
The effort to make this game better continues.This is a quick patch for fixing Stage 10 and other stuff that made the game less enjoyable.
Since I skipped sleeping, I have also added all the recent feedback and bug reports fixes!
GLOBAL
Added: Peeked secret achievements now remain revealed after restarting the game.
Changed: The Story interface now uses the same settings cog button as the main menu.
Fixed Bug: The Assault Low Detail and Fog Memory settings no longer show their On/Off state twice.
MAIN MENU
Changed: Launching the game now opens the main menu so you can pick Story or Continuum, instead of dropping you straight into your last mode. (Tabbing out or losing focus is unaffected.)
AUTOMATION
Added: Optional Classic High Yield automation mode. Toggle "Algorithm: Classic/Optimized" in the High Yield dropdown to use the older weighted distribution.
Added: Fill Bottom-Up PIP AI mode. Concentrates pips on the lowest-tier unfilled tanks and automatically moves up a tier as each one tops off.
STAGE 3
Fixed Bug: Auto-Explore and Auto-Stabilize now work correctly in the Fractured Void for returning players and recover automatically from invalid automation timers in older saves.
STAGE 4
Fixed Bug: Landmark Assaults now preserve explored hexes across browser reloads, recover visibility correctly from older assault saves, and no longer leave destroyed towers as invisible blockers.
Fixed Bug: Switching to a different Realm no longer crashes when a landmark from the previous Realm was still selected.
STAGE 8
Fixed Bug: Applying a saved PIP template in Stage 8+ no longer wastes points on the now-infinite basic generators.
STAGE 9
Added: Auto-Convert Attributes to Origin Essence. A toggle in the Collision Chamber (Stage 9+) turns your leftover synthesized attributes into OE.
Fixed Bug: Importing a Stage 9 save now properly loads its Stage 9 progress instead of showing a blank screen or keeping the old data.
Fixed Bug: Stage 9 no longer crashes when viewing an already-built structure in the rings.
Fixed Bug: The Expansion Pulse could be greyed out and unpressable on older saves that finished Act 3 before the expansion phase existed.
VOID DIVE
Balance: Realm Dive now costs 50% of the Pristine Infusion price (up from 5%).
Added: Void Dives can now be launched at 1x-5x run speed. Each speed level above 1x costs 10,000 Null Essence per launch, accelerating the entire dive while preserving its gameplay balance.
Added: Void Dive rewards that exceed your Null Essence cap are now banked as surplus and can be spent on Void Dive upgrades from the results screen, instead of being lost.
Fixed Bug: Void Dive menus and the minigame no longer render underneath the production tank visuals.
VOID HUNT
Added: Chaos Dampener, a permanent upgrade that lowers the chaos count by 5% per level (up to -25%) to help push through the high-level density wall.
Added: Pulse Suppression, a permanent upgrade that extends the Pulse's chaos respawn lock by 2s per level (up to +10s over the base 6s).
Thank you again for all the feedback, bug reports, and patience while I continue improving Project Chromata.
Don't forget to join the Discord to share your progress, report issues, and help shape the next updates!