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With the way it's currently coded, it's agnostic to whether time is or isn't passing, and is instead based on run-start clock (to prevent tab throttling/simplify offline calculations). 

I *could* do a check based on last save time as well, but I don't want to introduce more complexity to the code that could result in more bugs if needed, whereas coding a cap would be quite simple (and toggle-able, if anyone suddenly changes their mind and decides they want their offline time for the run). The game is generally balanced around having a 2x to 5x multiplier per reset atm. I could also make a configurable cap as well, now that I think about it...