Full notes
Full Yet Another Incremental Game (but this time about coding) update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
Yet Another Incremental Game (but this time about coding) changes
## v1.1.0 - 2026-07-27
### Warning
Some achievements are still broken, but it will be retroactive and should be fixed in the next release. Steam has finally lifted the achievements limit from 100 to 5k+ (even in this release, some achievements are still not wired). And I still need to balance some achievements.
### New
**Merge Queue Defense** replaces the CODE REVIEW tab, rebuilt from scratch as a defense mode: suspicious PRs ride a conveyor belt as enemies and your review agents shoot them down before the merge point. Combat capabilities unlock through a 7-milestone ladder and must be claimed, the upgrade shop assembles itself as capabilities come online, crits land at ×1.5 with chance/damage upgrades, and runs are fueled by LGTM, a run-local currency. Weights earned per run feed a RETRAINING panel. CODE QUALITY exports a production-wide multiplier, PIPELINE speeds up spawns, MEMORY persists across rollbacks, LEARNING RATE discounts the shop; the late-ladder AUTONOMOUS CI capability keeps the mode running unwatched. The mode teaches itself through the same diegetic system-file onboarding as the main game (five files boot each section online) and ships with EN/FR chrome (diegetic content stays English). - **Old-system rewiring**: everything that hung off the old code review was reconnected to the new mode — bits income, the Machine unlock gate (now 2 rollbacks), the CR\_\* achievements, and four skill nodes. - **VETERAN carry-over**: progress from the old code-review system becomes a permanent +X% bonus on the CODE QUALITY track; veteran saves skip the mode's onboarding, and a one-time notice explains the revamp on the first REVIEW tab visit. - **CODE REVIEWER agent**, rewired for the new mode: it places review holds on PRs (arriving through a smoothing reservoir, not as bursts), boosted by the new **Frozen Diff** skill node. - **Machine garbage collector**: auto-merges configured cubes to reduce grid tedium. - **Steam achievements**: 121 achievements that existed but never triggered are now wired (COMP*LB*\* dropped — no load-balancer component exists). - **Prestige row** highlights the Prestige Point gain in bold and is disabled when the gain is 0. - **Save-write observability**: settings now show disk-save status, backed by a persistent capped log.
### Balance
**EXPERIENCE TRAINER**: halved from 1% base + 1% per Advanced Training level (5% max) to 0.5% + 0.5% per level (2.5% max at Lv.4); its random target pool now includes itself.
### Fixes
**Typing performance**: syntax highlighting (Prism) re-ran on every store tick and dragged the whole game down. - **Upgrades panel scroll**: the feedback button no longer covers the last upgrade (both layouts). - A lot of other things I was too lazy to document.
Source
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