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Steam News19 May 20261mo ago

Patch Beta.v1.13.13 The "game feel" patch

10-Man Idle - Patch Notes beta.v1.13.13 ======================================= This is the "game feel" patch. Numbers move, screens breathe, characters talk back, and the right things flash at the right times.

Full notes

Full 10-Man Idle update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions21 changes1 removal
  • Compatibility
  • Balance
  • Gameplay
  • UI and audio
  • Events
changed10-Man Idle - Patch Notes beta.v1.13.13
changedbalance or progression — every change is presentational unless noted.
addedNEW FEATURES
changeddoesn't double up with a hover sound.
changedAnimated progress bars sweep a soft shimmer across their fill, looping
changedPortrait "Breathing"

10-Man Idle changes

changed10-Man Idle - Patch Notes beta.v1.13.13
changedbalance or progression — every change is presentational unless noted.
addedNEW FEATURES
changeddoesn't double up with a hover sound.
changedAnimated progress bars sweep a soft shimmer across their fill, looping

10-Man Idle - Patch Notes beta.v1.13.13

=======================================

This is the "game feel" patch. Numbers move, screens breathe, characters talk

back, and the right things flash at the right times. Nothing here changes

balance or progression — every change is presentational unless noted.

NEW FEATURES

-------------

  • Click & Hover Feedback

  • Buttons now flash on click: a brief 0.18s press inset + background

brighten so a tap actually feels like a tap. Purely visual — never gates

the click itself.

  • Hover blips are suppressed on touch input so every tap on Android

doesn't double up with a hover sound.

  • Bar Shimmer

  • Animated progress bars sweep a soft shimmer across their fill, looping

every 1.5 seconds. Idle bars still feel alive.

  • Portrait "Breathing"

  • Roster portraits gently bob up and down by 1 pixel on a slow sine wave

when a character is active. The portrait frame moves with the offset so

nothing clips. Animated variant only — sleeping/dismissed characters

don't breathe.

  • Screens Fade In

  • Modals (character screen, recruitment, level up, achievement unlock,

confirmations, etc.) ease in over ~0.18s instead of popping in. Uses an

ease-out quad so the fade settles cleanly.

  • Live Gold & XP Readouts

  • The top-bar gold value pings when it changes: a brief upward bob plus a

brighten toward white, then settles back.

  • Each gold change spawns a floating +/- delta ("+250g", "-40g") that

rises and fades next to the gold readout. Green for gains, red for

losses, with a slight per-spawn jitter so multiple ticks in the same

frame don't overlap.

  • XP values abbreviate cleanly to "K" / "M" once they're big enough to

need it.

  • Loot Drop Pop-ups

  • Every loot drop spawns a floating "+ " label near the

inventory panel (top-right if it's closed). Helps you see what dropped

when you were looking somewhere else. Long names truncate at 28 chars.

  • Combat Log Animations

  • New combat-log entries slide in from the right and fade in over a short

ease-out, instead of just appearing on the line.

  • Crits in the log spawn a big "CRIT!" floating text right at the log

entry.

  • Boss hits trigger a brief red screen flash (0.12 intensity, 0.3s).

  • Enrage messages trigger a bigger "ENRAGED!" float plus a stronger

screen flash (0.18 intensity, 0.35s).

  • Keyword scan is case-insensitive — matches "critic", "boss", "enrage"

inside the existing combat flavor text. No log content changes.

  • Particle Bursts on Celebrations

  • Level ups get a particle burst.

  • Achievement unlocks get a 28-particle gold radial burst plus a gold

screen tint (0.35 intensity, 0.55s).

  • Successful recruitments get a green success flash plus a 20-particle

burst from the recruitment panel center.

  • Particle counts and floating-text counts are hard-capped (256

particles, 64 floats, 32 card flashes) as defense-in-depth so a runaway

event can't fill the screen with effects.

  • Character Chatter (200+ Lines)

  • Roster characters now speak short context-tagged barks while they work.

Six activity contexts, each with its own pool:

  • Idle

  • Gathering — separate pools for Mining, Herbalism, Woodcutting,

Skinning, Fishing, plus a generic fallback

  • Crafting — separate pools for Blacksmithing, Leatherworking,

Tailoring, Alchemy, Enchanting, Cooking, plus a generic fallback

  • Dungeons — generic pool + per-dungeon curated pools where a

dungeon-specific list exists

  • Raids

  • Quests — separate pools for Combat, Gathering, Delivery, Escort

quest types

  • Activity changes (e.g. quest finishes, character starts crafting) cancel

any in-flight saying and pick from the new pool — no stale dungeon

quotes during gathering.

  • Initial chat delays are staggered 2–30s on first appearance so a fresh

roster (or a post-offline resume where everyone lands idle at once)

doesn't speak in unison. Steady-state spacing is 14–32s.

  • When one character starts speaking, others whose next chat was about to

fire get pushed back so bubbles don't overlap.

  • New Sounds

  • Battle horn fanfare plays when you start a dungeon or raid. Procedurally

generated brass-like timbre: a natural-bugle harmonic series (G3 → C4 →

E4 → G4) with a tremolo-modulated held final note.

  • Bright equip chime (ascending major-triad arpeggio at E5 / A5 / E6)

plays when you click the BiS Equip button on the character screen, and

on individual equip actions.

  • Soft menu-open chime (descending-then-ascending two-note motif) plays

when the character screen opens. Quieter than the standard click sound

so it doesn't dominate.

  • Hover blip remains, but is suppressed while touch input is active so

every tap on Android doesn't also play a hover sound.

  • Character ScreenNew Close Button
  • A dedicated "Close" button now sits at the bottom-right of the

character screen (and the gear/inventory equip dialog), where the old

Dismiss button used to be. Dismiss is unchanged in behavior; this just

gives a clear "back out without doing anything" affordance.

OFFLINE / CATCH-UP FIXES

-------------------------

  • Long offline returns no longer spam visual effects. While the offline-

progress system is processing the catch-up window, all transient effects

(floating text, particles, card flashes, screen flash) are suppressed at

the spawn site. You'll still see the offline report and the resulting

gold/XP — you just won't get hundreds of stacked popups all at once.

  • Idle chat NextChatIn timers are randomized on first appearance, so the

whole roster doesn't blurt the same line the moment offline catch-up

finishes.

  • Effects state is cleared on save-slot switch / return-to-title, so

nothing leaks across game sessions.

BUG FIXES

----------

  • Modal fade alpha now resets cleanly between consecutive modals (the rare

"X closes, Y opens same frame" case) instead of carrying the previous

fade state.

  • Combat log "newest entry" detection is timestamp-based, so opening the

game cold doesn't replay slide-in animations for the entire log history.

SAVE COMPATIBILITY

-------------------

  • Fully backward compatible with existing saves.

  • No save schema changes in this patch — all additions are runtime visuals,

audio, and chat state that lives entirely in memory.

Source

Steam News / 19 May 2026

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