N/A upgrades mean they're not available in the demo
GreenWizardGames
Creator of
Recent community posts
Yes unfortunately there's a really stupid bug in the demo where after 30 it resets your ascension :/
Yup the option to auto-close artifact reveal panel already exists in my build! :)
Gorilla Arms were firstly capped to 30% so it's visually more pleasing to throw big piles, but it also became clear how strong it is if every single ore is just immediately thrown, basically making runners never move again. Which honestly at that point is totally fine, and I'll be adding an upgrade that allows you to scale past the 30%.
The thing with guzzler is true, but not sure what I can really do about it? Even with no guzzler, you can eventually create a giant pile of gems that just flow like a river straight into the maw, removing the need for any collectors...
Thanks for the feedback!
- Yeah, the overflowing artifacts will be nerfed to something like "Bag: every 5-6 minutes you gain 300-600 gold + 0.1 to 0.4%". So bigger flat, smaller interest. Other than that, besides a cap, not sure what else to do as idling for days will always yield the player massive advantage regardless.
- Yup, there will be 1 T6 upg that gives +0.5% dam to ALL dwarves (+0.1% per asc rank). Then the per dwarf type upgrades will each give 5% per, but no longer scale and be gated by asc ranks, so you can only buy 5 of each per 1 asc rank.
- Yes at 20 asc rank, since you get +200 PP and start with all upgrades unlocked, it's easy to farm PP and T6 upgrades like mad. But since the game's focus was never the endless mode, I think at that point that's fine. That said, I think I'll cap that to max +100 PP.
- You don't like having an army of cyborg dwarves wearing winged rocket slippers on their rhino feet? Huh, strange. But ja, dynamite is currently a bit too forceful, and in the late game the ore can barely stay on the ground, which is a shame since I love seeing big gem piles. Earthquake+guzzler will always be a viable late game strat though. And yeah, gold will be a bit less useless when there are more collectors, ore value increasers, and sinks.
- Aye there will be a better number truncation everywhere.
- Aye there will be more mithril and dwarf sinks as well.
- 300% applies only to spelunker odds. And yeah, Explosives Kit is way too busted atm, but any kind of % damage like spelunkers will likely end up being the best late game damage, unless I cap them, which not sure if I should?
- Interesting that you feel that laser shielder aura is enough to alone handle the onslaught of rocks, considering you seemingly played to very high levels? There will be Gyrocopters and Railguns to further mitigate the rocks, since lasers can't and shouldn't handle it all alone (tho they certainly are very strong).
- Thank you for detailed feedback! I always appreciate people who have good understanding of mechanics and take their time to spot issues. There will be a steam closed beta soon, so if you wish you can join the discord to maybe help test the game before release.
There is a possibility of an android port after a full release on steam, if the game does well. Will be very difficult though, with the performance heavy ore physics.
There is a scroll bar on prestige/artifact screens, but for some reason it doesn't work well on browsers. But you should still be able to click/tap on the bar (not drag the handle, just tap below it) to move it.
There is no import into browsers due to some GX JS issues I wasn't able to solve. You can only import into desktop. It's unlikely I'll add clipboard soon, since I'm focusing on the full release for steam version, sorry. Strange that you can't reliably save, I'm guessing your browser's cache it at fault, deleting your data on its own.
-Yeah currently in the late game demodwarves scale the most because of underground mapping infinitely buffing them so much. In the full game every unit will have a similarly powerful way to scale. Eg some may benefit from shrine or meadhall or wizard towers or just other normal upgrades/artifacts yet not added.
-The incorrect cost display was an issue few patches ago where the display was different to the effect of scientists. Were you perhaps playing on an older version?
-Yeah the upgrade panels aren't fully optimized yet and can lag when buying upgrades in the late game. Though if it happened to you early it's a bit stranger.
-The performance is a tough nut to crack, especially since the physics engine can hardly be optimized further. There is still work to be done in other areas such as falling rocks, though reducing their count isn't as simple to make work.
Thanks for the feedback! :)
Yeah in the late game spamming upgrades as well as just opening the prestige/artifact panels can lag as they aren't very optimized yet.
Gold number truncation is also coming.
And I feel you on the gold pile. It pains me that in the late game you can reach states where there is no more beautiful massive gem pile.
You're not wrong, incremental games tend to not really have a difficulty/challenge or game-over aspect per se. It's more about casual chill numbers go up vibe. However they can be challenging and have room for expression/skill if you wish to beat them in most efficient/fastest manner. Or perhaps obtain difficult steam achievements. Or self imposed rules or challenges. Or just enjoy seeing how far you can get in the endless mod with all the upgrades. But yeah there will be a couple prestige/damage checks, some likely in a chill way where if you can't beat the check it's not necessarily hard game over, but you do not get a unique artifact which is required to unlock a "last" boss/ending and achievements.
Thank you for the feedback and wishlist! :)
Hey thanks for the feedback, though I'm not sure what metrics would really help me. I just hope the game is running well for you at that point? Hopefully you get 60+ fps still with everything disabled in the settings? Game is CPU bound due to physics simulation, so as long as that isn't a complete potato it should be fine. Though there must still be work done to optimize stuff further.
Atm mithril mainly drops from killing dens and in the very late game less of them die mainly because den's HP scales of % of mountain's HP, which can get exponentially/absurdly high after a point. But I will be adding more ways of obtaining mithril, as well as having a tiny drop chance from normal damage.
You can move buildings to an empty slot without swapping since the patch that came out 14 days ago.
And the patch 4 days ago increased ore physics among other things, intended to make the bulldozer/runner issue you're talking about a bit better.
So it seems like you should really download the latest patch hehe! :) The saves carry over automatically. You can also follow the game here or on discord to get a notification when a new patch releases.
Thank you for the feedback and wishlist!

