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Thank you so much for playing and for pushing the game that far. I’m really glad the incremental loop pulled you in enough to lose track of time. That is exactly the feeling I was hoping for.

You were right about the crash. It was most likely a late-game overload issue from maxed upgrades causing too many fragments, chain reactions, and feedback effects to trigger when breaking a cluster, especially in the WebGL build.

I made a new update to address that by adding stronger safety caps for fragments, limiting chain-reaction scaling, throttling some break feedback, and properly capping upgrades. I also added a proper endgame/completion state so the run has a clearer finish line, rather than scaling forever until something breaks.

I really appreciate the detailed report. The fact that it only happened when breaking clusters helped me narrow down the issue a lot. Thanks again for playing, and I’m happy the music, visuals, and orbiting dust trails landed well.