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
IncrelutionNewsMarch player feedback & QoL update
In-game event

March player feedback & QoL update

Increlution · published 18 Mar 2022, 16:33 UTC

All newsPlayers around this dateRead on Steam

Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam.

As a result of that, I've been having a bit of trouble to keep up with all the feedback and suggestions coming in. I appreciate all the feedback immensely. Whether I use it for updates directly, or take it into the thought process to find other solutions to issues that you address. I truly believe that without all your feedback the potential of the game would be far smaller than Early Access allows it to be now!

Normally I aim to respond to as much feedback as I can, but with how much feedback has been supplied by all of you, it's been a bit of a challenge to keep up. So my apologies if it's taken me a while to respond. But ultimately working feedback into updates is the best way to show that your feedback certainly is valuable to me, even when I fail to answer all of it in the level of detail that I'd prefer. So for this update, I decided to focus on implementing as much as I could instead. It's far from all feedback that I have listed, but don't worry, Early Access has only just begun!

Here are today's changes:

  • Added automation loadouts! Three slots to easily swap between automation setups, and the ability to export/import them to your clipboard
  • Added a new settings tab with various new options based on player suggestions, and it offers further expansion
  • Added a dark-mode option
  • Added default automation priority options
  • Added an audio-alert option, in addition to the window flash option. Both are individually optional and can either be combined or used separately (or not at all)
  • Added an UI-scale option, to adjust the resolution auto-scaling, for people that like text to be bigger or smaller than the default
  • Slightly buffed the chapter 8 meta progression mechanic, from 1%/1% to 1.25%/1%, to keep it as spoiler-free as I can. This also affects how that particular food source at chapter eight scales
  • New meta unlock progression is now also displayed in the related skill tooltip
  • The new skill now also displays the amount of artifacts found, aiming to make it a little clearer how to improve the new multiplier
  • You can now right-click explorations to have them stop right before completion
  • You can now right-click the clear queue button to retain the currently active action
  • Added icons for story choices, health decay, inventory size, maximum health gain and unique rewards to the automations tab. Aiming to make it a little easier to find the ones that stand out
  • The reincarnation screen health icon tooltip now displays your total maximum health gain multiplier, if above one
  • Added a few time-display options for the story block
  • Reworked how UI buttons communicate to the game engine, which should remove a slowdown in their responsiveness when the game is open for extended periods of time (mostly reported for the automations tab button)
  • Slightly reworked a precision check for progress-per-tick, increasing accuracy per millisecond from roughly 99.71% to 99.98% at low multipliers. This should reduce the occurrences of odd time differences between runs
  • Fixed a bug that prevented food from being eaten before the food cooldown elapsed at least once. This could stall the first eat action after completing a chapter three construction, when it shouldn't
More from Increlution

Other announcements

All news
Game update6 Jul 2023Small maintenance updateAdded 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…Game update14 Jun 2023Minor update following the June QoL updateVarious 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…In-game event7 Jun 2023June's quality of life and player feedback updateWith this update I wanted to work through a significant amount of my feedback-backlog, primarily focusing on features that were too big to "pick up" during focused-developement cycles, such as content updates. It doesn't tackle the entirely of my list, but takes care of most things that don't have roadmap-benefits to hold off until more content is fleshed out. Let's get straight to todays chang…