 is that even with \[Mute when unfocused], home island sound effects still play. This will be fixed in tomorrow's daily update! Sorry for the inconvenience and thank you to everyone who have been sharing your feedback in Discord or over here!
Today's changes also includes some stability fixes. With the recent updates, I have made adjustments to improve performance (such as with high quality and vsync settings), as well as generally reducing errors with fixes here and there that aren't always written in patch notes, so I hope it has helped!

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 :)
Challenges Update preview!
Next, I wanted to give a heads up of what to expect in the [u]Challenges Major update[/u]!
Here's a peview of Challenges which will release this Saturday (in two days or about 48 hours from this posting)!
There will still be one more daily update in between today and the Challenges Update.

When ascending, you will be able to pick optional challenges to do.
A challenge is identical to a normal run, but with additional restrictions depending on the challenge (such as not being able to level up certain skills).
Tier 1 challenges are beaten at 500m.
Tier 2 challenges, for the veterans, are beaten at 1000m.
When a challenge is beaten, the restrictions are removed and you continue the run as normal. You can continue pushing to gain regular corals on top of the challenge rewards for a big boost to corals.
Challenge Rewards
Challenges unlock new skills, while also giving a coral reward upon first completion.

Select a challenge to view its rewards! Remember to hit claim to get corals.

As recognition for completing challenges, you also gain a Challenger's Medal, which increases gold gain permanently.

FAQ
What happens to existing skills that become locked after the Challenges Update?
Certain existing ascension upgrades will be locked by challenges and you need to beat them to unlock them. While locked, their effects still apply. Your levels in those skills won't be reset, but you won't be able to level them up or down until the challenge that unlocks them is beaten.
You do not lose any levels or coral invested in skills now locked behind challenges.
I have played experimental mode and completed challenges, do I have to redo them?
No you do not need to complete them again if you have already done so on experimental mode - no progress will be erased! So do not worry about that~
That's all for today!
v1.0.12 Changelog:
Resurrect cooldown reduced at max level: 5s -> 0.9s to allow consecutive revives
[/*]Coral Sentinel is now highlighted in yellow in Hidden Power's description effect
[/*]All buffs have minimum 5s cooldown, allowing them to appear in cooldown panel for manual casting
[/*]Merchant Ring time indicator now displays a tooltip showing exact duration to next fish sale
[/*]Add Buy All Fishing Levels button to experimental mode
[/*]Remove Debug Respawn
[/*]Fix Pig and Sheep floats sometimes clipping through other companions visually
[/*]Fix ToggleRendering null error
[/*]Fix objects with missing behaviour scripts error
[/*]Fix candyland monsters animator invalid layer warning
[/*]
-YYZ


v1.0.11 is released!
Double click to equip/unequip
You can now un-equip your gear by double clicking them.
Likewise, double clicking an equipment in your inventory automatically equips it. This should reduce the need to move your mouse. So more time spent idling, yay!
Vsync and High-quality setting fix

There was another bug that caused high quality to override VSync setting. This caused 'High quality' to consume more CPU/GPU resources than intended as the game engine would enable VSync, causing the game to render at higher FPS dependent on your monitor refresh rage.
This should be fully resolved in this update. Sorry for the inconvenience. If you have a monitor or have yours set to a high refresh rate, you can disable VSync to save on performance. This setting should now persist regardless of the 'High Quality' toggle setting.
F10 to toggle FPS display
In addition to the above, I have added a shortcut key F10 to toggle FPS. Many fixes have also been made, full list in changelog below.
Full changelog
Add Double click on an equipment to equip/unequip
[/*]Fix Cannon Resurrect, Tough Skin, Rain Dance MP costs increased by Evergrowth ability
[/*]Fix Summoning Lvl 14 rates not adding up to 100%
[/*]Fix save/override savefile texts un-translated
[/*]Fix toggling high quality also toggling VSync
[/*]Update translations
[/*]Remove cheaters from leaderboard
[/*]
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 :)
-YYZ


v1.0.10 is released!
Today marks the 10th day in a row of daily updates! Holy cow! Thank you everyone for sharing your thoughts.
The 'Hidden Power' ability has been revamped. Since it contains spoilers of the final ability, for those who do not wish to know what it does until you unlock it, you may skip the next paragraph on this.
Hidden Power ability changes
To encourage pushing further, hidden power's mechanic has been changed to increase rewards based on distance, rather than give a flat boost. The change tries to achieve the boost it previously gives, but depending on your current progression, it might give more or less.
Hidden Power is designed to unlock at around 1,700m, and will match the old values at this distance. Previously when Hidden Power was unlocked at 30 required corals, it was a bit too early, and so if you had unlocked this skill back then, your distance might be lower and therefore the boost won't match exactly. But as you progress and go further, the ability does get stronger and scale further with progression, which hopefully provides a more balanced pace by encouraging deeper pushes in the long run.
I am open to adjusting the values based on feedback!
Vsync and High-quality setting fix

Enabling high quality would forcefully enable v-sync, even when it was disabled.
Since V-sync would match your monitor refresh rate, this sometimes causes GPU usage to rise if the monitor has a high refresh rates.
This has been fixed so that V-sync will obey the setting now and save performance/GPU usage.
Lone Flock Carry-over companion fix

For those playing with experimental mode enabled, completing the Lone Flock challenge unlocks the ability to permanently carry over multiple companions across ascensions.
But there was a bug where toggling Lone Flock challenge previously allows you to carry more companions than intended on non-challenge runs. This has been fixed. Thank you to @Fortas for bringing this to my attention!
The CHALLENGES UPDATE will be released at the end of this week if all goes well and there are no more major fixes to make.
Full changelog
Hidden Power revamped to gain more corals with distance
[/*]Ability icon tooltips no longer block distance text
[/*]Fix high quality enabling Vsync, and low quality disabling Vsync unintentionally
[/*]Fix toggling Lone Flock challenge allowing 5 carryover companions in non-challenge runs
[/*]Fix version comparer failing at v1.0
[/*]
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 :)
-YYZ


v1.0.9 is released!
Hello all! Today's daily update improves growth stats, making them cheaper and more powerful.
New Milestone Bonus!
Milestones now increase starting skill points at start of each ascension (first 3 stages)

There has been a discussion where the skill points you gain from milestones are not given out when you ascend. While this was the original intention in that ascensions are supposed to wipe out all skill points, and the proper way to get more skill points is through the Ascension Upgrades, I decided to add a small bonus to starting SP at the beginning of each ascension to combat certain quirks and behaviors regarding one-time SP milestone rewards.
Thus, you now get a small amount of Skill Points at the beginning of each ascension when claiming milestones that award SP. This should also improve progression after the first ascension onward.
Dash and Jetpack icon overlays
These two skill icons now show when they are active. Dash greys out when there is insufficient mana as there have been reports of dash not casting, but it's always due to insufficient mana, or above max distance.

Afk mode

Pressing F11 to toggle afk mode now has better performance. The first iteration was a quick implementation and I will continue to improve the performance of afk mode as time goes.
Work In Progress Feature:
I'm still working on the ability to un-equip and equip gear with double click, and hoping to put this out in the next update if I can!

Fix loophole with Goat's Loophole

There was a bug where stat requirements were reduced more than intended by Goat's Loophole.
As you know, stat requirements to enhance increases from +50 to +100 at 1000 STR.
However if goat's loophole could decrease the required STR to say 500, the required STR would only increase in increments of +50 instead of the intended +100.
Thus, if you kept your final required STR below 1000, you could indefinitely delay the transition increment from +50 to +100, and keep the STR required to enhance to a bare minimum of the intended values.
I fixed this bug by accident when fixing a UI bug reported by a player.
But it also fixes a loophole with the Goat's Loophole skill.
If you previously had Goat's Loophole and high levels of STR, you may notice the stat requirements to enhance increase in this update - this is not a balance change but rather the result of solving a bug that made stat requirements lower than intended.
For most people who do not have Goat's Loophole or low levels of it, you should be un-affected by this bug in the first place and so you won't observe any observable differences in enhancement requirements.
With this fix, the 'tier-ing' now works correctly, so it won't create weird strategies like this one, which is unintuitive and randomly makes certain games easier than others without a clear understanding why.
So I guess the most unbelievable thing to me is...this literally is a loophole with Goat's Loophole.
WELP!
In a subsequent update, the 'Hidden Power' ability will receive a change in its mechanic to not encourage fast ascensions.
Anyway, some other changes were made during this update. Full notes below.
Full changelog:
Milestones now increase starting skill points at start of each ascension (first 3 stages)
[/*]Add new stat to milestones UI for starting SP
[/*]Add jetpack and dash icons next to distance when active
[/*]Fix Goat's Loophole applying more reduction than intended
[/*]Fix enhancement bug when goat's loophole decreases requirement below 0
[/*]F11 to AFK mode performance improved
[/*]
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 :)
-YYZ


v1.0.8 is released!
Hello all! Today's daily update improves growth stats, making them cheaper and more powerful.
Level Up Rebalancing
1) Gold% will be increased from 1% -> 3%

2) All Stats +1 will be cheaper (3 GP -> 1 GP)

3) Flourish skill is now stronger! Level 1 effect: 1.2x -> 3x

Quality of Life: When minimized, you can now get a green dot notifier if you have GP to spend.

Dash distance is now displayed over distance tooltip.

Goldfish and Kingfisher card changes.

I also received feedback that Goldfish and Kingfisher were always popping up despite rerolls - the rationale is that these companions are quite essential for gaining skill points and growth. However, some people might still not want them. As such, when you've made a few rerolls, the game will no longer pin them and they will show up at the same chance as other companions.
Goal Clarifications
The game also now clarifies that corals reward at 500m regardless of the goal when you ascend.

\[Sneak Preview] Double click to Equip / Unequip!

People have been asking for un-equip, which was something I did not initially expect. But I have understood from discussions on Discord that it can be useful in some strategies to lower your stats and incur a premature death. So I will be adding this in the next update.
Additionally, a Quality of Life change is being worked on - double click to wear equipment!
Many other changes were made during this update. Full notes below.
Full changelog:
Level up growth stat: Gold +1% -> +3%
[/*]'All Stats +1' now costs same GP as other growth stats
[/*]Flourish skill buff: 1.2x -> 3x at level 1
[/*]Goldfish and Kingfisher chance after 2 rerolls: 100% -> 66%
[/*]Add 'Dash Distance' to distance tooltip
[/*]When turtle stats are minimized, show a green dot notifier if you have GP to spend
[/*]Stat breakdown for HP/MP and Regen for equipment now shows multiplier in breakdown tooltips
[/*]Add new tooltip to goal text to further clarify coral mechanics
[/*]Add warning when savefile is created before 1.0 and is ineligible for leaderboard submission
[/*]Fix SP Per Minute leaderboard always submitting as 0
[/*]Fix mass dismantle not updating when equipping/un-equipping
[/*]Fix leaderboard rank overflowing at four digits
[/*]
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 :)
-YYZ


v1.0.7 hotfix released!
A very hot hotfix has been deployed out of the turtle's oven to fix some changes. Thank you for those who messaged me early!
Full changelog:
Fix an issue where returning home or reloading the game after expanding the resource currency panels required a second click to re-open them
[/*]Add ability to use middle mouse to pan the camera right
[/*]
-YYZ


v1.0.7 is released!
New Resource Panels
I received feedback here and on Discord that you guys want to see your resources more easily, but at the same time keep the UI clean, so a toggle has been added to let you display more resources!

You can now expand to view pearls, dreamsand and shards!
Coral is no longer shown as you only gain it through ascensions and is not possible to get it during a run for now.
Full changelog:
Dreamsand, Pearls and Shard counts can now display at the top left
[/*]Add popup to restart when changing languages
[/*]Add Stats screen other languages
[/*]Add goal tooltip to clarify coral gains do not decrease with ascensions
[/*]Peacock and Alpaca are now 1 star companions
[/*]Butterflies now unlock at 1000m before 5th ascension, 300m after
[/*]Fix jetpack not applying speed bonus in Speedy Challenge
[/*]Fix bug where home island SP was always 10
[/*]Fix Best SP/s stat not updating on corrupted save
[/*]Fix language settings not applying when PC is set to a different language than game
[/*]Fix fastest ascension and fastest 500m leaderboards counting minutes as seconds
[/*]
I want to give you a preview of the buffs coming in the next update.
\[v1.0.8 Preview] Level Up Rebalancing
There will be some buffs to the level up growth stats in the next v1.0.8 update that is scheduled for tomorrow.
1) Gold% will be increased from 1% -> 3%

2) All Stats +1 will be cheaper (3 GP -> 1 GP)

3) Flourish skill to be buffed at level 1: 1.2x -> 3x

Once again, thank you for playing and to those of you who left me feedback here or on Discord :)
If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~
I'm still going through feedback and as always I am continuing to listen and make changes where I can! Have a great weekend! :D
Lastly, 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 :)
-YYZ


v1.0.6 is released!
This marks the fifth day in a row of daily updates.
First of all thank you everyone for playing Siegeturtle. I've been reading your feedback and am happy to announce two progression improvements in this update! :)
Bonus Corals for everyone!
To make the first ascension feel more rewarding, everyone will now get 3 free corals upon reaching the ascension screen. This is to make the first ascension feel better and improve progression. I understand it feels bad to ascend and only get 1 coral so I've added this bonus.

Although the text implies first ascension, this reward is retroactive so everyone gets it regardless of progress or ascension count, as long as you reach the ascension screen again.
More coral bonuses will be coming in the upcoming Challenges Update, info at the end.
Bonus Companion Buff!
You now always get double companions at 50m and 100m on all ascensions!
Additionally, the 'Never Alone' ascension skill level 1 now starts at 150m.

This change is also retroactive. If you update, you will get two new companions to pick after your first ascension if you are past 100m.
This change was made to make subsequent ascensions more fun and to also improve the early game pacing. I am open to improving this further if needed.
History on the design philosophy on bonus companions for those interested:
[c]Some context: There was no such thing as x2 companions initially. But I noticed that when people started out, they often picked companions based on what the game gave them. Sometimes, certain companions were weaker than others, or even only made to excel at end-game. As the game grew, the disparity of power between each companion also grew.[/c]
[c]To combat the randomness, rerolls were introduced, but it was impossible for a new, inexperienced player to tell what companions were 'better'. So ultimately I settled on just letting the game give you bonus companions on the first ascension, which is fair as you are still figuring the game out. That way you don't get locked by poor choices or bad luck, the former being more common in the first adventure.[/c]
Starfish SP rewards increased!

Starfish SP reward was a little low compared to how rare they were, and higher rarity Starfish were even rarer. To make them feel rewarding, their SP has been greatly increased at higher rarities.

We have @Putokrack to thank for this change. I added a direct quote from @Putokrack into my code comments to remember the source of this change :)
The same applies for high rarity fishes' gold reward.
Save backup upon ascension

I noticed that some people regretted ascending immediately at 500m and only getting one coral. But it was impossible to go back if one did not manually create a backup save, so the game will do so for you and create a '_BeforeAscensionBackup.st' savefile before every ascension!
Insufficient Mana warnings

I've noticed several reports of skills not casting and it usually turns out that people just don't have enough mana. Previously, I greyed out the icon in the cooldown tray at the bottom right but it still happens. Thus, I've added warnings when a skill is leveled to cost more mana than you have. (The warning icon animates and flashes, which should attract attention.)
End game changes

With the Coral Bonuses and Companion changes, it is easier to progress now. Hidden Power requirements has been increased to match the new update, and also as preparation for the challenges update which adds new content and coral rewards.
Challenge Update Preview
\[Work In Progress - Content subject to change]
I will be sharing more about the Challenges Update in a subsequent post, which is the next major content planned to be released sometime next week if all goes well. It will contain a new type of mid to end-game content, more coral rewards, and new ascension upgrades that are unlocked through the new Challenge System.

Until then, I will of course continue to still put out regular/daily updates or so to address feedback where available. I received a suggestion to show additional currencies to check them easily. So the next v1.0.7 regular update will contain a toggle to enable more currency displays. Work in progress:

Full changelog:
Add 3 Corals as reward for first ascension! (retroactive when you enter ascension screen again for everyone who has ascended)
[/*]Bonus companions are now always awarded at 50m and 100m!
[/*]'Never Alone' ascension skill level 1 now starts at 150m
[/*]Starfish SP rewards greatly increased at higher rarities
[/*]Fish gold rewards increased at higher rarities
[/*]A backup of your save is now created before each ascension
[/*]Increase Hidden Power requirement: 30 -> 80
[/*]All card bonuses are now granted automatically after 5th ascension
[/*]Add Dolphin Blessing cooldown to sync with other buffs
[/*]Add Total Crit Rate in crit rate breakdown tooltip
[/*]Fix menu shortcut keys sometimes disappearing upon ascending
[/*]
Thank you for playing and to those of you who left me feedback on Discord :)
If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~
As always I am continuing to listen and make changes where I can! TGIF everybody! :D
Lastly, 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 :)
-YYZ


v1.0.5 is released!
I will try to put out daily updates as far as I can to address feedback. Today's update focuses on tooltips but tomorrow's update will contains some bigger changes to ascension rewards and introduce companion bonuses!
Ascension Tooltip Clarification
There was some confusion on ascension and it wasn't clear that you could push for longer and deeper runs in order to ascend with greater rewards, so a tooltip has been added to clarify that on the first three ascensions!

There were also other UI issues that have been fixed in this update. Also for those who do not know, you can hover over stats to get a breakdown in the tooltip!

Offline Progress Changes for Demo
The demo offline rewards has also been updated to be consistent with the full version giving dreamsand, as there was also feedback on offline progress not working, but in actuality it was just giving dreamsand which is the new offline progress currency. The in-depth discussion on this can be found in the Steam forums!
NEXT UPDATE PREVEW:
The next update, v1.0.6, will be released tomorrow. It contains a few buffs, such as more SP from Starfish, but notably bonus corals and companions.
Bonus Corals
I was thinking of increasing the early game coral rewards somehow - I'm not sure but maybe something like 1 coral reward for every 5 or 10 achievements obtained, to speed up progress even if you ascend instantly at 500m with only one coral. However, this would not scale with more achievements and later game. Additionally, it takes time to implement a new reward system.
Thus, a more immediate solution is that in v1.0.6, the next update, everyone will get 3 free corals upon reaching the ascension screen.

Although the text implies first ascension, this reward is retroactive so everyone gets it regardless of progress or ascension count, as long as you reach the ascension screen again. This is a one-time reward for everyone.
Bonus Companions
I will also make all ascensions give double companions at 50m and 100m by default.
The 'Never Alone' ascension upgrade will also be buffed to start at 150m at level 1.
Hope you will like these upcoming changes!
Full changelog for v1.0.5:
Add new tooltip to ascend button to say that pushing distance rewards more coral
[/*]Remove pearl upgrades line from essence breakdown tooltip
[/*]Cleanse leaderboard
[/*]Fix shortcut keys able to buy locked attributes
[/*]
-YYZ


v1.0.4 is released!
All Stats GP cost reduced
'All stats +1' GP base cost has been reduced from 10 to 3 per level.

Reset GP ability
You can also reset your GP spent. It has a cooldown of 1 hour. This is to prevent exploits with the Sproutling skill. Otherwise you would be able to keep re-speccing to exploit the Sproutling buff.
There is one temporary caveat: Because of the cost change for all Stats from 10GP -> 3GP, it won't be able to return the full 10 GP due to this rebalancing changing it to 3 GP. But this is a one-time drawback. In future ascensions, the full cost will be granted back. This does not affect other GP stats.

Merchant UI improvement
Fish Merchant sell progress indicator has been added so you know when your next fish will be sold.

New Companion visibility toggle
A toggle has been added to reduce the number of companions on screen as I have received feedback that it gets cluttered with many companions.
I also fixed a bug where the 'Mute when unfocused' toggle was not working as intended.
Leaderboard
I have received a review that the leaderboard has cheaters. In this update, existing cheaters will be blacklisted. Furthermore I will do another cleanse on all leaderboards some time after this update deploys.
It is difficult to completely prevent cheating without implementing features that also make it harder for legitimate players to play. I may not have mentioned this in previous updates but I have been doing a manual cleanse on the leaderboard daily due to the feedback on cheaters, which is not something I normally do but was notified repeatedly about it. But even this is something I cannot keep up with constantly.
There will always be cheaters and even the best games' anti-cheats can be bypassed in time. The only way is to make the game online and have everything on servers, but that would impose a lot of impracticability on legitimate players and the ability to play offline, which this game does. At the end of the day, Siegeturtle is a single player game.
Nonetheless I am doing my best to monitor the issue!
Other changes have also been made. Full changelog below! :)
Full changelog:
'All Stats' stat base GP cost reduced: 10 -> 3
[/*]Add fish merchant sell progress indicator
[/*]Add Reset GP button (cooldown: 1hr)
[/*]Add 'Show Less Companions' toggle
[/*]Add leaderboard blacklist (will take time to apply)
[/*]Global Illumination is disabled by default
[/*]Fix Temper Tamer duration suddenly dropping from Lv 30 to Lv 31
[/*]Fix 'Mute When Unfocused' setting not applying correctly
[/*]Fix leaderboard rankings not showing until you click a category
[/*]
-YYZ


v1.0.3 is released!
Purplesand & Home Upgrades Improvements!
Offline progress for a game like that has always been difficult to design. I initially tried estimating SP and gold and EXP gains, but in a complex game where many factors (potions, speed, distance, resetting) apply, it was hard to truly simulate actual progress offline. On one hand there were people who played with a majority offline playstyle, and they felt the bonuses from playing offline were always inferior to leaving the game on all the time.
Some people reported good results from the old offline progress, but since offline progress peaks and declines based on edge cases, its best cases cannot be taken for an accurate representation of its average yield in the long run. It gets worse when you unlock more real-time abilities/skills. Offline progress gets progressively difficult to balance with online.
So an exclusive offline progress was added. That's where the Home and Dreamsand then came in. But to allow active players to also benefit from it, idling in the home island simulates getting 'offline progress' while online.
It's a bit difficult to kind of please both parties, but nonetheless it was something I still wanted to try so I added purplesand. However adding stat upgrades to the Home Island seemed to have possibly created a new balance issue. While I think the butterflies companion might be something that can then supplement this, maybe it can help more.
Thus, I decided to allow purplesand to also be used on Dreamsand stats - which makes it possible for active players to easily get dreamsand stats if they so wish. It is a little bit powerful so purplesand costs are raised.
I will continue to monitor this scenario and see how it goes!

I have also made other fixes, full changelog below:
Changelog:
Purplesand can now purchase Dream Island Stat Upgrades
Objective darkness requirement increased to sync with boss summon cost: 100 -> 200
Fix locked equip tooltips not disappearing when slot is unlocked
Fix shortcut keys triggering when typing in auto-summoning UI
Fix developer message overflowing in credits
[/*]
-YYZ


v1.0.2 released~
Speed value was displayed wrongly on cards so I have fixed it! (Actual value is 0.005m/s, but card would display 0.05m/s)

Additionally, pressing F11 will now toggle graphics - which can save performance.

It seems things are stable now so I will be heading off to bed, I will read and respond to everything in the morning! (Even though it's already morning X_X)
-YYZ
Changelog:
Fix wrong speed displayed on cards
[/*]Add F11 shortcut key to toggle rendering
[/*]
-YYZ

v1.0.1 released~
Launching Siegeturtle has stirred a lot of emotions in me. I was reflecting on my life. Work. Career. Friendships.
Somehow, even though I've launched Siegeturtle and people are telling me I should feel happy, I did feel a slight tinge of melancholy. I ended up writing a personal reflection. I shared it with a friend and thought perhaps that it might go well in the game, so I've decided to just add it spontaneously.
I hope it resonates with some of you out here. The message appears at the end of the game, and in credits.

Changelog:
Add new heartfelt message to game ending and credits
[/*]Fix debug tooltip appearing in Home Island purchases
[/*]Update latest translations
[/*]
-YYZ

Just put out a hotfix - if you are facing issues with stats not being saved, you may close it and update.
Fixed Skill Points, Corals and certain currencies resetting upon load and not persisting through ascensions
[/*]Fix achievement icons being white
[/*]
Do let me know if you face issues after the update. Sorry for the inconvenience!
-YYZ
Hi everyone!
Im excited to announce that Siegeturtle is OUT NOW!
I hope the price is a nice surprise - I really wanted to keep it accessible!
USD: $4.99 / EUR: 4.99 / GBP: 4.99 / CNY: 20.00 / JPY: 580 (10% launch discount)
New Siegeturtle trailer is live for launch!
Ive also put together a few great bundles! Its a perfect chance to round out your library with some new games!
https://store.steampowered.com/bundle/62483/Havendock_Multiverse/ https://store.steampowered.com/bundle/61997/Trainatic_x_Siegeturtle/ https://store.steampowered.com/bundle/62691/Drill_Bird_x_Siegeturtle/ https://store.steampowered.com/bundle/62435/Siegeturtle__Fish_to_Dish_Idle_Sushi/ https://store.steampowered.com/bundle/62436/Lyca__Siegeturtle/
And what about demo saves?
All demo progress transfers to the full game!
However, only new savefiles created after the 1.0 update will be eligible for leaderboards. None of your progress will be wiped - you can keep playing. But in order to qualify for leaderboards, a fresh save must be started after the 1.0 update! This is to ensure fairness so people who played before 1.0 don't get a huge headstart in the leaderboards. If you do not care about leaderboards, this news doesn't affect you!
What's next?
Siegeturtle Roadmap
Book equipment
[/*]New Companion: Disco Crab
[/*]New Companion: Macaw
[/*]New Equipment Stats
[/*]Boss Dungeon Fast-Clear
[/*]EXP Potions
[/*]Major Update: Challenges and 6 new ascension abilities
[/*]
I made this game because I love turtles. I wanted a light-hearted story about a turtle who has to journey home against all odds. I also wanted it to feel heartwarming, so along the way you collect quirky friends - each with distinct personalities and flavorful skills.
This game is close to my heart, and I cant wait for you to try it! Id be thrilled if you shared your feedback here in Steam reviews, and come hang out on my Discord !
--YYZ

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