Devlog #1 – Prototype build & project status

This project is currently a prototype developed for a university course , created with the goal of exploring and testing the core concept, gameplay direction, and visual style of the game, in order to...

This project is currently a prototype developed for a university course , created with the goal of exploring and testing the core concept, gameplay direction, and visual style of the game, in order to...

This project is currently a prototype developed for a university course , created with the goal of exploring and testing the core concept, gameplay direction, and visual style of the game, in order to...
I can't code. Not really. I wouldn't know where to start with a framework or a game engine. But I wanted to know if I could go from zero to a published game. Not someday. In three weeks. SIGNAL-7 is t...
The "First Five Seconds Actually Matter Now" Update Hey survivors 👋 This one is all about the first moments of the game. Turns out a lot of you were opening the app, staring at a locked screen, and...

Major changes: Added Prestige System - Overloading. Permanently unlock power of equipped core by resetting the progress. Further balancing Visual improvements...
A few things changed. Most of them you'll feel before you read about them. 🧑 🔧 Workers got personalities Your workers now scroll their phones, eat sandwiches, and fall asleep when neglected. The...

Finally managed to put together a Steam page, so wishlist the game if you like it! It's coming soon and won't be expensive! (it's coming to itch.io too but I don't know how to set up a HTML demo for p...
Idea was to make raid more interactive, give players something to do other than just watching screen. Initially thought, pop up a mini game once player press middle, but I felt like it'll get tired af...
Added Staff cost, Upgrade UI feedback, Completely refactored UI toolkit scripts (thank god), adjusted aestethic...
Finally updated the offline save and the offline idle progress. Tweaked some of the math in the code and even ate a sandwich...
I'm really curious how long it takes for players to beat pre-rebirth / post-rebirth, but current gameplay time was only tracking the time when the tab was active. I fixed the issue where game was paus...
now audio setting stays same...
Spot of poorly formatted logic was preventing plans from advancing 0.40.1 2026-04-28 Fixed plan loadout crashing on adding new queue item Fixed plans being unable to advance due to bad backend logic (...

I attempt to alleviate what I feel is a common problem in the incremental genre: The feeling of tedious, repetitive gameplay actions which do not feel meaningful at a certain point in the game. Theref...

Hello everyone, Apologies for the long time between update, I went overboard with the latest update and just finished everything I have written as plans into the game. The new game version will be cal...
0.40.0 2026-04-28 Cleaned up dead code from prior systems Optimized background processes Fixed task bonus effects not applying to loot gains from tasks. Added option to repair armor with credits Moved...
Small update - Reworked the Fishing menu into clearer tabs: Collection, Equipment, and Fishdex (yes its back). - Expedition fishing no longer requires only the Divine Rod. Rods can now catch expeditio...
Added another new game plus cycle. Added in an infinite loop and difficulty curve. Added in persistent state. Fixed a game breaking bugs from 1.1.2 that wasn't noticed until world 7 (beating world 7 w...

I'm back with a major update for my experimental idle game heavily inspired by Path of Exile, on which I have been working as a hobby for the past year. This update comes with a new Standard Realm, wi...
There is now a downloadable Windows build available. This build has better performance, better visual effects, and is theoretically more stable. I apologize to all Mac users, as troubleshooting and de...
Added void rarity Added potion brewing Void potion + celestial potion minigame Rebirth upgrades balances and fixes fixed a bug where omega roller wasn't working made omega roller and giga roller more...
DEVLOG #1 — No Time To Sleep I’ve been working on a cozy little idle-clicker called No Time To Sleep. The idea is simple: you have one night to make rent before midnight. You start with no money...
A small but important addition. A few people asked whether saves can be lost when browser data is cleared. The honest answer is that a browser game cannot prevent that — but it can make backing up t...