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Just a Clicker GameNewsJust a Clicker Game Log #2
Community

Just a Clicker Game Log #2

Just a Clicker Game · published 27 Sep 2026, 19:22 UTC

All newsPlayers around this dateRead on Steam

Hello my future operators,

If you'd rather view updates in a short, here it is:

This week in my life trying to make this game not suck (and this week was rather productive so this is a lot), starting with Big Updates:

  • Worked out a custom soundtrack that includes background music for all stages of gameplay and events, as well as sound effects

  • Changed the way CPU and GPU is used to cut down a third of usage

  • Prestige nodes cost more to prevent the game being finished too quickly and the tree being maxed out first time

  • Reorganized menus and changed layout of select panels

  • Finally integrated the companion that was planned for literally ages

  • Revamped the 3D street view to be more aesthetic and to have easter egg operations

Quality of Life:

  • Fake crash is a real scare: covers all, stops all, stutters the music, then confesses.

  • Save loading covered by a load screen instead of a nav-bar flash.

  • Offline report fits in four lines: how long, how much, how efficient, COLLECT.

  • Rounder corners everywhere; instability stops squaring them.

  • Title screen drifts your own numbers behind the logo; tagline gone.

  • Corner widgets share one dock and explain themselves on hover.

  • Shop side systems fold behind one bar; items come first.

  • Lucky Pulse rides FRENZY combos with the hex glyph, never a gold coin.

  • Every panel keeps a steady corner ✕, windows mode or not.

  • Era label reads ERA ⬡ EARLY GRID with the ladder in its tooltip.

  • FULL EXPERIENCE warns effects build; CRT visible from frame one.

  • SIGNALS ranking gone (owner-directed); raw output, unit price and teaser kept.

  • Side systems capped at 42% of the shop window, scrolling inside themselves.

  • Exit to OS closes with a CRT collapse after the save, not a vanishing window.

  • Game asks in its own dialog: exit, overwrite, rename, then all twelve pop-ups.

  • Calmer title background: traces fade, rings wander, logo unboxed.

  • Dialogs fade out on close; Reduced Motion keeps them instant.

  • Last 21 colour emoji drawn as the game's own glyphs in panel colours.

  • Offline threshold stays 5 minutes (decided).

  • Nav bar moves by grip or arrow keys, remembers its place, Home resets.

  • Tribunal is a staged scene: ducks in an arc, lines in bubbles over speakers.

  • Patch Notes browses by version with CHANGE / FIX / QUIRK / NOTE badges.

  • META row hides its empty ADVANCED label until something unlocks.

  • Text size setting: 100 / 115 / 130%, same in every save.

  • Tribunal feather drawn, not emoji.

  • Zero colour emoji in interface chrome; drawn bolt, glyphs and colour-taking symbols.

  • Settings, Patch Notes, Load Game rise-and-fade like the windows.

  • In-game Help accurate: no Analytics ghost, prestige price ×3.8 stated.

  • Settings is four tabs (ACCESS is new) at one fixed height.

  • Achievements open on a category index; MISC holds 82 of 115, warned up front.

  • Category chips named, explained on hover, jump on click.

  • ×10 / ×100 buy exactly that many and reprice instantly.

  • No more phantom top-left ACQUIRED card; first-buy lines live on the bought card.

  • All windows close from one steady top-right ✕.

  • Reduced Motion cross-fades the background in ~0.3s.

  • City window decluttered: no tagline, awareness bar, blueprint buttons, zoom button or map labels; compass reads MAINS IN ◀.

  • Shop "?" and City "?" open their guides inside their own panels.

  • Windows resize from all corners; open windows survive reloads.

  • Combo rides under ACQUIRE, smaller number, readable subtext.

  • Auto-Assist states its deal (+50% base until next click) and its payout.

  • New Game choices show real glyphs on a calm, motionless screen.

  • Locked achievements readable (contrast 1.6 → 7.9); icons still grey out.

  • Settings tab strip lost its uncolourable emoji.

  • Shop and city headers match the other fourteen panels; side mechanics fold, nothing hides.

  • Last three panel-title emoji drawn properly.

  • Late-game legibility: widgets lanelled, column capped, five worst overlaps gone, nothing deleted.

Accessibility:

  • Settings tabs announced properly with arrow/Home/End travel and focus return.

  • Locked achievement secrets no longer leak through alt text and filenames.

  • Pre-boot gate labels exactly the one preference it writes, computed live.

  • Six panels announce real names, not internal ids; stale map fixed both ways.

  • Narrator only announces ids with real overlays; toggles aren't "panels."

  • Reviewing the pre-boot gate from Settings can't start a new game by accident.

Bugs Fixed:

  • Achievements panel bonus corrected: it printed double the real +0.5%-each rate.

  • Prestige achievement GO → buttons work; they pointed at a renamed-away panel.

  • Unlocked count and category headers agree again (31 vs 28).

  • Settings tabs fit the screen and the dialog keeps one height.

  • Calm Mode remembers itself across reloads.

  • Low Graphics switch and effect agree; no more double-click to turn off.

  • City power readout no longer prints seventeen-digit percentages.

  • Both broken UI-corruption targets fire.

  • Particle Density buttons sit on one line again.

  • Viewport readout is live instead of a stale `0 × 0 · NaN:1` snapshot.

  • NULL interrogation is properly budgeted in the event queue (100, not 20).

  • ⛔ Keyboard players can press ACQUIRE: all five activation paths work.

  • Notification column no longer paints itself over the title screen.

  • ⛔⛔ Shop item list reclaimed: 148px → 299px of visible items.

  • City header slimmed: building list 76px → 151px.

  • Every panel's ✕ sits in the top-right corner where it stays.

  • Quitting mid-intro no longer leaves a dead main menu. Help page save-slot count reads from the game (10, not "up to 20")

  • ⛔⛔ NEW GAME works from the title screen again, with its loading screen.

  • First story transmission waits for your click and a running generator.

  • Day is brighter than night now, as advertised.

  • Lucky Pulse spawns beside the button and its flash names the amount.

  • ⛔ Quitting to menu no longer strips the nav bar from every later save.

  • ⛔ Loading a save stops re-paying the +15% REALITY ECHO (and five other repeats).

  • Loading a save plays that save's music era, not the last one's.

  • Schism from a late save no longer leaks into the next save.

  • Overseer-Chan speaks her lines instead of her source code, and survives quits.

  • Last 12 browser pop-ups are the game's own dialog; dismissing means no.

  • One Escape closes one window, front first.

  • Offline report reads the real absence length, not "a brief absence."

  • Snapped windows remember their pre-snap size; dragging restores it under your pointer.

  • Windows snap at the edge (10px), not anywhere near it.

  • Controller bumpers skip the motion toggle and cycle panels.

  • Tribunal timer runs from game start, not app launch.

  • Offline pays from 5 minutes away, not 30 seconds.

  • Archive and NULL are normal movable windows with a fixed scrolling output.

  • Throughput chart drawn at display size, no more grain.

  • Patch Notes opens above the Escape menu.

  • Stats TOTALS numbers follow the live game.

  • Pause menu puts your windows back when it closes.

  • MEDUSA and THE MACHINE appear when they unlock.

  • Seal hint names the item to buy instead of "need 0 more."

  • Stats milestone buttons land on real panels; new check guards every GO → in the game.

  • ⛔ City roads no longer run through buildings: 0 plots on roads across 40 maps.

  • City walkers follow the drawn streets: 0 of 144 steps through buildings, same PP rate.

  • Notifications, duck, birds and storm orbs draw under open windows now.

  • Buying flashes the card you bought from.

  • Museum is a normal window with a close button.

  • Colour key and compass no longer overlap.

  • New Game warning icon fades into its panel.

  • ⛔ Achievement "permanent" bonuses survive prestige now.

  • 50-achievement combo upgrade holds instead of lasting under a second.

  • Mastery tooltip says +0.5%, matching what the game pays.

  • Settings centred at every size.

  • Load Game fits its slots; all ten show on tall screens.

  • Title screen gets the in-game tooltips, not the browser grey box.

  • Menu music returns after quitting to title.

  • Hover tick softened from harsh hiss (−1.1 dBFS) to soft tick (−18 dBFS); no more doubled or clipping UI sounds.

  • Offline reports close only themselves; quitting takes the report with it.

  • Echo Probe hides again for saves below first prestige.

  • Fake RAM-lag widget removed; its cost is honest, legible and clearable.

  • Firewall Entity beatable on Steam via the in-game inspector (F12 / right-click).

  • Notification icons no longer split emoji into "�".

  • High-click saves load on the right button stage.

  • Shop blur removed (it was the crying spore, unexplained).

  • Event Loadout rows are real keyboard buttons.

  • ⛔ Quitting mid-transmission no longer breaks every later game in the session.

  • Title shooting stars tilt and fly both ways.

  • Rename Slot works in the desktop game via the in-game dialog.

  • Title screen shows only title-screen things; duck timers stop on quit.

  • ⛔ Steam build boots: missing packaged file restored, uploader gated on a live boot.

  • ⛔ NULL interrogation exits on Escape; silence costs +20% instability.

  • Boss and Ransom wait their turn in the event queue.

  • Auto-Breach Firewall actually defeats bosses now.

  • Interface sounds levelled to spec (up to 19 dB over, now on-tier).

  • Surveillance policy pays what its button says (EPS 1.05 → 0.95).

  • Sound-off stays sound-off from launch; the ending restores your setting.

That's it for now, that was a lot of copy-pasting and formatting. Hope y'all enjoyed it I guess.

See you next week,

Your (hopefully) favorite squishy fox


(I just realised how weird that sounds... oh well too late now)

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