Here's the roadmap ### New
- **Build Config**: prestige points now buy permanent *compilation flags* that survive every prestige. Six flags compete for five slots, so something is always left on the table
- **Shop drag-purchase (Machine)**: components drag from the palette straight onto an empty cell, into a storage container (or its open panel), or onto a level-1 twin as an instant merge — the drag ghost is the real cube, and purchases pay the same scaled price as the buy button.
- **Factory progress bar**: factories show the same cycle bar as he garbage collector a bar stuck at full reads as "blocked" (no power, or grid full).
- **Project codenames**: projects are named "recursive allocator"-style instead of "*language* Project *n*" (which repeated the LV tag sitting next to it); the language moved to its own header tag.
- **Storage panels QoL**: several storage panels can be open at once (stacked on either side of the grid), grid cubes can be dropped anywhere on an open panel, storages take color markers, and panels only close via their X.
### Balance
- **Compiler doubles per level**: 2^(level−1) instead of +20%/level — merging two compilers is now output-neutral instead of a 40% loss (the most-requested change on Discord). Compiler only: every other component keeps the linear curve, so the merge-vs-spread decision survives everywhere else.
- **Stored cubes count toward prices**: component costs (and the compiler's %-of-bits) now count cubes inside storage containers, not just the grid — parking spares in storage no longer discounts the shop. Prices can jump on first load for players who used the trick; that is the fix working, not a bug.
- **Garbage collector multi-merge**: one extra pair per activation every 10 levels (each merge pays its own energy), shown in its tooltip.
### Fixes
- **Instant project chaining**: the maxed upload upgrade still left a 307 ms floor between projects (4000 × 0.95^50 never reaches zero); at max level the next project now launches synchronously, and already-maxed saves are migrated.
- **Bulk upgrade buys**: ×10/×100/MAX purchases apply in a single state update instead of N sequential ones — no more frame drop on big post-prestige catch-ups.
- **Theme names**: localized and aligned with the Steam DLC store nomenclature.
- **CR achievement descriptions on Steam**: resynced to the Merge Queue Defense wording.
- **Project header alignment**: the LV tag no longer floats off the title's optical center (window + screen headers, theme B).