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- Store status
- Coming soon
- Scheduled release
- 5 November 2026
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- Release date
- 5 November 2026
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Tiny one before Steam Next FestUIClicking anywhere on the run summary while the ore is still counting up skips straight to the endNew CODEX tab in settings, where you can read again any tutorial card you've already closed. It shows up once you've closed at least one card, and only while a save is loaded (so open settings from the pause menu, not the main menu)BUG FIXESIf saving failed while quitting to the main menu, the error message showed at the very bottom of the screen. It now shows right above the buttonsQuit Screen not being interactable with keyboard has been fixed Added few missing keyboard controlsThat's it for this one. See ya on the fest!
Read full update on Steam ↗Small patch before we go into event-heavy month. CRASH REPORTSUntil now, if the game crashed, it sent a report automatically. There should've been an option to opt in/out from this.The intro now has a CRASH REPORTS screen that shows up once. The selected option can be changed in settings. JFYI: Reports only carry things related to crashes, no personal data ever gets logged or sentFEEDBACKThis also plays into the crash reports and generally reporting of issues but I have switched internal platform for the both crash reporting and feedback submissions. INTROThe intro screens now work with the keyboard: arrow keys or WASD to move between buttons, Enter to pressThe intro now plays over the same animated background as the main menu instead of a flat dark one, so it flows straight into the menuUIHovering a button that's already selected now lights up its text too, so you can tell you're poi...
Read full update on Steam ↗So the playtest is over and there have been very insightful and useful feedback provided. Most of it is being applied and some of them do improve the Demo as well so, here are patch notes of changes that make it into the demo. PIERCEA new damage type, catered towards more early game, to exist as an alternative to lightning and/or black flash. BALANCEMotherlode's Favor: +0.02s per Motherlode cell broken -> +0.15s per whole Motherlode broken Depth Multiplier on Run Extractor: 0.01x - 3.0x -> 0.01x - 2.0xCOREBREAK Sink: Changed the formula of the value necessary so that it balances better for the later game ore gains CONTROLSAdded ability to pan camera with WASDA/D to work in menus to go left/right from, say, planet to planetA small QoL: clicking outside of open window now closes itUI & VISUALSAuto-Play is now a toggle button instead of a checkboxIn save picker screen, there is now a but...
Read full update on Steam ↗Lessons learned and game understood a bit better from initial few days of the playtest.NUMBERSLast patch I mentioned that numbers would stop at naneinf. Well initial playtest proved that it indeed did stop at naneinf, however it was so easily achievable that it kind of soft locked some of the save files. Soo now we go past naneinf, into the area of BigNums, inspired by one of the Balatro mods that also does the same thing (that was brought to my attention by one of the community members). Basically numbers should not realistically ever be an issue from this point forwards. QUAKESAh Quakes, the most problematic skill since the launch of the demo. It has been reworked many times and this time it has just been nerfed very heavily as it was overshadowing every other damage source on the skill tree. Quakes are internally a bit complicated mechanically so for the high level, they will now b...
Read full update on Steam ↗You know how I said I submitted final patch note before playtest? That was kind of a lie. This is the final one before playtest.NUMBERSSo at certain points, some numbers would get just too wide to fit on the screen properly. So I am introducing a number formatting mode in the game settings: Compact, Scientific, RawCompact: Displays 1,000,000 as 1MScientific: Displays 1,000,000 as 1e6Raw: Displays 1,000,000 as 1,000,000 (This can lead to funny screens, see below)Also right now we cap out the number at what the underlying game engine can process and then switch to naneinf(you might know about it from one veeery niche game called Balatro). A bit of bad news is that at this point PERFORMANCEAnother pass, some more realizations, some more findings on how certain things work. Let's just say that some places must feel a lot nicer and simpler for you, especially if you had been min-maxing cer...
Read full update on Steam ↗Well, time has come for playtest, so I shall submit one final patch note before it begins. ACCESSIBILITYAdded a little bit more details for the Flashing lights settings control. The separate screen drop has been merged with a new one regarding Photosensitivity that appears in the intro sequenceINTRO SEQUENCESoo, I have added an intro sequence. It currently includes few things:Language selection screen - before, this was never "put" in front of you so you'd have to explicitly go to the settings and change it there, now the setting lives before anything else. Once you select language once, this wont appear in the intro sequencePhotosensitivity warning and first-time optional tweak - As mentioned above, this has been improved. A simple "made by ..." screen with a dad-joke level pun.DESKTOP COMPANIONGot a suggestion on Reddit to add this as an option, soo now Swarmslam can be played in De...
Read full update on Steam ↗So this wont be as big of an update as last few. Just few cleanups here and there. SKILL TREEBuild Loadouts got some QoL changesNow you can give your loadouts a name. You will start with a single loadout and will have ability to add or remove further loadoutsOne major balance change/reworkMotherlode's Favor - remember how i fixed it last patch? Yeah it caused insane numbers to accumulate with late-game builds for game time which was definitely not intended. Therefore I have decided to rework it to what its used to do, as in it grants time on the motherlode break, not on each hit. Increased number from 0.01s back to 0.02s KEYBOARDThus far there were few keyboard navigation available here and there in the game. Nothing major but it was not consistent across different screens. Well now it is consistent and. Major features include: Tab-cycling in navigation, +/- for zoom, ESC key now work...
Read full update on Steam ↗With more and more people playing the demo, the awesome people on Discord started suggesting ideas and features that would make the whole game feel much better. See, before this update there was no real notion of a "build" in the game. If you wanted to switch from dealing damage to farming ore, you had to manually go and remove all the COREBREAKs and put them in different places, every single time. That is the core focus of this patch - build variety QoL, if you want to call it that.SAVE FILESThe game now has 4 save file slots.The save file you had before this update naturally becomes slot I.Exporting, importing and deleting save files moved from the Settings screen to the save file selection screen, which now opens when you click PLAY in the main menu.SKILL TREEBuild Loadouts - once The Mirror is open, loadout slots appear in the bottom right corner of the screen. Each loadout stores...
Read full update on Steam ↗A follow-up update to 0.3.0, trying to tie lose ends and also explore a bit more areas. SKILL TREEBlack Flash has been fixed. it used to overwrite slammer crit, so the moment you'd get crit damage more than 4x (which was Black Flash's default multiplier), Black Flash was basically becoming useless. This was not intentional, Black Flash was always supposed to roll on top of crit. So now it does that, and because now it does that, it's multiplier has been reduced from 4x -> 2.5x as it scales by default with crit damage. Few skills that make slammers go faster have been modified to not be corebreak-able and numbers have been tweakedHair Trigger: -30% -> -25% wait time between slams per levelQuick Recovery: -40% -> -30% side slam wind-up per levelDecay Dampen: -0.25 -> -0.2 damage lost per chained break per levelSwift Slammers and Swift Collectors: Fixed a behaviour where beyond certain n...
Read full update on Steam ↗It's been around a month since last update and for the entirety of the month I've been trying to put the game in its complete shape. I am glad to say that I think at the moment it is in its final shape from the core POV. This month we have also hit 7300 wishlists... and I have still no words. Usually if you are in indie games world, you'd hear this magical number of 7000 wishlists being said left and right as a measure to know when the game is ready to be released and, well, in just few days shy of two months since demo release, i've hit that milestone. So thank you all for this! I will go over the changes categorically, and while it is pretty big update, a very big part of my work was done on code architecture and internal systems that you simply can't see in the game, which allows me to integrate more and more game systems, that, well, are not available in demo (but will be present...
Read full update on Steam ↗Added French as an available languageAdded Wide Black FlashSkill Tree small pricing rebalanceSmall UI QoL
Read full update on Steam ↗Well, last two weeks have been one amazing two weeks. First of all, we reached two thresholds: 1000 wishlists AND 2000 wishlists (just yesterday). I am so thankful to everyone who played the demo and enjoyed it! We also got covered by few Youtubers which significantly helped this process.And as a second note, I have made a bit bigger changes to the overall balance of the game and certain reworks have been done. Reworked planet unlocks - In many playtests I have seen that players were usually not paying that much attention to the fact that they had second planet available to unlock, so they'd sink in hours on first planet, not being able to progress meaningfully without additional resources offered by further planets. Reworked Quakes - quakes used to be unlocked waay too late in the game and it used to have way too little impact on anything at that point as any other damage source was...
Read full update on Steam ↗Added Simplified Chinese as an available language (and localized store assets as well)Reworked QUAKES. They are not anti-synergy now and actually help break under the bottom stripImproved performance during larger swarmsAdded a visual alert when mine is about to finish in three secondsAdded stockpile collapsing arrowFixed COREBREAK sink locking out until game restart from letting you sink more oreAdded a setting to set max FPS if you are not using VSync
Read full update on Steam ↗Added Russian as an available languageFixed Cyrillic font to be pixel-perfect match of Latin fontsAdded standardized number font to be used regardless of the locale selected (e.g. Japanese uses different font for text characters, while it uses default font for numbers)Added a collapsible "controls" UI in settings menuMade stockpile more compactImproved visibility of text in "mine finished" UI Fixed an issue where game was just recognized as "LOVE 11.5/lovec" in task manager without a proper game icon. Issue was reported by a player -> https://steamcommunity.com/app/4794170/eventcomments/568165510754082796?snr=1_5_9_#c574921007650927681
Read full update on Steam ↗Added Portuguese - Brazil as an available languageFixed few incorrect skill descriptionsDid some internal changes to prepare for more localization
Read full update on Steam ↗Added Japanese as an available languageFixed the partially broken COREBREAK level injector in the skill descriptionsFixed few incorrect skill descriptionsReplaced placeholder UI for sliders in settings menu
Read full update on Steam ↗Added Spanish as an available languageAdded Credits view in Main MenuAdjusted few button sizes to accommodate for localizationFixed few UI inconsistencies
Read full update on Steam ↗Steam currently lists 5 Nov 2026 as the release date.
Tiny one before Steam Next FestUIClicking anywhere on the run summary while the ore is still counting up skips straight to the endNew CODEX tab in settings, where you can read again any tutorial card you've already cl…
Small patch before we go into event-heavy month. CRASH REPORTSUntil now, if the game crashed, it sent a report automatically. There should've been an option to opt in/out from this.The intro now has a CRASH REPORTS sc…
So the playtest is over and there have been very insightful and useful feedback provided. Most of it is being applied and some of them do improve the Demo as well so, here are patch notes of changes that make it into…
Lessons learned and game understood a bit better from initial few days of the playtest.NUMBERSLast patch I mentioned that numbers would stop at naneinf. Well initial playtest proved that it indeed did stop at naneinf,…
You know how I said I submitted final patch note before playtest? That was kind of a lie. This is the final one before playtest.NUMBERSSo at certain points, some numbers would get just too wide to fit on the screen pr…