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IDLEPUNK - Ghost LinkNewsPatch notes game version 0.4.7511
In-game event

Patch notes game version 0.4.7511

IDLEPUNK - Ghost Link · published 13 Aug 2026, 00:53 UTC · build 24703408

All newsPlayers around this dateRead on Steam

Hello, everyone!

I want to thank my friends and all the punks who joined the Discord and/or left feedback on the Steam Community forums.

Since I am making this game by myself as a passion project, it is easy to become overly focused on specific issues while missing many others. So, once again, thank you.

I also realize that some people may be waiting for more quests and further development of the story. I am working on that, but I feel that I need to prioritize the core gameplay and endgame activities for the time being.


Major Changes:

  • UI overhaul, making better use of horizontal space and hopefully improving visibility.

  • Auto-Dispatch System: A new button has been added to the Operations Board to control how auto-dispatch behaves.

    Players can currently adjust and filter:* Factions
    * Districts
    * Minimum success chance
    * Whether vehicles should be used (vehicles at risk of being destroyed will not be dispatched)
    * Whether only full-HP units should be deployed
    * Automatic Mission Board refreshes, with a minimum interval of 5 seconds

    *Auto-dispatch only works while the game is open. Quest missions are not eligible for auto-dispatch.

  • Gear Fusion has been removed due to balancing issues. Existing gear has been reset to its base stats, compensation materials for the new system will be rewarded based on missions cleared and reputation level.

The Fabrication Bay now includes:

  • Gear Enhancement:

    Gear can now be enhanced from +0 to +15.
    Enhancements increase a gear piece’s existing stats without changing its rarity or stat types.
    Each attempt costs a new type of material: Components.

    Components can be acquired from any successfully completed mission and are stored in the player’s inventory.Each mission tier drops a different tier of Components, corresponding to the following enhancement ranges:Tier 1: +1 to +3
    Tier 2: +4 to +6
    Tier 3: +7 to +9
    Tier 4: +10 to +12
    Tier 5: +13 to +15Higher-tier Components can be used for lower-tier enhancements, providing a better success chance. Lower-rarity gear also has higher enhancement success rates.Failed attempts consume Components but do not reduce the gear’s enhancement level. Every failed attempt generates a failstack, which adds 2% to the success chance.Failstacks can be exported into an “Imprint,” which can then be freely loaded onto a different gear piece.

    Successful enhancements consume the accumulated failstacks and the required Haven Credits. Salvaging enhanced gear returns 75% of the total enhancement cost in Components and Haven Credits.Existing gear is converted to +0, while existing save data is updated to grant Components based on completed-contract history and Reputation.Current base-stat multipliers from +1 to +15:×1.5, ×2, ×2.5, ×3, ×3.5, ×4, ×4.5, ×5, ×5.5, ×6, ×6.5, ×7.5, ×12, ×20, ×30

  • Gear Calibration:

    Spend Alloy, the currency previously used for Gear Fusion, to reroll a gear piece’s base stat types and values.Calibration can produce stronger, weaker, or simply different stat rolls.
    The Cyberforging facility’s passive skill affects the strength of newly calibrated stats.
    Gear rarity, enhancement level, invested resources, and failstacks are preserved.Calibration cost per roll, based on rarity:N – 3 Alloy per roll
    R – 10 Alloy per roll
    SR – 30 Alloy per roll
    SSR – 90 Alloy per roll

    Example after calibrating the gear shown in the screenshot above:The gear was at enhancement level +8 (base stats ×5), so its adjusted power becomes:

Settings:

  • Added a fullscreen option.

  • Added number-format options: System Default, Decimal Point, and Decimal Comma.

District Accounts:

  • Removed the confirmation dialog when deploying units to District Accounts.

  • District Accounts now provide experience to deployed units. This is why Combat Sim is now obsolete and requires a rework.

Combat Sim:

  • Restored the previous Trait-to-Condition menu, as it was more intuitive.

  • Added “Is Conditioned” and “Is Not Conditioned” filters.

  • Added an ETA for the Combat Sim limit reset.

  • Added a “Remove All” option to Combat Sim.

Operations Board:

  • Added filters for faction, required stat, and the district in which the mission takes place.

  • Improved the player-facing wording for the tagTrait bonus objective.

  • Added tier filtering for tiers unlocked through Reputation progress. This allows players to dispatch low-level Operatives to low-tier missions.*


    * this system will work combined with Auto-Dispatch when used

Squad Selection:

  • Added a visual indicator for units that match the secondary objective.

  • Removed squad presets.

  • Added drag-and-drop reordering for Operatives during Mission Deployment.

Missions:

  • Fixed incorrect encounter risk/reward weighting.

  • Made encounter rewards more intuitive.

Profile Landing Page:

  • Added a UI-size control as the first option players see.


Planned features, in no specific order:* Combat Sim rework
* Endgame activities that build upon the current gameplay loop instead of replacing it
* More random encounters to make the world feel more alive

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In-game event1 Sep 2026Major update preview - bleedingedgetestA note to current players that want to try out the preview This update changes and rebalances many core mechanics. Because these systems interact in complex ways, some parts of the game may feel unusually difficult, too generous, or otherwise unbalanced until more testing and tuning are completed. Before trying the preview, please back up your current save by either clicking "Export" and manual…Game update23 Aug 2026Hotfix V 0.4.7603Core - Added manual backups management in settings and profile selection screen Loadout - Added a way to browse previous/next operative while in the gear screen via pressing new UI buttons ( keyboard A,D,Left,Right keys also works ) Inventory - Added quick-salvage system players can set up their quick-salvage settings based on Rarity, Gear type, Equip Status. players can also specify a minimum…Community21 Aug 2026Development Update – Mission Rework, Story Plans & Save WarningDevelopment Update – Mission Rework, Story Plans & Save Warning Hello everyone, Just a small development update. I am planning a rework of the game's basic mission loop so that it's easier to expand it into more end-game activities in the future. Given the results of the recent discord poll, I also want to spend more time refining the upcoming storylines instead of simply rushing out an unpolis…