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(-2)

Fair call! Balancing is the thing I am actively tuning right now. What felt most off to you - upgrades scaling too slow, coins piling up with nothing to buy, or prestige at 800m coming too early/late? Genuinely helps to know where it broke for you. Patch coming this week.

For me at least, I beat the game in about 2 minutes. I'm not sure if the costs are too low, or the coins given are too much, but basically it just exploded to where I had infinite money and could buy as many of the auto-dig tools as I wanted.

(-1)

2 minutes to the end - ouch, that confirms it. You nailed the diagnosis: income per meter scales with the era multiplier way faster than the x1.15 cost curve, so a few meters in you can already afford everything. Rebalancing both curves now (slower coin growth, steeper tool costs) so the first prestige takes a proper session instead of two minutes. Thanks for the precise report - patch coming shortly, would love your take once it lands.

(-1)

v1.1 is live! Your diagnosis drove the fix: the structural problem was income multiplying x2.7 per era while costs grew 16% per level. Added soil hardness per era (raw dig power divided by depth resistance) plus steeper costs and smaller artifact bursts - in simulation the full run went from ~2 minutes to many hours across multiple prestiges. Also added a x1/x10/MAX buy toggle. Would genuinely appreciate a second run if you have a few minutes.

(+1)

Tyler's right. It's almost painful to recommend slowing down a clicker games progress, but within ten seconds of starting I could afford the most expensive upgrades, had over a dozen relics, and was several strata deep already.

(An ending would also be nice.)

(-1)

"Almost painful to recommend slowing down a clicker" - best bug report I have ever gotten :) You are right on both counts. The economy explodes within seconds (era multipliers outrun the cost curve almost instantly) and I am rebalancing it now so progression actually takes effort. And noted on the ending - making sure reaching THE CORE feels like a real finale, not just a stop. Patch coming shortly, would genuinely love to hear if the pacing feels right after.

(-1)

v1.1 is live - both of your points addressed! The economy got the full treatment (soil hardness per era, smaller artifact bursts, steeper costs - no more buying everything in ten seconds), and THE CORE now has a real ending screen with your expedition stats and a final-publish moment. Your "almost painful to recommend slowing down a clicker" line made it into the devlog. Would love your verdict on the new pacing.