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Kollaps

From meteoroid to black hole, and then twice more. A pixel-art idle game with no ads and no shop. · By Staatseigentum

Changelogs Sticky

A topic by Staatseigentum created 25 days ago Views: 27 Replies: 2
Viewing posts 1 to 3
Developer

Here will be posted the Changelog of the newer Version of the Game! So you guys always know what's new and where to look to find :)

Developer

5.0.1

Fixes.

Achievements announce themselves again on phones. The card lived inside the body

screen, and on a phone that screen is one of six — so an achievement earned in the shop

or on a collapse had nothing on screen to notice it, and coming back marked it as

already seen. Every achievement earned away from the body screen was silently swallowed.

It now sits above the whole layout and survives switching screens. The desktop version

never showed the fault, because there the body is always visible.

The last German text in the English build. The tab strips, the settings toggles, the

save slots, the statistics list, the collapse button and the PC's update card. Two

separate causes, both now closed off with tests of their own.

The save slots on PC showed the body's German name even in English.

5.0.2

The automatic collapse no longer waits.

It used to look a minute ahead and hold on while another minute of production would still

add more than two per cent to the payout. That is sound reasoning for a run that got there

slowly, and wrong for this rule: anyone who orders fifty runs has a fleet that crosses the

threshold in seconds and was made to watch a full bar each time.

It now fires the moment it can. What it still will not do is end a run worth less than one

whole singularity, or cut a challenge short.

5.0.3

Building the body had no income past Mars. That is fixed, and it was the bigger half of

the update.

Fragments only ever fell up to Mars, by design — and past it the panel promised that the

comets would bring the material of the sky. They never did. Catching one paid in production

or a buff and left no material at all, which meant a run past Mars could not gain a single

unit for the rest of its life. Since a collapse takes the shells and the loose material with

it, the deepest world types were not distant, they were walled off. Anyone at the black hole

was looking at a dead panel.

Both halves are true now:

Fragments never stop. Past Mars they thin out to roughly one every thirty seconds

instead of one every four — rare enough not to argue with a comet for the same thumb,

frequent enough that the stock still moves.

Comets with a core leave material behind. Ice Core, Ember Core and Splinter Shower

spill a load when you break them open. The three that cross whole and go down in one tap

carry nothing: material that cheap, every four minutes, would make the world grid a

formality. A core comes round roughly every quarter of an hour and wants two or three

hits while it is still moving. Your crust raises what it spills, exactly as it raises

what a fragment is worth.

Reaching a grown world now takes about an hour of paying attention; a whole one, five

to ten. Long, but finite.

Also: the thirteen "per level" lines under the prestige upgrades were still German in the

English build.

Developer

5.1.0 — The catalogue costs something

Above the black hole the ladder keeps going: every body comes round again with a designation

from AA to ZZ, sixteen thousand rungs of it. It was far too cheap.

Unlocking the catalogue takes eight galaxies, and anyone who has eight galaxies is producing

many orders of magnitude more than the black hole costs. The first designation used to sit a

single 3.65 % step above it — so the first several hundred rungs went past faster than you could

read them.

Setting foot on the catalogue now costs a million times the black hole. Everything below

that is still the black hole, so entering the catalogue is an event rather than a footnote you

scrolled past.

Each rung costs a little more than before — 3.75 % over the one below it, up from 3.65 %.

And each rung produces less — 3.00 %, down from 3.30 %.

That last pair is the one that matters. The gap between what a rung costs and what it pays is

the entire difficulty of the ladder, and it compounds: a rung used to be 0.34 % harder than the

one below it and is now 0.73 %. Over two thousand rungs that is the difference between the climb

getting nine hundred times harder and it getting two million times harder.

If you are wondering why the cost per rung only moved a little: it is at its ceiling. The

thresholds are a geometric series over sixteen thousand rungs, and the number that holds them

runs out somewhere past 1e308. The ladder now ends around 1e301. A steeper rate would not make

the climb harder — it would make the top of it infinite.