hi thanks for playing :-) when a tile reaches a depth of 25,000,000ft in this version of the game, it is considered the other side of the world. the tile will turn fully white when that happens
fortynina
Creator of
Recent community posts
Hey everybody we've got a new update out (0.4.1) with some changes ~
- Improved zoning mode UI/UX
- Added a setting to disable tutorials
- Shortened length of game for demo (late game was unbalanced and did not have enough content. shortening the game for now)
- Fixed bug where the displayed $/sec didn't match the amount of $ actually being generated per second
- Removed the mouse click Philanthropist's backyard upgrades and replaced them with some new ones
- some artifact art updates
- other UI tweaks
If you have a save file from version 0.4.0 you should be able to import it into version 0.4.1 and load your progress.
hey thanks so much again for playing, im sorry that the late game is pretty unbalanced right now :-( im working my way through the game and adding the new hole locations so that eventually progression hopefully wont fall off so hard. I think in previous versions there was the opposite problem where the progression sped up way too much so I tried to balance it, but it seems like i took it too far in the other direction for the latest update. anyways thank you for posting your experience its all really helpful feedback for me !
Salutations everyone there is a new update out 0.4.0 on the itch page. Some big changes ~
- New Hole Location focused on mining (unlocks at 3600 research points),
- Removed crafting system (for now...),
- File Import/Export system,
- Settings menu,
More info in the devlog i posted here : https://fortynina.itch.io/when-civilians-dig-holes/devlog/1002665/update-040
Hey everybody I just uploaded a new build version (0.3.6). Lots of bug fixes, balancing, and some QoL improvements people have been requesting:
- Tuning for upgrade values on the Gardener’s Backyard and Philanthropist’s Backyard hole types
- Added some new upgrades to Philanthropist’s backyard
- Added caps to all permanent upgrades
- Reduced frequency of Cost Resetter upgrades appearing
- The Buy max option now updates the staff button UI with the max amount you can purchase and how much it will cost
- Specify in permanent upgrades descriptions that boosts are locked in once purchased
- Added a small win screen to let players know when the game has finished
- bug fix for the issue where the numbers on some tiles were going down as you dig, especially in early stages of the game
- Updated copy on the new Permit window to use “x” terminology (ex: “Productivity increase for next permit: 2.5x”) instead of “%”
I’ve started work on a new hole location type too. It’s not quite ready yet but I still wanted to put out a build with these updates ^ anyways. New hole location should be in the next big build I push :-)
thank you for playing ! I dont think the feedback sounds harsh, it is very helpful for me. the terminology between "feet dug" and "digs" is kind of confusing right now. it takes multiple "digs" to to dig down 1 foot on each tile which is why the numbers don't match, but im brainstorming better ways of presenting this info.
Hey everybody new version (0.3.5) is up now for browser. Your progress should save now after reloading or closing the browser tab! That being said, there may be future updates where I need to wipe y’all’s saves if structural changes are made to the player data. Let me know if anyone is still having issues with losing their progress in the meantime!
Other small changes ~
- weakened the Denisovan Bracelet upgrade by adding a cap to the boost value
- added popups on white tiles at the end of the game to alert the user that they have reached the end of the world.
- adjusted scroll speed
0.3.5 mac and pc builds are also now up.
A lot of the updates this week have been bug fixes and quality of life improvements. I’m planning to push some updates with gameplay improvements, more content, and better balancing in the coming weeks.
thank you !
