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GreenWizardGames

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A member registered Oct 06, 2025 · View creator page →

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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.

Check your browser reaction/settings, usually top right, some popup/button prevents downloads

I'm not sure what you mean? You can hold down click to knock ores towards the stash already.

You mean to automate buying of units? Not sure it's really that kind of game for that feature to be very useful

You don't see this Export button? And the two files it downloads, you just put into C:\Users\USER\AppData\Local\Mountain_Eaters

You're right, I usually do, but yesterday it was such a small hotfix with just a couple of fixes/tweaks that I didn't.

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.

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You first need to buy a T3 prestige upgrade that unlocks Manufactorum building.

It means it's not available in the demo. They're just little teasers. :)

-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! :)

How did this happen? :o

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.

Now that's a very obscure weird bug that could happen on old saves. It will be fixed in the next patch. Thanks for reporting!

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True. Thanks for reporting. It should be fixed with the newest patch 0.5.2.0

Are you on the most recent patch? This should be fixed in the latest hotfix.

What sorcery is this lol!? Not sure why this would happen. Can't replicate it. Were you perhaps playing on browser and the resolution/window was off and toggling F4 on and off would've fixed it?

It should be fixed now hopefully.

I believe this would happen if you didn't have laboratory placed when you clicked on manufcatorum, so hopefully it's fixed with the latest patch.

Thanks for reporting!

Awesome to hear. Thanks for feedback!

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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! :)

Yeah currently even with rocket salvo and laser shielder aura it can get too much or too costly to upkeep with the bombardment. I will certainly be adding more defenses, but it's a challenge to keep it balanced well.
Thanks for feedback!

Cool to see! :)
Yeah it's a constant struggle to balance the treasure/collectors/mountain-reclaiming. I'd love to see huge gem piles even in the late game, but it seems impossible to do with how the game plays...

Hah that's quite a problem to have. I will make it so the number display is also shown in the description panel so that it's still visible even then.

"Game can slow down on browsers when there are a lot of physics objects on screen in the late game. You can disable shine shader and particles in the options, which should help. But sadly there's only so much that can be done for browsers. Game runs way better on desktop."

Indeed, there will be more ways to obtain mithril and souls, and more ways to spend gold (all the upgrades will also scale higher). But I still like mithril/souls being a limiting factor that prevents you from obtaining every upgrade too early.
Thanks for the feedback!

-I think the lagspike might be due to the game autosaving in the late game. Not sure what to do about that.
-Soon the 7 miners won't be mandatory as I will rework the progression.
-There will definitely be more AA options in the future.
Thanks for feedback! :)

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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.

Thanks for the wishlist and your kind words! :)

Aye the prestige upgrades will get reworked soon, and the early game's speed after prestiging will get improved. Thanks for feedback!

Thank you! Not sure yet, I'll probably have a steam demo ready in the next few weeks, and the full release hopefully in a couple of months.

You're right. I uploaded a hotfix. Thanks for reporting!

Game is CPU bound, so as long as the lemon has a fine-ish CPU, it should be alright, even if it gets a little bit sour in the very late game. :)

You just put them into C:\Users\USER\AppData\Local\Mountain_Eaters

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! 

Haha, awesome. Thank you! :D

But the numbers should be shifted to the right, that was you fatal flaw, foolish Kirby! XD

Lol, sus...

But, we have already sold our souls to THE GREAT MAW!

Sadly you can't import into browsers atm because of some JS and GX WebAssembly issues I wasn't yet able to solve. But you can import into desktop version which runs significantly better.

I believe this should now be fixed in the new patch. Thanks for reporting!