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.
Players, last 30 days
Peak 1 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Prestige Tree Redesigned layout: all 7 branches (Economy, Combat, Progress, Mobility, Ascendant, Market, Mineral Tiers) now radiate from the center at fixed, evenly spaced angles with clean right-angle connectors — no more crossed or overlapping lines. Buying and refunding a level now animate properly: the connecting line brightens and thickens in place, and refunding a level (right-click) fades it back down instead of an instant cut. Fixed: a fully maxed-out upgrade could still look dim/faded. Maxed upgrades now always show at full brightness. Fixed: the root node shared the same color as the Economy branch. It now has its own distinct color. New: Queue Your Prestige Purchases While previewing the tree (before confirming), clicking an upgrade now marks it for purchase instead of refusing — build your whole shopping list before committing to the reset. Confirming "Prestige" with a queued list plays a full animated sequence: PP orbs fly from the counter to each chosen upgrade, landing with a bounce and a spark, followed by a zoom/shake flourish and a fade back into the game. Skip the queue entirely and it works exactly like before — pick upgrades one at a time on the distribution screen after resetting. New: Report a Bug New "Report Bug" button in the ESC menu — write what happened and optionally attach a screenshot. Attaching a screenshot is fully optional: paste one from your clipboard with a button or Ctrl+V. Reports go straight to us — thanks for helping make the game better!
Steam Achievements 100 achievements are now live on Steam, each with its own icon (colored when unlocked, grayscale while locked). Achievements now unlock for real — sync with Steam is fully wired in, no more "coming soon." In-Game Icons The same achievement artwork now appears inside the game's Achievements panel and unlock popup, styled with a glow and border. All 8 Skill Tree branches and all 6 Prestige categories got their own themed crystal icon. Skill Tree & Prestige Tree — Visual Overhaul Every node now uses a clean, consistent hexagon shape (previously only a few special nodes did). Nodes are noticeably bigger and easier to read, with thicker, brighter connection lines. Each branch's color got a refresh so every branch is easy to tell apart at a glance. Buying an upgrade now feels better: the line into your new node lights up smoothly, and the next available upgrade grows into view with a spring pop and a small spark burst. Fixes Fixed a rare crash related to the Lightning ability hitting rocks in quick succession.
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...
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