Five weeks (-Ish) of work since 1.6.11. The headline is performance — the game now uses every core your CPU has — but on top of that there's nearly a New game.
True multi-core. Late-game stutter is gone. FPS went from ~7 to 30-50 average; main-thread blocking dropped 87%.
Garden minigame. Grow plants, brew potions, spend them on time-skips, tick boosts, and CPS surges.
Card system. Each NG+ run draws cards that shake up the rules. OP cards retuned and NG+ scaling now visible at draw time.
Cosmic Codex prestige page. Full glass-morphism rewrite, with a cooldown timer, affordable-count badge, and trimmed tooltip animation.
Prestige is strategic again. 5-minute cooldown, refunds on reset, and a new power-based award system reward growth, not spam.
The four-phase worker-pool rebuild that gives this update its name.
Phase 1 — async/await fix. Workers now actually process tasks (the old fire-and-forget left them idle). FPS jumped immediately.
Phase 2 — observability. Per-task-type metrics, queue depth, wait time, 30-second health reports, slow-task detection.
Phase 3 — cached automation prep. Upgrade payload now cached and invalidated by purchase count. Prep time dropped from 30-50ms to under 1ms.
Phase 4 — backpressure. Queue grew from 100 to 300 tasks; low-priority tasks drop adaptively above 70% pressure; CPS, CPC, and prestige tasks never drop.
On top of the worker pool:
GPU transform feedback particles (WebGL2) with a SIMD CPU fallback for older hardware
FrameBudgetManager enforcing a 60 FPS budget per frame
Eight-phase late-game lag fix addressing render and compute bottlenecks at extreme generator counts
Cube counter throttled to ~20 Hz, viewport-gated affordability checks, structured DOM counters
Autobuyer: lower purchase frequency, bulk cap, stronger diminishing returns, cooldown
Prestige page dropped its multi-LOD card system and locked to the "mid" variant
Three.js startup optimized; DOM cleanup batched; noisy performance warnings disabled
Garden minigame — modular system with plot management, plant growing, direct potion brewing, save/load
Potions — four tiers (Minor, Common, Rare, Epic); enlarged inventory; polished HUD tooltip; previously-unwired effects fixed; magnitudes rebalanced
Card system — drawn cards, OP card tuning, NG+ scaling shown at draw time
Slot machine minigame — slot spins now show why a spin didn't match
Tutorial / FTUE overhaul — welcome cinematic with crossfade, letterbox, and a WebGL shader; page-specific walkthroughs for prestige and NG+; return-from-prestige tutorials; typewriter text; condition-based pacing; smooth animations; always-visible skip
Cosmic Codex prestige page — full glass-morphism rewrite, summary modal and tooltip restyled, cooldown surfaced in the tooltip, affordable-count badge, breathing animation pauses on hover
Top bar — Rajdhani font, glow effects, suffix separation; de-boxed CPS; prominent cube counter with ambient pulse and hover lift; NG+ palette swapped to amber; Orbitron for CPS/CPC; responsive font-size via clamp(); centered count during the letterbox welcome
Generator cards — tier color palette, tier-based grouping with jump-nav, expand/collapse-all, tier labels
Upgrade cards — tag-driven layout, tighter typography, localized tag chips, sharpened tooltips, tag/description mismatches fixed across 14 locales
Mastery cards — buff badge tiered by multiplier magnitude; MAX and Apply buttons stay inside the card on narrow layouts
Settings — sections regrouped, dead UI Quality and DLC theme block dropped, UI scale decoupled from graphics quality
Garden UI — full-wrapper canvas, per-plant sell mastery, X-close, shop scroll, responsive canvas
Removed — prestige and NG+ confirmation dialogs (no more pop-ups in the way); upgrade auto-buy subsystem (generator auto-buy kept)
Polish — cube outline cleanup, Decimal count-up animations, transition durations tuned
Generators — progressive baseCps rebalance for gens 1-101; late-game cost and CPS exponents compressed; baseCost restored; mini_foundry_1, cube_factory_1, and singularity_forge_1 retuned; early-purchase cost penalty softened for the first two generators
Prestige — 5-minute cooldown blocks back-to-back prestiges; refunds on reset; new power baseline and power-based award scaling; combined dampener (P^0.92) on CPS multipliers, softened as NG+ cycles climb
NG+ — passive cycle bonus, active multipliers, and NGPP decay all rebalanced; 250 NGPP floor guaranteed; cycle spread tuned
Upgrades — 1e50-1e75 CPS band rebalanced, sparse 1e100-1e400 zones filled, smaller combo steps, 13-locale sync
Autobuyer — configurable interval, speed and diversity rebalance, diversity bonus added, deferred Category Boost click work, consolidated NG+ autobuy upgrades
13 locales kept in sync across every new system
Upgrade impact tooltips localized into 13 locales
Mastery MAX label across 13 locales
Updated All the achivement titles and description
Updated the Page and screenshot
DecimalSource coercion fixed in setCurrentCubes and formatHeaderPoints
Generator render cache invalidates when state.generators is replaced
effectHandler now uses bigNumber.mult instead of native *
Tutorial positioning corrected; unlock delay shortened; missing tutorials restored
Tutorials and notifications now pause during minigames
Mastery card buy buttons fixed; right-side dead band removed
Garden honors host canvas scaling
Thanks for playing.
-Jabran