4 changes in this update

Added

4 changes
  • Five new graphics cards, levels 26 to 30. The ladder that opens with a potato now runs to a slice of a Dyson sphere, a quantum computer laid on its side, a sliver of a neutron star in a shipping container, and a spiral galaxy set in thick glass.

  • Level 30 is the punchline. The most expensive card in the game looks like the cheapest: beige plastic, a yellowed fan, a peeling serial sticker, and a tiny screen showing this very farm.

  • Income keeps climbing at the same step it always did. Every new level mines three and a half times the one below it, so the top of the ladder is worth reaching rather than a row of trophies.

  • The shop reaches level 26 at generation 12 and level 30 at generation 14. Below that they are still yours by merging, three into one, the same as every card before them.

10 changes in this update

Added

3 changes
  • Crystals. From rebirth 3 they drop into your pit every few minutes, and you pick them up like coins. Up to 1000 per 12 hours, with the counter and the reset timer on screen so you always know where you stand.

  • Four permanent upgrades bought with crystals: rebirth start cash, processing speed, coins per hash, and offline earnings. They are the only progress in the game a rebirth does not take back.

  • Every upgrade shows what it gives now and what the next level gives, so a purchase is never a guess.

Fixed

7 changes
  • Big numbers no longer break. Past nine quintillion the counters used to roll over into a negative, and the exchange sign showed a twenty digit minus across the screen. The whole economy was rebuilt on a number type that reaches far past anything a farm can produce.

  • Number suffixes go past Qa. A leaderboard reading "4210.26Qa" now reads "4.21Qi", and the ladder continues for another forty ranks after that.

  • Counters no longer show four digits before the suffix. A balance printed as "1000Sx" now reads "1Sp", which is the same number written the way it was meant to be.

  • Exchange upgrades stopped being free. Past level 500 both the price and the bonus were frozen, so every further level cost the same and gave the same. The cap is gone and the price now grows with the level.

  • The leaderboard no longer flattens everyone at the top into the same number.

  • Farms already broken by the overflow are repaired on load instead of being written off.

  • Closed a hole that let a modified client hand itself coins, cards, spins and rebirths. The commands behind those were already blocked, but the requests underneath them were not.

6 changes in this update

Improved

1 change
  • Your farm is written down every fifteen seconds, and again the moment you rebirth, collect offline coins, or leave. A crash or an alt+f4 now costs seconds, never a session.

Fixed

3 changes
  • Your farm now lives on your own machine instead of the host's. Join anyone's lobby and it comes with you, plays as yours, and goes home with you when you leave.

  • Fixed the big one: progress disappearing after a session somebody else was hosting. Everything you mined there stayed on their computer with no way to reach it. It follows you now.

  • A save damaged halfway through writing is no longer fatal. The previous good one is kept next to it and loads instead.

Known Issues

2 changes
  • The first join after this update is the one exception. You have no copy yet, so the farm is picked up from the machine of whoever is hosting. If you used to play in someone else's lobby, join that same person once and your farm moves over to you for good.

  • The farm is stored on the computer you play on. Sitting down at a different PC starts you fresh.

Added

2 changes
  • Your farm keeps working while you are gone. Up to one hour of absence is waiting for you in coins, so closing the game no longer means the rack stops dead.

  • A return screen shows exactly what the farm earned without you: how long you were away, how much of it counted, and the sum it turned into. One press of COLLECT and it is yours. Nothing is lost if you leave before pressing, it waits for the next time.

2 changes in this update

Improved

2 changes
  • The exchange is 2.2x faster at every level. A queue that used to take an hour now clears in twenty seven minutes, and the pile of unsold hashes stops being the thing your whole farm waits on.

  • Exchange upgrades cost half of what they did. The same coins now buy twice the speed, so a rack that ran away from your exchange can be caught up in one sitting instead of one evening.

Added

8 changes
  • Parkour. A portal in the middle of the plaza takes you to a lobby with three courses behind three doors: easy, hard and hardcore. Reach the finish and you are paid in wheel spins.

  • Every course is a different shape, not the same one made tighter. The easy one runs straight, the hard one breaks into sharp turns you have to take mid-jump, and the hardcore one spirals back on itself for forty five obstacles.

  • Falling off a course puts you back at its start, not on your farm.

  • A wheel of fortune. Spend a spin, win a boost. Every slice is the size of its own chance, so the wheel you look at is the odds table.

  • Three kinds of boost, each with three strengths: mining speed, coins you pick up, and how fast the exchange gets through your hashes.

  • Boosts do not replace each other. A 1.25 and a 1.5 of the same kind both run, each on its own five minute timer, and their bonuses add up to 1.75. Winning the same one again extends that timer instead.

  • Each course rests after a run: ten minutes for easy, twenty for hard, thirty five for hardcore. The other two stay open while one rests.

  • Easy pays 1 spin, hard pays 3, hardcore pays 5.

Fixed

1 change
  • Lucky blocks waiting in your pit are no longer lost when you leave the game. They were never written to the save at all, so a block could sit there for half an hour and vanish on restart.

10 changes in this update

Added

10 changes
  • Your best card can drop a block instead of a coin. Walk up to it, pay to open it, and get a graphics card at or above the best level you own.

  • Only your single best card rolls for a block, and only from LVL 6 onwards. The rest of the rack does not take part, so a wall of potatoes will not find you anything.

  • Three kinds of block. Basic is common, Diamond is rarer and Quantum is rare. The rarer the block, the more it costs and the better its worst outcome: a Quantum block cannot give you anything below your best card.

  • Drop chances, rolled once per mining wave and a wave is six seconds: Basic 1.25%, Diamond 0.67%, Quantum 0.17%. In practice that is a Basic about every 8 minutes, a Diamond about every 15 minutes and a Quantum about once an hour.

  • What is inside, counted from your best card. Basic: one level below it 75%, the same level 20%, one above 5%. Diamond: the same level 60%, one above 30%, two above 10%. Quantum: one above 55%, two above 30%, three above 15%.

  • Opening a block plays a reveal on your screen: cards spin past, slow down, and the winner drops in with its name and level.

  • Blocks wait in your pit instead of replacing each other, so nothing is lost while you are away.

  • Every block takes room a coin could have used, and each extra block of the same kind takes more than the last. Sit on a hoard and your pit fills up, which stops the mining until you deal with them.

  • A block always drops when its roll comes up, even if there is no room left in the pit at all.

  • A block keeps the price and the cards it was found with. Growing your rack afterwards does not change what is already lying there, and a rebirth clears your blocks along with everything else.

2 changes in this update

Fixed

2 changes
  • "PIT FULL, MINING STOPPED" over an empty pit. It only ever happened to players who joined someone else's lobby, and mining really was stopped: the host kept its own copy of your pit, nothing emptied it, and once it filled up it told you your pit was full.

  • Long names were cut off on both sides on the island sign. The sign now shrinks the name to fit, up to the full 30 characters Steam allows.