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Pay 2 Win: The World is Mine News

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]
[/p]

Patch 0.15.6 Hotfix Update

[p]Hello bosses! There’s a new update available on Steam. We’re focused right now on stability and bugs, so most of these changes will not affect the actual gameplay - but we have gotten your first round of feedback on the current state of the game and we have some great ideas to improve things. Some of the upcoming changes (not in this patch, but future versions) will address many of the core issues. Here’s a shortlist of what we’re looking at:[/p][p]
[/p]
  • [p]Slowing down progression so the game is less chaotic[/p]
  • [p]More information and visibility to players for better understanding of output[/p]
  • [p]A completely reworked output calculation formula to standardize facilities and effects[/p]
  • [p]Audio rework[/p]
  • [p]Full balance pass for all facilities[/p]
  • [p]Complete revamp to the Forge and upgrading experience[/p]
  • [p]Further polish and improvement of the Planetarium[/p]
  • [p]Rework to the spell system to make casting more accessible[/p]
[p]
[/p][p]And much much more! If you have feedback, do let us know - we check everywhere, including Discord, Reddit, and the Steam Forums.[/p][hr][/hr][p][/p][h2]Balance Changes[/h2][p]
[/p][p]Motivational Poster[/p]
  • [p]Buff no longer stacks[/p]
  • [p]Buff reduced to 20% output[/p]
[p]
[/p][p]Supercharged[/p]
  • [p]Now capped to 1 max stack[/p]
[p]
[/p][p]Metronome[/p]
  • [p]Reduced rank scaling expeditiously[/p]
[p]
[/p][p]Slot Machine[/p]
  • [p]Removed from item pool, and is now only accessible via the story[/p]
[p]
[/p][p]Briefcase[/p]
  • [p]Removed from item pool, and is now only accessible via the story[/p]
[p]
[/p][p]Poker Set[/p]
  • [p]Max rank increased to 5[/p][p] [/p]
[p]Psychologist[/p]
  • [p]Max rank reduced to 3[/p]
[p]
[/p][p]Coffee Machine[/p]
  • [p]Influence pattern changed from cross to single. NOTE - Coffee Machine is now very similar to Subwoofers. We will be adding a new pattern in the future to make the Coffee Machine more differentiated, but 4 separate multifires was a bit overkill.[/p]
[p]
[/p][p]Pool Table[/p]
  • [p]Rank scaling reduced to 3[/p]
[p]
[/p][p]Briefcase[/p]
  • [p]Cooldown increased to 8 from 4[/p]
[p]
[/p][h2]General [/h2][p]Level Experience[/p]
  • [p]Added level data from levels 100 to 1000. Level progression is now based on several different curves, and the max credits top out at 1 Vigintillion. We haven’t actually reached this ourselves yet, and we think the current variable setup probably can’t handle it, but we added this for now in case players want to keep their game open beyond Level 100.[/p]
[p]
[/p][p]Idle Buff[/p]
  • [p]Unlock is possible even if the player selects Annie’s decision early game[/p]
[p]
[/p][h2]Bugfixes[/h2]
  • [p]Fixed issue with menu sometimes hiding itself[/p]
  • [p]Fixed issue with Hunter Coin Hunter mission not being completable[/p]
  • [p]Fixed soft lock with progression causing players to no longer receive calls. This issue may still persist, let us know if you encounter it![/p]
  • [p]Fixed issue with Magic Caster mission[/p]
  • [p]Fixed planetarium initialization issue when loading a save[/p]
  • [p]Fixed issue with Build Mode talent[/p]
  • [p]Resolved auto advance skipping choices in the story[/p]
  • [p]Fixed issue with coins not spawning during player onboarding[/p]
  • [p]Fixed issue with any credit gains granting instant levels[/p]
  • [p]Fixed issue with Pool Table crashing[/p]
  • [p]Fixed issue with haste stacking on itself[/p]
  • [p]Fixed crash with Swiss Army Knife and Fancy Couch[/p]
  • [p]Fixed crash with Watch Collection interaction[/p]
  • [p]Fixed text display issue with Subwoofer[/p]
  • [p]Fixed save data not fully resetting on wipe[/p]
  • [p]Fixed issue with scratch ticket counter not displaying proper chances[/p]
[p]
[/p][h2]Visual[/h2]
  • [p]Personal Chef now has a visual cue when he activates.[/p]
  • [p]Updated Level Up animation for clarity[/p]
  • [p]Improved feedback speed on menu UX[/p]
[p] [/p][h2]Known Issues[/h2][p]Too many to list! We will be continually releasing hotfixes and patches as we stabilize the game further and make the experience more enjoyable.[/p]

PAY 2 WIN: Early Access Available Now!

[p]Hello bosses![/p][p][/p][p]It is with great pleasure that we welcome you to the PAY 2 WIN: The World is Mine Early Access launch![/p][p][/p][h2]The Game[/h2][p][/p][p]PAY 2 WIN is a story-driven genre blend incremental game, featuring elements of roguelike deckbuilding, idle mechanics, visual novels, and resource management. In the game you play as the new boss - recently hired by the megacorporation Mindwave Limited in order to do one thing and one thing only; tackle the games industry and make as MUCH money as POSSIBLE! How you achieve this is up to you - will you go down the path of soulful studio fun with quirky mechanics and abilities, or maximize your profits with efficient selections and choices? Whatever happens, you'll need resources. Lots of them.[/p][p][/p][h2]Early Access Launch[/h2][p][/p][p]The Early Access launch is an exciting time for us - as we look to add additional features, content, and more for players to enjoy. Systems are in flux at this stage of development, so note that balance needs tuning, progression might be jumpy at times, and you will certainly find bugs![/p][p][/p][p]We're committed to a fast release cycle and will deliver weekly bugfixes, along with balance changes and QoL updates to the game while we work on the next core features and large upgrades to the current game.[/p][p][/p][h2]Where you can help[/h2][p][/p][p]With over 100 items, dozens of interacting buffs, debuffs, and mechanics, and a powerful spellbook, we need your help with player feedback, comments, critiques, and more! We have dedicated channels in Discord for posting things like comments and feedback, but we will also be interacting with you on the Steam forums and our Reddit community.[/p][p][/p][p]We hope you enjoy the Early Access launch and look forward to your thoughts on the game![/p][p][/p][p][/p]

0.8.16.2 Bugfix Patch Notes

[p]Hello bosses![/p][p][/p][p]We've just rolled out a small patch update. This is another minimal patch as we are focused on implementing the full version of the game for release. Onwards to 1.0![/p][p]Changelist[/p]
  • [p]14 character limit for saves[/p]
  • [p]Pause can now be toggled by pressing the spacebar.[/p]
  • [p]Fixed issue with first mission completion reducing credits[/p]
  • [p]Fixed issue with purchasing excavators when the player no longer needs them[/p]
  • [p]Small clarity fix for Link Bonus[/p]
  • [p]Fixed incoming call functionality when the player declines several times[/p]
[p][/p]

0.8.14 Bugfix Patch Notes

[p]Hello bosses![/p][p][/p][p]We've just rolled out a patch update that addresses some small bugs and adds a few things. [/p][p][/p][p]Changelist[/p]
  • [p]You can now hover over a facility and see its area of effect[/p]
  • [p]Facilities can now be hotswapped with each other by dragging and dropping one on top of another.[/p]
  • [p]Six new tracks have been added to the music playlist[/p]
  • [p]Get 2000 triggers mission bug fixed[/p]
  • [p]Layout Size flipped back to expected values in details view[/p]
  • [p]Fixed interaction with Grandfather Clock and Overworked Artist[/p]
  • [p]Rank-down effect visual bug with Fancy Couch resolved[/p]
  • [p]Various other bugfixes[/p]
[p][/p][p][/p]