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RecursiveNewsUpdate 1.2
In-game event

Update 1.2

Recursive · published 14 Mar 2026, 19:29 UTC · build 22345297

All newsPlayers around this dateRead on Steam

What's up everyone! I wanted to thank everyone who's bought the game so far. It's been incredible to see how many people have been interested in my creation, and how many people seem to truly be enjoying it!

I wanted to let you guys know that I have been seeing the feedback, reviews, and everything else and my eyes and ears are wide open! I'm trying to tackle all the little things I've seen as quickly as possible, hopefully this update knocks quite a few of them out. But I am always open to more feedback and suggestions.

I also want to expand a bit on the future of Recursive. Full release was part 1 of my plans for this game. In its current state I can definitely say that I am extremely happy with what I've made, but that doesn't mean I don't intend on expanding on it. Recursive will continue to receive updates for as long as I can maintain them. Some of these "updates" may actually come in the form of free DLC for the game. I have plans to add so much more content as time goes on, some that will fit perfectly, some that'll likely seem out of place. Recursive is a project I started working on because I wanted to make the perfect game for me, and that's the path I hope to continue taking it on.Thank you all again, and I hope you keep enjoying the game! <3

  • Added a "Don't show again" button to both variations of "The Titan Retreats" pop-up modal. Confirming this option will make it so the modals do not appear again during that session (Starts re-appearing after a game restart or after fully defeating the Titan)

  • Added a golden indicator that points to the Iron Fortress NPC after defeating phase 1 of the Eclipse Throne

  • Fixed a bug that was causing animations to be called hundreds of times in some instances, causing massive frame drops and affecting UI in really weird ways

  • Prestige Points gained from boss kills now appear in the normal drop list instead of as a floating tooltip

  • Visible damage numbers in the overworld have been capped, there should only ever be 12 visible at a time

  • Added a cooldown for saving on boss kills (Fixes the issue with FPS drops on high damage runs)

  • Added an Iron Gain Multiplier for equipment bonuses

  • Added the new multiplier bonus to a few pieces of equipment

  • Added a new ability to the Forge of Creation, Amplifying (Amplifying doubles all current stats on the selected piece of equipment for 500B of every currency (no material cost) This cost doubles, with no cap, and cannot be reset like enhance can)

  • Iron Conduit now allows mages to convert Gold and XP to Iron!

  • Fixed a bug that wasn't updating active equipment bonuses when enhancing equipment

  • One of the prestige blessings now grants the Black Market vendor the ability to convert something to currency, I wonder which it is? (It's Boss PP Harvest...)

  • Forge of Creation now shows stat changes and currency costs when hovering over either the enhance or amplify buttons instead of always showing

  • New T3 Blessing, Overcharge Protocol, allows players to buy upgrades beyond the cap for the Knight, Iron Fortress, and individual Mages (Speed and Damage upgrades do not qualify)

  • Knight, Iron Fortress, and Mage upgrade costs text are now truncated. Full values are still visible by holding down left-shift

  • Added a small "please leave a review" reminder and button to the victory screen

  • Added a new temporary run, The Mimic. This will be available until I can flesh out further run extensions for those that want a continued challenge post-game.

  • Toned down the brightness of the grass in the Iron Fortress

  • Added a black outline to enemies in the Iron Fortress

  • All Iron Fortress enemy sprites are now 3x as big

  • Added a CRT filter to the game (I love it!)

  • Added a setting to toggle on/off the CRT filter

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Other announcements

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In-game event30 Aug 2026Update 2.1Added difficulty ratings to the Choose Your Path essence screen. Each minigame essence now shows an Easy, Medium, or Hard badge under its icon so a first pick isn't blind. The rating covers how much hands-on time the minigame wants and how far off its automation is, not how strong it ends up · Added a tooltip on each badge explaining exactly why that essence earned its rating · Rated all six mi…Major update27 Jun 2026Update 2.0What's up everyone! I am happy to finally be announcing the release of update 2.0! This update introduces a lot of small fixes, QoL additions, big backend changes, and a bunch more. There's a small changelog below with the stuff that I remembered to add, but it is missing quite a bit that I simply have just forgotten to add while doing it. With this update comes the release of Recursives first…Major update7 May 2026Update 1.9This is another HUGE update for the game and for myself. Recursive has officially launched on the Google Play Store for all to play, and will hopefully be coming to IOS in the near future. Along with releasing on Mobile, today we're introducing a brand new system. Ascensions! Ascensions work very similarly to the Prestige system, but with a new added difficulty layer and a huge new set of bonus…