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Idle Together News

New Mechanic Implemented

I've had this project in the works for a while, and I can finally reveal it to you! I'm really happy to introduce a new game mechanic that will help you improve during your playthrough and become stronger.

At a certain level, clicking became pretty useless. It was often wiser to focus on villagers. But now, clicking is always viable because it scales with the number of clicks—yes, really!

Alright, enough teasing! To explain: I've added a new in-game button next to the crafting button (the "V" key also works) to open a new menu where you can upgrade your click based on the type of resource clicked.

Each click on a tree grants experience to level up Lumberjacking. The same goes for Mining and Berry Harvesting.

XP gain is 1 by default and stacks with XP upgrades in the Constellation.

Each level gained in a skill increases a resource multiplier. This bonus, of course, synergizes with the "Gentle Harvester" constellation, which allows you to gather more resources.

For the launch, I'm playing it safe. I believe I’ve made leveling up quite slow and ensured the multiplier increases gradually but exponentially.

I’m looking forward to your feedback on the Discord server to fine-tune these numbers!

Oh, and there's also a stat that shows how many resources you collect by type.

Changes in Villager Behavior

Based on numerous feedback, I decided to reduce the impact of villagers' laziness. Once assigned to a workstation, a villager will no longer become lazy, leaving only unassigned villagers in that state.

This will make automation more accessible and allow for a fully AFK experience.

Additionally, with the game's mid-game development progressing, I've added the T3 chest to the constellation. Chests are a great way to resume a game and, in some cases, even start better than the last time you left your world. That’s why the need for the T3 chest has become apparent. The T4 chest will come much later.

I've also improved the T2 chest—it now provides planks, making it an even better way to start a new world quickly !

A nice update that complements yesterday's

The stonecutter camp reduces the resource cost required for each upgrade, providing a new way to progress faster !

Some balancing adjustments have been made :

- The berry bush upgrade is now cheaper and yields more berries per bush.
- The wood quantity upgrade for trees has been improved and is now cheaper.

The goal of this balancing update is to make strategies focused on gathering speed more viable.

Mid game update

I’ve been working extensively on the progression starting from the mid game to make the gameplay experience more satisfying.

[h2]Here’s what’s been changed :[/h2]
- The upgrade costs for the forge have been reduced and significantly streamlined, making it easier to improve both storage capacity and harvesting quantity one after the other.
- Naturally, the gap between storage capacity and harvest quantity has grown, going from a 1:1 ratio at level 1 to a 1:3 ratio at level 100 (meaning it takes 3 harvest cycles to fill a villager's inventory).
- The upgrade cost for each level has been standardized to ensure a smoother progression, though it will slow down progressively.

[h2]To address the growing gap, a new upgrade has been introduced in the sawmill :[/h2]
Tool refining, which increases the harvest multiplier by 0.01 per level. This helps balance the forge upgrade gap, making the progression closer to a 1:1 or 1:2 ratio.

This upgrade will cost planks, and like the forge, the cost will increase relative to the gain as the levels progress, thus creating a longer time required for upgrades as you level up.

[h2]The forest camp was missing something, and now it has been added :[/h2]
It is now possible to increase the number of "tree saplings" a lumberjack can carry at once, allowing them to plant multiple trees simultaneously and, as a result, save time. This significantly reduces the number of lumberjacks needed for perfect automation.

[h2]Bug fixes and translation updates :[/h2]
- The abbreviation for "quantity" in French was "qty," which is incorrect as it should be "qte." This has been corrected.
- An animation bug in the forest camp has been fixed, ensuring the tree sapling harvest animation plays completely.
- An upgrade in parentheses in the forest camp had an extra space if the value of the wood was below 1000. This space has now been removed, making the display more consistent.

This weekend, I took the opportunity to refine the gameplay experience by adjusting the progression curves.

I’m counting on your feedback and the survey on our Discord server to fine-tune the upgrade costs and progression speed for a pleasant gameplay experience, not too fast, not too slow.

We’re almost 30 members on the Discord server, so be sure to join and participate in improving Idle Together: https://discord.gg/CJus5VhfQR

Small bug fix before the weekend

The Escape key used to open the build menu in-game. Now, it only closes it.