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(+1)

Game itself is pretty nice - simple, but the blueprints per run make it more varied and the upgrade tree is nice as well. 

Main problem is balance/pacing. On the run where I first had prototypes available I immediately earned patents to buy every single mastery upgrade. The challenges were a joke afterwards except one that became impossible because I always started with more drills than I was allowed to have. That also made the bonuses almost pointless. 

(+2)

Appreciate the feedback. Made some changes that are now live with v0.6.1. 

  • Publish economy rebalanced: the patents-per-publish curve is now cube-root-based instead of square-root, so a single grindy publish no longer buys every mastery upgrade. Full mastery now takes ~5 publishes instead of 1.
  • TALL challenge stays winnable regardless of fast_start patent level (was impossible at higher levels).
(+1)

It still can earn 100K+ Patents on first publish.

Thanks for flagging this — you were right, the cube-root curve was still unbounded and a stockpile run could cash out massive patent counts in one publish.

Just shipped v0.9.4 with a softcap above 100 patents/publish. Normal play is untouched (100 K prototypes is still ~92 patents), but past that the curve compresses:

  • 1 M prototypes: 200 → 119
  • 1 B: 2 000 → 235
  • 1 T: 20 000 → 722
  • 1 e14: 92 831 → 1 793
  • 1 e15: 200 000 → 2 889

So the worst-case overnight farm now caps around 2–3K patents instead of 100K+. Full mastery (~904 patents) still takes the intended 8–12 publishes, and a dedicated stockpile run shaves 2–3 off that rather than ending the meta-layer outright. Existing patents and progress are preserved — only future publishes use the new formula.

Let me know if it still feels too generous after a few runs. If stockpiling is still the dominant strategy I can tighten the softcap further or flatten the curve earlier.