An idle game about collecting cancer with quirky stickfigures!
Players, last 62 days
Peak 559 · Low 9
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended0 hrs
I played the original, and the demo. I really wanted to like it but it's taken some wrong turns for sure. The humor... The humor is a 13 year old on 4chan cringe humour and it's really really bad and flat. Not even funny in its awkwardness either. It also makes zero sense. The game itself is a medicore incremental now too. If I'm this bored at the beginning, when the automation takes place I'm going to not care in the slightest.
Like one is about a guy who's whole thing is he "hits his wife." There's no dimension to the joke either. It's just literally that. That's the joke - in its entirety. That's it. No punchline. It all feels out of place and just ... weird.
- True incremental game, not idler, there's almost always something to do, upgrade, improve - For the Stage 2 - variety of factors that increment everything: first you are upgrading your little fellas, next second you are watching them playing poker, then all of a sudden there's a D20 game. Fantastic! - Arcade runs: that's a cool idea, not a lot of incremental games utilize it: a ~1h mini-game with a different progression mechanics. Love it! - Autobuyers come (almost) at the right time - when you get tired of clicking to buy those upgrades
Things that could be improved: - Some parts of the game are a bit boring (maybe I chose the wrong upgrade paths, not sure) - especially ends of both stages. At Stage 1 I had to wait for that upgrade that opens Stage 2 for 20-30 minutes. End of Stage 2 took ~1h without almost any actions from my side - Interface. I never looked at those pinned currencies - I tried to keep them relevant, tick the relevant ones, untick irrelevant, but they were 99% of the time not needed - Prestige - it took me quite a bit of time to realize that upgrades that require prestige do not apply before I prestige. It was also hard to understand the best moment to prestige. Also the info after you press the button in the bottom of prestige screen(s) is not super helpful too, although it starts to make sense once you prestige once or twice. - Stage 1 resources in Stage 2 are (almost) completely irrelevant. Just the hearts do something, the rest of them just take space in the Stage 2 workers' info panel - Autobuy settings is confusing. I did get a grasp of it eventually, but tweaked it once or twice in the entire playthrough. Also something seems off - for the Stage 2 I had negative income for some resources, and my brain was screaming "fix this", but autobuyer was like "safety wheels everywhere are satisfied, not gonna bother"
All in all even though the improvement list is longer, I had a ton of fun with the game, and definitely recommend. Thanks to the developer, will check back for the Stage 3!
Removed the cost for tumeric (Radiative autobuyer) Fixed mod hooks Fixed new Upgrades remaining purchased when loading an older save which didn't have the Upgrade in its save data Fixed a few quirks with the 0.3.12's window size and position fix Hooking the LORED and Upgrade classes were not possible after 0.3.12. After a gruesome, sloggy, bungled shit-show, it's once again possible.
Added a setting to save the sleep state of LOREDs (in the Save tab). Sleeping LOREDs will not produce offline earnings if this setting is checked! Removed the Calibrate Your Enthusiasm Upgrade GodotModLoader creates mod-hooks.zip in your install folder for certain mods. When the game updates, this zip can cause a crash. Now, if a version difference is detected, mod_hooks.zip will be automatically deleted and will need to be re-created. Capped the speed of Thingies to 1 second; their output and XP gain are multiplied by the lost duration Reduced the price of the game for the Polish złoty by 20% Fixed resolution settings not saving/loading properly Fixed Cash Shop LOREDs adding to Stage 3's Limit Break XP Fixed the 3 Upgrades which unlock the 3 Demon LOREDs from not counting in the affordable Upgrade count Fixed being able to receive 200 Coin from Ben infinitely Fixed the Elder Achievement triggering early after loading a different save Fixed the Achievement check buttons from not displaying correctly
Adjusted the default autobuyer settings of all LOREDs If a LORED produces a resource which is used to level up LOREDs, they only have the "An input rate is negative" The remaining LOREDs have "An input rate is negative" and "Parent safety wheels satisfied" Other changes Added a second job for Ted (Tetrachloride) to prevent softlock Increased the limit on how many Currencies you can watch up to 12 Better condition checking for the Loser Achievement Fixed restoring your watched Currencies when exiting Arcade Runs Fixed Tithe not being in the Currency Window. This might have fixed the bug where Tithe in Safeties is out of 1 Fixed multipliers from Generators applying for up to 1 second after loading a different save Fixed new resources not being reset when loading old saves Fixed permanent LORED autobuyers not being very permanent Fixed Possession resetting Cash Shop and Heart LOREDs
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