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Steam News8 April 20262mo ago

Update 1.6

While this is a mostly normal bug fix update, it's also HUGE in terms of the effect it has on the game.

Full notes

Full Recursive update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes15 additions12 changes3 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Balance
addedWhile this is a mostly normal bug fix update, it's also HUGE in terms of the effect it has on the game. All values across the board have been fully transitioned to a new BigNumber numbers system that allows for true theoretically infinite scaling. With this change comes a huge fix to saves that had issues with values going negative. If you got so far that your currencies went to negative 9 trillion for example, this version fixes that!
addedUnfortunately if your save was marked as corrupted by the game, or you saw "inf" values anywhere then that save could not be saved (pun intended). I hope you guys enjoy, and I look forward to fixing all the new bugs I'm sure y'all will find!
fixedFixed the hover information for prestige points not appearing correctly
fixedFixed some mining expedition upgrades not appearing until a currency was unlocked
fixedFixed a small issue with Rubble currency
addedChanged all number systems over to the new BigNumbers system (Mantissa based values for the people who know) allowing for proper "infinite" scaling without causing overflow issues

While this is a mostly normal bug fix update, it's also HUGE in terms of the effect it has on the game. All values across the board have been fully transitioned to a new BigNumber numbers system that allows for true theoretically infinite scaling. With this change comes a huge fix to saves that had issues with values going negative. If you got so far that your currencies went to negative 9 trillion for example, this version fixes that!

Unfortunately if your save was marked as corrupted by the game, or you saw "inf" values anywhere then that save could not be saved (pun intended). I hope you guys enjoy, and I look forward to fixing all the new bugs I'm sure y'all will find!

  • Fixed the hover information for prestige points not appearing correctly

  • Fixed some mining expedition upgrades not appearing until a currency was unlocked

  • Fixed a small issue with Rubble currency

  • Changed all number systems over to the new BigNumbers system (Mantissa based values for the people who know) allowing for proper "infinite" scaling without causing overflow issues

  • Added a small patch that will convert old saves automatically, fixing most broken saves with negative value issues (Unfortunately if your save says corrupted in the loading screen I was unable to fix that)

  • Removed the level cap for the mimic (Was 2.9k, is now theoretically infinite)

  • Revamped the max upgrade button, should be more reliable and cause less lag for massive overcharge levels

  • Made it so the "Max" upgrade button truly buys the max amount of upgrades instead of silently capping at 50-100 per click

  • Game shouldn't stutter as bad anymore when clicking the "All" upgrade button (Unfortunately not perfect, yet)

  • Added a new suffix system for numbers, (Ex. 1m, 1b, 1t, 1Qa, 1Qi, 1Dc, 1A, 1H, 1AB, 1ABC)

  • Changed the max level and max overcharge level for Mining Rig upgrades

  • Removed overcharge caps from Reinforced Drills and Rig Module upgrades

  • Added the ability to use percentage values in Gamblers Den and Potion Brewer quantity boxes

  • Fixed an issue with possible low FPS in the potion brewer UI when farming mats

  • Mining Expedition chain lightning upgrade now does 50% of mining click damage instead of just .5

  • Added a sub-upgrade to chain lightning that allows the 50% to be raised by 5% per level

  • Moved chain lightning down a tier, making it easier to unlock early on

  • Blacksmith now has both side panels open by default, making it easier to see equipment discovery/hints

  • Forge of Creation now starts with the info panel open by default

  • Moved the enemy regen numbers away from the right of the enemy and into the HP bar for better clarity

  • Slightly altered the color of the enemy health bar for better contrast

  • Changed the way crit chance affects the damage tooltip, now caps at 5 exclamation points but color goes through a big range depending on crit chance

  • Changed the way damage tooltips appear over enemies in the overworld, making it a bit more clear to see damage done when it's happening rapidly.

  • Moved the prestige button out of the giants modal and on to the top panel, next to the inventory button. (Does not appear until prestiging is available, same as before)

  • Removed the existing prestige UI and consolidated it into a smaller panel top-right. All information is still present.

  • Added the ability to hold down left mouse to rapid-click in mining expedition

  • Improved click detection in mining expedition

  • Added a "Quick Identify" button to material identification in the improvement results modal, now allows for back-to-back auto identification without as many clicks

  • Added a "Arcane Identification" upgrade to the Mage Tower Research. Allows you to set a mage(s) to identify materials automatically for you instead of creating currency (Uses the mages speed upgrades to measure identification speed, has multiple levels)

  • Added Rubble to the prestige rungs

  • Iron Fortress run selector background now changes depending on which mode is selected

  • Iron Fortress run selector now remembers which tab was selected during a game session (Will revert back to Fortress Defense by default any time the game is restarted)

  • Switched from the basic fade transition to a new mosaic-pixel transition (Honestly not exactly sure how I feel about it yet)

  • Fixed a bug that wasn't allowing negative material effects to become positive

  • Added a "Auto Slots" upgrade to the Gamblers Den

  • Added a new "Choose your path" essence selector for the 3 main essences. Shows only the town symbol, but not the name or description.

  • Converted the timed tutorial tips to non-timed. (In hindsight having it timed was dumb, why wouldn't I let you keep it on your screen for forever if you wanted?)

Source

Steam News / 8 April 2026

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