12 changes in this update

Added

5 changes
  • Six candy pets with their own models: Sprinkle, Fizzy, Wobble, Twizzle, Scoops and Sugarking

  • Candy egg in the Candy world hub. Walk up, press E and hatch one

  • SUGAR, the candy world currency. It drops for breaking through a tunnel layer there, same as souls in the Nether

  • Each egg only rolls pets from its own world, so the odds you see are the odds you get

  • Both eggs cost 500 of their world currency

Improved

4 changes
  • Hell pets are much stronger now: x3 to x8 instead of x1.6 to x4

  • Candy pets run x1.6 to x4, so the Nether set is a clear step up rather than a sidegrade

  • Two equipped pets add up, so two Pyrelords give x16 pickaxe power

  • The currency counter only shows up in the world it belongs to

Fixed

2 changes
  • Pickaxes kept spinning but dealt no damage while a menu was open

  • The top of the egg had no icing on it

Removed

1 change
  • The placeholder line in an empty pets inventory

16 changes in this update

Added

11 changes
  • Six hell pets with their own models: Ashling, Scorchwing, Molty, Wispy, Cerbie and Pyrelord

  • Hell egg in the Nether hub. Walk up, press E and hatch one

  • Every egg gives a separate pet, so duplicates stack up in your inventory

  • Two pet slots. Their multipliers add up, so x4 and x3.6 give x7.6 pickaxe power

  • Pets menu on key 5 with the full inventory, sorted by power

  • DELETE button: mark the pets you want to release, then confirm

  • BEST button: equips your two strongest in one click

  • SOULS, a second currency that only exists in the Nether world

  • Souls drop for breaking through a tunnel layer, from 100 on zone 1 up to 400 on zone 12

  • Zones 7 and deeper pay a random amount within 50 of the base

  • Other players can see the pets following you

Improved

4 changes
  • Level cap raised from 200 to 300

  • Rebirths raised from 30 to 40

  • Orbiting pickaxes raised from 12 to 16, with new ones at levels 225, 250, 275 and 300

  • The XP curve past level 200 climbs gently, so the new hundred levels are a long goal and not a wall

Fixed

1 change
  • The Pass button no longer shows a red counter that clipped through its icon

14 changes in this update

Added

7 changes
  • NETHER WORLD - a fourth world with 12 burning zones, from Netherrack down to Hellcore.

  • 10 new pickaxes, and every one of them is lit: the glow ramps up the ladder, from Cinder barely smouldering to Damnation lit end to end.

  • Basalt is the one that never glows at all - it is there so you can see how far the rest have come.

  • Soulfire burns cold blue instead of orange, so the late game is not just the same pickaxe getting brighter.

  • Cinder, Basalt, Brimstone, Magma, Blackglass, Emberforge, Bloodstone, Soulfire, Hellforge, Damnation - power 190 to 325, priced 3M to 80M.

  • Worlds are now unlocked with a one-time Wins purchase instead of a rebirth requirement. Sand 3K, Candy 100K, Nether 1.2M.

  • Two new training dummies in the Nether: x10 XP at 16 rebirths, x16 XP at 22.

Improved

4 changes
  • Worlds menu rebuilt: one wide row per world, the price on the card, and a single click both unlocks and travels.

  • Large numbers are now shown short everywhere - a wall reads "2M HP" instead of "2000000 HP".

  • Zone health and pad payouts rebalanced across the Sand, Candy and Nether worlds.

  • Payouts in worlds 2 and 3 were lowered so that shop prices matter again - a full shop is now roughly one deep run instead of a fraction of one.

Fixed

2 changes
  • Candy World was still running its old, much harder zone table - it never picked up the rebalance.

  • The Pass button's notification badge was drawn underneath its own icon and was almost invisible.

Removed

1 change
  • Rebirth requirements for travelling between worlds. Rebirths still drive your damage and payout multiplier, they just no longer lock the portal.

16 changes in this update

Added

11 changes
  • Battle Pass: open it with key 4 or the gold button in the left menu.

  • 30 tiers per season. Season 1 ends on September 2.

  • Daily quests: 3 every day, a new set at 00:00 UTC.

  • Weekly quests: 4 every week, a new set every Monday.

  • SP comes only from quests, so the pass moves when you play, not when you idle.

  • Tier rewards: wins, fortune wheel spins, aura rolls, and x2 / x3 damage and wins boosts.

  • Three season trails that cannot be bought at any price: Quartz x3.25, Aurora x4.25, Singularity x5 damage.

  • Singularity is the strongest trail in the game and only a finished pass gives it.

  • Each claimed tier adds +1% damage while the season lasts, up to +30%.

  • The pass button shows a counter of everything waiting to be claimed.

  • Claim your tiers before the season ends. Unclaimed tiers go with the season, trails you own stay forever.

Improved

4 changes
  • Pass wins are counted from your current aura spin price, so a tier is worth the same at rebirth 1 and at rebirth 30.

  • Reward cards show the real amount you will get instead of a multiplier.

  • The trail shop now shows which pass tier unlocks a season trail instead of a price.

  • The endgame trails cycle their colour as you move, so Rainbow, Lava, Inferno and the three season ones read as animated.

Fixed

1 change
  • Trails now leave a ribbon behind you as you run, and everyone in the lobby sees it.

4 changes in this update

Added

4 changes
  • Achievements are in: 20 to unlock, 1000 points in total.

  • They cover the whole run: breaking blocks, clearing tunnel zones, rebirths, collecting pickaxes, rolling auras and spinning the bonus wheel.

  • Your existing save counts. Zones you have cleared, rebirths you have done and pickaxes you already own unlock on your first launch, nothing to redo.

  • The hardest four: reach the 30th rebirth, hit level 200, own all 28 pickaxes and roll all 10 auras.

Added

7 changes
  • Daily rewards screen with 14 days of gifts, a new one ready every 12 hours

  • Gifts come in everything the game already runs on: wins, fortune wheel spins, aura spins, damage boosts and wins boosts

  • Day 7 and day 14 are milestones, marked with a gold frame, and hand over two rewards at once

  • The gifts grow with the run: 500 wins on day one, 2 million wins and 5 aura spins on day fourteen

  • Take all 14 and the cycle starts again, with every wins reward from then on paying triple

  • The whole path is on screen from the first day, each card showing the icon of what it gives, so you always know what you are coming back for

  • Skip more than 48 hours and the streak returns to day one, everything already taken stays yours

Improved

2 changes
  • The screen opens on its own once per launch, so a ready reward is never sitting there unnoticed

  • A claimed day is written to the save the moment you take it and cannot be lost to a crash

15 changes in this update

Added

4 changes
  • CANDY WORLD - the third world, opening at 20 rebirths. Twelve zones from Marshmallow to Rainbow, its own tunnel, its own shop and its own training dummies.

  • Eight new pickaxes: Chocolate, Caramel, Gummy, Peppermint, Rainbow Sugar, Rock Candy, Sundae and Lollipop, running from 110 power to 180.

  • Every world now hands you its opening pickaxe free the first time you arrive. The rebirths that unlock a world are its price.

  • Every tunnel now ends on a board that tells you which world is next and where to go for it.

Improved

4 changes
  • Rebirths now do one thing, properly: they make you hit harder. They used to multiply pad payouts on top of that, so a single lap after prestiging paid for half the shop.

  • The game remembers which world you were in and puts you back there next time you play.

  • The worlds menu wraps onto a second row and scrolls, so it keeps working as more worlds arrive.

  • Candy world block HP is built around the pickaxe you are actually holding when you walk in, not the one you finish the world with.

Fixed

6 changes
  • Large block HP readouts were trimmed at both ends - a 312 500 HP block showed as "312." instead of "312.5K".

  • Arriving in a world could swap a stronger pickaxe out for that world's free starter one.

  • Clicking the world you are already standing in teleported you to its spawn, which was a free instant exit from anywhere in a tunnel.

  • The Auto Win countdown kept burning while a menu was open, so opening one mid-run cost you the rest of the lap.

  • Pickaxes past the 31st silently stopped being saved.

  • World cards in the menu overhung the panel and the number badge sat on top of the world's name.

Removed

1 change
  • The rebirth multiplier on golden pad payouts. A pad now pays exactly what its board says, plus any wheel boost

11 changes in this update

Added

4 changes
  • Auto Win. Press Z, or the red tab at the top of the screen, and your miner takes over the run.

  • Every run gets 45 seconds inside the tunnel. It digs as deep as your pickaxe can chew, then walks back and cashes out on the last zone it actually cleared.

  • A live countdown on the new top tab shows how long the current run has left, and whether it is heading in, digging or cashing out.

  • Toggling Auto Win always returns you to spawn, so every run starts from the mouth of the tunnel.

Improved

4 changes
  • Leaderboards now show the top 10 players instead of the top 6.

  • The hub has been rebuilt from the ground up - every platform, prop and tunnel was reworked and placed by hand.

  • The bonus chest and the fortune wheel now face the plaza. Both used to stand side-on to anyone walking up to them.

  • Several world mechanics were reworked on top of that, including how the tunnel, the payout tiles and the shop stands are placed and registered.

Fixed

2 changes
  • The bonus chest's "Press E" prompt was measured from a fixed point in the world rather than from the chest itself, so it could appear in the wrong place.

  • Leaderboard rows no longer crowd the "You" line at the bottom of the board.

Removed

1 change
  • The old procedural world builder, along with the duplicate props it could spawn on top of the real ones.