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Kloutz00

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A member registered 38 days ago · View creator page →

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RING COSMOS · Changelog v9.0 to v9.6

v9.6: Constellation QoL

  • Hover any star (desktop) to read it instantly, PoE style. On mobile, tap shows details and ALLOCATE confirms, so you never buy blind.
  • Click a far star to buy the entire cheapest path to it in one go, with the full cost and star count shown before you commit.
  • Hold an allocated star to refund it individually. The map protects itself: you can only unbuild from the edges, never strand your build.

v9.5: The Deep Update (the big one)

  • Star Limit. Only 46 stars can shine at once, +5 per Ascension. With 269 stars on the map and free respecs, every constellation is now a build you choose, not a checklist you finish.
  • Hollow Vaults. Gate Stones unseal 4-floor dungeons (Tier 1 to 10): three modified floors, a door choice between each one granting a lasting boon, and the Vault Lord at the bottom. Items, Stardust and Void Shards await, with a guaranteed legendary at Tier 5+.
  • Eclipse Rifts. Rift Keys (Tier 1 to 15) drop after GAME COMPLETE, each rolled with nasty modifiers. Five minutes to break the required rings for Void Shards, spent at the endless Void Forge.
  • Trial Tiers. Every Trial now has 6 escalating tiers, each stacking its permanent reward again.
  • The Deep. Past phase 200 rings grow extra layers and harden fast, down to the Singularity at phase 500.
  • Shop expanded. Three new upgrades (Crit, Breaker, Fortune), higher caps, and a 1x/5x/25x/MAX buy multiplier.
  • The Great Slowdown. The prestige loop was snowballing, so the whole curve got pulled back: flatter Core gain, capped unspent-Core bonus, tougher rings, trimmed tree and shop. Becoming a god should take longer than a weekend.
  • Music. "Cosmic Star" by JDSherbert now plays as a seamless loop, with the procedural engine as fallback.
  • New look. Pixel UI skin (navy buttons, ornate gold frames), and on Android the game now runs in true immersive fullscreen.
  • Fixes: prestige Cores are banked when starting a Trial instead of lost, audio stops when the app goes to background, auto-prestige no longer fires during Trials, and a full pass on Codex and tutorial accuracy.

v9.4: The Constellation, reforged

  • The talent map grew from 56 to 269 stars: minor stars, notables, side clusters, far outposts and an outer ring of waypoints linking neighboring constellations.
  • Keystones moved to the edge with rebalanced effects, and Astral Jewels were retuned for the bigger map.
  • Every spent Core was refunded on first load. Nobody lost anything, everybody got to rebuild.
  • Fixes: floating text no longer clips at screen edges, star labels no longer cover the stars.

v9.3: The Umbral Drift

  • A new constellation branch dedicated to AFK generation, multiplying your offline rate and stretching the time cap.
  • First AFK collection now triggers a proper tutorial explaining how offline gains work.

v9.1 and v9.2: Learn as you go

  • Progressive reveal: buttons and menus only appear once their system exists in your run.
  • Animated tutorial cards introduce each mechanic the moment you unlock it, and the same scenes now illustrate the Codex.
  • New systems pulse in the menu so you always know where the new thing lives.

v9.0: Resonance

  • Milestones. 24 lifetime achievements paying Stardust, unlocked retroactively for veterans in a single batch.
  • Resonance. Breaking rings in quick succession charges up to +50% points. Idle play is never punished, active play simply pays extra.
  • Buff bar. Chips under the HUD show everything boosting you right now.
  • Auto-salvage. Per-rarity loot filters that turn filtered drops into Stardust on pickup. Legendaries are never auto-salvaged.
  • Codex. A full in-game manual covering every system.

Save codes survive every update. Keep the reports coming, they shape every version of this game.

Could you please add animations like that on your pack? I would pay for it since i really need it and can't animate it :(

RING COSMOS v9.0: "Resonance"

The biggest update since launch: five new systems that feed into each other, plus quality of life across the board.

Milestones

A new panel tracking lifetime feats across every system: rings broken, phases cleared, prestiges, ascensions, Wardens slain, Trials completed, Fragments crafted, Legendaries found, best combo and more. There are 24 milestones, each paying out Stardust once, with a progress bar for everything still pending and a lifetime statistics grid at the top.

Veterans, this one is for you: your save already knows how much you have done. Load v9.0 and every milestone you earned along the way unlocks retroactively, paid out in a single batch.

Resonance

Breaking rings in quick succession now charges Resonance, worth up to +50% points at full charge. Stop breaking for a few seconds and it drains away. Idle play is never punished: offline gains and AFK are completely untouched. Active play simply pays extra. Combine it with nudges and watch the numbers climb.

Buff bar

Small chips under the HUD now show everything active right now: Cosmic Surge with its countdown, the Trial you are running, today's Daily Anomaly, how many Anomalies are stacked and their total multiplier, and your live Resonance charge. No more guessing what is currently boosting you.

Auto-salvage

The loot filter you asked for. In Core Equipment you can now toggle auto-salvage per rarity (common, rare, epic). Filtered drops turn into Stardust the moment they land, with their own pickup popup. Legendaries are never auto-salvaged, no exceptions.

Codex

A full in-game manual: 14 expandable sections explaining every system in the game, from Fortresses and Wardens to Ascension, Anomalies, the Stardust economy and the new v9.0 systems. If you ever wondered how something works, it is in there.

Also in this update

  • Rings destroyed by Entity abilities now count toward run stats and Trials (they were silently skipped before)
  • The game version is now shown in Save & Options
  • Mobile layout tuned for all the new panels and the buff bar
  • Milestone payouts were calibrated against the Stardust economy fixed in v8.8, so crafting stays meaningful

As always, save codes survive updates. Keep the reports coming, they shape every version of this game.

Hey, thanks for the detailed report, this was gold! Just pushed v8.9 and everything you flagged is in it:

Both bugs are fixed. The duplicate was a sneaky one: loot dropping while the equipment window was open silently shifted inventory positions, so equipping grabbed the wrong item and left a copy behind, the double-sell came from the same root cause. And good news: no need to send your save file. The game now auto-repairs affected saves on load, so any duplicates you already have will clean themselves up the first time you open v8.9.

The close button issue was the panel overflowing past shorter windows panels now cap to the screen and scroll, and you can also close any of them with Esc or by clicking outside.

Your suggestions all made it in too: there's an auto-buy toggle in the bottom bar now (made exactly for the Trials situation you described), a Salvage All button with a confirm tap, the Anomalies panel explains what they are and how they unlock (clearing phase 200), and craft cost now scales with phase the same way salvage value does, so the infinite Stardust loop is gone without touching the early-game economy.

Thanks again, reports like this are exactly what makes the game better. Keep 'em coming!

RING COSMOS v8.9

Big thanks to recklessfrosty for the detailed bug report that drove most of this update. ♥

Bug fixes

  • Fixed: equipment duplication. Equipping over an occupied slot could leave a copy of the item in your inventory, and the same root cause made single items sell twice. The culprit: loot dropping while the Core Equipment window was open silently shifted inventory positions, so actions targeted the wrong item. Every action now tracks items by their unique id, and the window refreshes live when loot drops.
  • Your save repairs itself. If you were hit by the duplication bug, the game automatically removes the duplicates the first time you load v8.9. No need to re-import or send save files.
  • Fixed: panels not closing outside fullscreen. On shorter windows the panel could overflow past the screen, pushing the Close button out of reach. Panels now cap to the viewport and scroll internally — and every panel can also be closed with Esc or by tapping outside it.
  • Fixed: infinite Stardust. Salvage value scales with item level, but craft cost was flat — past a certain phase, crafting and salvaging printed free Stardust forever. Craft cost now scales with your best phase by the exact same amount, so the early-game economy is untouched and the loop is gone.

Quality of life

  • AUTO-BUY toggle in the bottom bar (appears once you have the talent). Made specifically so you can attempt purchase-restricted Trials without respeccing your prestige upgrades.
  • SALVAGE ALL button in Core Equipment, with a confirm tap so you don't nuke your stash by accident. Equipped Fragments are never touched.
  • Anomalies are now explained in their panel: what they are, that they unlock by clearing phase 200 (GAME COMPLETE ♛), that they persist through ascension, and exactly what each one multiplies.
  • Craft button now shows its exact cost.

Mobile

  • No more white bar. The browser chrome now renders dark to match the game, and the page can no longer overscroll into a white void.
  • New dropdown MENU. The bottom bar keeps only gameplay actions (Prestige, Constellations, Core Equipment, toggles, ability) — everything else lives in a clean dropdown with labeled entries.
  • Responsive text. HUD, panels and buttons scale down properly on narrow screens instead of overflowing.
  • Core Equipment redesign. The four slots are now a compact 2×2 grid with rarity-colored borders (also on inventory items), tighter affix text, and a single unequip hint instead of four.
  • The game is now installable: on Android, open it in Chrome and choose Add to Home Screen to play fullscreen like an app, offline included.

Keep the reports coming, save codes survive updates, as always.

Thank you for this report, it was genuinely valuable. All three points are addressed in today's update:

The tree bug was a canvas coordinate mismatch under browser zoom. Your "playing in firefox btw" was the clue that cracked it, so thanks for including that. The lag was mostly shadow effects that Firefox handles poorly. The game now auto-detects low FPS and switches to a performance mode (there's also a manual FX toggle in Save & Options). And you can now download the game as a free offline HTML file, since you asked.

As for the UI it's a fair hit. It got a full redesign in this update. Curious whether it lands better for you.

Full changelog here:https://itch.io/t/6628355/changelod?before=3#post-16584813

If anything still feels off on your end, I want to know.

Three days after launch, the first player feedback already made the game better. Here's what changed:

  1. The talent tree bug is fixed: If clicking nodes selected the wrong one (or nothing), that was a canvas coordinate mismatch that appeared under browser zoom. Found thanks to a player report that mentioned Firefox, which was the missing clue. Clicks now land exactly where you aim, at any zoom level.
  2. Performance overhaul: The lag came from expensive glow effects (Firefox really hates canvas shadows) plus a few wasteful rendering habits. Now:
    1. The game measures its own FPS and switches to a performance mode automatically if things get choppy
    2. You can force it manually: FX button in Save & Options (AUTO / HIGH / LOW)
    3. Mobile got extra love: lower resolution scaling on phone screens, faster detection, fewer particles. It should run dramatically better on mid-range phones
  3. Offline version: You can now download the game as a single HTML file (free, in the downloads below) and play it locally with zero overhead. Your save stays in whichever browser you use.
  4. UI redesign: Fair criticism was received about the interface looking generic. The whole UI got rebuilt around a proper visual identity: chamfered corners instead of rounded pills, brass instrument details, corner ornaments on panels, spaced small-caps typography. It should feel like operating a star observatory now.
  5. Tap feel: The anti-autoclicker limit was punishing fast legitimate tapping. 
    1. Reworked: your taps never go dead now, they just soften briefly if you tap extremely fast. Autoclickers stay useless.

Keep the reports coming. The fastest way to get something fixed is telling me exactly what broke and where. o7

Ring cosmos community · Created a new topic Changelod

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