- Update 2.1 - 30 August 2026
Added difficulty ratings to the Choose Your Path essence screen. Each minigame essence now shows an Easy, Medium, or Hard badge under its icon so a first pick isn't blind. The rating covers how much hands-on time the minigame wants and how far off its automation is, not how strong it ends upAdded a tooltip on each badge explaining exactly why that essence earned its ratingRated all six minigame essences. Mage Tower and Singularity Factory are Easy, Iron Fortress and Space Invaders are Medium, Mining Expedition and Space Fishing are HardMade the essence path panel taller to fit the new badgesAdded two-tap handling for the badges on touch, so the tap that opens a tooltip no longer locks in your path before you've read itAdded 45 new achievements for Space, Ascension, curses, and Mimic featsAchievements now tell you how to unlock them before you unlock them (In hindsight hiding that until…
- Update 2.0 - 27 June 2026
What's up everyone! I am happy to finally be announcing the release of update 2.0!This update introduces a lot of small fixes, QoL additions, big backend changes, and a bunch more. There's a small changelog below with the stuff that I remembered to add, but it is missing quite a bit that I simply have just forgotten to add while doing it.With this update comes the release of Recursives first major DLC. An Unknown Signal! This DLC is free and introduces a bunch of new content for you guys to enjoy. I've tried my best to find all bugs and tweak all things to perfection, but as always I'm sure I missed a bunch of things so you guys will likely be seeing a few updates as things get reported (But hopefully not because I'm amazing.) To get started with the new content, go speak to Joy!I apologize for all the delays with this update. It was originally scheduled to release on June 1st and it's…
- Update 1.9 - 7 May 2026
This is another HUGE update for the game and for myself. Recursive has officially launched on the Google Play Store for all to play, and will hopefully be coming to IOS in the near future.Along with releasing on Mobile, today we're introducing a brand new system. Ascensions!Ascensions work very similarly to the Prestige system, but with a new added difficulty layer and a huge new set of bonuses. The ascension system isn't technically fully available at this time, but will be very soon. Update 2.0, which will be releasing soonish, will introduce more ways of receiving ascension points as well as a MASSIVE content expansion for the game.Added achievement support for Google PlayAdded ASCENSIONS!Ascensions work very similarly to prestiging, after a certain threshold is reached the system reveals itself, allowing the player to ascend.Ascending grants AP(Ascension Points) which can be used to…
- Update 1.8 - 30 April 2026
Added proper height clamping for the initial language selection modalAdded a new toggle in the options that provides better touch friendly UI mechanics, toggled off on PC by default, toggled On on mobile devices by defaultReworked tutorials a bit more. Reduced total count from 42 to 25, removing quite a few that have been marked as redundant by many players. Consolidating a few into one better explained tutorial tipFixed an issue with main town essences not dropping correctly in some specific casesAdded actual icons to the prestige upgrades, matching the other upgrade treesMade it so the stars and shattered moon no longer move when panning the cameraLowered how much the parallax moves while panning by about halfApplied the same parallax changes to Tower WarsBunch of little backend fixes and clean up workBunch of work for mobile port
- Update 1.7 - 23 April 2026
This is another update mainly focused on tackling some bugs and improving on game stability. There's also quite a bit of work being done behind the scenes for a mobile port of the game, which will hopefully also translate to better touch functionality on devices such as the steam deck!Improved touchscreen supportStarted working on official mobile support/portAdded a width cap for mobile platforms that makes it so certain UI elements don't get cut-off on devices with rounded edgesAccepted the fact that most people want this to be an idle game over an active incrementalCried a bit, but ultimately got over itAdded a new offline-collection system that allows the game to "play" while closed, gathers currencies and materials as if you were idling with the game open. Also auto-processes potion brews and accounts for them expiring while awayNew Idle Mode system is now capped at 4 offline hours…
- Update 1.6 - 8 April 2026
While this is a mostly normal bug fix update, it's also HUGE in terms of the effect it has on the game. All values across the board have been fully transitioned to a new BigNumber numbers system that allows for true theoretically infinite scaling. With this change comes a huge fix to saves that had issues with values going negative. If you got so far that your currencies went to negative 9 trillion for example, this version fixes that!Unfortunately if your save was marked as corrupted by the game, or you saw "inf" values anywhere then that save could not be saved (pun intended). I hope you guys enjoy, and I look forward to fixing all the new bugs I'm sure y'all will find!Fixed the hover information for prestige points not appearing correctlyFixed some mining expedition upgrades not appearing until a currency was unlockedFixed a small issue with Rubble currencyChanged all number systems…
- Update 1.5 - 31 March 2026
Update 1.5 is here, and it's huge. This update makes a ton of very important changes, completely changing up the dynamics of the game. Enemy runs have had their health values reconfigured, making all runs more difficult and requiring more attention to upgrades.The knights upgrade tree has been redone, cleaning up the jumbled mess it was before and modifying all upgrades across the board. Upgrades offer much more uniform value increases and scale higher than they did before, but at a cost.You guys complained that the Mining Expedition felt mostly useless because it wasn't needed for progression at all, so now it's needed for progression! Rubble has been turned into a global currency and is now used for upgrades for the Knight and the Iron Fortress. The expedition also has a new upgrade branch available that allows for some nice passive currency/material gains. Rubble can be purchased in…
- Update 1.4 - 26 March 2026
A bunch of backend fixes/changes to improve UI interactionsAdded new icons to the Knights upgrade treeAdded new icons to the Iron Fortress upgrade treeFixed the playtime not being pinned to the right in the save selection menuFixed Magic damage not appearing correctly in DPS Breakdown panelFinished moving over some systems from Int values to FloatsLocked the "Buy All Upgrades" button behind a new T1 prestige upgradeFixed the Iron Fortress results screen not showing the correct multiplier amount for Iron gainsFixed an issue that was causing tutorial pop-ups to grow incredibly tall, hiding the buttons and making it impossible to closeFixed a few translation issues, likely many more that need to get fixed still unfortunatelySlightly adjusted some UI sizes to better accommodate the new languagesAdded proper formatting to some numbers that were missed last timeA bunch of backend fixes/change…
- THE LOCALIZATION UPDATE - 16 March 2026
This update has been in the works for a long time. This is the first phase of it's release, and honestly there's a chance it'll suck...All the newly available languages had every text component mostly translated one-by-one through a mix of Python scripts, Google Translate, and random user verification (Literally asked random people if something made sense lol)Through user feedback, and possibly a professional translation service down the line, I'll be adding more languages and improving these existing ones. That will unfortunately take some time, but I'm hoping this will at least be a nice introduction to the game for the players across the world who have requested it in their native tongue.Added a language selector in the settingsAdded first draft translations for Spanish, Simplified Chinese, Brazilian Portuguese, German, Japanese, Korean, and RussianFixed a bug that wasn't allowing th…
- Update 1.2 - 14 March 2026
What's up everyone! I wanted to thank everyone who's bought the game so far. It's been incredible to see how many people have been interested in my creation, and how many people seem to truly be enjoying it!I wanted to let you guys know that I have been seeing the feedback, reviews, and everything else and my eyes and ears are wide open! I'm trying to tackle all the little things I've seen as quickly as possible, hopefully this update knocks quite a few of them out. But I am always open to more feedback and suggestions.I also want to expand a bit on the future of Recursive. Full release was part 1 of my plans for this game. In its current state I can definitely say that I am extremely happy with what I've made, but that doesn't mean I don't intend on expanding on it. Recursive will continue to receive updates for as long as I can maintain them. Some of these "updates" may actually come…
- Update 1.1 - 13 March 2026
Changed up the text for some of the tutorials, hopefully making some core mechanics a bit more clearChanged the "Return to Overworld" button in the Iron Fortress pause menu to "End Run"Added a dedicated "End Run" button to the bottom right corner of Iron Fortress endless sessionsCamera Placement and Zoom Levels in the overworld are now tracked per session, placing the players camera exactly where it was when they left the overworldAdded a new prestige blessing, Swift Harvest, that removes the death animation from normal and elite enemies, allowing them to spawn instantly. (This allows for much quicker material farming)Added an extra tier to Swift Harvest that removes boss death animationsFixed the Forge of Creation icon and name not displaying correctly (For real this time)Tower Research costs now uses abbreviated amounts (500K instead of 500000)Overworld runs now pause when the essence…
- Update 1.0! - 23 February 2026
Update 1.0 is here! This update marks the official end of the Recursive beta updates. Going from our tiny little heart character with only clicking, to our animated knight with a bunch of extra systems is a huge accomplishment. I'd like to thank everyone who's played the demo, provided feedback, and even play-tested the full game, all of this wouldn't have been possible without you guys
- Update 0.10 - 20 February 2026
Added a "Takes effect on next prestige" tooltip to all qualified prestige upgradesRedesigned Auto-Forge prestige upgrade: The blacksmith no longer tries random combinations every 30 seconds, instead he is now guaranteed to craft a piece of equipment every 15 minutes. Upgrade now has 2 extra tiers, allowing to decrease the time between craftsExtinction Event & other enemy kill tracking achievements now also track Iron Fortress enemy/boss killsBosses now have a 1% chance of spawning in Iron Fortress endless runs after 5 minutesBosses in Iron Fortress endless mode have a chance of having modifiers appliedModified the cost to upgrade for quite a few equipment piecesModified stat bonuses for quite a few equipment piecesIron Fortress Endless sessions now display a "Bosses Killed" countIron Fortress stats now display a "PP Earned" count if the prestige upgrade is activeNew Prestige Upgrade tha…
- Update 0.9 - 16 February 2026
Fixed Gambler's Den rewards being affect by currency multipliersFixed an issue where equipment was changing rarity colors to locked tiers in DemoFixed a bug that was causing Gambler's Den games to be affect by multipliers of other gamesAdded a small black dot to the center of the attack radius in the Iron FortressHolding mouse down now does 9 clicks per second instead of 3Fixed an issue preventing hold to click from working in the Iron FortressCorrected some multiplier text in the Gambler's DenRemoved Pairs as an eligible win metric in slotsBlack market trades are slightly more expensiveBlack Market Merchant now offers XP as a possible rewardAdded the current version number to the main menuPrestige Upgrades now correctly hide their tooltips until criteria is metAdded 1x/5x/Max upgrade purchase multipliers to Mage TowerMade a few more modals reactive to currency and material changesPrest…
- Update 0.8 - 14 February 2026
Fixed the Forge not allowing combinations from previous runs to be crafted after a prestigeFixed an issue preventing the demo completion modal from being interactable when first killing the 4th bossDemo completion modal now only appears once per run when killing the 4th bossDemo completion modal will only appear in the overworld, preventing interruption of minigames if the 4th boss is defeated by passive DPSAdded purchase multiplier buttons to the Giant and Iron Fortress upgrade trees (You can now purchase 1, 5 or the max amount of upgrades in one click)Archer radius is a tiny bit better, still needs more tuningHopefully fixed an issue where a yellow overlay would cover the screen rending clicks uselessRemoved the old achievementsCreated 48 new achievements tailored towards current gameplayAchievements panel now updates when an achievement is completedFixed the achievement completed pop…
- Update 0.7 - 12 February 2026
I wanna give a HUGE thanks to everyone who's played the Demo so far, and especially everyone who's dropped a bug report or suggestion. All the help and feedback is greatly appreciated and helps me see things I may not have otherwise!Reduced cost scaling for the Iron Fortress mining upgrades (Passive Iron/sec), making them more realisticFixed Iron/sec upgrades not actually generating currency correctlyReduced all music and sounds backend volumes by roughly 40%, as they were all pretty loud even at 1% set on the slidersSwapped the sounds for the knight in overworld, Auto attack now uses the Swoosh sound and is synced with the animation. Manual click uses the old auto attack sound, and manual click crits use the old auto attack crit soundKnight auto attack sounds are now "directional", scrolling out makes them sound slightly more distant and when the knight is not on screen the sound stops…
- Update 0.6 - 11 February 2026
Correctly locked certain prestige upgrades for the DemoImproved tooltips for locked prestige upgrade for the DemoObsidian Gauntlets now equip to hands instead of feetMage Tower backend fixes/optimizationsLots of backend file changes to improve performance and system integrityIron Fortress results modal can now be closed by pressing ESCIron Fortress results modal now fades in like other modalsAdded pop-in animations for the Mage Tower modalAdded pop-in animations for the Mage Tower Research modalAdded pop-in animations for the Essence Selection modalStandardized pop-in animations across all modals (Giant, Prestige, Blacksmith, Iron Fortress)Iron Fortress results modal now auto-widens when many materials are collectedBlack Market modal now auto-sizes its width to fit the number of trade slotsEquipment slots are now centered in the Equipment modalMage Tower modal is slightly more compact t…