- New art, new audio, and five months of fixes - 7 September 2026
The public build hasn't updated since April. This brings it current. New The CORE panel is animated live now, and changes with your protocol and rank New icon set New interface sounds Settings split into Audio, Visuals, Gameplay and Data The old icons were AI-generated. They have been replaced with licensed work from Game-Icons.net (Delapouite, Lorc, Skoll, GeneralAce135), Lucide, and Kenney. Credits are in-game. Fixed Starting a new game could overwrite an existing save without asking Choosing a protocol could lock you out of every other menu Breach gates were impossible to answer unless you were on the Terminal tab Opening any menu during a breach failed it instantly Overclocking's bonus stayed active with the patch switched off Large numbers showed the wrong unit in places Existing saves carry over. The install is about 190 MB smaller. Feedback and bug reports are welcome in the disc…
- Protocol Rank Patch - 20 April 2026
Every protocol rank from 1 through 10 now grants a mechanical bonus, not just the milestone tiers Ranks 3, 7, and 10 are still the "headline" jumps; the ranks between them now give smaller continuous improvements instead of nothing Rank-up hints (VISUAL / MASTERY / MASTERED tags) preserved across the new bonus ranks Applies to all three protocols All existing saves are fully compatible. Your current rank carries over and you immediately benefit from any intermediate bonuses you've already earned.
- Terminal Stability Pass - 19 April 2026
Smaller follow-up build focused on stability and polish. Terminal stability improvements: fewer edge cases where commands could leave the panel in a weird state Statistics view: continued layout polish on top of the previous overhaul All existing saves are fully compatible.
- Stability Pass + Stats Overhaul - 19 April 2026
Quality-of-life and stability update. New Statistics view, expanded save system, and a round of fixes from a top-to-bottom code review. New Statistics page rebuilt: 5 grouped sections, lifetime aggregates across all slots, leaderboard ranks, and per-save breakdown Save slots expanded from 5 to 20, with sorting, usage counter, and a reworked saves UI Credits view: widened layout, 3-column technology grid, EQ visualizer, version footer Gameplay manual expanded with new lore fragments and updated hints Terminal timestamps toggle added to Settings Settings: confirmation on reset, clearer hints Stability & Hardening Renderer errors are now forwarded to the main log file so crashes can actually be diagnosed Save migration refuses to load saves from a newer version than this build, instead of silently downgrading them Removed an unverified save-file "checksum" that was decorative, not protecti…
- Stats - 2 April 2026
Statistics Page Overhaul The Statistics screen got a full rework. Instead of a handful of basic rows, it now has five grouped sections: Production - saves used, total lifetime FLOPS, peak FLOPS/s, manual loops, total hardware units, highest tier reached Progression - prestiges, neural weights, NW spent on nodes, optimization nodes installed, research levels, milestones reached Protocol - protocol distribution across saves, highest rank achieved, breaches cleared, total achievements Leaderboard Rankings - your rank in all 7 leaderboard categories, pulled live from the global boards Per-Save Breakdown - a ranked table of all your saves with FLOPS, prestiges, NW, and protocol The leaderboard and saves sections also have "VIEW" links that take you directly to those screens. The view is wider now to fit the extra data, and everything scrolls properly. Thanks for playing. Let me know if anyth…
- Save Slot Updates: 20 Slots + UI Rework - 1 April 2026
Two updates here covering the save slot system. 20 Save Slots Previously the game had 5 save slots. Now there are 20. All existing saves are untouched and load exactly as before. The extra slots are just there if you want them. Good for trying out all three protocols, speedrun attempts, or just hoarding saves. Saves Screen Rework With 20 slots the old vertical list was way too long, so the saves screen got a full redesign: 2-column compact grid layout instead of a single scrolling list Sort dropdown at the top: Most Recent (default), Slot Number, Progress, Protocol, or Name Slot counter shows how many of your 20 slots are in use Empty slots are collapsed into a single "NEW GAME" button at the bottom instead of showing 15+ blank cards Double-click any save card to quick-load it The saves panel widens automatically to give the grid room, then shrinks back when you go to other menu screens…
- Music Player Updates - 1 April 2026
Bug Fixes Disabling all tracks now actually stops playback Fixed audio glitch when clicking a specific track for the first time Fixed play/pause toggle briefly showing the wrong state New Track durations shown in the track list Last played track remembered across sessions Keyboard shortcuts in the music modal: Space (play/pause), Left/Right arrows (seek 5s) Polish Now-playing label and track badge show "PAUSED" state instead of going blank Progress bar shows a seek handle on hover
- Settings Overhaul - 1 April 2026
The settings panel got a full UX pass across two updates. UI improvements Each settings tab (Gameplay, Audio, Visuals, Data) now shows its own page instead of one long scrollable list. Volume sliders now show a filled track so you can see the level at a glance. Most settings now have a short description underneath explaining what they do. The Medium text size option is labeled as Recommended, with a note that larger sizes may cause minor overflow in some panels. Active tab has a subtle glow accent on the left edge. Volume percentage labels are bolder and easier to read. New setting Terminal Timestamps toggle added to the Visuals tab. Previously this was only changeable via the terminal "timestamps" command. Bug fixes Fixed: clicking RESET DEFAULTS then closing the modal without confirming would leave the button stuck on "ARE YOU SURE?" next time you opened settings. Fixed: the music pla…
- Game Launch Optimization + Runtime Efficiency - 1 April 2026
This update focuses on launch speed and runtime efficiency. No new features, just making everything faster. Launch speed The game no longer builds the terminal command table, narrative milestones, or virtual filesystem at startup. All three are now constructed on first use, which means the main menu loads faster. Steam SDK initialization is now deferred so it doesn't block the window from appearing. The game loop no longer runs while you're on the main menu. It starts when you enter a save. Runtime efficiency Hardware milestone levels are now computed once per upgrade per tick instead of three times. Removed a redundant DOM write for the protocol status label that was firing every frame. The optimization node panel only updates when its tab is actually visible. The window title only updates when it actually changes, instead of recomputing every frame. The audio visualizer throttles down…
- Terminal Overhaul + Wide Display Layout - 31 March 2026
Big batch of terminal and display improvements. Wider Layout Support The game layout now stretches up to 1920px on wider monitors instead of capping at 1600px. The three-column grid uses flexible proportions instead of fixed percentages, so each panel scales with your window. Ultrawide setups get a dedicated breakpoint at 1800px+ that rebalances the columns. If you play on a 1440p or 4K display, the terminal and upgrade panels should feel much less cramped. Terminal Syntax Highlighting Commands you type in the terminal now have basic syntax highlighting. The command name (like cd, help, ls) stays bold in your protocol's accent color. Arguments (file paths, names) render in a lighter tone. The prompt character is dimmed. Unrecognized commands show slightly faded so you can tell at a glance something was mistyped. Works with all three protocol themes. Tag Colorization System messages in t…
- Text Size Setting - 31 March 2026
New setting in this one. You can now change text size in Settings > Visuals. Text Size Setting There's a new "Text Size" dropdown in the Visuals section of Settings with four options: - Small (87.5%) - for players who want more density on screen - Medium (100%) - the default, same as before - Large (112.5%) - Extra Large (125%) This scales all text in the game uniformly. Your choice is saved per slot and persists across sessions. Existing saves default to Medium, so nothing changes unless you want it to. At larger sizes, some hardware card names may truncate a bit earlier. This will probably need to be a trade-off for improved readability at this stage in the game. If you were finding the text too small on a larger monitor, this should help. I'm expecting some visual bugs to slip past on this one, so feel free to report them in the discussions. Thanks to willow for the suggestion. Also…
- Protocol Selection Warning - 31 March 2026
Protocol selection now has a confirmation step. When you click a protocol card, the other two dim out and you get a CONFIRM / CANCEL prompt at the bottom. The confirmation text makes it clear that your protocol choice is permanent for that save slot, not just for the current prestige run. If you want to try a different protocol, you need to start a new game in another save slot. The warning text in the selection screen has been updated from "irreversible for this run" to "irreversible for this save slot" since "run" was causing confusion. Once you've selected a protocol, you'll also see a small LOCKED badge next to your rank in the protocol rank strip, so it's always visible that the choice is set. Thanks to MAKAIROSI for flagging this one. It may change eventually.
- Research QoL: "BUY ALL" button - 30 March 2026
Added a BUY ALL button to the Research panel. It sits in the header next to the "COSTS PAID IN FLOPS" label. One click and it buys every research level you can currently afford across all tiers, starting from the cheapest. If you can afford multiple levels on the same tier, it keeps going until your FLOPS run out. The button grays out automatically when there's nothing left to buy, so you can tell at a glance whether it's worth clicking. You'll get a summary in the terminal showing how many levels were purchased and the total FLOPS spent. Thanks to MAKAIROSI for the suggestion.
- Stability Fix - 30 March 2026
Fixed a bug where production could permanently freeze if you were clicking fast or switching tabs. Before this patch, the only way to recover was restarting the game. Now the game loop catches errors and keeps going, and there's a background check that restarts it automatically if it ever stalls. If an error does get caught, you'll see a message in the terminal log. Shoutout to MAKAIROSI for reporting this one in the discussions. Also fixed a false "Leaderboard sync failed" message that could show up after prestiging. The leaderboard was actually fine, just noisy about it. All existing saves are fully compatible.
- Terminal Readability Update - 27 March 2026
The terminal panel got a visual hierarchy pass. Different message types now look distinct, and structured output is easier to scan. What Changed Timestamps are smaller and faded so content stands out System tags like , , are dimmed while values are bold Help output shows command names in green with descriptions dimmed beside them Alert messages get colored borders and subtle background tinting User-typed commands show in green with a separator line Narrative and lore messages now get the same structured formatting Blank lines between sections are compact spacers Tighter line spacing overall All existing saves are fully compatible.
- Core Panel Layout Tweaks - 27 March 2026
Tightened up the center column. The heartbeat visualizer was getting squeezed but now it holds its full height. Moved some elements around to free up vertical space. Cycles in Header The CYCLES counter moved from below the MAIN LOOP button up to the top status bar, alongside TOTAL FLOPS and FLOPS/SEC. One less thing crowding the core panel. Compact Milestone Tracker The progress bar for next tier unlock has been replaced with a single compact text line. The bar was redundant because you can already see your TOTAL FLOPS in the header. The unlock target text stays, just takes less room. Visualizer Fix The heartbeat waveform display above MAIN LOOP was being compressed by the larger Neural Engine dashboard. Fixed: it now maintains its intended height regardless of what's below it. Other Reduced spacing around the MAIN LOOP button and visualizer Removed dead CSS from old layout elements All…
- Prestige Rebuild + QoL - 27 March 2026
The Neural Engine got a full overhaul. Better info, better flow, and two new mechanics that make reboots feel less punishing. Neural Engine Dashboard The prestige panel is now a proper dashboard. At a glance you can see your installed Weights, current multiplier, total reboots, pending gain, run FLOPS, and run time (all in a clean two-column grid). The progress bar is bigger and the reset/keep summary is always visible so you know exactly what you're risking. Starting FLOPS After your first reboot, you no longer start from zero. Each prestige gives you a small FLOPS grant when you restart (50 per reboot), capping at 500. Enough to skip the early clicking and get back to meaningful decisions faster. These don't count toward your next prestige gain, so there's no exploit loop. The prestige confirmation modal now previews your starting FLOPS so you can see what you'll get before committing…
- Research Protocols + New Management Tab - 27 March 2026
New system. New tab. More reasons to push your hardware counts higher. Research Protocols Each hardware tier now has 5 research levels you can purchase with FLOPS. Each level boosts that tier's production. The more units you own, the deeper you can research. It adds up fast. Research costs scale with the tier, so early tiers are cheap to max out and late tiers require real commitment. Everything resets when you reboot, so you get to rebuild smarter each run. New Management Tab The management panel now has three tabs: HARDWARE, RESEARCH, and OPTIMIZATION. Research shows all your unlocked tiers with level indicators, ownership gates, and buy buttons. You can also type research in the terminal for a full status breakdown. Other Research multiplier shows up in hardware tooltips alongside your other bonuses The upgrades terminal command now shows research level per tier New research terminal…
- Balance Overhaul + Narrative Rework + New Breach Gates - 27 March 2026
Two big updates in one patch. The economy got deeper and the story got smarter. Hardware Milestones Every hardware tier now has 4 ownership milestones. Hit them and you'll earn production multipliers plus a unique global bonus tied to that hardware's identity. Progress bars on each card show how close you are to the next one. Push far enough and your cards start looking different. Trickle-Down Compute Higher-tier hardware now passively boosts all lower tiers. Investing in late-game hardware makes your entire fleet stronger, not just the top end. Pacing Adjustments Late-game tiers (T11-T15) take longer to stack now. Cost curves ramp harder and unlock gaps are wider. The milestone system offsets this with satisfying catch-up bursts when you hit ownership thresholds. Narrative Rework The story pacing has been completely reworked. What the system says and when it says it now tracks with the…
- Hardware Tooltips + Terminal Bug Fix - 25 March 2026
Hardware Tooltip Overhaul Hovering over hardware cards now shows a rich analytics tooltip Shows per-unit and total tier FLOPS/s production Shows percentage of total output Displays active multiplier tags (Neural Weights, Protocol, Optimization, Void) Shows purchase cost, added FLOPS/s, and ROI for current buy mode Includes flavor text description Bug Fixes Fixed tooltip not appearing on hover Removed duplicate native browser tooltip that only showed the upgrade name Fixed terminal forcing commands to lowercase, which broke case-sensitive breach sequences Terminal error messages now display original input instead of lowercased text