Hello my future operators,
As always: the shorts form:
Another week, another update. This week, a lot of new elements or refined elements were brought in, which I feel really pulls the game together. We'll start with some bigger updates:
It rains ducks! Finally, something that I have wanted for ages. Ducks fall all game, more with income: about 3/s brings the first; 26 at 100,000; 95 at a trillion; 340 at BEYOND on 1080p.
The bosses fight back - kinda, this is still ongoing. We introduced bosses at automated time intervals pretty early on, then I completely forgot about it and this was the first week that I started work on it.
Reworked the scene at the end of the game, fittingly called "The End" scene.
A smaller update compared to those: Achievements no longer give bonuses such as bonus EPS.
Updated a long ago forgotten feature that had Patch Notes in-game, they are now all updated and UI is updated as well.
Quality of Life Fixes:
Music 11 dB quieter, effects 4 dB louder, with Music and Effects sliders in Settings.
The Achievements category index is rounder: tile, pill chips, progress bar.
The words behind the title rise clearly at twice the brightness, with your own save's numbers.
The offline report goes up first, while the loading screen still covers the board.
The late-game left column folds its four data cards: 725px → 380px.
Core Binding and the Compiler open their guide the first time; a "?" brings it back.
The physics chamber is back: 46 particles in the Physics Editor drift to your pointer.
The Archive's prompt sits at the bottom like a terminal; notifications wait while it is open.
The game window has no title bar; a thin strip along the top moves it.
Mega Projects shows each project's art at size and the projects ahead as sealed plates.
City heat shows as a ring and a figure on the hot building; no frames, no leftover outline.
Street View plays music while it loads; Escape leaves from anywhere; the back button says ESC.
The People Points tab: five groups, cheapest first, balance on top, finished upgrades folded.
The Generator Network chat gives each generator its own larger line and counts toward a strike.
Achievements announce in the bottom-right corner, like Steam's.
Load Game lists your saves and one line for the free slots.
The simulation notice is a wide card with its two choices side by side.
The Prestige panel grows a living neural tree that names your eleven branches.
The Prestige panel is simpler: PAY & PRESTIGE is its own button, the pay page shows four figures instead of seven.
CONTINUE on the title offers your most recent save every launch.
Shop clutter gone: NEXT UP, "+N/s if bought" and the NEXT UNLOCK footer.
The shop guide is a centred pop-up, and the "?" sits beside the ✕.
Windows resize from any edge, with nothing drawn in the corners.
Dialogs lost their square corner marks.
The Echo Probe has its own PROBE tab in THE EXCHANGE.
The Escape menu is smaller (860 × 972 → 620 × 465 px), with lighter text.
The fake CAPTCHA draws its pictures, reCAPTCHA style, with your shop art.
One Save button, in the Escape menu, and it carries the save easter egg now.
Settings → About This Game carries the AI disclosure, word for word.
Bugs Fixed:
The terminal's secret commands no longer throw an error; their achievements arrive at once.
City Nexus Bind adds its +25% adjacency once instead of running it to the ceiling.
The Core Binding preview shows what binding will really do.
The fallen energy counter and its button lie under open windows.
Every Compiler spell lists each aura that changes it.
Four aura descriptions now say what the auras do.
City heat, adjacency hints and the purchase flash sit on the building's own plot.
Dead pixels are permanent across reloads and prestige.
Legacy Points can be spent any time; the tree opens on its own and a node is permanent at once.
The prestige page is centred, above the notifications, every line 4.5:1 or better.
Shop items light up the moment you can afford them.
City heat counts playing time, not hours the game was closed.
Windows stop at 1.6× their normal size and at the screen edge.
The home buttons' inner outline is a whole line, not four corners.
The ending shows in its own typewriter font.
The music keeps playing while the window is hidden.
The corner companion is only ever the shrouded figure in play; the duck appears inside The End alone.
Quitting to the title no longer gives away what the duck is.
The duck comes back after continuing past the ending.
The controls list matches the game: dead keys gone, bulk-buy keys and a controller section added.
NEW GAME asks for a name first.
Bosses pay seconds of income, not 40%, 20% and 25% of your bank.
The energy counter that falls at 1 quintillion lands beside the nav bar, keeps counting, and a press puts it back.
The background reacts to instability and income, as it was always written to.
A bird pays seconds of income.
Junk Data, System Diagnostics and Intercepted Signals come back fresh after a quit; an unseen meter costs nothing.
A generator strike ends with its run instead of following you into the next save.
Overseer-Chan's last emoji are drawn: her glitch mouth and ✿.
Toggling Sound no longer flashes a sideways scrollbar in Settings.
The stray cyan box in Settings is an ordinary row.
Settings tabs count their own rows.
The STREET VIEW button can no longer go dead.
That's all for this week! We're on track to our March 2027 release, and our goal is to get out demo on Steam by the end of November. (And eventually get around to updating the store page too...)
Your (hopefully) favorite squishy fox