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Just a Clicker Game

Just a Clicker Game

by Mochi Fox Studios

Price N/A
Avg Players 0
Released Coming soon
2DArtificial IntelligenceAutomationCasual
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Start with simple energy collection and grow it into a sprawling metropolis, then leverage prestige mechanics and the massive Neural Tree progression system to eventually consume entire universes. The game layers darkly absurdist humor throughout a robust automation loop, complete with simulation instability to manage as you scale. Best suited for players who enjoy incremental games with personality and don't mind a bit of existential chaos.

About this game

Players, last 61 days

Peak 0 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

Latest updates

Just a Clicker Game Log #5

5 days ago
Hello my future operators,As always, the YouTube Short:Here we have yet another week, and this week was busy, but I uh, don't have much to show for it. Not that I didn't work on it, its that I was developing features outside the game before integrating, which meant a lot more time on that. We did, however get two big updates into the game.The first: bosses were redesigned to actually be challenging and fun. Each boss has three phases, custom music, and a grading card (obviously we need to grade how well you play games too). We also completely designed the Acquire button (the most central part) to be code based and have better animations. Not many other changes, so I'll group everything together:The intro film can be skipped, albeit with lot of clicksText was made 50% bigger after I finally realized how tiny everything wasFixed a bug where on larger windows the word Acquire would cover the entire buttonFixed a bug where when a tutorial or something similar was on screen, clicking the space bar activated what was behind itThat's about it for this week, but expect a lot more stuff next week and also the integration of new events (hint hint)Your (hopefully) favorite squishy fox

Just a Clicker Game Log #4

13 days ago
Hello my future operators,As always, the YouTube short:We have come to yet another week of work and updates (we, even though nobody read the last one T^T), and this week brought some not insignificant changes, starting with the biggest ones:We replaced the NULL spoken lines with prerendered audio files to make it sound betterSimulated Screams warnings are now also spoken with a prerendered voiceEvery new game starts with a start game animation, designed (?) to engage you in the storyline before you see the first piece of lore (aka trapping you so you keep playing :)The Exchange now has its own (fake) market chartQuality of life:48 save slots instead of 10, which means you can have 48 saved games (don't know why you would need that many)Removed unnecessary cluttered text"Name This Shift" has a BACK button that returns to the title with nothing startedThe Exchange is called the Exchange everywhere; "B-Market" and "Black Market" are gone (yay coherency!)Removed a bunch of clutter in the shopThe Archive drops its top instruction line (it was useless anyways)Prestige has one header line instead of twoPay & Prestige drops the "what you could buy" block (maybe it would have been helpful if it was correct)The Physics editor keeps one sentence under the chamber, no more muchy sentencesThe Exchange drops its taglines and the chart description; offline, the caveman joke staysMega Projects cards drop the flavour text, WHY NOW and the percent row; time to afford sits on the cost line (wonder what that could mean)The Dyson Nexus no longer claims to unlock the panel you build it inCompiler, Physics, Settings and aura icons use the game's drawingsPanels, cards, controls and notifications share four corner sizesThe tiny protesters' signs read in full, and their rail stays clear of navigationThe Event Log is a movable, resizable window that keeps its positionNotifications read as a headline and a sentence; the Redline says it is the core past its safe limit We fixed some bugs too:You...

Just a Clicker Game Log #3

20 days ago
Hello my future operators,As always: the shorts form: Another week, another update. This week, a lot of new elements or refined elements were brought in, which I feel really pulls the game together. We'll start with some bigger updates:It rains ducks! Finally, something that I have wanted for ages. Ducks fall all game, more with income: about 3/s brings the first; 26 at 100,000; 95 at a trillion; 340 at BEYOND on 1080p.The bosses fight back - kinda, this is still ongoing. We introduced bosses at automated time intervals pretty early on, then I completely forgot about it and this was the first week that I started work on it.Reworked the scene at the end of the game, fittingly called "The End" scene.A smaller update compared to those: Achievements no longer give bonuses such as bonus EPS.Updated a long ago forgotten feature that had Patch Notes in-game, they are now all updated and UI is updated as well.Quality of Life Fixes: Music 11 dB quieter, effects 4 dB louder, with Music and Effects sliders in Settings.The Achievements category index is rounder: tile, pill chips, progress bar.The words behind the title rise clearly at twice the brightness, with your own save's numbers.The offline report goes up first, while the loading screen still covers the board.The late-game left column folds its four data cards: 725px → 380px.Core Binding and the Compiler open their guide the first time; a "?" brings it back.The physics chamber is back: 46 particles in the Physics Editor drift to your pointer.The Archive's prompt sits at the bottom like a terminal; notifications wait while it is open.The game window has no title bar; a thin strip along the top moves it.Mega Projects shows each project's art at size and the projects ahead as sealed plates.City heat shows as a ring and a figure on the hot building; no frames, no leftover outline.Street View plays music while it loads; Escape leaves from anywhere; the back button says ESC.The People Points tab: five groups, cheapest first, ba...

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