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Steam News27 July 202624d ago

v1.1.0

## 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.

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

1 fix2 additions1 change1 removal
  • Balance
  • Gameplay
  • UI and audio
fixedSome 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.
added### New
added*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.
changed### Balance
removed*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.
Steam has finally lifted the achievements limit1005kSteam has finally lifted the achievements limit decreased, nerf

Yet Another Incremental Game (but this time about coding) changes

fixedSome 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.
added### New
added*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.
changed### Balance
removed*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.

## 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

Steam News / 27 July 2026

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