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Steam News5 June 20251y ago

1.2.2: Endless Mode Bugfix

Hello, Patch note regulars will be aware of the persistent multiheaded bug where Endless mode numbers would suddenly explode when loading saved sessions.

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Repeated intro

Hello,

What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addedWhen players either completed the game or quit via pause menu, then immediately started an Endless mode game, a specific once-per-second interval which calculates the current processing power used would persist from the previous game in the background, bleeding into later sessions. Depending on how the timing landed, this either made no difference, or, if you were unlucky, this legacy interval would constantly overwrite the "current click speed" stat with 0 in your new game, suppressing the true processing power usage stats until the session was quit then loaded up again... causing an otherworldly spike.

FACEMINER changes

addedWhen players either completed the game or quit via pause menu, then immediately started an Endless mode game, a specific once-per-second interval which calculates the current processing power used would persist from the previous game in the background, bleeding into later sessions. Depending on how the timing landed, this either made no difference, or, if you were unlucky, this legacy interval would constantly overwrite the "current click speed" stat with 0 in your new game, suppressing the true processing power usage stats until the session was quit then loaded up again... causing an otherworldly spike.

Patch note regulars will be aware of the persistent multiheaded bug where Endless mode numbers would suddenly explode when loading saved sessions.

Thanks to those who sent their saves over, I've been able to consistently reproduce it and figure out what the problem was.

When players either completed the game or quit via pause menu, then immediately started an Endless mode game, a specific once-per-second interval which calculates the current processing power used would persist from the previous game in the background, bleeding into later sessions. Depending on how the timing landed, this either made no difference, or, if you were unlucky, this legacy interval would constantly overwrite the "current click speed" stat with 0 in your new game, suppressing the true processing power usage stats until the session was quit then loaded up again... causing an otherworldly spike.

This was a tricky one to pin down. I appreciate everyone's patience with it.

Source

Steam News / 5 June 2025

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