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Copacetic PlaytestNewsVersion 0.10.0
In-game event

Version 0.10.0

Copacetic Playtest · published 31 Dec 2025, 08:28 UTC · build 21351160

All newsPlayers around this dateRead on Steam

This update changes how research is handled.

Research from previous saves will not carry over.


If you want to continue from where you were, use debug tools CTRL+ALT+D and then press HOME to unlock all researches.Woo! Another version that invalidates the other versions!Full research rework is now pretty much done.

You can now scroll down the tree and highlight things and see and plan.

This tree is pulled out of absolutely nothing with no gameplay choices at all, and has no bearing on anything. It's mostly just a placeholder test tree and I expect it to change extremely heavily.

I highly recommend NOT doing a play-through unlocking all the things until this is figured out better.

They should work, but it's probably going to be very dumb/boring and or just outright impossible.

Consider these researches placeholders for technical testing.


Using debug tools CTRL+ALT+D and then starting a research will make it cost 10 Flesh.

There's now about 50 researches, which include 5 products and all the blocks I have planned at the moment.

The main goal of this update was to set up the systems so that this tree could be modified in an easy and adaptable way as I fully expect order, costs, and products to change constantly as the playtest continues.

Abstraction continues to be developed, and it's nearly ready for proper use.

There's still issues handling Undo, and some placements become complicated because it's a pair of twinned blocks.

There's also complexity around hiding/showing the additional cubes so that's coming along within the next few updates after increased stress testing.

Factories have also been reworked to now show in the left hand panel the input requirements.

As it stands right now, you need to put the correct resource in the correct node.

This can certainly be made easier by using Multiplexer blocks to automatically route resources to each input as the Factory will ask all the wires attached to it for the resource it wants.

Multiplexers are still intended to be a very critical upgrade which does change the game quite a lot.

It trivializes a lot of things, but also increases the complexity on some others.

As we approach 8 input products, block counts get so high and general complexity ramps so much that it hopefully makes connecting up to 4 cubes, 90 modules, and 120 wires just to mine all 10 resources a little easier. It's less about managing your space and more about figuring out a way just to get all this stuff to plug into each other.

I've been mulling over a lot about power for example, as if you use the version 1 power block, which always outputs power, and throw that into a mux block it can power your entire base with no resource cost.

However, thinking in that same path, part of the game is protection with redundancy. If you need to move a wire and every block is powered from a single source it could kill you.

I think developing the progression in a way that requires you to remove the first 3 blocks from your brain and move them onto a power source requiring a resource will be a good mid-game.

If you can get past that, you can play as unsafe as you want as things shift from not-dying, to not going insane from all the blocks you have to connect and drowning in spaghetti.

Up next will probably be reworking the planet menu, and starting to add in a bunch of levels that take you down some sort of path of some kind. Like you know, a video game. Sorta. [citation needed]

0.10.0

  • Added in all the researches and products.

    • You can now unlock all of the blocks.

    • There's a bunch at the bottom that don't really have any place right now, the game progression is still in progress.

    • I highly recommend NOT going through and doing a play-through unlocking all the things until this is figured out better.

    • It should work, but it's probably going to be dumb/boring and or just outright impossible.

    • Consider these placeholders and technical testing.

    • Researches are still missing description copy.

    • TODO: Research needs to be able to handle multiple blocks doing different things.

  • Blocks now are actually faster at higher levels, rather than just having different space.

    • This will be reflected in the description copy next update.

    • You can see these values in the left panel under "Transfers Per Heartbeat"

  • Hud code refactor.

  • All blocks and all 4 block versions are now represented in the left hand panel build menu.

  • General polish of random bits and also the bobs.

  • Abstraction polish.

    • Abstraction blocks now also pass resources properly between each other.

    • Abstraction blocks now can be properly chained together, both with normal inputs, and resources.

      • I don't know how many this works for though,

      • Abstraction is still technically in development and have not been stress tested.

    • Abstraction blocks now auto purge any strange duplicates that might appear during play setup.

  • Camera offset and cull slice now loads properly between saves if you saved in a different cube from the starting cube.

    • 3D player offset is recalculated on load depending on what cube you live in.

  • Overview show/hide has been reworked to properly nuke all the other blocks.

    • This should prevent any text peeking through hopefully.

    • There was also issues with the text not properly changing to white so you can see it in the void.

  • Fixed annoying interface bug where the button debounce was sometimes up to a second.

    • Now you can mash to your heart's content.

    • Particularly great for the audio menu.

  • Added in the infomatics.

    • I now track...

      • Time of your save.

      • The space all the blocks take up.

      • How many total blocks.

      • How many total wires.

      • The length of all the wires.

      • How many "Near Death Incidents" you've had. (Brain disconnects, even briefly)

    • I also track how many "Products Produced Per Cycle" you are making.

    • Which sums up all the blocks output.

      • It only shows how much you're actively producing, so you can get a measure on bandwidth basically.

  • New block type. Export (EXP)

    • Sorta like a meta-game end-game block.

    • Basically a way to brag about your resource per second.

    • Think 'Science per Minute' from other better games.

    • Tracked in Infomatics.

    • It just eats the resources. Yim yum. Order flesh.

  • Fixed a bug where left hand panel products would jump down to many rows when unlocked.

    • They have also all been given unlock animations.

  • Fixed a bug where exiting the block place state with E to draw wires would leave the wall the highlight colour and cause other ghosting issues.

No, I'm not calling this update X. That would be stupid.

1W2P320D0A

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