Full notes
Full Banana Clicker update
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What changed
- Gameplay
- Events
- Store
Banana Clicker changes
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Hey folks! Just wanted to drop a quick update on some under-the-hood progress I’ve been making.
I’ve started wiring them directly into the game loop with a brand new mission screen for each NPC. The idea is simple:
Each NPC you meet (like The Dealer, shown above) comes with their own set of missions/objectives.
Complete all of their missions and you’ll unlock the next NPC, expanding the roster of characters you can interact with.
Unlocking a new NPC means fresh shop inventory, new dialogue flavor, and of course more missions to chase.
This structure gives the game a clear sense of progression: you’re not just collecting bananas endlessly, you’re working toward character-driven milestones. It also ties perfectly into the new EventBus system — objectives are just listeners on events like “collect X,” “unlock Y,” or “obtain Z.” That makes adding new mission types super easy without touching old code.
Steam post image Sneak peek
For a while, a lot of the game’s logic was hooked up through a big, centralized event manager. It worked fine early on, but as I kept adding features it started to feel like a messy switchboard — everything talking through the same tangle of wires. Adding new objectives or unlockables meant touching fragile code, and that slowed me down.
So I ripped that out and replaced it with a new EventBus system. What that means for the game:
Modular objectives – I can now build new goals (like “collect 50 bananas” or “grab a rare skin”) just by hooking into the right event, without rewriting old code.
Unlock foundations – Characters, gear, utilities… all of these now share the same structure, so future unlocks will be way easier to add.
Room for growth – Achievements, stats, new resource types, etc. can all plug into the same event flow without bloating the core.
From your perspective, this mostly means faster iteration and more variety: new objectives and unlocks can be added quickly, and systems are less likely to trip over each other.
I’ll be using this backbone to roll out more types of challenges, collectibles, and unlockables in upcoming builds. Think of it as me paving a clean road now so I can ship content faster later 🚀
For those of you curious, here's a little code preview.
Source
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