Hey guys! [h2]Changes To Time System[/h2] The new real-life time system got a lot of negative feedback, so we decided to change it back to an in game time system. In the first iteration, time-based minigames reset once you play a single dungeon, which obviously was too exploitable and prompted us to reconsider the system. While a real-life time system is cool and can be useful, we understand the issues it brings, for example if you cannot play on the weekends because of your personal life, or you simply don't want to wait an entire day for something to happen. This is why those aforementioned minigames will now be reset after [b]about an hour of ingame play time[/b]. This still incentivizes playing the game, but doesn't force you to actually wait an eternity and rewards playing more of the game in fact too, which is nice. [h2]Ring Appraisal Is Now Immediate[/h2] [b]Gemini also now immediately appraises your rings[/b], as opposed to you having to wait again for him to appraise the rings. This felt very tacked on and unnecessary, and just delays the excitement of getting a new ring. [h2]Spawners Can Now Be Inverted[/h2] Similiar to torches and other invertible objects, clicking on spawners will invert their state and allow you to stop them with a condition or start them, depending on your context. (I actually just forgot to enable this feature for yesterday's update lol) [h2]Cloud Sync Disabled Until Fixed And Stable[/h2] Unfortunately, we encountered issues in production with the dungeon cloud sync because of certain mod.io limitations. We've found the issues and will be addressing them as soon as possible, but we are disabling cloud sync until the issues are ironed out, as we don't want anyone to potentially lose their progress. We hope you understand! At the latest, the cloud sync will be ready and battle-tested by next Friday's update! [h2]Closing Thoughts[/h2] We appreciate y'alls input a lot! It's in our best interest to make the game appeal to you, the players. Enjoy the game ! - Julian