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Update notes via Steam Community

The Big Rebalance

It's been about two and a half months since the demo update, and this one touches almost every number in the game. The short version: the first prestige comes way sooner, the numbers are smaller and easier to read, every upgrade tells you exactly what it does, and the game loads and runs a lot faster.

It's a big one, so the important part first.

Your save

  • Your save carries over and converts itself the first time you load. Cubes, prices and prestige points are all on a new, smaller scale, so the numbers will look very different, but you keep your place in the game.

  • Your next prestige pays a full reward, so an old record can't leave you stuck earning nothing.

  • Removed prestige, NG+ and garden upgrades are refunded.

  • The late game went from 101 generators to 81. If you owned one of the 20 that were cut, it's gone (no refund, sorry). The ones that stayed were re-spaced, so a new generator shows up at a steady pace instead of every few seconds.

  • Astral tiers above 5 are set to 5, the new max (see Astral below).

Faster, cleaner progression

  • The first prestige takes about an hour instead of almost three.

  • The whole economy was compressed. The last generator used to cost 1e210, now it's 1e94. Upgrades and bonuses actually move the needle now instead of being rounding errors.

  • Generators pay for themselves faster. Each unit costs 1.6x the last one (it was up to 1.7x), and generator output was hand-tuned across the mid and late game.

  • No more hidden bonuses. The invisible +30% "diversity bonus", the Harmony system and the secret x1.5 for 10 minutes after every prestige are gone. What you see is what you get.

  • The upgrade pool went from 735 to 599. Near-duplicates were merged, useless ones cut, and dozens of new upgrades do something other than "+X% CPS" (cost cuts, overclock, clicks).

  • Every generator has its own Combo Upgrade again.

  • Upgrades say what they really do. Hundreds of descriptions quoted numbers that weren't true. They now read their numbers straight from the game, in all 13 languages, and every upgrade card shows a number for every effect.

  • "Upgrades cost X% less" upgrades finally work. 16 of them were doing nothing.

  • Category Boost buys the right generators. Generators are grouped in blocks of 10 again (plus the Pinnacle), so "Buy + Boost" no longer buys the next group's generators.

Clicking

  • Every click earns 2.5% of your CPS, so clicking is worth it for the whole game, not just the first minutes.

  • Flat click upgrades are much stronger in the mid game and taper off late, so one click doesn't beat 100x your CPS any more.

  • Combo and crits now boost clicks only (they used to leak into CPS). The "x2" under the cube now really doubles your click (it was paying x1.5).

  • Crits are a quarter weaker across the board, to keep them in line with the stronger normal clicks.

  • Overclock boosts your clicks too, not just production.

  • Floating click numbers are bigger, rise faster, and up to 24 can be on screen.

Prestige

  • Prestige points are on a readable scale: upgrades cost 1 to about 28K instead of 23 to 14.7 million. Every price is different and prices rise along each branch.

  • Deeper runs pay more. Three hidden penalties that shrank your points the more you had already earned are gone, and a repeat run can now pay up to 75% (was 35%).

  • Points count up live during the prestige cooldown instead of freezing and then jumping.

  • Every prestige upgrade was checked. Click upgrades now boost your whole click (they did almost nothing after the first minutes), and cards show the value you actually get.

  • New clicking upgrades for crits, combo and click power.

  • Three minigame prestige upgrades that did nothing at all were removed and refunded.

  • The prestige page and the "Prestige Complete" summary were rebuilt in the new frame style, and the reset no longer has a few seconds of dead air.

NG+

  • A simpler tree. Upgrades that were broken or useless are gone (refunded). The procedural upgrades live in the tree now and can be bought forever. The side panel and tabs are gone, so the tree fills the page.

  • Costs are between 50 and 300 NGPP.

  • Requirements: the first NG+ needs 700% completion, and the endless cycle starts at cycle 4 (was 6) at 2700% (was 3600%).

  • NG+ keeps the cheaper half of your regular upgrades.

  • Completed generators carry over, still hidden and still producing, and the first generator after them starts with 1 unit so a new cycle can get going.

  • The passive NG+ CPS bonus is x10 (was x60), so prestige and NG+ upgrades matter more.

  • The Start button only shows once you meet the completion %, and the panel no longer rounds "almost there" into looking done.

Astral Boost

  • Max tier is 5 (was 10). The curve was stretched, not cut: tier 5 pays what tier 7 used to.

  • Completed generators keep producing. Maxing a generator used to leave it at 0 units. It now keeps 10 units and keeps earning, with every CPS bonus still applying.

  • The first boost needs exactly 20 units on every generator, and later boosts are an even grind instead of a cliff.

  • Astral Overflow potion reworked: it now boosts your astral generators (it used to inflate prestige points). It only drops once you've boosted something.

  • New animated pixel-art Astral button.


Cards, potions and Overclock

  • No card can wipe your cubes any more. Cube Sacrifice and Risky Bet get a normal penalty instead.

  • Cards recharge in 60 s (was 120 s), and penalties are half as long. Small cards have a 30 s penalty.

  • The biggest card bonuses were toned down, and rare/legendary cards scale a bit less.

  • Potions: Time Skip gives 15 s / 45 s / 2 min / 5 min (it went up to 4 hours). The top-tier potions are weaker and shorter. Two potions of the same type now add up instead of multiplying.

  • Potion drops: every 5 / 3 / 2 minutes depending on your NG+ cycle, +1 minute for each potion you're holding.

  • Overclock climbs much faster, but its top multiplier is lower (x29 → x16).

  • The "Bonus saved you X" popup is honest now: it waits until your last bonus ends, says which one it was, and counts what you really earned.

  • Hover your CPS or CPC to see active penalties and how long they last.


Offline

  • Offline progress lasts up to 8 hours (was 1.5). A closed game earns 25% of your production, so a night away pays much more than before.

  • A minimized game earns full production (without boosts) for up to 8 hours and pays it all at once when you come back, instead of lagging through the gap.

Garden and Mastery

  • Garden: Auto-Water, Green Thumb and Pest Resistance were removed (refunded), and the other garden upgrades are half price. Timers use one clean m:ss format, and the plot countdown no longer runs fast when you have growth mastery.

  • Mastery has 4 attributes (Resonance was removed, points come back on their own). Each attribute has its own colour, mastery points are whole numbers, and the mastery bar shows real progress ("82%") and the real bonus.


Look and feel

  • New fonts everywhere. The UI isn't all monospace any more, headings have a proper display font, and there are pixel accents. Chinese, Japanese and Korean get real fonts for the first time, and Russian no longer falls back to a random system font.

  • One shared frame style for cards, panels, prestige and mastery, and one colour per upgrade category.

  • Tutorials rewritten in a jokier voice in all 13 languages. The panel glides with the spotlight and stays up long enough to read.

  • A photosensitivity warning now shows once per session at startup.

  • Way fewer popups: the "now available", milestone, overclock-expired, Buy All and prestige toasts are gone, and decorative emoji were stripped from UI text.

  • The game opens in a 1600x900 window. Press F11 for fullscreen.

  • Language screen has a twinkling starfield. Flags were removed.

  • Generator group headers stay at the top while you scroll, and the old Help window was removed (the tutorials cover it).

  • Quieter achievement sound, the card/potion music is half as loud, and the Cube Blaster minigame has a brand-new original theme.


Performance

  • Late-game saves load in about 0.4 s (was over 2 s).

  • The cube is no longer capped at 60 fps: it runs at your monitor's refresh rate.

  • About 115 MB of unused audio was removed, so the download is much smaller.

  • Opening Prestige no longer freezes for ~3 s, and coming back to the game takes under a second (was about 3 s).

  • The HUD and scrolling panels no longer repaint every frame while idle.

  • The game now starts on PCs without WebGL (old GPUs, virtual machines, remote desktop).

Bug fixes

  • Counters could freeze for the rest of the session.

  • Page changes (Prestige, NG+) now fade instead of hard-cutting.

  • The auto-buyer could stall on generators it couldn't afford. It's now one auto-buyer for upgrades AND generators, with a priority you choose, and speeds of 0.5 / 1 / 2 / 5 s.

  • Generator cards flickering by x1.5 after a prestige.

  • Late-game numbers could show the wrong exponent (1.4e214 shown as 1.4e210).

  • Active potions lost part of their time on reload.

  • Seven sound files that never loaded.

  • Clipped text on Chinese/Japanese/Korean minigame cards and on Polish/Spanish/Russian garden buttons.

Removed

  • Challenges and the victory screen (completion milestones stay).

  • Harmony, the diversity bonus, and the prestige quick-start bonus.

  • The Kinetic Capacitor upgrade (it made you worse off than not buying it).

  • The auto-buyer's bulk quantity and cube reserve.

Steam achievements

  • Six "play minigame X for the first time" achievements have new goals: first prestige, 100 garden harvests, 10 prestige upgrades, 1,000 garden coins earned, planting a Strawberry, and holding 1e16 cubes at once. If you already unlocked them, you keep them.

  • The Max Astral achievements now need tier 5.

Thanks for playing.

-Jabran

Windows Depot 3722891
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