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Steam announcementView the game on SifterAugust 31, 2026

BALANCE & BUG FIXES

Update 0.8: fixing the things I walked past

I got pulled into the deeper problems and walked straight past the simple ones. I'm sorry about that. Some of these should never have made it into a build, and I didn't test nearly enough before release.

I've now fixed a good number of them. I'm working with limited resources, but I'd rather keep chipping away at this list steadily than go quiet.

Thank you for the feedback. The reviews and forum threads were specific and blunt, and that is exactly what made these findable. Several of the fixes below exist because someone took the time to write out what went wrong.

Here's what's in this update.

A fresh start is recommended

Finishing the skill tree used to take around 5 hours. It now takes around 3. Because of that rework, skill points are awarded on a different schedule, and an old save doesn't line up with it. Your save will still load and nothing will break, but you may be handed points you already earned, which skips past a lot of the new pacing. If you want the intended run, use Reset Game in the settings menu. It isn't required, and you're welcome to carry on with your current save.

Audio and settings

  • The master volume slider now actually works. Door, explosion, missile and laser sounds were bypassing the audio mixer entirely, so the slider did nothing to them.
  • Your settings are saved and applied at launch. Volume, quality, fullscreen and mouse sensitivity used to reset to default every single time you started the game.
  • Sound stops when you minimise the game. The simulation keeps running, so you still earn while it's in the background.

Performance

  • Fixed the slowdown that built up as you played. Explosion effects were never cleaned up and piled up for the whole session. That's why restarting helped, and why the stutter came back a few minutes later.
  • V-Sync is now on at Low and Very Low quality. Lowering the quality setting used to uncap the framerate, which made your GPU work harder instead of less.
  • The shop was fully redrawing on every coin you collected. It now refreshes on a fixed interval.
  • Fixed a bug that doubled the number of spawned workers every time a save was loaded.
  • Removed logging from hot code paths and cut per-frame allocations in worker targeting and turret spawning.

Controls and interface

  • Upgrade buttons respond to a single click again. The tooltip panel was intercepting the mouse, and its position was calculated wrongly at every resolution other than 1920x1080, so it sat directly under your cursor.
  • Upgrade tooltips now show your current value, not only the per-level increase.
  • Buttons you can't afford now look disabled, instead of animating as though they're clickable.

Progression and achievements

  • DUO WORKERS was deleting half your workers every time you restarted the game.
  • The Laser Turret never activated. Fixed.
  • The doors-opened counter was never saved. It reset on every launch, so door achievements only ever counted a single session.
  • Achievements with impossible targets have been lowered to numbers that can actually be reached. Hiring 100 workers when the cap is 60, or opening a billion doors when the practical ceiling is a few million, were never going to happen.
  • The max-area achievement could be missed permanently if you weren't looking at the right moment. It's now checked continuously.

Balance

  • Reaching the end of the skill tree took about 15 hours, and most of the final stretch was spent watching a counter with nothing left to buy. It's now around 3 hours.
  • "Door Value" and "Base Price" were the same upgrade with two names. Identical effect, one just cost about 40% more. They're now a single upgrade, and your existing levels are combined, so nothing is lost.

Localisation

  • Turkish upgrade descriptions showed numbers that no longer matched the game, for example "+50%" where the real value was +16%. Descriptions now read their numbers straight from the game, so they can't drift again.
  • Filled in missing translations across all 16 languages.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.