Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Just Another Idle — v0.45: World Expansion, Combat Overhaul & Inventory Rework

A topic by vhschmidt created 26 days ago Views: 524 Replies: 6
Viewing posts 1 to 8
(11 edits)

Just Another Idle — v0.28: Polish & Fixes

Hey all! v0.28 is a polish and quality-of-life release. No new skills or systems this time — just a handful of fixes that were quietly breaking things, a batch of UI improvements from tester feedback, and a proper credits section for the folks who helped shape the game.


🐛 Bug Fixes

Achievement count was wrong for three achievements. Jack of All Trades, Well Rounded, and the diamond-tier “all skills” achievement were secretly hardcoded to require only 6 skills — the number the game launched with. Since then we’ve grown to 11 skills and those achievements were silently marking themselves complete when only 6 skills met the threshold. They now correctly require all 11 skills to meet the target level. If you had these unlocked early, they’ll behave properly for new runs going forward.

Prestige XP Potions weren’t awarding Skill Tree points. When you used the 500k XP potion from the prestige shop, the skill XP was added but the game forgot to check if you crossed any level-5 thresholds (the ones that grant a Skill Tree point). So if a potion took you from level 3 to level 18, you’d miss out on the points you should have earned at levels 5, 10, and 15. That’s fixed now — potion XP gain properly awards all Skill Tree points for levels crossed.


🎨 UI Improvements

Enchanting tabs now match the rest of the game. The Craft and Enchant Equipment tabs in the Enchanting skill were styled in purple — inconsistent with every other tabbed panel in the game, which uses blue. They’re now blue like Smithing, and the layout matches exactly.

Task cards with a single objective no longer show two progress bars. Tasks with only one condition were displaying both an “Overall Progress” bar and an individual condition bar, and they always showed the same value. The redundant outer bar is gone — single-condition tasks show one bar, multi-condition tasks still show both.

Equipment Familiarity modal no longer scrolls twice. The inner content panel had its own scrollbar inside a modal that already handles scrolling. Now there’s one scrollbar, for the whole modal.

Food/stamina panels in Agility and Combat are now collapsible. These panels are typically a one-time setup — you pick your food, set the threshold, and forget about it. They now start collapsed and can be toggled open when needed, freeing up vertical space in those grids.

Action lists now scroll independently within their skill panel. When a skill has a long list of actions, you can now scroll through them without scrolling the entire page. The info panels above (current action, next rewards, bonuses) stay pinned at the top while the action cards scroll beneath them.


❤️ Tester Credits

Added a Community Testers section to the Credits & Attribution modal (accessible from the Settings menu). A big thank you to the players who’ve been testing and sharing feedback:

  • ErMaK
  • Stangmouse
  • superxoke23
  • Kiik
  • maxmini0214

Several of the UI improvements in this release came directly from Stangmouse’s feedback. If you want to help shape future updates, join the Discord!


What’s Next

Looking at Agility content — it’s the thinnest skill in terms of action variety and could use an expansion pass. Also considering gem-related achievements since the gem system has been around for a while with no dedicated progression tracking.

Thanks for playing!


Discord

Join the Discord to report bugs, share feedback, or just chat about the game!

— VHS

New version!!!

New version!!! v0.28: Polish & Fixes.

Just Another Idle — v0.30: Notification Center

Hey all! v0.30 is a quality-of-life update centred around two things: making the notification experience actually pleasant especially on mobile, and rounding out the early bronze equipment tier.


💬 Notification Center

The game has always had a lot of notifications — level-ups, mastery milestones, action rewards, task completions, gem drops — and after a while they turn into a constant stream of floating cards all over the screen. On mobile in particular, that becomes a real problem.

Starting with this version, silent mode is on by default. All those floating toasts and action reward cards are gone. Instead, there’s a new chat bubble button in the top bar. When new notifications come in, a red dot appears on it. Click it to open the notification panel and see what happened.

Inside the panel you can:

  • Read everything that came in since you last checked
  • Dismiss notifications one by one with the × button
  • Hit “Clear all” to wipe the slate clean
  • Toggle silent mode off if you prefer the old floating behaviour

Action reward notifications behave the same as before in terms of merging — if the same action completes multiple times, they stack into a single entry showing the cumulative XP, resources, and an ×N count. The difference is they just don’t float anymore by default.

The preference (silent or not) is saved, so you only have to choose once.


📱 Mobile Layout

Small improvement: the skill panel and action grid now sit side by side starting at 768px (tablet width), instead of waiting until 1024px. Previously tablets were getting a long single-column scroll that didn’t make good use of the screen space.


🦺 Bronze Platebody

The bronze equipment tier was missing a body slot piece, which made the “Wear Bronze” achievement a bit confusing. That’s fixed — the Bronze Platebody is now craftable at Smithing level 18 using 4 bronze bars. It grants +5% XP gain on all skills while equipped.

With all 5 bronze pieces (pickaxe, hatchet, helmet, platelegs, platebody), the full set bonus now also gives +5% mastery XP in addition to the existing speed and action bonuses.


🐛 Bug Fixes

  • The “Wear Bronze” achievement was bugged and required 50 items instead of 1 — it now correctly triggers the moment you equip any single bronze piece.
  • Play time statistics were not actually accumulating during play sessions. That tracking is now fixed.

What’s Next

Still working through the platform checklist and general QoL improvements. Longer-term, more Agility actions and some gem-focused achievements are on the list.

Thanks for playing!


Discord

Join the Discord to report bugs, leave suggestions, or just hang out!

— VHS

Just Another Idle — v0.36: UI Polish & Rare Fix

v0.36 is a focused polish pass — two bug fixes and four small UI improvements that clean up some rough edges left over from the enchanting and area systems.


★ Rare Item Visuals — Now Consistent Everywhere

When you apply a Star Scroll to an enchanted item, it amplifies one property to legendary (5× value, amber glow, ★ marker). That visual was already showing up correctly in the Enchanting skill panel — but the Equipment modal, equipment slot tooltips, and the equipment inventory grid were all missing it.

v0.36 brings the amber pattern everywhere:

  • Equipment slot cards now show amber borders and ★ on star-scrolled items
  • Equipment slot tooltips now display the amber tier label and ★ suffix on rare properties
  • The equipment inventory list now highlights rare items with a golden name and glowing border

Bug Fix: Star Scroll Wasn’t Marking Items as Rare

Related to the above: there was a bug where applying a Star Scroll didn’t actually set the item’s isRare flag. The logic required all properties to be rare before flipping the flag — but a scroll only amplifies one property at a time. It now correctly marks the item as rare as soon as any single property has been star-scrolled.

If you applied scrolls before v0.36, the visual should now appear correctly on reload.


🗺️ Area Name on Topbar

The topbar area button previously always said “Areas”. It now shows your current location — for example, “Mountain Pass” or “Arcane Sanctum”. Small change, but it makes your active area visible at a glance without opening the area panel.


Action Limit — Moved Inline

The action limit control (which lets you cap how many times an action runs before stopping) has been moved from a separate card in the left column to the right side of the action grid header. It’s now a compact +/− button pair that cycles through the presets (∞ → 1 → 5 → 10 → 15 → 25 → 50 → 100 → ∞). Less visual clutter, same functionality.


Gem Modal Improvements

Two small tweaks to the Gem modal:

  • “About Gems” is now collapsed by default. If you want the explainer text, click the toggle to expand it. Players who already know how gems work don’t have to scroll past it every time.
  • Double scroll fixed. The gem grid was wrapped in its own scroll container inside the modal’s scroll, creating a nested scroll on smaller screens. The inner scroll has been removed — the modal itself handles the overflow now.

Additionally, if you open the Gem modal from the Equipment panel, there’s now a “← Back to Equipment” button at the top so you can navigate back without closing and reopening.


What’s Next

More content and pacing improvements — deeper progression goals and more area-specific incentives.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.36.1: Bug Fixes & Polish

Hey all! This one is a pure bug-fix patch. No new content, just a bunch of things that were quietly broken getting cleaned up. A few of these were player-reported — thanks for the reports!


⏱️ Timer Crash Fix (Critical)

There was a bug where stacking enough speed bonuses — specifically high-tier enchanted gear combined with gem bonuses — could drive an action’s interval all the way to zero or below. When that happened, the action would lock up or behave unpredictably.

Action timers are now clamped to a minimum of 100ms. You can still go extremely fast, but the floor is there to keep things stable.


🏆 Achievement Fixes

Two achievement bugs got fixed:

Enchanted equipment not detected — Achievements that require equipping or owning specific gear (e.g. “Bronze Knight”, “Iron Knight”) were failing to fire when the item was enchanted. Enchanted items use unique IDs internally, and the achievement check wasn’t resolving those back to the base item. That’s fixed now.

Duplicate “Master Smith” cards — Players were seeing the same achievement card appear twice in the Achievements panel. This was caused by two different achievements sharing the same internal ID. The cross-skill variant (Smithing 99 + Mining 99) has been renamed to “Master Smith & Miner”. Existing saves are automatically migrated on load.


🔱 Prestige Tier Regression

Your prestige tier could actually go down under certain conditions — for example, if your first prestige was at Tier 3 and a later prestige only qualified for Tier 1. That made no sense.

Tier now only ever increases. Once you’ve earned a tier, it’s yours permanently, even across weaker subsequent prestiges.


🛒 Prestige Shop Display Fix

The “Next Purchase Bonus” label on Timeless Efficiency (and similar multiplier items) was showing an inflated number that didn’t match what you actually received when you bought it. Each purchase adds a flat bonus — the display now shows the correct flat value.


📊 UI Polish

  • The Statistics, Achievements, and Completion Log tabs in the Statistics modal now each have their own contained scroll region. No more double scrollbars.
  • The Completion Log no longer shows impossible counts like “208/196” — the displayed number is now capped at the current total.
  • The How to Play section now correctly describes prestige tier requirements (3, 6, and 10 skills at 99 — not the old outdated numbers).

What’s Next

Back to content. The backlog has a few directions worth exploring — tool requirements, a new equipment tier, or more late-game actions. No promises on what ships next, but the foundation is solid.

Thanks for the continued bug reports!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.45: World Expansion, Combat Overhaul & Inventory Rework

Nine updates in one post — this is a catch-up devlog covering everything since v0.36.1. The short version: the game world got significantly bigger, combat is now a real system with depth, your inventory got reworked from the ground up, and a lot of rough edges got smoothed out for new players. Here’s the rundown.


🗺️ World Expansion — 37 New Actions

The biggest content drop since launch. Forty-four new actions were added across 8 skills, filling every level gap and giving all 7 areas a proper reason to visit.

New content by skill:

  • Woodcutting: Birch Tree (lv15, Coastal), Teak Tree (lv35, Forest), Redwood Tree (lv50, Mountain), Spirit Tree (lv65, Desert), Crystal Tree (lv92, Arcane)
  • Mining: Limestone Rock (lv15), Sandstone Rock (lv35, Desert), Obsidian Seam (lv60, Caverns), Crystal Formation (lv92, Arcane)
  • Fishing: Crab Spot (lv15, Coastal), Pike Spot (lv35, Forest), Anglerfish Depths (lv50, Mountain), Sea Turtle Shallows (lv65, Desert), Manta Ray Trench (lv90, Arcane)
  • Cooking: matching fish recipes at levels 15, 35, 50, 65, and 90
  • Combat: Skeleton (lv15), Giant Spider (lv35, Forest), Desert Scorpion (lv38, Desert), Shade (lv65, Caverns), Lich (lv90, Arcane)
  • Fletching: Birch Shortbow (lv15), Teak Longbow (lv30), Redwood Shortbow (lv48), Elder Longbow (lv62)
  • Enchanting: Enchant Helmet (lv8), Enchant Gauntlets (lv32), Enchant Boots (lv48)
  • Exploration: six new locations spread across Coastal, Forest, Desert, Mountain, Caverns, and Arcane areas

Thirty-one new resources were added alongside these — new logs, ores, fish, cooked food, combat drops, bows, and enchanted items.

Action grids now also filter by area by default: current-area actions appear first, and actions locked to other areas are collapsed into a tidy “Available Elsewhere” section at the bottom. A Settings toggle lets you turn this off if you prefer the old flat view.


⚔️ Combat Overhaul — Styles, Weaknesses & Drop Tables

Combat now has a real triangle system.

Three combat styles exist: Melee (sword/axe), Ranged (bow/crossbow), and Magic (staff). Your style is determined by whatever you have equipped in your main hand. Every one of the 14 enemies has a weakness and a resistance — being advantaged deals 1.5× damage (50% faster kills), being disadvantaged deals 0.5× (50% slower). Your combat stats panel now shows which style you’re currently running.

Four magic staves are craftable via Crafting: Apprentice (lv20), Mystic (lv45), Arcane (lv70), and Elder (lv90, requires Arcane area). If you want to take magic into late-game, there’s a full progression path for it.

Drop tables were also completely redone. Previously combat enemies used simple min/max resource rolls. Now every enemy has a weighted drop table with independent per-entry probabilities — each drop has its own % chance and rolls separately. Rare drops (equipment, special items) are listed on enemy cards with the exact % chance shown in the tooltip, so there are no more mystery grinds.


🎒 Bank & Inventory Rework

Resources no longer go straight to the bank. You now have a 28-slot quick-access Inventory that fills first when you gain resources. When all 28 slots are full, overflow goes to the Bank as before.

The left panel shows your inventory as a 4×7 grid. Right-clicking any slot gives you deposit options (deposit 1 or deposit all of that item). A “Deposit All” button sends your entire inventory to the Bank in one click.

The Bank also gained a “Withdraw to Inventory” button per item and a “Withdraw All” footer button.

Auto-sell still works the same from a player-facing perspective — items on auto-sell are sold immediately on pickup and never appear in your inventory at all.

This lays the groundwork for more inventory-based mechanics going forward, and makes it much clearer where your resources actually are at a glance.


🔧 Tool Requirements & Better Onboarding

Four skills now require the matching tool equipped to run:

  • Woodcutting → Hatchet
  • Mining → Pickaxe
  • Fishing → Fishing Rod
  • Combat → any Weapon

If the right tool isn’t equipped, you’ll see a 🔧 badge on the action card with a clear message. Actions auto-pause when you swap to the wrong tool and auto-resume the moment you equip the right one back.

To go with this, four starter tools were added to the Shop at 50g each: Bronze Hatchet, Bronze Pickaxe, Fishing Rod, and Iron Sword. New characters also start with a Bronze Hatchet already equipped and 500 gold in their pocket — enough to buy tools for the other skills straight away.

The intent: new players should know exactly what to do next instead of staring at locked actions wondering why nothing works.


✨ Enchanting & Gem Depth

Four new enchantment properties were added, bringing the full pool to 10:

  • Preserve Input — chance to get all crafting input costs refunded on completion. Very valuable on expensive late-game processing chains.
  • Combat Damage Bonus — reduces your combat action interval (more actions per minute = more effective damage and faster drops).
  • Combat Defense — reduces incoming damage. Stacks with the Combat skill tree defense node.
  • Agility Efficiency — reduces stamina cost per agility course action.

Two new gem attributes also arrived: Enchanting Potency (scales up your enchantment property values — great for builds that lean on enchanting) and Stamina Regen (passive stamina trickle per second, scales up significantly at T4).


💰 Late-Game Cost Scaling

A handful of systems that were previously free or flat-cost now scale up as you use them:

  • Gem merges now cost gold based on tier (T1: 500g, T2: 2,000g, T3: 8,000g, T4: 32,000g).
  • Gem reroll cost escalates ×1.3 per reroll on the same gem instance on top of tier scaling.
  • Star Scrolls cost an extra scroll per application on the same item (1 → 2 → 3).
  • Reset Scroll applications cost escalating gold: 1,000g on first use, ×1.5 for each subsequent global use.

This is mostly a late-game and endgame concern. Early and mid-game play is unaffected.


🔨 Quality of Life

A few other changes worth calling out:

Save compression. Saves are now compressed using LZ-string, reducing localStorage usage by roughly 60–80%. Players who were approaching the 5MB browser limit now have breathing room.

Icon system. Skills, woodcutting trees, and tools now use proper image icons throughout the UI instead of emoji placeholders.

Assistant upkeep. Assistants now cost 10g per minute each while active. They go inactive automatically if gold runs out and reactivate when gold is restored. The Assistants modal shows your current gold, upkeep rate, and estimated time remaining.

8 new achievements. Six gem achievements (Gem Hoarder, Master Merger, Reroll Addict, Perfect Gem, Triple Threat, Gem Merchant) and two cross-skill achievements (Self-Sufficient, Grand Artisan).


What’s Next

The game is in a good spot right now — the world is fuller, combat has depth, and the onboarding is much cleaner for new players. Next I want to look at the mid-to-late progression experience more carefully, especially around the Arcane area and endgame choices.

If something feels off or you’ve found a bug, the Discord is the fastest way to get it fixed.


Discord

Join the Discord to report bugs, share feedback, or just hang out!

— VHS