Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Path of Idle Immortals PlaytestNewsv0.16.1: True Names & Befriend-to-Message — NPCs Get Personal
Game update

v0.16.1: True Names & Befriend-to-Message — NPCs Get Personal

Path of Idle Immortals Playtest · published 13 Sep 2026, 09:15 UTC · build 25281161

All newsPlayers around this dateRead on Steam

📖 True Names for Every NPC

FIXED a player-reported issue first: city panels, incoming letters and dialogue titles showed raw internal IDs like seed_qingyun_city_merchant_0. The fix went further — every NPC now gets a true name generated deterministically from their ID (100 surnames × 70 given names, xianxia style): think Li Qingyun, Su Ruochen, Lu Chenzhou. Names display as "Name (Type · Realm)", e.g. "Li Qingyun (Wandering Merchant · Qi Refining 3)". The same NPC keeps the same name forever, and two merchants in one city are no longer both just "Wandering Merchant".

🤝 Meet First, Message Later

Courier letters used to be broken AND backwards. Broken: sending a letter consumed a "message talisman" item that never dropped or sold anywhere — not a single letter could ever be sent. Backwards: total strangers would randomly write to you out of nowhere. Now the system works the way friendship should:

  • Talk face-to-face (city panels or exploration encounters) to raise affinity: +2 per exchange, capped at +10 per game day per NPC.
  • At 30 affinity, messaging unlocks everywhere at once — the button appears on their city chip, they start writing to you, and they join your contact list.
  • Strangers no longer write to you until you've actually met them.

💌 Letters Cost Spirit Stones

With the never-dropping talisman gone, sending a letter now costs 20 spirit stones. Face-to-face chatting stays free — the stone cost is the premium for remote convenience, and letters still raise affinity a little based on their length. Compare: a teleport to the capital costs 100, a fortune reading 200.

🔗 One Relationship, Everywhere

The dialogue window used to have its own relationship bar that reset to a fixed value every time you opened it — disagreeing with the city panel's affinity progress. It now reads the same source of truth: what you see in the dialogue window, the city panel and the messaging gate is one number.

🩹 Fixes From Your Reports

  • NPC names showed raw internal IDs in city panels, letters and dialogue titles (player report) — fixed with the true-name system above.
  • The contact list always showed affinity 0 due to a broken lookup — now reads the live value.
  • The "message" button on city chips opened the inbox without selecting that NPC — it now jumps straight to your thread with them.
  • Letter-send failures used a blocking alert dialog — now a light toast.

No save-format changes this release. Old saves load as-is; every existing NPC gets their true name automatically.

More from Path of Idle Immortals Playtest

Other announcements

All news
Game update14 Sep 2026v0.18.0: The Great Alchemy Expansion — Furnace & Fires, Mastery, Battle Pills, Toxicity, and Equipment Reforging🐛 FIXED: Permanent Pills Did Nothing The most important fix of this patch. Permanent stat pills crafted in v0.17.0 were missing their effect payload — consuming one only restored 1000 HP / 500 MP and wasted the pill. Crafted pills now carry their effects properly, and any permanent pills already sitting in your bag work again. Related: rebirth incorrectly wiped permanent pill bonuses, pill cou…Game update13 Sep 2026v0.17.0: Permanent Pills, Rebuilt Equipment Curve & Map Progression🐛 FIXED: The First Battle Was Unwinnable A fresh character fought the starter-village hare and could not win: under the subtractive damage system the hare's defense (51) met or beat a level-1 player's attack (~43-51), so every player hit dealt the 1-damage floor while the hare chewed through you in 7 turns. Teaching-map enemies are now scaled ×0.55 — a bare new character clears the hare in abo…Game update13 Sep 2026v0.16.0: Wandering Cultivators — NPC Encounters, Dialogue & Story Items Go Live🐛 FIXED: New Saves Had Zero NPCs Every newly created character started with an empty NPC roster — the seeder ran before city data finished loading (which only completed ~42 seconds after boot) and silently skipped. Exploration encounters therefore only ever said "you met a mysterious stranger" with nothing to interact with, and city panels showed no residents. Fixes: character creation now wai…