Clickonomy · public · first seen
This is an exciting update for Clickonomy. Last week, I shared some gameplay on social media showing the reworked recycling and selling mechanics, but they have changed radically since then, and I've made big decisions about the core gameplay. The game was always meant to be a chill, minimalist point & click experience, but I realized the day-one version was pulling in too many directions at once. Everything should now feel more focused and less confusing. The heart of the experience should be the discoveries you make and the money you earn from them. So this update brings 6 major reworks — this wasn't supposed to happen all in one update, but here we are.WARNING: Because of the number of major changes in this update, saves from previous versions are no longer compatible. The game will automatically start a new save if your existing one comes from an older version.Now, on to the update!
Weather
A planet doesn't feel alive without changes in the atmosphere, so here's a first step toward a bigger Seasons update, coming closer to 1.0.
Added a new weather system
Rain and storms can occur randomly
Ground, water, grass and resources are visually affected
Wind picks up in bad weather and pushes loose pieces around
Added variable clouds
Added lightning during storms
Lightning can randomly strike and destroy any resource
Added variation to the wind in the grass
Core gameplay
Since the primary goal has always been for the game to feel simple and minimalist, I felt the containers were too confusing for most players. Even though showing the inventory in a more organic way was a deliberate design choice, I think it missed the mark of what the game is supposed to be. These changes remove placeable objects entirely: both containers and the gem collection box.
Removed containers
Removed the grab mechanic
Collected resources now go directly into a Resource vault, on the left side of the scanner (replacing guides — see below)
The vault can hold up to 16 different resources
There is no limit on how much of each resource you can hold
Removed the Grab perk
Removed the Container perk
Recycling rework
The recycling mechanic, with its giant vacuum coming down, felt out of place. It was a fun, original idea, but it was ultimately underwhelming to use and took up too much of the gameplay loop. It's now a much simpler mechanic, done directly where your collected resources are stored.
Removed the recycler
Removed the recycling multiplier
Removed the recycler's landscape-damaging bursts
Recycling is now done directly from the Resource vault
Hold left click on a resource to recycle it into energy
A progress bar shows how much of that vault slot has been recycled
Selling rework
Following the core gameplay and recycling changes, selling resources has never been more satisfying. This is actually how selling worked in the early days of development, and it leans much closer to an incremental/clicker experience. It should be both addictive and simple.
Selling is now a clicker experience, inspired by how the recycler used to work:
Each click on a resource sells one batch (its size depends on your tool's Rate)
Money earned is now displayed at the top of the scanner
A new multiplier with a selling progress bar activates once you start selling
The multiplier applies to the selling price of every resource
Each resource sold fills the selling progress bar, and more valuable resources fill it faster
When the bar fills, the multiplier doubles
The multiplier resets a few seconds after your last sale
Added a sound when selling a resource, pitched according to the progress of the selling bar
Tutorial rework
We're not done with the reworks. The number one issue at launch was helping players feel part of this world and know what to do. I've reworked a large part of the tutorial, and it should now be straightforward and simple.
Guides have been removed from the scanner
Guides are now anchored to the world and to objects, depending on your progress
New guides appear with a radial animation
Guides keep a permanent marker until completed
Guides now have a progress bar
Gem collection rework
Another step toward simplicity: like resources, the gems you own are now displayed inside the scanner.
Removed the gem collection box
Owned gems are now shown in the Gem vault, on the right side of the scanner (replacing orders — see below)
Gems are displayed in 3D
Progression rework
The other major issue was the lack of any sense of progression. That's completely different now: you progress through the scans you make, with a clear progress bar and tiers that grant tool rewards (letting you collect new resource types, for example). Everything has been rebalanced for smooth levelling and a steady unlock of new resource types.
Removed orders
Progression now comes solely from your discoveries
The Codex has been merged into the scanner
Hover over the bottom part of the scanner to reveal the Codex
Scanning an already-known resource (or obtaining an already-discovered gem) advances that resource's mastery
There are 5 tiers: 1. Analysis, 2. Study, 3. Research, 4. Expertise, 5. Mastery
Reaching a tier rewards you with a new tool head or handle
The rarer the resource, the fewer scans each tier requires
The Codex and scanner now display mastery progression
In the Codex, hovering over an unknown resource reveals its rarity
Hovering over a known resource shows both its rarity and mastery progression
Hovering over a known perk shows a short description
Hovering over a known gem shows its rarity and mastery progression
Hovering over a known tool shows its energy consumption and the bonuses it provides
Performance
Overall performance and loading times have improved dramatically. In my own measurements, a fresh first launch went from 3 minutes of loading and shader compilation down to 30 seconds, and only a few seconds on subsequent launches. The framerate is also far more stable when moving around the planet.
Shaders now compile during the loading screen instead of causing a long freeze at the start of the intro
Faster loading overall, and significantly faster on subsequent launches
Camera movement around the planet is now smooth and consistent at any framerate
Fewer stutters while navigating the planet
Optimised terrain and grass shaders
Reduced CPU and memory usage at startup
Global illumination is now disabled on Standard and Low quality settings for performance (still enabled on Extreme)
Windows & Linux: textures load faster and use less video memory
macOS: new installs now default to MetalFX temporal upscaling and standard VSync
Engine
Updated from Godot 4.7 to 4.7.2
Controls
Contextual main controls are now shown next to the cursor, on its left
Other controls are still shown at the bottom of the screen
New content
Added a new tool handle effect, X-Ray, which reveals unscanned resources while scanning
VFX
Improved the smoke VFX on destruction
Improved the dust particle VFX
Quality of life
Added a new UI animation when gaining money and leaves
Adjusted the timing of the looting sound
Added a new UI animation when spending money
Improved the cursor text animations
Made the scanner animation smoother
Added a rarity icon and colour to toolbox items
Toolbox item tooltips now show energy consumption, type and/or bonuses
Tool parts now have an outline coloured by rarity
Added a rarity icon to unknown resources
Added a rarity icon to gems
Added a rarity icon to contextual cursor texts where relevant
Scanned resources now stay highlighted
Added a new UI and animation when obtaining a new tool part
Added a new UI animation when discovering something
Added a "Skip guide" checkbox to the welcome message
Bug fixes
Fixed spamming the scanner breaking the zoom
Fixed scanning a fruit resource also marking its plant base as scanned
Other
Renamed "gemstone" to "geode" to avoid confusion
Added a mention of the Codex to the welcome message
Added a mention of the Codex to the help section walkthrough
Changed the scanner sound when scanning a resource
Changed the planet intro animation
Changed the overview animation when starting a new game
Money, energy and leaves are now gained directly, with no more picking items up from the ground
Enabled MSAA when Bilinear scaling is on
Localization
Added French, selectable in the game's Steam properties
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3284801 | 2853024867557714288 | 7970162361570665501 |
| 3284802 | 6924642949247614870 | 1424436834720337164 |
| 3284803 | 616057831661379627 | 5202609269720836084 |