Posted September 27, 2025 by Thrstymnd
I set out to make the smallest possible clicker game: just a button, a counter, and a fast-growing number. No prestige, no lore, no meta systems. The goal was simplicity and speed — a glorified calculator with satisfying feedback.
Day 1–2: Built the core loop — clicking, auto rate, upgrades. Added basic UI polish and floaty feedback to make the loop tactile. Started a messaging system to give the game a voice. I had already lost sight of my original scope, but this was somewhat expected.
Day 3–4: Created infrastructure for sound and messaging. Added an Audio Manager and dictionary system for notifications. Reworked the UI layout and introduced a retro terminal aesthetic. At this point SAFE was born and my whole approach and goal shifted for the game.
Day 5–6: Implemented prestige and save/load systems. Added a signal velocity graph and buff/debuff light. Linked BGM tempo to autoclicker rate for dynamic audio feedback. I realized at this point I really needed to get my scope in check or I was going to overwhelm myself...I cut a lot of ideas at this point simply to keep the project narrow enough to see it through.
Day 7–9: Expanded the buff/debuff system and messaging logic. Added new BGM tracks and a third prestige upgrade option. Enabled access to settings during gameplay and tuned mid-game progression. from this point Ihad a pretty solid idea of what I was and wasn't going to try and accomplish...I was still keeping things very simple, just not as simple as my initial plan.
Day 10–11: Added event interval upgrades and UI labels. Created a dedicated AudioManager scene and volume controls. Polished UI layout, fixed color overrides, and remixed BGM loops. Added static overlays and watermark underlays. Smoothed prestige math and rebalanced upgrade costs.
Day 12–13: Made volume settings persist across sessions. Finished tooltip system to serve as an active tutorial. Added upgrade limits to prevent runaway cases. Refined intro scene and added splash/title screen.
Day 14: Added offline gain to point accumulation to support idle progress. Released the game.
Day 15: I had some reports of several small bugs, i've fixed several and am currently working on finding and removing any others, I may also continue development in the future but i have no timeline as of now. thank you so much for your interest in this project.
> started as a simple number machine and grew into a responsive, polished console. Each night’s work added something tangible, and the game evolved quickly. The final stretch focused on polish, bug fixes, and onboarding clarity. Seeing my son enjoy the game was a highlight — it confirmed the loop was engaging and intuitive. After release I came to realise that my familiarity with > may have led to some oversight in my explanation of systems and features...while the game was intended to have a cryptic vibe and atmosphere, it came across as confusing for some. I have sinced typed a slightly more detailed "tutorial" that can be found in the game's description.