Increlution
Playing now
364+1 vs. yesterday
17%of peak
All-time peak
2,117Mar 2022
Playing now
364+1 vs. yesterday
All-time peak
2,117Mar 2022
| Published | Title | Build |
|---|---|---|
| Small maintenance update Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat of a theoretical approach and not fully confirmed as effective, but community testing results look promising Added add… | 11640258 | |
| Minor update following the June QoL update Various hotfixes to tackle launch day issues with the QoL patch · Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual/informational, and had no impact on progression. This fix takes one or two restarts or reincarnations to correct i… | 11468205 | |
| Minor updates following the new content January 21 · Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion · The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources · Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This… | 10375257 | |
| Chapters 10 & 11 are now available!major Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise! All new content has been balanced and tuned for a "first playthrough" I'd advise playing it without New Game plus benefits for the intended first experience. If you have finished the game after the June 2022 QoL update, a save-backup of your completion sh… | — | |
| May 3rd update Added checkmarks to the automation tab for constructions and explorations that were completed in the current generation, for a slightly easier overview of what your current automations managed to complete · Replaced the 25% health check from the safety combat logic with a more accurate alternative, for a few edge-cases where it could cause combat to be lethal when it didn't need to be · Resourc… | 8671778 | |
| Small update following the new game plus experimental release Fixed two bugs that could cause older or empty saves to prevent launching the game after the NG+ update · Fixed a bug that could cause new game plus perks to change after cancelation, shortly after initiating a new game plus · Fixed data shown on the end screen not properly resetting with new game plus, causing it to show outdated values upon completing new game plus · Fixed a bug that could ca… | 8558826 | |
| Small follow-up to the player feedback & QoL update Fixed a missing percentage character in the percentual time-diff option, if the time was slower than the last · Slightly changed the border-color on dark-mode blocks to be a slightly darker shade of white, to make it a little bit softer on the eyes · Fixed the reverseSkillColors launch parameter not working with dark mode | 8403314 | |
| Improved the accuracy of combat-safeties and other minor changes Improved the accuracy of combat-safeties. They now include food cooldowns into the computation when it's a close call. Tackling the frustration of being forced to stop when you were sure you could make it · Combat safety no longer checks for 25% health, as it no longer has a benefit for the formula and could potentially lead to false-positives with low maximum health (Temporarily disabled with… | 8355044 | |
| Third minor update following the new content Slightly reworked the cap jobs to construction functionality. It now only caps after a completion, so it no longer entirely prevents manual completions in between. This also tackles an extremely rare fatal error · The safety stops for fail-damage explorations now consider off-cooldown food. Making them more accurate if damage is close to your maximum health | 8322649 | |
| Minor bug fixes following the new content Fixed a bug that could cause low-priority jobs to not always trigger when force-fight was enabled, requiring some manual intervention that it should prevent · Fixed a bug in the warning notifications of damaging explorations, that caused them to assume that when the exploration couldn't run it had to be because of damage, when another requirement could be the reason | 8319944 | |
| Minor update following the new content The food recovery indicator at the top-right of the inventory now states the total value of your food in the tooltip as well · Fixed one tooltip telling you too late that you'd lose access to a chapter 6 job. It now tells you at the right exploration · Added a --reverseSkillColors Steam launch parameter. Making generation levels blue (the top bar) and instinct levels yellow (the bottom bar). I… | 8314956 | |
| Chapters 6, 7, 8 and 9 are now available!major Over three months in the making and finally ready to be played! The new chapters are designed to expand the content in a way where run-based decisions have a bigger impact on progression, throughout these new chapters. Featuring one new skill, used exclusively for a new mechanic that introduces some new rewards that persist between runs. Thank you for your patience during the long wait, I hope… | — | |
| November 10th update The action container menus (left column) now have their own scrollbar when content doesn't fit your screen size, rather than requiring the entire window to scroll · Added a health per second indication to the inventory food tooltips · Chapter four constructions now hide when leaving chapter four, if they can't be completed anymore · The game finished message now also triggers the window flash,… | 7690046 | |
| Small bug fixes update "Cap jobs to construction requirement" now only applies if the next-queued action doesn't require another resource that the same job provides. Fixing a "looping queue" bug · Fixed a bug in the "cap jobs to construction requirement" that could make it cap to a queued construction that was already completed · Changed the taskbar flash behavior on MacOS to be more noticeable, because the single ju… | 7633759 | |
| Added an option to cap jobs to construction requirements, and taskbar flashing Added an option to cap jobs to the required resources of the first queued construction. To prevent "waste". Automated jobs now use this logic by default · Added on option to flash the game window/taskbar on pause (when your queue finishes and the game is not in the foreground) · Fixed a bug that caused explorations that deal damage on failure to finish when they shouldn't if your maximum health… | 7612003 | |
| Small Early Access feedback and suggestions based update Reworked the automated combat stops to trigger less frequently, but still prevent death. To reduce queue micromanagement at specific situations · Combat now only stops below 25% health if your health/health decay is actually at a risky combination · "Damage on completion" explorations now only cancel when they are within a 0.1 second range to actually causing damage, instead of at any time · Re… | 7583959 |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 6 Jul 2023 | Thu | 13:26 | Small maintenance update | 11640258 | public | 3 | — |