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Steam News15 March 20263mo ago

Glass & Glow

v1.1.0 — "Glass & Glow" The shark looked around one day and noticed the UI was built for a spreadsheet, not an ocean.

Full notes

Full The Ocean is not Water update

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

What changed

2 fixes3 additions10 changes0 removals
  • UI and audio
  • Gameplay
  • Fixes
  • Events
addedThe shark looked around one day and noticed the UI was built for a spreadsheet, not an ocean. Every panel, every tab, every modal got dragged into a back room and came out wearing frosted glass, responsive layouts, and a sense of purpose. The player can now actually find things.
added✨ New Features
addedAuto-buy system rework. Each generator now has an individual auto-buy toggle (animated clock icon — green pulse when active, red dashed when off). A master "Auto-buy All" toggle in the generator panel header enables or disables every generator's autobuyer at once. New `AutoBuyIcon` component is keyboard-accessible (Enter/Space) and prevents accidental parent-card clicks.
changed"Buy All" for upgrades. Each upgrade tier in the Devour tab has a "Buy All" button that purchases every affordable upgrade in that tier.
changed"Buy All" for brood. The Brood tab has a "Buy All" button that buys all affordable brood upgrades (sharks, speed, efficiency, sense) in a single action.
changed🎨 UI / UX

The Ocean is not Water changes

addedThe shark looked around one day and noticed the UI was built for a spreadsheet, not an ocean. Every panel, every tab, every modal got dragged into a back room and came out wearing frosted glass, responsive layouts, and a sense of purpose. The player can now actually find things.
added✨ New Features
addedAuto-buy system rework. Each generator now has an individual auto-buy toggle (animated clock icon — green pulse when active, red dashed when off). A master "Auto-buy All" toggle in the generator panel header enables or disables every generator's autobuyer at once. New `AutoBuyIcon` component is keyboard-accessible (Enter/Space) and prevents accidental parent-card clicks.
changed"Buy All" for upgrades. Each upgrade tier in the Devour tab has a "Buy All" button that purchases every affordable upgrade in that tier.
changed"Buy All" for brood. The Brood tab has a "Buy All" button that buys all affordable brood upgrades (sharks, speed, efficiency, sense) in a single action.

v1.1.0 — "Glass & Glow"

The shark looked around one day and noticed the UI was built for a spreadsheet, not an ocean. Every panel, every tab, every modal got dragged into a back room and came out wearing frosted glass, responsive layouts, and a sense of purpose. The player can now actually find things.

✨ New Features

  • Auto-buy system rework. Each generator now has an individual auto-buy toggle (animated clock icon — green pulse when active, red dashed when off). A master "Auto-buy All" toggle in the generator panel header enables or disables every generator's autobuyer at once. New `AutoBuyIcon` component is keyboard-accessible (Enter/Space) and prevents accidental parent-card clicks.

  • "Buy All" for upgrades. Each upgrade tier in the Devour tab has a "Buy All" button that purchases every affordable upgrade in that tier.

  • "Buy All" for brood. The Brood tab has a "Buy All" button that buys all affordable brood upgrades (sharks, speed, efficiency, sense) in a single action.

🎨 UI / UX

Bottom Tabs — Complete Redesign

  • 12 tabs in a 2-row compact grid (5 per row): Devour, Brood, Studies, Prestige, Protocols, Hunts, Stats, Relics, Paradox, Bazaar, Echoes, Aquarium. Tabs unlock progressively based on game milestones — locked tabs are visible but dimmed and unclickable.

  • Progress bars in tab headers showing upgrade/research/brood completion per tier.

  • Sub-tab navigation within the Devour tab for switching between upgrade tiers.

Top Resource Bar — Dual Mode

  • Compact mode: single-row resource chips grouped by category (Core, Prestige, Fracture), separated by vertical dividers.

  • Detailed mode: segmented bar with labeled sections, each tinted to its resource color (cyan entropy, yellow teeth, purple consciousness, orange fragments, red paradox).

  • Tooltips on every resource explaining what it does.

  • GlitchText effect on Entropy and Paradox Instability values.

  • Glassmorphic styling throughout — `backdrop-filter: blur` with dark semi-transparent surfaces, subtle border glow, and depth shadows.

Generator Panel (Right Panel) — Compact Cards

  • Compact/detailed view modes with a toggle.

  • Fixed-height 40px cards with left accent stripes (green = auto-buy active, cyan = affordable).

  • Responsive height reserves space for bottom tabs when viewport is short.

  • Sticky header stays fixed during scroll.

Left Info Panel — 3 View Modes

  • Compact → Summary → Detailed cycling toggle, plus collapsible to a small chevron.

  • Compact: passive EPS, sonar power, prestige currencies, current path, fracture count, total playtime.

  • Summary: entropy source breakdown, prestige multiplier details, active events, dream boosts.

  • Detailed: collapsible sections with full multiplier breakdown (upgrade, achievement, research, artifact, expedition, dream, event, bazaar, mutation multipliers).

  • Only appears once the player has bought their first generator or has prestige progress.

Escape Menu — Full Settings Suite

  • 4 tabs: Settings, Controls, Guide, Credits.

  • 6 settings sections: Graphics (particle density, minimal mode, number format, screen shake, sonar wash, cinematic effects), Gameplay (unlimited sonar, skip title screen), Audio (music/SFX toggles and volume sliders), Window (windowed, borderless fullscreen, fullscreen), Saves (full slot management with rename, delete, export/import via clipboard), Cheats.

  • Custom confirmation modals replace browser `confirm()` dialogs — glassmorphic with danger styling.

  • Dream history accessible from the escape menu.

Title Screen — Cinematic Overhaul

  • Animated word reveal for the title ("The", "Ocean", "Is", "Not", "Water") with sequential timing.

  • Character-by-character tagline: "Descend. Devour. Become."

  • Visual effects: scan lines, sonar pulse ripple on click, hero shark animation, depth counter, vertical descend animation into the menu.

  • Demo save import: detects demo saves from a shared transfer directory and offers to import them into the full game.

Prestige Modal — Config-driven

  • 3 distinct prestige tiers (Molt, Awaken, Fracture), each with unique color, subtitle, gain/loss labels, and run stats.

  • Singleton pattern: any component can request a prestige confirmation via a shared callback.

Dream Modal — Polish

  • Multi-phase cinematic flow: narrative → transitioning → choosing → fading, with smooth `setTimeout` delays between phases.

  • Sonar pulse effect on click (ripple from cursor position).

  • Escape key consumed while the dream is active, preventing the settings menu from opening behind it.

Endgame Modal — Win Condition

  • Completion badges: All Relics, All Studies, All Hunts, 1e100 Entropy.

  • Submersion (NG+) multiplier preview showing current vs next multiplier before committing.

⚙️ Technical

  • TopBar wrapper reserves stable height (`minHeight: 64px`) so the BoostBar below it doesn't jump when the top bar content changes.

  • `autoBuyPulse` CSS keyframe animation for the auto-buy icon active state.

Source

Steam News / 15 March 2026

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