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Steam News1 August 202619d ago

v1.1.2

### 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 t

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

0 fixes1 addition9 changes3 removals
  • Gameplay
  • UI and audio
  • Store
  • Balance
  • Performance
added### New
changed*Code window controls**: manually scrolling back pauses autoscroll instead of fighting it, and the AI assistant gets its own pause button.
changed*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.
changed### Balance
changed*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).
removed*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.

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

added### New
changed*Code window controls**: manually scrolling back pauses autoscroll instead of fighting it, and the AI assistant gets its own pause button.
changed*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.
changed### Balance
changed*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).

### 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

Steam News / 1 August 2026

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