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Pay 2 Win: The World is Mine News

February 26 Patch Notes

[p]Hello bosses! There’s a new update available on Steam. We’ve reworked the missions (tracks visuals etc.). As part of this, players loading in current saves will have their missions removed. To compensate, we will be giving you all a new mission in-game that should get you back up to speed once claimed. We stronglyrecommend starting a new save in order to get early mission rewards (new cap bonus increases, etc), but existing saves will generally remain playable.[/p]
General
  • [p]We've performed heavy game optimizations to various systems in the game. Players should expect vastly reduced resource consumption during play as well as a marked increase to FPS and smoothness. If you still have choppy frames, lag, or otherwise, do let us know! This is an ongoing initiative and we will make further improvements in the future.[/p]
  • [p]Rarity has been reworked. Facilities with less than 5 upgradeable tiers now reflect a higher base rarity.[/p]
  • [p]Updated Glossary[/p]
  • [p]Players now have a chance of upgrading facilities when they roll new ones[/p]
  • [p]Players now have a hidden Luck stat that affects various things in the game[/p]
  • [p]There is now a new cap for both Studio Power and Link Bonus. This cap can be increased over time by completing missions, unlocking them via rewards, and other methods.[/p]
  • [p]Players can now mute the game while it is in the background.[/p]
  • [p]Spellpower has also been capped early game, and can be increased back to its maximum limit of 10 via various methods.[/p]
  • [p]Selecting between Annie and May's choices in scenes 5 and 15 will now guarantee a pack of their type on the next pack unlock[/p]
[p]Note - The game has changed significantly in the past months, and there is now a large amount of new or different information that players need to familiarize themselves with as they progress through the game. Our next update will feature new tutorialization and improved onboarding to help explain many of the concepts in the game. In the meantime, we recommend checking your Glossary for updated information. Thank you![/p]
Content
  • [p]The true ending is now available. Players will need to meet specific hidden requirements in order to unlock the path to the true ending. We recommend checking your Report Card if you need a hint.[/p]
  • [p]Both Annie and May's good endings are now also tied to specific hidden requirements.[/p]
  • [p]A new set of ~100 generalized power up cards have been added to the game. These are alternative options to facilities and can help players hone in on a particular build as they play through the game.[/p]
  • [p]Day/Night Cycle and its associated effects and requirements have now been implemented.[/p]
  • [p]Spellbook Judgment Day has been added to the Planetarium and can now be unlocked with SP.[/p]
  • [p]Facilities can now scale beyond Legendary, based on several hidden factors.[/p]
  • [p]A new set of ~100 missions have been added to the game. Completing many of these will increase the player's studio power, and help further progression at later stages in the game.[/p]
Balance Changes
  • [p]Streamer base Crit Rate up from 10% to 35%[/p]
  • [p]Bank Vault received a slight rework:[/p]
[p]Gain 1 Credit. When this Triggers, Increment Output by 5 + RANK for every active May Facility. This increment can not be reset.[/p]
  • [p]May's Laptop Cooldown increased from 0 to 30s[/p]
  • [p]Talents in the Planetarium have been rebalanced. Supply Drops now cap at 4 SP, down from 10. Most other talents have been reduced in SP cost[/p]
[p]Note: We are watching how the Planetarium interacts with the new mission rewards, as the two systems are relatively interlinked. We will continue to tune down talent costs if necessary, though this should be a big first step toward more affordable talent choices in the mid to late game. We would love feedback on the current numbers and the overall feel.[/p]
  • [p]Pool Table has been reworked:[/p]
[p]Press to Activate: If Day, Standard Facilities in Influence become May Facilities. If Night, Standard Facilities in Influence become Annie Facilities. Gain RANK Credits when an Annie or May Facility Triggers.[/p]
  • [p]Clover has gained Rank scaling and has been slightly reworked:[/p]
[p]On Trigger, Gain 7 Credits and 1 stack of Starlight for RANK seconds.[/p][p]Whenever another Facility Triggers for an odd number of Credits, Gain one stack of Starlight for RANK seconds[/p]
  • [p]Tricks and Tools is now delayed in the player pack unlock flow for smoother progression.[/p]
Audio
  • [p]New sound effects for item upgrades, forge interaction, and more.[/p]
  • [p]Starlight Greatsword has been reworked:[/p]
[p]Press to Activate: Swing the sword to remove all Debuffs. Gain 1 stack of Great Starlight for each Debuff removed this way for 30 seconds.[/p][p]If it is Night, this becomes 300 seconds instead.[/p][p]Note: We mentioned an audio balancing pass would be coming, and is now on schedule for the following patch. Expect smoother audio levels soon![/p]
Visual
  • [p]Mission Panel and associated mission view has been updated[/p]
[p]Note - This is an ongoing update, as the mission panel is so crucial to progression. At present rank labels and a few other visual kinks are in the mission panel, we expect to resolve these by next patch.[/p]
  • [p]Current spellpower visual has been updated for better clarity[/p]
  • [p]New animations have been added in various areas[/p]
Bugfixes
  • [p]Fixed issue with Fancy Couch not applying rank updates[/p]
  • [p]Fixed issue with Dartboard output[/p]
  • [p]Fixed scaling and description of Mini-Fridge[/p]
  • [p]Aquarium now works with Red Skull[/p]
  • [p]Fixed issue with Red Skull Buff not clearing when upgrading[/p]
  • [p]Removed Magic Caster quest in favor of spellcasting mission track[/p]
  • [p]Fixed issue with Psychologist not seeing certain facilities[/p]
  • [p]Fixed issue with Astrolabe stacking[/p]
  • [p]3D Printer and Swiss Army Knife now add their influenced facility to the item pool when under their influence[/p]
  • [p]Fixed display issue with Roulette[/p]
  • [p]Fixed bug with multiple project managers[/p]
Known Issues
  • [p]In some cases, saved games are incompatible depending on savedata. If you load an old save and cannot access UI panels, you will unfortunately have to restart with a new save. We apologize for the inconvenience![/p]

January 28 Patch Notes

[p]Hello bosses! There’s a new update available on Steam. This is our second foundational patch, and reworks many systems, progressions, flows, and facilities. This is a significant change to both the moment to moment gameplay as well as the overall pacing that places more emphasis on missions and pulling off interesting or unique combos. While there is no specific new feature, the sum of the reworks has significantly changed many elements of the game.[/p][p]In particular, we focused heavily this patch on Annie’s facilities, playstyle, options, and combinations, reworking the spell system, mana regeneration, and related elements. In a future update we hope to do the same with May’s facilities, though we feel she is already in a strong place (May players fret not however - you will still find many updates to her facilities in this patch!)[/p][p]We hope you enjoy.[/p][p][/p]
BUGFIXES
  • [p]Planetarium talents no longer carry between saves[/p]
  • [p]Several issues fixed with Fancy Couch not raising rarity properly[/p]
  • [p]Correct tier art now showing in planetarium for spells[/p]
  • [p]Holding S key while outside of stories no longer skips instantly on story load[/p]
  • [p]Laminator no longer adds 99 rarity[/p]
  • [p]Yellow Sign buff is no longer stackable[/p]
  • [p]Omamori now properly absorbing Debuffs[/p]
  • [p]Swiss Army Knife Limit increase now working properly[/p]
  • [p]Fixed Calculator's base output[/p]
  • [p]Increment tag now working visually[/p]
  • [p]Fixed issue with double stacking the Bathtub debuff[/p]
  • [p]Scratch ticket now benefits from standard facilities when affected by Pool Table[/p]
  • [p]Fixed missions not being clickable sometimes[/p]
  • [p]Cocktail Waitress now only affects facilities that can be bet, spun, or rolled.[/p]
  • [p]Fixed buffs sometimes not placing themselves into the first available slot[/p]
  • [p]Fixed issue with Game Console and Omamori not working together[/p]
  • [p]Finance Chart now works properly with facilities and spells while Idle is active[/p]
  • [p]Fixed display issue where rain is on top of the forge and planetarium[/p]
  • [p]Fixed issue with the game forgetting Annie and May's names if the player has skip story on[/p]
  • [p]Fixed issue with output multipliers sometimes drifting between saves[/p]
  • [p]Fixed visual issue with rarity seemingly resetting on load[/p]
  • [p]Double Motivational Poster now works in Yellow Sign builds[/p]
  • [p]Personal Chef now stacks in Yellow Sign builds[/p]
  • [p]Night Shift no longer stacks beyond 1[/p]
  • [p]Fixed issue with watercooler not tracking its applications properly[/p]
  • [p]Fixed issue with Crit Rate display[/p]
  • [p]Fixed display issue with Fax Machine description[/p]
  • [p]Fixed issue with double watercoolers slowing game speed beyond 1[/p]
  • [p]Fixed issue with night shift and idle giving incorrect output depending on application time[/p]
  • [p]Fixed make a link mission[/p]
  • [p]Tier art now correctly showing in the Grimoire[/p]
  • [p]Fixed issue with watercooler not resetting its Moisturized applications[/p]
  • [p]Links now count properly during game pauses[/p]
  • [p]Improved menu responsiveness[/p]
  • [p]Fixed visual stickyness on tooltips when exiting too quickly to main menu[/p]
[p][/p]
AUDIO
  • [p]New Sounds added[/p]
[p]Note - We are aware of audio imbalance issues and will be performing a balance pass on audio in a future update.[/p][p][/p]
GENERAL
  • [p]Game options are now local to each save rather than global[/p]
  • [p]Updated pack tutorial[/p]
  • [p]Early game progression has been significantly retuned[/p]
  • [p]Item descriptions have improved scaling[/p]
  • [p]Forge now unlocks earlier in progression[/p]
  • [p]Mana bar now has a tooltip showing mana regen and other useful information[/p]
  • [p]Debuffs now have a max stack of 1[/p]
  • [p]Buffs are now tracked separately and have their own timers when stacked[/p]
  • [p]Changed wording in various areas for clarity[/p]
  • [p]Trackers added to various facilities[/p]
  • [p]Haste now stacks additively and Haste effects now increase the duration of remaining Haste when applied.[/p]
[p]Note: This should make haste stacking a pretty good strategy, previous applications of Haste were just overwriting each other - with the new mechanism, you should be able to "build" Haste on various facilities to get them in a semi-permanent Hasted state, which we think opens up some new strategies.[/p][p]content[/p]
  • [p]New Facility - 3D Printer: Increase the Limit of all Influenced Facilies by @.[/p]
[p]Note: As part of our facility redesign pass, multiple copies of facilities should be overall more balanced and work well together, so we feel good about turning this facility on. It's likely there are still some outliers, so do let us know if you find any gamebreaking combos![/p]
  • [p]Several early missions removed in favor of a reworked progression track[/p]
[p][/p]
FACILITY REDESIGNS
[p]The following Facilities have been redesigned or reworked.[/p]
  • [p]Black Cat[/p]
  • [p]Aquarium[/p]
  • [p]Overworked Artist[/p]
  • [p]Guard Dog[/p]
  • [p]ATM[/p]
  • [p]Moody Candles[/p]
  • [p]Bodyguard[/p]
  • [p]Pentacle[/p]
  • [p]Coffee Machine[/p]
  • [p]Magic Wand[/p]
  • [p]Robot Assistant[/p]
  • [p]Sorting Hat[/p]
  • [p]Pool Table[/p]
  • [p]Dreamcatcher[/p]
  • [p]Tarot Deck[/p]
  • [p]Streamer[/p]
  • [p]Mini-Fridge[/p]
  • [p]Bubble Pipe[/p]
  • [p]Cocktail Waitress[/p]
  • [p]Sales Associate[/p]
  • [p]Project Manager[/p]
  • [p]Gachapon[/p]
  • [p]The Printer[/p]
  • [p]Pizza Box[/p]
  • [p]Idea Guy[/p]
  • [p]Coin Flipper[/p]
  • [p]Philosopher's Stone[/p]
  • [p]Ninja Stars[/p]
  • [p]Magic Lotus[/p]
  • [p]Calendar[/p]
  • [p]Astrolabe[/p]
  • [p]Loaded Dice[/p]
  • [p]Metronome[/p]
  • [p]Cooling Fans[/p]
[p]Note - Some facilities now mention Day and Night as requirements or modulators. These descriptions are in preparation for an upcoming patch that will include a Day/Night mechanic.[/p][p][/p]
GRIMOIRE
  • [p]Spells have been reworked.[/p]
  • [p]Mana regen increased[/p]
[p][/p]
BALANCE
  • [p]Calculator now increments every 4 seconds, up from 1[/p]
  • [p]Idle buff now has a max stack of 1[/p]
  • [p]Scratch ticket reduced from 24 hours CPS cap to 1 hour CPS[/p]
[p]Note: Scratch ticket is one of the last facilities left in the game that scales off of your current credits. There is still potential to break progression with this mechanic so we are watching very closely[/p]
  • [p]Red Skull now redesigned to give increasing stacks of its buff, with each granting an 8% output bonus[/p]
  • [p]Golden Chains now increases rarity by 1, down from 2.[/p]
  • [p]Upgrade costs now scale globally[/p]
  • [p]Internet Router can no longer affect itself[/p]
  • [p]Subwoofer can now no longer have its Influence increased[/p]
  • [p]Windmill can no longer affect the same facility twice within an 8 second internal cooldown.[/p]
  • [p]Power Generator now capped to 10s Charge.[/p]
  • [p]Printer cooldown up from 5s to 7s[/p]
[p][/p]
VISUAL
  • [p]Updated credit gain effect[/p]
  • [p]Moved mana bar to bottom of the game view[/p]
  • [p]Updated Spell tooltips[/p]
  • [p]Updated Annie intro art[/p]
  • [p]Updated Annie and May pixel art[/p]
  • [p]Cooldowns now update dynamically in facility details[/p]
  • [p]Implemented new mission toasts on completion[/p]
  • [p]New visual for building new spaces[/p]
  • [p]Further improved visual clarity on The Printer[/p]
[p][/p]
KNOWN ISSUES
  • [p]Enchanted Key does not give proper mutlifires based on rank[/p]
  • [p]Saving and loading while missions are completed does not reload them in the completed state[/p]
  • [p]Psychologist sometimes becomes blind[/p]
  • [p]Upgrading Red Skull makes its buff sticky[/p]

January 14 Patch Notes

[p]Hello bosses! There’s a new update available on Steam.[/p][p][/p][p]As a quick primer, this is not a content patch, but a polish pass. We’ve made various changes to make the experience smoother overall, but have no changes this time around to base game content. We felt the looks and game feel were lagging behind quite a bit, so we spent a patch cycle shoring a few systems up. We will continue to make polish changes, so expect more of this in lighter doses each patch. Nonetheless, balance and fun remains a top focus - for the next patch, we will be focusing on bugfixing, facility redesigns, and further balance passes to continue improving the game.[/p][p][/p][p]An additional note on Steam Deck - we have everything necessary to run the game natively on SD now, but are waiting for a final dependency to be resolved by one of our technology partners. We hope to ship this as soon as possible and get Steam Deck support for players![/p]
Visual
[p][/p]
  • [p]Updated background for improved look and feel.[/p]
  • [p]Reduced chance of rain. Keep your umbrellas at home.[/p]
  • [p]Moved facility themes to the center of the details panel where pack icons used to be. We may revert this change but we’d like to try this layout for now.[/p]
Audio
  • [p]Added over 300 new sounds for facilities. This is our first pass, so audio levels may be somewhat unbalanced. Do let us know your thoughts![/p]
[p][/p]
Balance Changes
[p][/p]
  • [p]Summon Skeletons now gives 30s/2m/5m worth of CPS on cast.[/p]
  • [p]Fancy Couch Influence pattern changed to UP.[/p]
[p]This now makes Fancy Couch a far less effective option relative to more targeted rarity increasers (eg laminator, SAK), but we will be increasing its versatility more with its second effect once we implement future Coin events. For now we are limiting its power, as with the new upgrade scaling costs, rarity increasing effects will go up in value.[/p]
  • [p]Swiss Army Knife influence range reduced from 2 to 1[/p]
  • [p]Gaming chair cooldown reduction changed to RANK*.5 from RANK*1[/p]
  • [p]Game Director rank scaling reduced from RANK/2 to RANK/4[/p]
[p]Another nerf for our beloved Game Director. He's still viable even with the current numbers, so we are further tuning him to allow for Yellow Sign builds to be strong, but not eponymously incomprehensible (we may bump his credit gain to make him better for non duplicate builds). We will keep an eye on this unit for the time being but we feel this should adequately resolve a lot of his abuse cases.[/p]
  • [p]Windmill cooldown increased from 8 to 11[/p]
  • [p]Windmill charge increased from RANK*.5 to RANK*.5+.5[/p]
  • [p]Grandfather clock cooldown reduced from 100 to 80[/p]
  • [p]Psychologist max ranks up from 3 to 5, rank scaling reduced from RANK*1 to RANK/2[/p]
  • [p]Gym rat output scaling up from RANK*10 to RANK*30[/p]
  • [p]Dartboard scaling up from RANK*10 to RANK*50[/p]
  • [p]Ninja stars scaling up from RANK*5 to RANK*35[/p]
  • [p]Critkeeper cooldown down from 1 hour to 10 minutes[/p]
  • [p]Fidget Spinner rank scaling increased from RANK*2 to RANK*4[/p]
  • [p]Revolver Crit Rate up from 0% to 35%[/p]
  • [p]1812 Cannon output up from 300 to 3000[/p]
  • [p]Blue Elixir Cooldown increased from 20 to 240[/p]
  • [p]Red Skull buff increased from RANK*3 to RANK*4[/p]
  • [p]Antique Tea Set max ranks increased to 5, scaling down from RANK*3 to RANK*2[/p]
  • [p]Cocktail Waitress rank scaling changed from RANK*10 to RANK*5[/p]
  • [p]Padlock scaling up from 2+RANK*2 to RANK*30[/p]
[p][/p]
Bugfixes
  • [p]Players should now be able to cast Summon Skeletons with 10 mana again[/p]
  • [p]Fixed issue with some lines being misattributed to May during some scenes[/p]
[p][/p]
Known Issues
  • [p]Many! We currently have ~40 bugs and issues in our tracker ready for fixes. We will be focused on addressing many of these for the next patch.[/p]

Patch Update - Christmas Patch

[p]Hello bosses! There’s a new update available on Steam. This is a foundational patch, so we’ve included several massive reworks and changes to the base flow of the game to improve progression, output inflation, and set the stage for future updates. Additionally, we’ve toned down cooldowns across the board to make the game more intelligible when you have tons of facilities ticking. We highly recommend starting a new save to experience the game from the start. Note that existing saves may also not load, depending on what loadouts you had previously.[/p][p]Also - MERRY CHRISTMAS![/p][p][/p]
Content
[p][/p][p]Missions[/p][p]Over 100 new missions have been added to the game, to better give a structure for players and add more progression beats as they climb levels. We intend to use the mission log even more in the future, so the current crop of new missions are relatively basic (eg, get this many credits, reach this level, etc.) But expect both new missions in future patches as well as new types of missions to keep things interesting and spice up your playthroughs. In the meantime, do let us know how you feel about the new missions![/p][p][/p][p]Output Panel[/p][p]There is now a new Output Panel that can be visible by hovering over the previous ‘link bonus’ (now renamed to Output Bonus) display. We will add tutorial text for this in a future patch, but for now, this will be where players can check their current Output Bonus. Output Bonus is a new variable that takes into account your current active links and then multiplies it by a new variable called ‘Studio Power’. At present, it is impossible to increase Studio Power, but this will be coming along with more difficult missions as a reward for completion.[/p][p]As a note, we are also going to be implementing tooltips on every facility to show your expected output and all contributing sources of output amplification as a result of a cleaner calculation formula. Here’s a sneak peak of what that will look like:[/p][p][/p][p]Floor Unlocks[/p][p]We added some tapping. Enjoy![/p][p][/p][p][/p]
General
[p][/p][p]Renormalization[/p][p]Our renormalization project is well underway, and we have made adjustments to core output systems to combat number inflation in most cases. We have a new standardized formula for all facilities (you will also see some updated facility effects and functionality to fit) that will help with both player clarity and debugging. As a result of this, expect output numbers in the mid game to be vastly reduced. Our aim is to bring down progression to more reasonable levels, while still allowing players to get some crazy builds off if they set their board up the right way. The fun is still in tact - but we are aiming for progression currently to top out around the trillions for now.[/p][p]NOTE that this rework is still ongoing. In the next patch we will update the workshop upgrade system, as currently it is still far too cheap just to get all of your facilities to the Legendary rank and accelerate your build. Additionally, there may be some cases we haven’t found of abuse loops that can still technically generate way more credits than intended. If you do find any of these, let us know in the bug reports![/p][p]Planetarium Updated[/p][p]We feel good about the current Planetarium, and have now done a second balance pass on the progression to make it feel more impactful. Expect points to come fast and often just like before, but the actual costs of things have risen quite a bit to match! You’ll need to really pick and choose your selections more carefully moving forward. We will continue monitoring this system, and though we feel the pacing isn’t quite there just yet, we are certainly getting closer to our ideal form of the planetarium.[/p][p][/p][p]Levelling[/p]
  • [p]Rebalanced level requirements for smoother progression[/p]
[p][/p]
Balance
  • [p]Summon Skeletons now grants credits based on CPS rather than percentage of total credits[/p]
  • [p]Critkeeper Effect reworked to now gain a flat amount of Credits based on Rank.[/p]
  • [p]Windmill cooldown increased to 8 seconds, charge reduced to rank x 0.5[/p]
  • [p]Loaded Dice's effect reduced to 10+Rank*5 down from 40+rank*10[/p]
  • [p]Overworked Artist cooldown increased to 11s[/p]
  • [p]Motivational Poster cooldown reduced to 18 from 20s[/p]
  • [p]Cooling Fans cooldown up from 7 to 15s[/p]
  • [p]Project Manager cooldown up from 10 to 16s[/p]
  • [p]Psychologist cooldown up from 5 to 15s[/p]
  • [p]Catgirl maid cooldown up from 8 to 14s[/p]
  • [p]Robot Assistant cooldown up from 8 to 14s[/p]
  • [p]Idea Guy cooldown up from 12 to 15s[/p]
  • [p]Ninja Stars cooldown up from 8 to 9s[/p]
  • [p]Sales Associate cooldown up from 8 to 9s[/p]
  • [p]Revolver cooldown up from 7 to 9s[/p]
  • [p]Sprinkler System cooldown up from 4 to 6s[/p]
  • [p]Magic Wand cooldown up from 12s to 150s AND redesigned. It now casts the last spell you previously cast when activated.[/p]
  • [p]Stuffed Bear cooldown up from 8s to 12s[/p]
  • [p]Game Console cooldown up from 10s to 20s[/p]
  • [p]Slot Machine cooldown up from 10s to 20s[/p]
  • [p]Gachapon redesigned, and now provides a global buff based on a roll chance.[/p]
  • [p]Bodyguard cooldown up from 10s to 15s[/p]
  • [p]Bank Vault cooldown down from 20s to 18s[/p]
  • [p]Briefcase cooldown up from 8s to 10s[/p]
  • [p]Guard Dog cooldown up from 10s to 12s[/p]
  • [p]Padlock cooldown up from 5s to 10s[/p]
  • [p]Suspicious Van cooldown up from 7s to 14s[/p]
  • [p]Pool Table cooldown up from 9s to 18s[/p]
  • [p]Calculator cooldown up from 8s to 12s[/p]
  • [p]Streamer and Overworked Artist both redesigned, and no longer scale with tetration[/p]
  • [p]Clover’s Starlight enhancement effect removed. We will add this back in later, but needs tweaking[/p]
  • [p]ATM disabled while we redesign it[/p]
  • [p]Catgirl Maid’s effect now only counts stacked buffs as a single buff (eg, 200 Starlight stacks only count as 1 ‘buff’ for her effect)[/p]
[p][/p][p][/p]
Bugfixes
  • [p]Fixed Swiss Army Knife functionality[/p]
  • [p]Fixed workshop looping issue[/p]
  • [p]Fixed draggable facilities spamming the board with ‘press to activate’ visuals[/p]
  • [p]Updated Printer text and output flow for visual clarity[/p]
  • [p]Selecting to downgrade all of your facilities at a certain point in the story now works as intended[/p]
[p][/p]
Known Issues
  • [p]Sometimes the ‘Pick 3’ selection has void art[/p]
  • [p]Motivational Poster interaction with Fancy Couch[/p]
  • [p]Fancy Couch ranged not affected by Influence increasers[/p]
  • [p]Two bathtub debuffs can reduce Credit gain to 0[/p]
  • [p]Finance Chart + Nodes that count as spells are breaking idle[/p]
  • [p]Story cutscene skip is too sticky[/p]
  • [p]Red Skull has incorrect buff amount in its tooltip[/p]
  • [p]Summon Skeletons shows 5 minutes of CPS, but is now in fact 1 minute[/p]
  • [p]Spell visuals do not show their correct tiers in the planetarium[/p]

Patch Update - December 12

[p]Hello bosses! There’s a new update available on Steam. This one addresses a large amount of bugs we’ve received from the community, while also preparing the build for the next phase in our rollout plan, known as the great renormalization. More notes on that below.[/p][p][/p][h2]Content[/h2][p][/p][p]Planetarium Updated
[/p][p]The previous iteration of the Planetarium looked pretty, but suffered heavily in basically every other area. We’ve gone back to the drawing board and rebuilt the planetarium from scratch into a more traditional path-based layout that feels vastly improved in playtesting. 
[/p][p]The new planetarium should allow for more strategic decisionmaking, better long-term AND short-term planning, and real tradeoffs relative to the previous free-for-all of v1. Packs have also been randomized, to give players more surprise as they unlock content, rather than having set packs they can unlock at certain nodes. 
[/p][p]DO NOTE, that the new planetarium has NOT been balanced - this is only the first step of a progression rework that will significantly smooth out the game experience start to finish; so in the meantime, you should still expect CP gains to feel entirely too fast. We intend to balance this once we push the next renormalization changes.[/p][p]

[/p][h2]General[/h2][p][/p][p]Inventory[/p]
  • [p]Updated Visuals
    [/p]
[p]Leveling[/p]
  • [p]Updated level code to allow for multiple levels if the player gains a large amount of credits[/p]
[p]
[/p][p]Achievements[/p]
  • [p]Enabled the ‘Important, Are We?’ achievement[/p]
[p]

[/p][h2]Bugfixes[/h2]
  • [p]Clickable glow now extends to non 1x1 facilities[/p]
  • [p]Increment audio updated[/p]
  • [p]Upgrading facilities while the game is paused is now possible[/p]
  • [p]Fixed timed missions not functioning with the timer[/p]
  • [p]Basic audio queue implemented to fix multiple audio trigger issue. This is an ongoing issue, let us know if you still experience audio overload.[/p]
  • [p]Certain missions that could not be completed are now fixed[/p]
  • [p]Spellbook unlock flashing locked spells issue fixed[/p]
  • [p]Voice audio now respects the voice audio setting[/p]
  • [p]Master audio functionality issue fixed[/p]
  • [p]Idle buff visual clipping issue fixed[/p]
  • [p]Pushed possible fix with slots deleting themselves. Let us know if you still experience this issue.[/p]
  • [p]Fixed previous window settings not being respected on startup[/p]
  • [p]Fixed Build Mode talent not updating excavator costs[/p]
  • [p]Fixed issue with Workshop restarting tutorial if it was not completed[/p]
  • [p]Fixed issue with bottled lightning hitting locked spells[/p]
  • [p]Fixed issue with 1812 Cannon functionality[/p]
  • [p]Fixed issue with nodes entering a zombie state with hover tricks[/p]
  • [p]Fixed various progression issues that soft locked progress[/p]
  • [p]Fixed issue with nodes being dumped to inventory on load[/p]
[p]

[/p][h2]Known Issues[/h2]
  • [p]Sometimes the ‘Pick 3’ selection has void art[/p]
  • [p]Motivational Poster interaction with Fancy Couch[/p]
  • [p]Supercharged Buff does not clear stacks of Moisturized[/p]
  • [p]Fancy Couch ranged not affected by Influence increasers[/p]
  • [p]Swiss Army Knife not affecting facilities[/p]
  • [p]Two bathtubs can reduce Credit gain to 0[/p]
  • [p]Finance Chart + Nodes that count as spells are breaking idle[/p]
  • [p]Story cutscene skip is too sticky[/p]
[p]

[/p][h2]Looking Ahead[/h2][p][/p][p]We’re still putting a big focus on stability and making sure the experience is bug-free, but we are also now able to turn our attention to more systemic issues. In particular we have a big rebalance pass that is going to hit next patch that addresses runaway compound gains and should make the game more exciting at all stages of play. In particular we are changing around most of the calculation formulas to be additive rather than multiplicative, which will fix the huge output chains that are causing numbers to reach trillions and beyond before it is really felt earned. We still expect some issues here and there once that change goes live, but overall the game should feel much smoother progress wise, and players should be able to have much more fun making tough decisions and strategizing around their builds, their next investments, and how they plan to play the game.[/p][p]
[/p][p]Content wise, we have a new set of over 100 missions that will be added to the game in the next patch, which will also help progression and give players more things to do. These missions are rudimentary, but will provide a good basis for more fun and interesting missions later on. [/p][p][/p][p]Some neat mission ideas we are thinking of revolve around using specific Annie/May nodes, hitting outputs with a limited amount of active nodes, or hitting certain CPS numbers in a given time. These and more should allow players to discover new ways of play, and the updated Planetarium will also throw more exciting facilities into the mix as they are no longer set reveals. If you have ideas for cool missions, let us know! We’d love to implement your suggestions.[/p][p]
[/p][p]We are also going to be updating the Workshop, as it is currently feeling left out from all of the improvements! While most of the systems remain the same, upgrades will be moved to a global cost and shared across ALL facilities, which means upgrading will become a lot rarer - you definitely won’t have a full board of Legendaries… at least not right away. This will also be coming with a visual makeover that is more befitting the Workshop and more in line with the game. Check it out:[/p][p]

[/p][previewyoutube][/previewyoutube][p]
[/p][p]Finally, we will also be adding new story scenes, enabling more achievements, and enabling the true secret ending to the game. Of course this will be spoiler free - but look ahead to our future updates for more on these![/p][p]
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