Just Another Idle — v0.46.1: Performance Optimizations
v0.46.1 is a performance patch focused on late-game smoothness. No new content — just less CPU churn per tick so the game runs cleaner when you have a lot going on.
Why this patch?
Late-game players running 2–3 concurrent skills with a maxed Completion Log were generating a lot of redundant work every 100ms tick: the discovery bonus aggregation (which scans all your discovered resources, actions, equipment, and gems) was running once per active skill instead of once total. For a fully maxed player that’s roughly 1,290 extra object-key iterations every tick — tiny in isolation, but it adds up over hours.
What changed
Discovery bonus caching. The Completion Log passive bonus calculation now caches its result against the log’s object reference. Since the log only changes when you make a new discovery (rare), the cached result is returned on every normal tick. The cache invalidates automatically the moment anything new is discovered.
Hoisted tick-invariant bonuses. Global bonuses that don’t vary per skill — equipment, prestige, agility passive, shop speed, enchantments, global skill tree speed — are now computed once at the start of each tick instead of once per active skill. Same result, less work.
Batched progress updates. Action progress for all running skills is now flushed to the store in a single state update per tick instead of one update per skill. This cuts Zustand notifications (and React re-renders) by up to 3× when running concurrent skills.
Debounced localStorage writes. compressToUTF16 is expensive. Store writes to localStorage are now debounced and flushed reliably at the 30-second auto-save interval and on page close, instead of synchronously on every state change.
Anything to worry about?
No save format changes. No store migration. Your save loads exactly as before — this patch only touches internal timing and caching logic.
What’s Next
Back to content. Late-game actions and deeper prestige options are next on the list.
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— VHS