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Steam News17 April 20262mo ago

v1.1 – balancing, quality of life, bug fixes

Thanks for playing! Version 1.1 ships with a full prestige rework, a heap of quality-of-life upgrades, balance tuning and serious performance work.

Full notes

Full Idle Deepcore update

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What changed

1 fix1 addition0 changes0 removals
  • Workshop
  • UI and audio
addedThanks for playing! Version 1.1 ships with a full prestige rework, a heap of quality-of-life upgrades, balance tuning and serious performance work. PRESTIGE — FULL REWORK • Old 7-node tree replaced with a 6-node hexagon ring: Cost Reduction, Material Value, Skill Gap, Drops, Damage, Mine Cost. • Nodes are repeatable — each level costs ceil(2 × 1.10^level) abyssal cores. Cost Reduction and Mine Cost are capped at 9 levels (-10% each, max ~61%); the other four are uncapped. • Buy 3 nodes per cycle, then prestige. Depth gate starts at 10,000m and grows by +2,000m each prestige. • +20% click damage per prestige (multiplicative — compounds across prestiges). • Prestige now grants a starting resource pack that scales ×1.2 per prestige. New tiers unlock at P1/P3/P6/P9/P12/P15/P20, from stone all the way up to core fragments. • Abyssal cores and shards are preserved across prestige. • Mastery purchases are NO LONGER depth-gated — only the prestige action itself needs the depth threshold. Buy upgrades any time you have the cores. • The PRESTIGE button shows live "X/Ym (N/3)" with a ✓/✗ tooltip so you always know what's missing. • Legacy saves auto-migrate — points you already spent on old nodes are converted automatically: Drill Schematics + Furnace Blueprint → Cost Reduction (+1 each) Trade Mastery + Depth Sense → Material Value (+1 each) Muscle Memory + Resonance Anchor → Skill Gap (+1 each) Mineral Instinct → Drops (+1) Echo Chamber ×N stacks → split between Drops (ceil N/2) and Damage (floor N/2) Your total investment is preserved; refund in cores isn't needed. The new hexagon ring is built from these levels on first load. Steam post image
fixedSMELTERY • New compact view toggle — one card per furnace instance with animated sprite, smelting rate, progress bar with heat-pulse when fast, and a clickable recipe label that opens a context menu. • Compact preference remembered per furnace type (stone, bronze, steel, etc.). • Recipe selector + Buy buttons split onto their own rows — no more overflow with long localized labels. • Furnace progress bar and timer now correctly reflect skill + upgrade speed bonuses. BALANCING • New Furnace Boost upgrade in the smeltery: +4% smelting speed per level, base 100$, cost ×1.10. • Auto-Clicker cost multiplier 1.15 → 1.10 (more accessible late game). • Mechanical Worm: 3,500 → 2,500 lithurge hearts. • Annihilator: 5,000 → 4,000 core alloys. • Skill tree tier 4-7 nodes cost more (10→12, 20→30) — already-bought skills are not re-billed. • Echo Chamber: +10% → +20% per stack (drops AND damage). • Muscle Memory: 11 → 19 starting depth points + the 400m interval (was Depth Sense). • Depth Sense replaced by Trade Mastery: +10% sell price per 10km depth per mine, uncapped, stacks. Buy prices scale too — no resell exploit. • Furnace Blueprint and Drill Schematics now divide cost by 3 (was /2). • Mastery rebalance: Machine & Furnace Discount and Expansion Plans now give -10% per level (was -20%) and cap at 9 levels. Maximum reduction ~61% — still strong, less game-breaking at high prestige counts. BUG FIXES • Auto-Clicker no longer pauses when the cursor moves from empty space onto a block. • Language selection persists after changing graphics settings. • Static-mode machines stay on their slot — no more drift or jitter. • Seismic Hammer can be placed when 2 free slots exist (auto-compact if needed). • Manual save slots are now sacred — autosave + quit-to-menu write only to the autosave file. Your pre-prestige backups are safe. • Achievement translations corrected in several languages. • Mastery reject label now shows the real reason (cores vs cycle vs max level) instead of a generic message. • Trade menu quantities now refresh live while the panel is open — no more closing / reopening to see ingots that just finished smelting in the background. • Auto-Clicker no longer stalls when a row clears under a stationary cursor (e.g. 9 jackhammers parked on the bottom row) — the hovered block is re-acquired every frame instead of only on mouse motion. QUALITY OF LIFE • Right-click closes any open menu. • Destroying a machine swaps the button to "Confirm?" (double-click to delete) — no more popup. • Hovering a mine on the map now shows its current machine roster. • Furnaces show actual smelting speed (×N) instead of the time multiplier. • Map info clarified: "Mine-wide yield" vs "Common deposits" vs the per-mine machine tooltip. • In-game Feedback button (main menu + pause menu) — send bug reports or suggestions straight from the game. • Rich tooltips on prestige / mastery nodes — cost, next level, and missing requirements all color-coded. • Trade panel: new x1000 quick-button for buying and selling (next to x1 / x10 / x100). • New "Bonuses" tab in the Stats window — lists every active multiplier (click damage, machine speed, drop rate, smelt speed, sell price, etc.) with hover tooltips that show the full formula and source breakdown. • Unlimited saves (was capped at 50). Keep as many manual saves as you want — the Load menu scans the saves folder and shows every save-shaped JSON it finds (any filename works, not just slot_N). • Drop any save file directly into the saves folder (%APPDATA%/Godot/app_userdata/Idle Deepcore/saves/) and it appears in Load next time you open the menu. Handy for sharing saves or sending a bug-repro to the dev. • Furnace progress bars now update every frame in the detail (list) view — no more 4 Hz stutter, matches the already-smooth compact view. • Trade menu now SI-formats owned quantities and unit prices (k / M / B / T) — late-game ingot stockpiles no longer break the row layout as a wall of digits. • Preferences menu (Settings → Preferences, also in the pause menu) — toggle SI formatting per category: mine depth, mine price, item quantity, money, plus a master switch. Defaults ON. • Remappable hotkeys: M opens the map, S opens the skill tree, T opens trade, F opens the smeltery, Tab cycles upgrade-panel tabs. Rebind from Settings → Keybinds (or the pause menu). Physical-keycode based so AZERTY / QWERTZ / Dvorak layouts hit the same physical keys as QWERTY. Collision swaps with the other action so nothing ends up silently unbound. • Right-click or ESC dismisses the new-resource discovery popup (works even if you right-click outside the card). • Ore textures tweaked for stronger visual differentiation — easier to tell at a glance which vein is which, and friendlier to colorblind players. • Steam Drill now has a small warm light on its body (same subtle glow the Jackhammer gets), matching the other machines that already lit their surroundings. • The PRESTIGE button's tooltip now lists the starting-pack resources you'll get on your next prestige (stone / coal / copper / … scaled per prestige count), plus your kept abyssal cores and shards. PERFORMANCE • Large-save optimization: players with 15+ mines no longer lose FPS when cycling between them. Only the 3 most-recently-visited background mines still run full per-block simulation; the rest switch to a lightweight math-based path that costs ~0.01ms each. • Smeltery tick hoists skill/upgrade lookups out of the per-furnace loop — saves thousands of calls per second at high furnace counts. • Analytical mines now aggregate drops per resource before posting them instead of once per block-type — cuts allocation / signal pressure dramatically on idle-heavy saves. • Upgrade panel no longer rebuilds itself while hidden — no more CPU spent on an off-screen panel during combat resource storms. • Mine-visual defensive guards (sprite / glow self-heal) now run every 6 frames instead of every frame — glow and shake animations still smooth every frame. Feedback welcome!

Idle Deepcore changes

addedThanks for playing! Version 1.1 ships with a full prestige rework, a heap of quality-of-life upgrades, balance tuning and serious performance work. PRESTIGE — FULL REWORK • Old 7-node tree replaced with a 6-node hexagon ring: Cost Reduction, Material Value, Skill Gap, Drops, Damage, Mine Cost. • Nodes are repeatable — each level costs ceil(2 × 1.10^level) abyssal cores. Cost Reduction and Mine Cost are capped at 9 levels (-10% each, max ~61%); the other four are uncapped. • Buy 3 nodes per cycle, then prestige. Depth gate starts at 10,000m and grows by +2,000m each prestige. • +20% click damage per prestige (multiplicative — compounds across prestiges). • Prestige now grants a starting resource pack that scales ×1.2 per prestige. New tiers unlock at P1/P3/P6/P9/P12/P15/P20, from stone all the way up to core fragments. • Abyssal cores and shards are preserved across prestige. • Mastery purchases are NO LONGER depth-gated — only the prestige action itself needs the depth threshold. Buy upgrades any time you have the cores. • The PRESTIGE button shows live "X/Ym (N/3)" with a ✓/✗ tooltip so you always know what's missing. • Legacy saves auto-migrate — points you already spent on old nodes are converted automatically: Drill Schematics + Furnace Blueprint → Cost Reduction (+1 each) Trade Mastery + Depth Sense → Material Value (+1 each) Muscle Memory + Resonance Anchor → Skill Gap (+1 each) Mineral Instinct → Drops (+1) Echo Chamber ×N stacks → split between Drops (ceil N/2) and Damage (floor N/2) Your total investment is preserved; refund in cores isn't needed. The new hexagon ring is built from these levels on first load. Steam post image
fixedSMELTERY • New compact view toggle — one card per furnace instance with animated sprite, smelting rate, progress bar with heat-pulse when fast, and a clickable recipe label that opens a context menu. • Compact preference remembered per furnace type (stone, bronze, steel, etc.). • Recipe selector + Buy buttons split onto their own rows — no more overflow with long localized labels. • Furnace progress bar and timer now correctly reflect skill + upgrade speed bonuses. BALANCING • New Furnace Boost upgrade in the smeltery: +4% smelting speed per level, base 100$, cost ×1.10. • Auto-Clicker cost multiplier 1.15 → 1.10 (more accessible late game). • Mechanical Worm: 3,500 → 2,500 lithurge hearts. • Annihilator: 5,000 → 4,000 core alloys. • Skill tree tier 4-7 nodes cost more (10→12, 20→30) — already-bought skills are not re-billed. • Echo Chamber: +10% → +20% per stack (drops AND damage). • Muscle Memory: 11 → 19 starting depth points + the 400m interval (was Depth Sense). • Depth Sense replaced by Trade Mastery: +10% sell price per 10km depth per mine, uncapped, stacks. Buy prices scale too — no resell exploit. • Furnace Blueprint and Drill Schematics now divide cost by 3 (was /2). • Mastery rebalance: Machine & Furnace Discount and Expansion Plans now give -10% per level (was -20%) and cap at 9 levels. Maximum reduction ~61% — still strong, less game-breaking at high prestige counts. BUG FIXES • Auto-Clicker no longer pauses when the cursor moves from empty space onto a block. • Language selection persists after changing graphics settings. • Static-mode machines stay on their slot — no more drift or jitter. • Seismic Hammer can be placed when 2 free slots exist (auto-compact if needed). • Manual save slots are now sacred — autosave + quit-to-menu write only to the autosave file. Your pre-prestige backups are safe. • Achievement translations corrected in several languages. • Mastery reject label now shows the real reason (cores vs cycle vs max level) instead of a generic message. • Trade menu quantities now refresh live while the panel is open — no more closing / reopening to see ingots that just finished smelting in the background. • Auto-Clicker no longer stalls when a row clears under a stationary cursor (e.g. 9 jackhammers parked on the bottom row) — the hovered block is re-acquired every frame instead of only on mouse motion. QUALITY OF LIFE • Right-click closes any open menu. • Destroying a machine swaps the button to "Confirm?" (double-click to delete) — no more popup. • Hovering a mine on the map now shows its current machine roster. • Furnaces show actual smelting speed (×N) instead of the time multiplier. • Map info clarified: "Mine-wide yield" vs "Common deposits" vs the per-mine machine tooltip. • In-game Feedback button (main menu + pause menu) — send bug reports or suggestions straight from the game. • Rich tooltips on prestige / mastery nodes — cost, next level, and missing requirements all color-coded. • Trade panel: new x1000 quick-button for buying and selling (next to x1 / x10 / x100). • New "Bonuses" tab in the Stats window — lists every active multiplier (click damage, machine speed, drop rate, smelt speed, sell price, etc.) with hover tooltips that show the full formula and source breakdown. • Unlimited saves (was capped at 50). Keep as many manual saves as you want — the Load menu scans the saves folder and shows every save-shaped JSON it finds (any filename works, not just slot_N). • Drop any save file directly into the saves folder (%APPDATA%/Godot/app_userdata/Idle Deepcore/saves/) and it appears in Load next time you open the menu. Handy for sharing saves or sending a bug-repro to the dev. • Furnace progress bars now update every frame in the detail (list) view — no more 4 Hz stutter, matches the already-smooth compact view. • Trade menu now SI-formats owned quantities and unit prices (k / M / B / T) — late-game ingot stockpiles no longer break the row layout as a wall of digits. • Preferences menu (Settings → Preferences, also in the pause menu) — toggle SI formatting per category: mine depth, mine price, item quantity, money, plus a master switch. Defaults ON. • Remappable hotkeys: M opens the map, S opens the skill tree, T opens trade, F opens the smeltery, Tab cycles upgrade-panel tabs. Rebind from Settings → Keybinds (or the pause menu). Physical-keycode based so AZERTY / QWERTZ / Dvorak layouts hit the same physical keys as QWERTY. Collision swaps with the other action so nothing ends up silently unbound. • Right-click or ESC dismisses the new-resource discovery popup (works even if you right-click outside the card). • Ore textures tweaked for stronger visual differentiation — easier to tell at a glance which vein is which, and friendlier to colorblind players. • Steam Drill now has a small warm light on its body (same subtle glow the Jackhammer gets), matching the other machines that already lit their surroundings. • The PRESTIGE button's tooltip now lists the starting-pack resources you'll get on your next prestige (stone / coal / copper / … scaled per prestige count), plus your kept abyssal cores and shards. PERFORMANCE • Large-save optimization: players with 15+ mines no longer lose FPS when cycling between them. Only the 3 most-recently-visited background mines still run full per-block simulation; the rest switch to a lightweight math-based path that costs ~0.01ms each. • Smeltery tick hoists skill/upgrade lookups out of the per-furnace loop — saves thousands of calls per second at high furnace counts. • Analytical mines now aggregate drops per resource before posting them instead of once per block-type — cuts allocation / signal pressure dramatically on idle-heavy saves. • Upgrade panel no longer rebuilds itself while hidden — no more CPU spent on an off-screen panel during combat resource storms. • Mine-visual defensive guards (sprite / glow self-heal) now run every 6 frames instead of every frame — glow and shake animations still smooth every frame. Feedback welcome!

Thanks for playing! Version 1.1 ships with a full prestige rework, a heap of quality-of-life upgrades, balance tuning and serious performance work. PRESTIGE — FULL REWORK • Old 7-node tree replaced with a 6-node hexagon ring: Cost Reduction, Material Value, Skill Gap, Drops, Damage, Mine Cost. • Nodes are repeatable — each level costs ceil(2 × 1.10^level) abyssal cores. Cost Reduction and Mine Cost are capped at 9 levels (-10% each, max ~61%); the other four are uncapped. • Buy 3 nodes per cycle, then prestige. Depth gate starts at 10,000m and grows by +2,000m each prestige. • +20% click damage per prestige (multiplicative — compounds across prestiges). • Prestige now grants a starting resource pack that scales ×1.2 per prestige. New tiers unlock at P1/P3/P6/P9/P12/P15/P20, from stone all the way up to core fragments. • Abyssal cores and shards are preserved across prestige. • Mastery purchases are NO LONGER depth-gated — only the prestige action itself needs the depth threshold. Buy upgrades any time you have the cores. • The PRESTIGE button shows live "X/Ym (N/3)" with a ✓/✗ tooltip so you always know what's missing. • Legacy saves auto-migrate — points you already spent on old nodes are converted automatically: Drill Schematics + Furnace Blueprint → Cost Reduction (+1 each) Trade Mastery + Depth Sense → Material Value (+1 each) Muscle Memory + Resonance Anchor → Skill Gap (+1 each) Mineral Instinct → Drops (+1) Echo Chamber ×N stacks → split between Drops (ceil N/2) and Damage (floor N/2) Your total investment is preserved; refund in cores isn't needed. The new hexagon ring is built from these levels on first load. Steam post image

SMELTERY • New compact view toggle — one card per furnace instance with animated sprite, smelting rate, progress bar with heat-pulse when fast, and a clickable recipe label that opens a context menu. • Compact preference remembered per furnace type (stone, bronze, steel, etc.). • Recipe selector + Buy buttons split onto their own rows — no more overflow with long localized labels. • Furnace progress bar and timer now correctly reflect skill + upgrade speed bonuses. BALANCING • New Furnace Boost upgrade in the smeltery: +4% smelting speed per level, base 100$, cost ×1.10. • Auto-Clicker cost multiplier 1.15 → 1.10 (more accessible late game). • Mechanical Worm: 3,500 → 2,500 lithurge hearts. • Annihilator: 5,000 → 4,000 core alloys. • Skill tree tier 4-7 nodes cost more (10→12, 20→30) — already-bought skills are not re-billed. • Echo Chamber: +10% → +20% per stack (drops AND damage). • Muscle Memory: 11 → 19 starting depth points + the 400m interval (was Depth Sense). • Depth Sense replaced by Trade Mastery: +10% sell price per 10km depth per mine, uncapped, stacks. Buy prices scale too — no resell exploit. • Furnace Blueprint and Drill Schematics now divide cost by 3 (was /2). • Mastery rebalance: Machine & Furnace Discount and Expansion Plans now give -10% per level (was -20%) and cap at 9 levels. Maximum reduction ~61% — still strong, less game-breaking at high prestige counts. BUG FIXES • Auto-Clicker no longer pauses when the cursor moves from empty space onto a block. • Language selection persists after changing graphics settings. • Static-mode machines stay on their slot — no more drift or jitter. • Seismic Hammer can be placed when 2 free slots exist (auto-compact if needed). • Manual save slots are now sacred — autosave + quit-to-menu write only to the autosave file. Your pre-prestige backups are safe. • Achievement translations corrected in several languages. • Mastery reject label now shows the real reason (cores vs cycle vs max level) instead of a generic message. • Trade menu quantities now refresh live while the panel is open — no more closing / reopening to see ingots that just finished smelting in the background. • Auto-Clicker no longer stalls when a row clears under a stationary cursor (e.g. 9 jackhammers parked on the bottom row) — the hovered block is re-acquired every frame instead of only on mouse motion. QUALITY OF LIFE • Right-click closes any open menu. • Destroying a machine swaps the button to "Confirm?" (double-click to delete) — no more popup. • Hovering a mine on the map now shows its current machine roster. • Furnaces show actual smelting speed (×N) instead of the time multiplier. • Map info clarified: "Mine-wide yield" vs "Common deposits" vs the per-mine machine tooltip. • In-game Feedback button (main menu + pause menu) — send bug reports or suggestions straight from the game. • Rich tooltips on prestige / mastery nodes — cost, next level, and missing requirements all color-coded. • Trade panel: new x1000 quick-button for buying and selling (next to x1 / x10 / x100). • New "Bonuses" tab in the Stats window — lists every active multiplier (click damage, machine speed, drop rate, smelt speed, sell price, etc.) with hover tooltips that show the full formula and source breakdown. • Unlimited saves (was capped at 50). Keep as many manual saves as you want — the Load menu scans the saves folder and shows every save-shaped JSON it finds (any filename works, not just slot_N). • Drop any save file directly into the saves folder (%APPDATA%/Godot/app_userdata/Idle Deepcore/saves/) and it appears in Load next time you open the menu. Handy for sharing saves or sending a bug-repro to the dev. • Furnace progress bars now update every frame in the detail (list) view — no more 4 Hz stutter, matches the already-smooth compact view. • Trade menu now SI-formats owned quantities and unit prices (k / M / B / T) — late-game ingot stockpiles no longer break the row layout as a wall of digits. • Preferences menu (Settings → Preferences, also in the pause menu) — toggle SI formatting per category: mine depth, mine price, item quantity, money, plus a master switch. Defaults ON. • Remappable hotkeys: M opens the map, S opens the skill tree, T opens trade, F opens the smeltery, Tab cycles upgrade-panel tabs. Rebind from Settings → Keybinds (or the pause menu). Physical-keycode based so AZERTY / QWERTZ / Dvorak layouts hit the same physical keys as QWERTY. Collision swaps with the other action so nothing ends up silently unbound. • Right-click or ESC dismisses the new-resource discovery popup (works even if you right-click outside the card). • Ore textures tweaked for stronger visual differentiation — easier to tell at a glance which vein is which, and friendlier to colorblind players. • Steam Drill now has a small warm light on its body (same subtle glow the Jackhammer gets), matching the other machines that already lit their surroundings. • The PRESTIGE button's tooltip now lists the starting-pack resources you'll get on your next prestige (stone / coal / copper / … scaled per prestige count), plus your kept abyssal cores and shards. PERFORMANCE • Large-save optimization: players with 15+ mines no longer lose FPS when cycling between them. Only the 3 most-recently-visited background mines still run full per-block simulation; the rest switch to a lightweight math-based path that costs ~0.01ms each. • Smeltery tick hoists skill/upgrade lookups out of the per-furnace loop — saves thousands of calls per second at high furnace counts. • Analytical mines now aggregate drops per resource before posting them instead of once per block-type — cuts allocation / signal pressure dramatically on idle-heavy saves. • Upgrade panel no longer rebuilds itself while hidden — no more CPU spent on an off-screen panel during combat resource storms. • Mine-visual defensive guards (sprite / glow self-heal) now run every 6 frames instead of every frame — glow and shake animations still smooth every frame. Feedback welcome!

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Steam News / 17 April 2026

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