Patch Notes
Launch day polish focused on stability, persistence, input feel, and late game rewards.
-Fixed an issue where achievements could trigger again after relaunching the game or completing a Great Green Reset. Achievements now save properly and remain unlocked once earned.
-Great Green Reset now preserves earned lore, achievements, and unlocks. Players should no longer lose long term collection progress when resetting.
-Adjusted achievement requirements so several building achievements unlock at the intended counts, including the 5 building milestone.
-Fixed an upgrade purchase issue affecting an upgrade around the 1,000 TEEFS cost range. Unaffordable upgrades should now stay properly disabled until the player can buy them.
-Minigame rewards now scale more strongly with progress. Each owned building tied to a minigame now increases that minigame reward by 12%.
-Updated minigame reward text so it shows the actual current reward value instead of a fixed amount.
-Improved popup behavior. Tooltips now appear sooner and render above other UI elements more reliably.
-Improved menu opening performance to reduce hitching when navigating tabs and panels.
-Fixed F9 opening the storyteller panel during gameplay. F9 should now do nothing in game.
-Improved hammer cursor alignment so clicks line up more closely with the visible hammer head.
-Restored the orbital hammers around the tooth to their intended position.
Cheers,
Swamp Donkey Interactive
