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Steam announcementView the game on SifterSeptember 14, 2026

Release 1.4.1 - Treasure chests and a faster start.

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10-Man Idle - Release Notes

Version: release.v1.4.1

Platform: Windows & macOS

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NEW FEATURE - TREASURE CHESTS

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* While your heroes are out adventuring - questing, exploring a

dungeon, or raiding - a treasure chest can appear right on the

finder's roster card. Click it to see what they found!

* Opening a chest always pays gold, usually includes a bundle of

materials, and sometimes holds a piece of gear. The loot comes

from whatever the finder is doing: a quest chest carries that

quest's rewards, and a dungeon or raid chest draws from that

dungeon's own loot table - yes, that means a Goblin Mines chest

can hold goblin gear.

* Chests wait around a little longer than other pickups, but they

do wander off if ignored. Only one appears at a time, and they

will never crowd out a Rally prompt during combat.

* If your bank is full, whatever doesn't fit converts to gold, so

a chest is never wasted.

* Like all pickups, chests are a live-play bonus: they don't

appear during offline catch-up and don't carry across save

slots.

A FASTER, FRIENDLIER START

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* Level-1 gathering nodes are much quicker (7-10 seconds, down

from 22-30). Higher-tier nodes are unchanged - the early game

just gets moving faster.

* Early quests are much shorter too: level-1 quests now run about

a minute instead of three-plus. Quest lengths ramp back up and

rejoin the old curve exactly at level 10, so mid- and late-game

pacing is untouched.

* The first two character levels need less experience, so your

first level-up lands in the first couple of minutes. Levels 3

and up are unchanged.

* The Goblin Mines have been re-tuned so a freshly recruited

3-hero party has a fair fight instead of a near-guaranteed

wipe. Get in there and start earning that guild XP!

BALANCE CHANGES

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* Quest auto-progression is smarter: after a success, your hero

only advances to the next quest if they have a real shot at it

(50% or better). Otherwise they keep working the best quest

they can win and push forward once they've grown into it. No

more heroes grinding endless failures overnight. Manually

assigned quests are unaffected - if you want to gamble on a

Deadly quest, that is still your call.

* Everything now sells for at least 1 gold at the Auction House,

and sell prices round up instead of down. Calmroot, linen

cloth, and light hides no longer sell for zero.

BUG FIXES

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* Fixed combat quests paying out more gold and XP than the quest

screen displayed. Payouts now match what you see when picking

the quest.

SAVE COMPATIBILITY

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Fully backward-compatible. Existing saves load and play exactly

as before on all platforms. Characters mid-action finish their

current task on the old timing, then pick up the new pacing on

their next one. If a low-level character has experience banked,

they may level up on their next quest or gather - enjoy the

freebie.

Thank you for all the feedback on the early game - this update is

aimed squarely at making those first hours more fun. Keep the

reports and suggestions coming!

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.