Increlution

Gniller

Released
Oct 13, 2021
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Small maintenance update

    Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat o

  2. Developer post

    Minor update following the June QoL update

    Various hotfixes to tackle launch day issues with the QoL patch Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual

  3. Developer post

    June's quality of life and player feedback update

    With this update I wanted to work through a significant amount of my feedback-backlog, primarily focusing on features that were too big to "pick up" during focused-developement cycles, such as content updates. It doesn't tackle the entirely of my list, but takes care of most thin

  4. Developer post

    March's player feedback update

    Let me start off by thanking you for all the feedback that followed the release of chapters 10 & 11! With different people taking vastly different approaches to the same content, it was somewhat of a challenge to define the rough edges. But nothing is as helpful as in-depth t

  5. Developer post

    Minor updates following the new content

    January 21 Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources S

  6. Developer post

    Chapters 10 & 11 are now available!

    Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise! All new content has been balanced and tuned for a "first playthrough" I'd advise playing it without New Game plus benefits for the intende

  7. Developer post

    June's player feedback and quality of life update

    More information about the next steps of development below today's changes. But let's start with what's changed! Today's changes Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requi

  8. Developer post

    May 3rd update

    Added checkmarks to the automation tab for constructions and explorations that were completed in the current generation, for a slightly easier overview of what your current automations managed to complete Replaced the 25% health check from the safety combat logic with a more accu

  9. Developer post

    Polishing for automation and queue handling

    Added an "automation behavior" section to the ingame settings tab (Menu (ESC) > Game settings) with three new options related to automation Added an automation option that causes empty jobs to be automated with "run once", if triggered when empty. Causing stocking up to happen

  10. Developer post

    Small update following the new game plus experimental release

    Fixed two bugs that could cause older or empty saves to prevent launching the game after the NG+ update Fixed a bug that could cause new game plus perks to change after cancelation, shortly after initiating a new game plus Fixed data shown on the end screen not properly resetting

  11. Developer post

    Introducing experimental feature: New game+

    New game+ offers a way to replay the game after completing all currently available content, before more content is release-ready. It resets your game to the very beginning, with additional small perks that can be allocated with DNA points that are earned by completing the current

  12. Developer post

    Small follow-up to the player feedback & QoL update

    Fixed a missing percentage character in the percentual time-diff option, if the time was slower than the last Slightly changed the border-color on dark-mode blocks to be a slightly darker shade of white, to make it a little bit softer on the eyes Fixed the reverseSkillColors laun

  13. Developer post

    March player feedback & QoL update

    Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam. As a result of that

  14. Developer post

    Improved the accuracy of combat-safeties and other minor changes

    Improved the accuracy of combat-safeties. They now include food cooldowns into the computation when it's a close call. Tackling the frustration of being forced to stop when you were sure you could make it Combat safety no longer checks for 25% health, as it no longer has a benefi

  15. Developer post

    Third minor update following the new content

    Slightly reworked the cap jobs to construction functionality. It now only caps after a completion, so it no longer entirely prevents manual completions in between. This also tackles an extremely rare fatal error The safety stops for fail-damage explorations now consider off-coold

  16. Developer post

    Minor bug fixes following the new content

    Fixed a bug that could cause low-priority jobs to not always trigger when force-fight was enabled, requiring some manual intervention that it should prevent Fixed a bug in the warning notifications of damaging explorations, that caused them to assume that when the exploration cou

  17. Developer post

    Minor update following the new content

    The food recovery indicator at the top-right of the inventory now states the total value of your food in the tooltip as well Fixed one tooltip telling you too late that you'd lose access to a chapter 6 job. It now tells you at the right exploration Added a --reverseSkillColors St

  18. Developer post

    Chapters 6, 7, 8 and 9 are now available!

    Over three months in the making and finally ready to be played! The new chapters are designed to expand the content in a way where run-based decisions have a bigger impact on progression, throughout these new chapters. Featuring one new skill, used exclusively for a new mechanic

  19. Developer post

    November 10th update

    The action container menus (left column) now have their own scrollbar when content doesn't fit your screen size, rather than requiring the entire window to scroll Added a health per second indication to the inventory food tooltips Chapter four constructions now hide when leaving

  20. Developer post

    Small bug fixes update

    "Cap jobs to construction requirement" now only applies if the next-queued action doesn't require another resource that the same job provides. Fixing a "looping queue" bug Fixed a bug in the "cap jobs to construction requirement" that could make it cap to a queued construction th