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
- Gameplay
- UI and audio
- Store
- Balance
- Performance
Yet Another Incremental Game (but this time about coding) changes
### New
**Garbage collector quality-of-life**: its area of effect is drawn directly on the grid (dashed outline), clicking anywhere on its panel row swaps the collected type (not just the icon), and a timer bar tracks the collection cycle.
**Storage → trash**: stored cubes can be dragged from the storage panel straight to the trash.
**Code window controls**: manually scrolling back pauses autoscroll instead of fighting it, and the AI assistant gets its own pause button.
**Theme Pack modal**: a one-shot modal with a live theme preview greets the player at game open, selling the Themes DLC.
**End-of-demo modal** (demo builds): finishing the demo content shows a modal pitching the released game and opens the Steam overlay on the store page.
### Balance
**Achievement thresholds**: 49 achievements whose thresholds were unreachable at any realistic horizon were re-thresholded to audited ladders, and PRESTIGE_1000/2500/5000/10000 became prestige-point milestones.
### Fixes
**Typing performance**: the code window highlights the template once and reveals it as typed, instead of re-running syntax highlighting on every batch — big CPU drop at high typing speeds (reported by a Steam player).
**Achievements resync to Steam**: locally-unlocked achievements are pushed to Steam at boot — demo unlocks now reach the full game's Steam profile, and offline sessions / imported web saves catch up.
**Exact achievement trackers**: golden files now count real golden procs (agent output no longer counts), overclock bits spend is tracked per-tick instead of attributing every spend while overclocked, and PLAYED_24H measures accumulated playtime instead of wall-clock since first launch.
**Stuck saves after prestige**: prestige now purges the in-flight project (its late-run file lengths survived the reset and left players stuck for hours on a single file); a rescue guard in the project service also heals saves already stuck.
**Unfinishable Infinity files**: project difficulty scale moved to Decimal — `Math.pow` overflowed to Infinity around difficulty 3900, generating Infinity-length files.
**Heat-sink free energy**: stacked high-level heat-sinks pushed the cost reduction past 100%, flipping consumption negative; clamped at 90%.
**SFX drone at matrix speed**: past the matrix timeout cap, completions fire several times a second and the file-complete / golden chimes overlapped into a continuous drone — both now stay silent past the cap (unchanged below it).
**Machine resource pools**: floored at zero after each tick — float drift left pools at ~-2.5e-31 and the resource bar displayed a scary negative balance (cosmetic, but read as corruption).
**Machine adjacency**: the garbage collector no longer receives adjacency bonuses, and storage no longer shows a phantom placement bonus.
**Webfonts never applied**: themes asked for the wrong font family names, so the bundled webfonts silently fell back to system fonts.
**Locked upgrades**: the unlock requirement stays readable on locked upgrade rows.
**Prestige texts**: no longer promise a "permanent" multiplier (copy fix, EN/FR).
Source
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