Control a neon saw to demolish rocks and collect fragments in this physics-based clicker hybrid. Upgrade your cutting power, deploy automated drones to handle destruction while you're away, and watch your resource totals climb through prestige-style progression. Best suited for players who enjoy both arcade action and idle game mechanics with visible destruction.
About this game
Control a powerful neon saw in this physics-based incremental clicker! Smash rocks, collect valuable fragments, buy massive upgrades, and deploy automated drones to maximize your destruction. Can you push your numbers to the limit? Perfect for fans of idle and arcade progression.
What's New Achievements: from 38 to 101. New ones per boss type (first win and 10 wins), per mineral (levels 10 and 25), per fully completed skill tree branch, plus new tiers for rocks, damage, crits, phases and prestiges. New Achievements screen (ESC → Achievements) to browse them all, with what to do for each. Unlocking one shows a panel with the icon and name. 21 new upgrades: three extra levels (tiers 11, 12 and 13) across every branch of the tree, extending the endgame. Reworked cost curve. Expanded soundtrack: three ambient tracks that rotate with a smooth crossfade (previously a single looping track). All new content is already translated into all 14 supported languages. Game Feel Critical hits now throw red sparks: you see it instantly, without reading the number. More rocks on screen: cap raised from 13 to 20. During Gold Rush, up to 40, spawning twice as fast. New main menu: the in-game saw spinning behind a neon title, replacing the old logo. The game boots straight into the action: the menu only appears on your first launch. Opening the pause menu now muffles and slows the music along with the slow motion. Damage numbers have an impact animation; crits pop bigger in neon orange. All panels open with a smooth transition. Balance The boss PP reward has been reduced. It used to scale with the prestige cost, which allowed maxing the PP tree in about a day. It is now a fixed value per phase and no longer depends on your prestige count. To offset this, the rare drop now works (see Fixes), which increases resource gain. Bosses now take wear-down damage: long fights become progressively easier. Performance Another optimization pass aimed at lower-end PCs: fewer stutters, especially while idle. Fewer disk writes during autosave. Fixes The rare drop never happened: the chance existed, but the roll wasn't performed on the code path the game actually used. Fixed. Several achievements existed but could never be unlocked. They work now. Large values in the shop got st...
Performance Eliminated frame-time spikes caused by garbage collection Optimized physics queries (saw, drones) and UI updates to remove per-frame memory churn Fixes Fixed: the upgrade tree could disappear when dragged off-screen — it now always stays visible.
New Bot types: Driller, Satellite, Shooter and Hammer — each with its own look and attack, unlocked through the tree. The Shooter now fires real projectiles; the Hammer feels heavier. Skill tree rewritten into micro-upgrades in a radial fan, with new bot milestones (boss focus, pierce, area, armor shred). Full localization: names AND descriptions of the entire tree, in 14 languages. Game Feel Hitstop when Large/Medium rocks shatter, smooth slow-motion on panels/pause, roomier arena with more rocks on screen. Fixes Critical: prestige softlock — fixed, and it repairs already-stuck saves. Cursor disappearing on the language/consent screen at first boot. Drones showing up pink/magenta on some devices. Prestige screen: PP number artifact and duplicate close button.
Posts come from Steam's official announcements feed.